bevy/crates/bevy_sprite/src/dynamic_texture_atlas_builder.rs

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use crate::{Rect, TextureAtlas};
use bevy_asset::{Assets, Handle};
use bevy_render::texture::Texture;
use glam::Vec2;
use guillotiere::{size2, AllocId, Allocation, AtlasAllocator};
use std::collections::HashMap;
pub struct DynamicTextureAtlasBuilder {
pub texture_allocations: HashMap<Handle<Texture>, Allocation>,
pub allocation_textures: HashMap<AllocId, Handle<Texture>>,
pub atlas_allocator: AtlasAllocator,
pub atlas_texture: Texture,
pub max_size: Vec2,
}
impl Default for DynamicTextureAtlasBuilder {
fn default() -> Self {
Self::new(Vec2::new(256., 256.), Vec2::new(2048., 2048.))
}
}
const FORMAT_SIZE: usize = 4; // TODO: get this from an actual format type
impl DynamicTextureAtlasBuilder {
pub fn new(initial_size: Vec2, max_size: Vec2) -> Self {
Self {
texture_allocations: Default::default(),
allocation_textures: Default::default(),
atlas_allocator: AtlasAllocator::new(to_size2(initial_size)),
atlas_texture: Texture::new_fill(initial_size, &[0,0,0,0]),
max_size,
}
}
pub fn add_texture(&mut self, texture_handle: Handle<Texture>, textures: &Assets<Texture>) -> bool {
let texture = textures.get(&texture_handle).unwrap();
let mut queued_textures= vec![texture_handle];
let mut resized = false;
loop {
let mut failed_textures = Vec::new();
while let Some(texture_handle) = queued_textures.pop() {
let allocation = self
.atlas_allocator
.allocate(size2(texture.size.x() as i32, texture.size.y() as i32));
if let Some(allocation) = allocation {
self.place_texture(allocation, texture_handle, texture);
} else {
failed_textures.push(texture_handle);
}
}
if failed_textures.len() == 0 {
break;
}
queued_textures = failed_textures;
// if allocation failed, resize the atlas
resized = true;
let new_size = self.atlas_texture.size * 2.0;
if new_size > self.max_size {
panic!(
"Ran out of space in Atlas. This atlas cannot be larger than: {:?}",
self.max_size
);
}
let new_size2 = to_size2(new_size);
self.atlas_texture = Texture::new_fill(new_size, &[0,0,0,0]);
let change_list = self.atlas_allocator.resize_and_rearrange(new_size2);
for change in change_list.changes {
if let Some(changed_texture_handle) = self.allocation_textures.remove(&change.old.id) {
self.texture_allocations.remove(&changed_texture_handle);
let changed_texture = textures.get(&changed_texture_handle).unwrap();
self.place_texture(change.new, changed_texture_handle, changed_texture);
}
}
for failure in change_list.failures {
let failed_texture = self.allocation_textures.remove(&failure.id).unwrap();
queued_textures.push(failed_texture);
}
}
return resized;
}
fn place_texture(&mut self, allocation: Allocation, texture_handle: Handle<Texture>, texture: &Texture) {
let rect = allocation.rectangle;
let atlas_width = self.atlas_texture.size.x() as usize;
let rect_width = rect.width() as usize;
for (texture_y, bound_y) in (rect.min.y..rect.max.y).map(|i| i as usize).enumerate() {
let begin = (bound_y * atlas_width + rect.min.x as usize) * FORMAT_SIZE;
let end = begin + rect_width * FORMAT_SIZE;
let texture_begin = texture_y * rect_width * FORMAT_SIZE;
let texture_end = texture_begin + rect_width * FORMAT_SIZE;
self.atlas_texture.data[begin..end]
.copy_from_slice(&texture.data[texture_begin..texture_end]);
}
self.allocation_textures.insert(allocation.id, texture_handle);
self.texture_allocations.insert(texture_handle, allocation);
}
pub fn remove_texture(&mut self, texture_handle: Handle<Texture>) {
if let Some(allocation) = self.texture_allocations.remove(&texture_handle) {
self.allocation_textures.remove(&allocation.id);
self.atlas_allocator.deallocate(allocation.id);
}
}
pub fn finish(self, textures: &mut Assets<Texture>) -> TextureAtlas {
let mut texture_rects = Vec::with_capacity(self.texture_allocations.len());
let mut texture_handles = HashMap::with_capacity(self.texture_allocations.len());
for (index, (handle, allocation)) in self.texture_allocations.iter().enumerate() {
texture_rects.push(allocation.rectangle.into());
texture_handles.insert(*handle, index);
}
TextureAtlas {
dimensions: to_vec2(self.atlas_allocator.size()),
texture: textures.add(self.atlas_texture),
textures: texture_rects,
texture_handles: Some(texture_handles),
}
}
}
impl From<guillotiere::Rectangle> for Rect {
fn from(rectangle: guillotiere::Rectangle) -> Self {
Rect {
min: Vec2::new(rectangle.min.x as f32, rectangle.min.y as f32),
max: Vec2::new(rectangle.max.x as f32, rectangle.max.y as f32),
}
}
}
fn to_vec2(size: guillotiere::Size) -> Vec2 {
Vec2::new(size.width as f32, size.height as f32)
}
fn to_size2(vec2: Vec2) -> guillotiere::Size {
guillotiere::Size::new(vec2.x() as i32, vec2.y() as i32)
}