Files
yaze/src/app/gfx/texture_atlas.h
scawful 46f078beed 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.
2025-10-09 20:56:56 -04:00

151 lines
4.3 KiB
C++

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