feat: Introduce TextureAtlas for efficient texture management
- Added TextureAtlas class to manage multiple textures packed into a single large texture, improving rendering performance and reducing GPU state changes. - Implemented methods for allocating regions, packing bitmaps, and drawing regions from the atlas. - Removed the DrawDungeonTabView function from DungeonCanvasViewer as it is no longer needed with the new EditorCard system. - Updated CMake configuration to include texture_atlas.cc in the build process. - Refactored Room class to eliminate dependency on Arena graphics sheets, transitioning to per-room graphics for rendering.
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src/app/gfx/texture_atlas.h
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150
src/app/gfx/texture_atlas.h
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#ifndef YAZE_APP_GFX_TEXTURE_ATLAS_H
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#define YAZE_APP_GFX_TEXTURE_ATLAS_H
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#include <map>
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#include <memory>
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#include <vector>
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#include "app/gfx/bitmap.h"
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#include "absl/status/status.h"
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namespace yaze {
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namespace gfx {
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/**
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* @class TextureAtlas
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* @brief Manages multiple textures packed into a single large texture for performance
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*
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* Future-proof infrastructure for combining multiple room textures into one atlas.
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* This reduces GPU state changes and improves rendering performance when many rooms are open.
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*
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* Benefits:
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* - Fewer texture binds per frame
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* - Better memory locality
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* - Reduced VRAM fragmentation
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* - Easier batch rendering
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*
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* Usage (Future):
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* TextureAtlas atlas(2048, 2048);
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* auto region = atlas.AllocateRegion(room_id, 512, 512);
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* atlas.PackBitmap(room.bg1_buffer().bitmap(), *region);
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* atlas.DrawRegion(room_id, x, y);
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*/
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class TextureAtlas {
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public:
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/**
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* @brief Region within the atlas texture
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*/
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struct AtlasRegion {
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int x = 0; // X position in atlas
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int y = 0; // Y position in atlas
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int width = 0; // Region width
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int height = 0; // Region height
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int source_id = -1; // ID of source (e.g., room_id)
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bool in_use = false; // Whether this region is allocated
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};
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/**
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* @brief Construct texture atlas with specified dimensions
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* @param width Atlas width in pixels (typically 2048 or 4096)
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* @param height Atlas height in pixels (typically 2048 or 4096)
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*/
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explicit TextureAtlas(int width = 2048, int height = 2048);
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/**
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* @brief Allocate a region in the atlas for a source texture
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* @param source_id Identifier for the source (e.g., room_id)
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* @param width Required width in pixels
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* @param height Required height in pixels
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* @return Pointer to allocated region, or nullptr if no space
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*
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* Uses simple rect packing algorithm. Future: implement more efficient packing.
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*/
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AtlasRegion* AllocateRegion(int source_id, int width, int height);
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/**
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* @brief Pack a bitmap into an allocated region
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* @param src Source bitmap to pack
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* @param region Region to pack into (must be pre-allocated)
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* @return Status of packing operation
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*
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* Copies pixel data from source bitmap into atlas at region coordinates.
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*/
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absl::Status PackBitmap(const Bitmap& src, const AtlasRegion& region);
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/**
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* @brief Draw a region from the atlas to screen coordinates
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* @param source_id Source identifier (e.g., room_id)
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* @param dest_x Destination X coordinate
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* @param dest_y Destination Y coordinate
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* @return Status of drawing operation
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*
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* Future: Integrate with renderer to draw atlas regions.
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*/
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absl::Status DrawRegion(int source_id, int dest_x, int dest_y);
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/**
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* @brief Free a region and mark it as available
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* @param source_id Source identifier to free
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*/
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void FreeRegion(int source_id);
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/**
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* @brief Clear all regions and reset atlas
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*/
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void Clear();
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/**
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* @brief Get the atlas bitmap (contains all packed textures)
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* @return Reference to atlas bitmap
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*/
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Bitmap& GetAtlasBitmap() { return atlas_bitmap_; }
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const Bitmap& GetAtlasBitmap() const { return atlas_bitmap_; }
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/**
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* @brief Get region for a specific source
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* @param source_id Source identifier
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* @return Pointer to region, or nullptr if not found
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*/
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const AtlasRegion* GetRegion(int source_id) const;
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/**
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* @brief Get atlas dimensions
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*/
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int width() const { return width_; }
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int height() const { return height_; }
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/**
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* @brief Get atlas utilization statistics
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*/
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struct AtlasStats {
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int total_regions = 0;
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int used_regions = 0;
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int total_pixels = 0;
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int used_pixels = 0;
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float utilization = 0.0f; // Percentage of atlas in use
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};
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AtlasStats GetStats() const;
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private:
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int width_;
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int height_;
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Bitmap atlas_bitmap_; // Large combined bitmap
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// Simple linear packing for now (future: more efficient algorithms)
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int next_x_ = 0;
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int next_y_ = 0;
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int row_height_ = 0; // Current row height for packing
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// Map source_id → region
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std::map<int, AtlasRegion> regions_;
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// Simple rect packing helper
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bool TryPackRect(int width, int height, int& out_x, int& out_y);
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};
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} // namespace gfx
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} // namespace yaze
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#endif // YAZE_APP_GFX_TEXTURE_ATLAS_H
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