refactor(graphics): 移除纹理图集功能及相关实现代码

This commit is contained in:
ChestnutYueyue 2026-02-27 18:52:24 +08:00
parent b4a55239aa
commit d81f0c1e45
2 changed files with 0 additions and 457 deletions

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#pragma once
#include <core/color.h>
#include <core/rect.h>
#include <core/types.h>
#include <core/vec2.h>
#include <graphics/opengl/gl_texture.h>
#include <graphics/texture.h>
#include <memory>
#include <string>
#include <unordered_map>
#include <vector>
namespace extra2d {
// ============================================================================
// 纹理图集 - 自动将小纹理合并到大图集以减少 DrawCall
// ============================================================================
/**
* @brief
*/
struct AtlasEntry {
std::string name; // 原始纹理名称/路径
Rect uvRect; // 在图集中的 UV 坐标范围
Vec2 originalSize; // 原始纹理尺寸
uint32_t padding; // 边距(用于避免纹理 bleeding
AtlasEntry() : uvRect(), originalSize(), padding(2) {}
};
/**
* @brief
*
*/
class TextureAtlasPage {
public:
static constexpr int DEFAULT_SIZE = 2048;
static constexpr int MAX_SIZE = 4096;
static constexpr int MIN_TEXTURE_SIZE = 32; // 小于此大小的纹理才考虑合并
static constexpr int PADDING = 2; // 纹理间边距
TextureAtlasPage(int width = DEFAULT_SIZE, int height = DEFAULT_SIZE);
~TextureAtlasPage();
// 尝试添加纹理到图集
// 返回是否成功,如果成功则输出 uvRect
bool tryAddTexture(const std::string &name, int texWidth, int texHeight,
const uint8_t *pixels, Rect &outUvRect);
// 获取图集纹理
IntrusivePtr<Texture> getTexture() const { return texture_; }
// 获取条目
const AtlasEntry *getEntry(const std::string &name) const;
// 获取使用率
float getUsageRatio() const;
// 获取尺寸
int width() const { return width_; }
int height() const { return height_; }
// 是否已满
bool isFull() const { return isFull_; }
private:
int width_, height_;
IntrusivePtr<Texture> texture_;
std::unordered_map<std::string, AtlasEntry> entries_;
// 矩形打包数据
struct PackNode {
int x, y, width, height;
bool used;
std::unique_ptr<PackNode> left;
std::unique_ptr<PackNode> right;
PackNode(int x_, int y_, int w, int h)
: x(x_), y(y_), width(w), height(h), used(false) {}
};
std::unique_ptr<PackNode> root_;
bool isFull_;
int usedArea_;
// 递归插入
PackNode *insert(PackNode *node, int width, int height);
void writePixels(int x, int y, int w, int h, const uint8_t *pixels);
};
/**
* @brief
*
*/
class TextureAtlas {
public:
TextureAtlas();
~TextureAtlas();
// 初始化
void init(int pageSize = TextureAtlasPage::DEFAULT_SIZE);
// 添加纹理到图集
// 如果纹理太大,返回 false应该作为独立纹理加载
bool addTexture(const std::string &name, int width, int height,
const uint8_t *pixels);
// 查询纹理是否在图集中
bool contains(const std::string &name) const;
// 获取纹理在图集中的信息
// 返回图集纹理和 UV 坐标
const Texture *getAtlasTexture(const std::string &name) const;
Rect getUVRect(const std::string &name) const;
// 获取原始纹理尺寸
Vec2 getOriginalSize(const std::string &name) const;
// 获取所有图集页面
const std::vector<std::unique_ptr<TextureAtlasPage>> &getPages() const {
return pages_;
}
// 获取总使用率
float getTotalUsageRatio() const;
// 清空所有图集
void clear();
// 设置是否启用自动图集
void setEnabled(bool enabled) { enabled_ = enabled; }
bool isEnabled() const { return enabled_; }
// 设置纹理大小阈值(小于此大小的纹理才进入图集)
void setSizeThreshold(int threshold) { sizeThreshold_ = threshold; }
int getSizeThreshold() const { return sizeThreshold_; }
private:
std::vector<std::unique_ptr<TextureAtlasPage>> pages_;
std::unordered_map<std::string, TextureAtlasPage *> entryToPage_;
int pageSize_;
int sizeThreshold_;
bool enabled_;
bool initialized_;
};
/**
* @brief
*/
class TextureAtlasManager {
public:
static TextureAtlasManager &getInstance();
// 获取主图集
TextureAtlas &getAtlas() { return atlas_; }
// 快捷方法
bool addTexture(const std::string &name, int width, int height,
