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yaze/src/app/gfx/render/atlas_renderer.h

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#ifndef YAZE_APP_GFX_ATLAS_RENDERER_H
#define YAZE_APP_GFX_ATLAS_RENDERER_H
#include "app/platform/sdl_compat.h"
#include <memory>
#include <unordered_map>
#include <vector>
#include "app/gfx/core/bitmap.h"
#include "app/gfx/debug/performance/performance_profiler.h"
#include "app/gfx/util/bpp_format_manager.h"
namespace yaze {
namespace gfx {
/**
* @brief Render command for batch rendering
*/
struct RenderCommand {
int atlas_id; ///< Atlas ID of bitmap to render
float x, y; ///< Screen coordinates
float scale_x, scale_y; ///< Scale factors
float rotation; ///< Rotation angle in degrees
SDL_Color tint; ///< Color tint
RenderCommand(int id, float x_pos, float y_pos, float sx = 1.0f,
float sy = 1.0f, float rot = 0.0f,
SDL_Color color = {255, 255, 255, 255})
: atlas_id(id),
x(x_pos),
y(y_pos),
scale_x(sx),
scale_y(sy),
rotation(rot),
tint(color) {}
};
/**
* @brief Atlas usage statistics
*/
struct AtlasStats {
int total_atlases;
int total_entries;
int used_entries;
size_t total_memory;
size_t used_memory;
float utilization_percent;
AtlasStats()
: total_atlases(0),
total_entries(0),
used_entries(0),
total_memory(0),
used_memory(0),
utilization_percent(0.0f) {}
};
/**
* @brief Atlas-based rendering system for efficient graphics operations
*
* The AtlasRenderer class provides efficient rendering by combining multiple
* graphics elements into a single texture atlas, reducing draw calls and
* improving performance for ROM hacking workflows.
*
* Key Features:
* - Single draw call for multiple tiles/graphics
* - Automatic atlas management and packing
* - Dynamic atlas resizing and reorganization
* - UV coordinate mapping for efficient rendering
* - Memory-efficient texture management
*
* Performance Optimizations:
* - Reduces draw calls from N to 1 for multiple elements
* - Minimizes GPU state changes
* - Efficient texture packing algorithm
* - Automatic atlas defragmentation
*
* ROM Hacking Specific:
* - Optimized for SNES tile rendering (8x8, 16x16)
* - Support for graphics sheet atlasing
* - Efficient palette management across atlas
* - Tile-based UV coordinate system
*/
class AtlasRenderer {
public:
static AtlasRenderer& Get();
/**
* @brief Initialize the atlas renderer
* @param renderer The renderer to use for texture operations
* @param initial_size Initial atlas size (power of 2 recommended)
*/
void Initialize(IRenderer* renderer, int initial_size = 1024);
/**
* @brief Add a bitmap to the atlas
* @param bitmap Bitmap to add to atlas
* @return Atlas ID for referencing this bitmap
*/
int AddBitmap(const Bitmap& bitmap);
/**
* @brief Add a bitmap to the atlas with BPP format optimization
* @param bitmap Bitmap to add to atlas
* @param target_bpp Target BPP format for optimization
* @return Atlas ID for referencing this bitmap
*/
int AddBitmapWithBppOptimization(const Bitmap& bitmap, BppFormat target_bpp);
/**
* @brief Remove a bitmap from the atlas
* @param atlas_id Atlas ID of bitmap to remove
*/
void RemoveBitmap(int atlas_id);
/**
* @brief Update a bitmap in the atlas
* @param atlas_id Atlas ID of bitmap to update
* @param bitmap New bitmap data
*/
void UpdateBitmap(int atlas_id, const Bitmap& bitmap);
/**
* @brief Render multiple bitmaps in a single draw call
* @param render_commands Vector of render commands (atlas_id, x, y, scale)
*/
void RenderBatch(const std::vector<RenderCommand>& render_commands);
/**
* @brief Render multiple bitmaps with BPP-aware batching
* @param render_commands Vector of render commands
* @param bpp_groups Map of BPP format to command groups for optimization
*/
void RenderBatchWithBppOptimization(
const std::vector<RenderCommand>& render_commands,
const std::unordered_map<BppFormat, std::vector<int>>& bpp_groups);
/**
* @brief Get atlas statistics
* @return Atlas usage statistics
*/
AtlasStats GetStats() const;
/**
* @brief Defragment the atlas to reclaim space
*/
void Defragment();
/**
* @brief Clear all atlases
*/
void Clear();
/**
* @brief Render a single bitmap using atlas (convenience method)
* @param atlas_id Atlas ID of bitmap to render
* @param x X position on screen
* @param y Y position on screen
* @param scale_x Horizontal scale factor
* @param scale_y Vertical scale factor
*/
void RenderBitmap(int atlas_id, float x, float y, float scale_x = 1.0f,
float scale_y = 1.0f);
/**
* @brief Get UV coordinates for a bitmap in the atlas
* @param atlas_id Atlas ID of bitmap
* @return UV rectangle (0-1 normalized coordinates)
*/
SDL_Rect GetUVCoordinates(int atlas_id) const;
private:
AtlasRenderer() = default;
~AtlasRenderer();
struct AtlasEntry {
int atlas_id;
SDL_Rect uv_rect; // UV coordinates in atlas
TextureHandle texture;
bool in_use;
BppFormat bpp_format; // BPP format of this entry
int original_width;
int original_height;
AtlasEntry(int id, const SDL_Rect& rect, TextureHandle tex,
BppFormat bpp = BppFormat::kBpp8, int width = 0, int height = 0)
: atlas_id(id),
uv_rect(rect),
texture(tex),
in_use(true),
bpp_format(bpp),
original_width(width),
original_height(height) {}
};
struct Atlas {
TextureHandle texture;
int size;
std::vector<AtlasEntry> entries;
std::vector<bool> used_regions; // Track used regions for packing
Atlas(int s) : size(s), used_regions(s * s, false) {}
};
IRenderer* renderer_;
std::vector<std::unique_ptr<Atlas>> atlases_;
std::unordered_map<int, AtlasEntry*> atlas_lookup_;
int next_atlas_id_;
int current_atlas_;
// Helper methods
bool PackBitmap(Atlas& atlas, const Bitmap& bitmap, SDL_Rect& uv_rect);
void CreateNewAtlas();
void RebuildAtlas(Atlas& atlas);
SDL_Rect FindFreeRegion(Atlas& atlas, int width, int height);
void MarkRegionUsed(Atlas& atlas, const SDL_Rect& rect, bool used);
};
} // namespace gfx
} // namespace yaze
#endif // YAZE_APP_GFX_ATLAS_RENDERER_H