mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Made TextureAtlas platform independent
This commit is contained in:
@@ -1,11 +1,6 @@
|
||||
using System.Collections;
|
||||
using GlitchyEngine.Renderer;
|
||||
using System.Collections;
|
||||
using GlitchyEngine.Renderer;
|
||||
using GlitchyEngine.Math;
|
||||
using GlitchyEngine;
|
||||
using DirectX.D3D11;
|
||||
using System;
|
||||
|
||||
namespace Sandbox.VoxelFun
|
||||
{
|
||||
class BlockTextures
|
||||
@@ -51,113 +46,4 @@ namespace Sandbox.VoxelFun
|
||||
_atlas.SamplerState = new SamplerState(context, desc)..ReleaseRefNoDelete();
|
||||
}
|
||||
}
|
||||
|
||||
class TextureAtlas : Texture
|
||||
{
|
||||
// TODO: native code
|
||||
private ID3D11Texture2D* nativeTexture ~ _?.Release();
|
||||
|
||||
public override extern uint32 Width {get;}
|
||||
public override extern uint32 Height {get;}
|
||||
public override uint32 Depth => 1;
|
||||
public override extern uint32 ArraySize {get;}
|
||||
public override extern uint32 MipLevels {get;}
|
||||
|
||||
public this(GraphicsContext context, List<BlockTexture> textures) : base(context)
|
||||
{
|
||||
// Todo: rewrite this garbage algorithm
|
||||
|
||||
List<(Color* data, uint32 width, uint32 height, BlockTexture blockTex)> textureDatas = new .(textures.Count);
|
||||
defer
|
||||
{
|
||||
for(let item in textureDatas)
|
||||
{
|
||||
LodePng.LodePng.Free(item.data);
|
||||
}
|
||||
|
||||
delete textureDatas;
|
||||
}
|
||||
|
||||
uint32 maxWidth = 0;
|
||||
uint32 maxHeight = 0;
|
||||
|
||||
for(let texture in textures)
|
||||
{
|
||||
(Color* data, uint32 width, uint32 height, BlockTexture blockTex) tex;
|
||||
tex.blockTex = texture;
|
||||
|
||||
let error = LodePng.LodePng.Decode32File(out tex.data, out tex.width, out tex.height, texture.FileName);
|
||||
|
||||
if(error != 0)
|
||||
Log.ClientLogger.Error($"Failed to load texture \"{texture.FileName}\". ({error}) \"{StringView(LodePng.LodePng.ErrorText(error))}\"");
|
||||
|
||||
if(tex.width > maxWidth)
|
||||
maxWidth = tex.width;
|
||||
|
||||
if(tex.height > maxHeight)
|
||||
maxHeight = tex.height;
|
||||
|
||||
textureDatas.Add(tex);
|
||||
}
|
||||
|
||||
uint32 texturesX = (.)System.Math.Ceiling(System.Math.Sqrt(textureDatas.Count));
|
||||
uint32 texturesY = (.)System.Math.Ceiling((float)textureDatas.Count / (float)texturesX);
|
||||
|
||||
uint32 textureWidth = texturesX * maxWidth;
|
||||
uint32 textureHeight = texturesY * maxHeight;
|
||||
|
||||
Color[] atlasColors = new DirectX.Color[textureWidth * textureHeight];
|
||||
defer delete atlasColors;
|
||||
|
||||
uint32 currentX = 0;
|
||||
uint32 currentY = 0;
|
||||
|
||||
for(let texture in textureDatas)
|
||||
{
|
||||
texture.blockTex.[Friend]_atlasStart = .((float)currentX / (float)textureWidth, (float)currentY / (float)textureHeight);
|
||||
texture.blockTex.[Friend]_atlasSize = .((float)texture.width / (float)textureWidth, (float)texture.height / (float)textureHeight);
|
||||
|
||||
for(uint32 penY = currentY, uint32 y = 0; y < texture.height; penY++, y++)
|
||||
for(uint32 penX = currentX, uint32 x = 0; x < texture.width; penX++, x++)
|
||||
{
|
||||
atlasColors[penX + penY * textureWidth] = texture.data[x + y * texture.width];
|
||||
}
|
||||
|
||||
currentX += maxWidth;
|
||||
if(currentX >= textureWidth)
|
||||
{
|
||||
currentX = 0;
|
||||
currentY += maxHeight;
|
||||
}
|
||||
}
|
||||
|
||||
Texture2DDescription desc;
|
||||
desc.Width = textureWidth;
|
||||
desc.Height = textureHeight;
|
||||
desc.ArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.SampleDesc = .(1, 0);
|
||||
desc.Usage = .Immutable;
|
||||
desc.MiscFlags = .None;
|
||||
desc.BindFlags = .ShaderResource;
|
||||
desc.CpuAccessFlags = .None;
|
||||
desc.Format = .R8G8B8A8_UNorm;
|
||||
|
||||
//SubresourceData data = .(atlasColors.CArray(), textureWidth, textureWidth * textureHeight);
|
||||
SubresourceData data = .(atlasColors.CArray(), textureWidth * sizeof(Color), 0);
|
||||
|
||||
// TODO: this is bad platform dependant code...
