#pragma once #include #include #include #include #include #include #include #include namespace Blah { // Texture Packer, which takes source images and combines // them into a single large texture. Useful for 2D sprite batching. class Packer { public: // Packer Entry, which stores information about the resulting packed texture class Entry { friend class Packer; private: i64 memory_index; public: // entry ID u64 id; // Texture Page that it was packed into. // This won't be set until after the packer has run. int page; // Whether the entry is empty bool empty; // Packed frame rectangle. // This won't be set until after the packer has run. Recti frame; // Packed position and size. // This won't be set until after the packer has run. Recti packed; Entry(u64 id, const Recti& frame) : memory_index(0) , id(id) , page(0) , empty(true) , frame(frame) , packed(0, 0, 0, 0) {} }; // maximum width / height of the generated texture int max_size; // whether the generated texture must be a power of 2 bool power_of_two; // spacing between each packed subtexture int spacing; // padding on each subtexture (extrudes their borders outwards) int padding; // generated textures. There can be more than one if the packer was // unable to fit all the provided subtextures into the max_size. Vector pages; Packer(); Packer(int max_size, int spacing, bool power_of_two); // add a new entry void add(u64 id, int width, int height, const Color* pixels); // add a new entry void add(u64 id, const Image& bitmap); // add a new entry void add(u64 id, const Image& bitmap, const Recti& source); // add a new entry void add(u64 id, const FilePath& path); // returns a vector of all the resulting entries const Vector& entries() const; // perform the packing void pack(); // clear the current packer data void clear(); private: struct Node { bool used; Recti rect; Node* right; Node* down; Node(); Node* find(int w, int h); Node* reset(const Recti& rect); }; // whether the packer has any changes that require it to run again bool m_dirty; // buffer of all the image data we will be packing BufferStream m_buffer; // Entries to pack & their resulting data Vector m_entries; // adds a new entry void add_entry(u64 id, int w, int h, const Color* pixels, const Recti& source); }; }