const uint8_t *pixels) {
return atlas_.addTexture(name, width, height, pixels);
}
bool contains(const std::string &name) const { return atlas_.contains(name); }
const Texture *getAtlasTexture(const std::string &name) const {
return atlas_.getAtlasTexture(name);
}
Rect getUVRect(const std::string &name) const {
return atlas_.getUVRect(name);
}
private:
TextureAtlasManager() = default;
~TextureAtlasManager() = default;
TextureAtlasManager(const TextureAtlasManager &) = delete;
TextureAtlasManager &operator=(const TextureAtlasManager &) = delete;
TextureAtlas atlas_;
};
} // namespace extra2d

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#include <algorithm>
#include <cstring>
#include <graphics/texture_atlas.h>
#include <utils/logger.h>
namespace extra2d {
// ============================================================================
// TextureAtlasPage 实现
// ============================================================================
TextureAtlasPage::TextureAtlasPage(int width, int height)
: width_(width), height_(height), isFull_(false), usedArea_(0) {
// 创建空白纹理
std::vector<uint8_t> emptyData(width * height * 4, 0);
texture_ = makeRef<GLTexture>(width, height, emptyData.data(), 4);
// 初始化矩形打包根节点
root_ = std::make_unique<PackNode>(0, 0, width, height);
E2D_LOG_INFO("Created texture atlas page: {}x{}", width, height);
}
TextureAtlasPage::~TextureAtlasPage() = default;
bool TextureAtlasPage::tryAddTexture(const std::string &name, int texWidth,
int texHeight, const uint8_t *pixels,
Rect &outUvRect) {
if (isFull_) {
return false;
}
// 添加边距
int paddedWidth = texWidth + 2 * PADDING;
int paddedHeight = texHeight + 2 * PADDING;
// 如果纹理太大,无法放入
if (paddedWidth > width_ || paddedHeight > height_) {
return false;
}
// 尝试插入
PackNode *node = insert(root_.get(), paddedWidth, paddedHeight);
if (node == nullptr) {
// 无法放入,标记为满
isFull_ = true;
return false;
}
// 写入像素数据(跳过边距区域)
writePixels(node->x + PADDING, node->y + PADDING, texWidth, texHeight,
pixels);
// 创建条目
AtlasEntry entry;
entry.name = name;
entry.originalSize =
Vec2(static_cast<float>(texWidth), static_cast<float>(texHeight));
entry.padding = PADDING;
// 计算 UV 坐标(考虑边距)
float u1 = static_cast<float>(node->x + PADDING) / width_;
float v1 = static_cast<float>(node->y + PADDING) / height_;
float u2 = static_cast<float>(node->x + PADDING + texWidth) / width_;
float v2 = static_cast<float>(node->y + PADDING + texHeight) / height_;
entry.uvRect = Rect(u1, v1, u2 - u1, v2 - v1);
outUvRect = entry.uvRect;
entries_[name] = std::move(entry);
usedArea_ += paddedWidth * paddedHeight;
E2D_LOG_DEBUG("Added texture '{}' to atlas: {}x{} at ({}, {})", name,
texWidth, texHeight, node->x, node->y);
return true;
}
TextureAtlasPage::PackNode *TextureAtlasPage::insert(PackNode *node, int width,
int height) {
if (node == nullptr) {
return nullptr;
}
// 如果节点已被使用,尝试子节点
if (node->used) {
PackNode *result = insert(node->left.get(), width, height);
if (result != nullptr) {
return result;
}
return insert(node->right.get(), width, height);
}
// 检查是否适合
if (width > node->width || height > node->height) {
return nullptr;
}
// 如果刚好合适,使用此节点
if (width == node->width && height == node->height) {
node->used = true;
return node;
}
// 需要分割节点
int dw = node->width - width;
int dh = node->height - height;
if (dw > dh) {
// 水平分割
node->left =
std::make_unique<PackNode>(node->x, node->y, width, node->height);
node->right =
std::make_unique<PackNode>(node->x + width, node->y, dw, node->height);
} else {
// 垂直分割
node->left =
std::make_unique<PackNode>(node->x, node->y, node->width, height);
node->right =
std::make_unique<PackNode>(node->x, node->y + height, node->width, dh);