|
||||
var result = _context.[Friend]nativeDevice.CreateTexture2D(ref desc, &data, &nativeTexture);
|
||||
|
||||
//LodePng.LodePng.Encode32File("testout.png", textureD)
|
||||
|
||||
if(result.Failed)
|
||||
Log.ClientLogger.Error($"Failed to create atlas texture. Error ({result.Underlying}): {result}");
|
||||
|
||||
result = _context.[Friend]nativeDevice.CreateShaderResourceView(nativeTexture, null, &nativeView);
|
||||
|
||||
if(result.Failed)
|
||||
Log.ClientLogger.Error($"Failed to create atlas texture. Error ({result.Underlying}): {result}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,89 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using GlitchyEngine;
|
||||
using GlitchyEngine.Math;
|
||||
using GlitchyEngine.Renderer;
|
||||
|
||||
namespace Sandbox.VoxelFun
|
||||
{
|
||||
class TextureAtlas : Texture2D
|
||||
{
|
||||
public this(GraphicsContext context, List<BlockTexture> textures) : base(context)
|
||||
{
|
||||
// Todo: rewrite this garbage algorithm
|
||||
|
||||
List<(Color* data, uint32 width, uint32 height, BlockTexture blockTex)> textureDatas = new .(textures.Count);
|
||||
defer
|
||||
{
|
||||
for(let item in textureDatas)
|
||||
{
|
||||
LodePng.LodePng.Free(item.data);
|
||||
}
|
||||
|
||||
delete textureDatas;
|
||||
}
|
||||
|
||||
uint32 maxWidth = 0;
|
||||
uint32 maxHeight = 0;
|
||||
|
||||
for(let texture in textures)
|
||||
{
|
||||
(Color* data, uint32 width, uint32 height, BlockTexture blockTex) tex;
|
||||
tex.blockTex = texture;
|
||||
|
||||
let error = LodePng.LodePng.Decode32File(out tex.data, out tex.width, out tex.height, texture.FileName);
|
||||
|
||||
if(error != 0)
|
||||
Log.ClientLogger.Error($"Failed to load texture \"{texture.FileName}\". ({error}) \"{StringView(LodePng.LodePng.ErrorText(error))}\"");
|
||||
|
||||
if(tex.width > maxWidth)
|
||||
maxWidth = tex.width;
|
||||
|
||||
if(tex.height > maxHeight)
|
||||
maxHeight = tex.height;
|
||||
|
||||
textureDatas.Add(tex);
|
||||
}
|
||||
|
||||
uint32 texturesX = (.)System.Math.Ceiling(System.Math.Sqrt(textureDatas.Count));
|
||||
uint32 texturesY = (.)System.Math.Ceiling((float)textureDatas.Count / (float)texturesX);
|
||||
|
||||
uint32 textureWidth = texturesX * maxWidth;
|
||||
uint32 textureHeight = texturesY * maxHeight;
|
||||
|
||||
Color[] atlasColors = new DirectX.Color[textureWidth * textureHeight];
|
||||
defer delete atlasColors;
|
||||
|
||||
uint32 currentX = 0;
|
||||
uint32 currentY = 0;
|
||||
|
||||
for(let texture in textureDatas)
|
||||
{
|
||||
texture.blockTex.[Friend]_atlasStart = .((float)currentX / (float)textureWidth, (float)currentY / (float)textureHeight);
|
||||
texture.blockTex.[Friend]_atlasSize = .((float)texture.width / (float)textureWidth, (float)texture.height / (float)textureHeight);
|
||||
|
||||
for(uint32 penY = currentY, uint32 y = 0; y < texture.height; penY++, y++)
|
||||
for(uint32 penX = currentX, uint32 x = 0; x < texture.width; penX++, x++)
|
||||
{
|
||||
atlasColors[penX + penY * textureWidth] = texture.data[x + y * texture.width];
|
||||
}
|
||||
|
||||
currentX += maxWidth;
|
||||
if(currentX >= textureWidth)
|
||||
{
|
||||
currentX = 0;
|
||||
currentY += maxHeight;
|
||||
}
|
||||
}
|
||||
|
||||
Texture2DDesc desc;
|
||||
desc.Width = textureWidth;
|
||||
desc.Height = textureHeight;
|
||||
desc.ArraySize = 1;
|
||||
desc.MipLevels = 1;
|
||||
desc.Format = .R8G8B8A8_UNorm;
|
||||
|
||||
CreateTexturePlatform(desc, atlasColors.CArray(), textureWidth * sizeof(Color));
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user