Made TextureAtlas platform independent

This commit is contained in:
Simon Lübeß
2021-03-25 16:33:33 +01:00
parent ceb4cef034
commit 1d7029eb0f
2 changed files with 90 additions and 115 deletions
+1 -115
View File
@@ -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($"Failed to create atlas texture. Error ({result.Underlying}): {result}");
}
}
}
+89
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@@ -0,0 +1,89 @@
using System;
using System.Collections;
using GlitchyEngine;
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
namespace Sandbox.VoxelFun
{
class TextureAtlas : Texture2D
{
public this(GraphicsContext context, List<BlockTexture> textures) : base(context)
{
// Todo: rewrite this garbage algorithm
List<(Color* data, uint32 width, uint32 height, BlockTexture blockTex)> textureDatas = new .(textures.Count);
defer
{
for(let item in textureDatas)
{
LodePng.LodePng.Free(item.data);
}
delete textureDatas;
}
uint32 maxWidth = 0;
uint32 maxHeight = 0;
for(let texture in textures)
{
(Color* data, uint32 width, uint32 height, BlockTexture blockTex) tex;
tex.blockTex = texture;
let error = LodePng.LodePng.Decode32File(out tex.data, out tex.width, out tex.height, texture.FileName);
if(error != 0)
Log.ClientLogger.Error($"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));
}
}
}