}
// 递归插入到左子节点
return insert(node->left.get(), width, height);
}
void TextureAtlasPage::writePixels(int x, int y, int w, int h,
const uint8_t *pixels) {
if (texture_ == nullptr || pixels == nullptr) {
return;
}
// 使用 glTexSubImage2D 更新纹理数据
GLuint texID = static_cast<GLuint>(
reinterpret_cast<uintptr_t>(texture_->getNativeHandle()));
glBindTexture(GL_TEXTURE_2D, texID);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE,
pixels);
glBindTexture(GL_TEXTURE_2D, 0);
}
const AtlasEntry *TextureAtlasPage::getEntry(const std::string &name) const {
auto it = entries_.find(name);
if (it != entries_.end()) {
return &it->second;
}
return nullptr;
}
float TextureAtlasPage::getUsageRatio() const {
return static_cast<float>(usedArea_) / (width_ * height_);
}
// ============================================================================
// TextureAtlas 实现
// ============================================================================
TextureAtlas::TextureAtlas()
: pageSize_(TextureAtlasPage::DEFAULT_SIZE), sizeThreshold_(256),
enabled_(true), initialized_(false) {}
TextureAtlas::~TextureAtlas() = default;
void TextureAtlas::init(int pageSize) {
pageSize_ = pageSize;
initialized_ = true;
E2D_LOG_INFO("TextureAtlas initialized with page size: {}", pageSize);
}
bool TextureAtlas::addTexture(const std::string &name, int width, int height,
const uint8_t *pixels) {
if (!enabled_ || !initialized_) {
return false;
}
// 检查是否已存在
if (contains(name)) {
return true;
}
// 检查纹理大小
if (width > sizeThreshold_ || height > sizeThreshold_) {
E2D_LOG_DEBUG("Texture '{}' too large for atlas ({}x{} > {}), skipping",
name, width, height, sizeThreshold_);
return false;
}
// 尝试添加到现有页面
Rect uvRect;
for (auto &page : pages_) {
if (page->tryAddTexture(name, width, height, pixels, uvRect)) {
entryToPage_[name] = page.get();
return true;
}
}
// 创建新页面
auto newPage = std::make_unique<TextureAtlasPage>(pageSize_, pageSize_);
if (newPage->tryAddTexture(name, width, height, pixels, uvRect)) {
entryToPage_[name] = newPage.get();
pages_.push_back(std::move(newPage));
return true;
}
E2D_LOG_WARN("Failed to add texture '{}' to atlas", name);
return false;
}
bool TextureAtlas::contains(const std::string &name) const {
return entryToPage_.find(name) != entryToPage_.end();
}
const Texture *TextureAtlas::getAtlasTexture(const std::string &name) const {
auto it = entryToPage_.find(name);
if (it != entryToPage_.end()) {
return it->second->getTexture().get();
}
return nullptr;
}
Rect TextureAtlas::getUVRect(const std::string &name) const {
auto it = entryToPage_.find(name);
if (it != entryToPage_.end()) {
const AtlasEntry *entry = it->second->getEntry(name);
if (entry != nullptr) {
return entry->uvRect;
}
}
return Rect(0, 0, 1, 1); // 默认 UV
}
Vec2 TextureAtlas::getOriginalSize(const std::string &name) const {
auto it = entryToPage_.find(name);
if (it != entryToPage_.end()) {
const AtlasEntry *entry = it->second->getEntry(name);
if (entry != nullptr) {
return entry->originalSize;
}
}
return Vec2(0, 0);
}
float TextureAtlas::getTotalUsageRatio() const {
if (pages_.empty()) {
return 0.0f;
}
float total = 0.0f;
for (const auto &page : pages_) {
total += page->getUsageRatio();
}
return total / pages_.size();
}
void TextureAtlas::clear() {
pages_.clear();
entryToPage_.clear();
E2D_LOG_INFO("TextureAtlas cleared");
}
// ============================================================================
// TextureAtlasManager 单例实现
// ============================================================================
TextureAtlasManager &TextureAtlasManager::getInstance() {
static TextureAtlasManager instance;
return instance;
}
} // namespace extra2d