/
TextureAtlas.js
468 lines (419 loc) · 19.1 KB
/
TextureAtlas.js
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/*global define*/
define([
'../Core/BoundingRectangle',
'../Core/Cartesian2',
'../Core/createGuid',
'../Core/defaultValue',
'../Core/destroyObject',
'../Core/DeveloperError',
'./PixelFormat'
], function(
BoundingRectangle,
Cartesian2,
createGuid,
defaultValue,
destroyObject,
DeveloperError,
PixelFormat) {
"use strict";
// The atlas is made up of regions of space called nodes that contain images or child nodes.
function TextureAtlasNode(bottomLeft, topRight, childNode1, childNode2, imageIndex) {
this.bottomLeft = defaultValue(bottomLeft, Cartesian2.ZERO);
this.topRight = defaultValue(topRight, Cartesian2.ZERO);
this.childNode1 = childNode1;
this.childNode2 = childNode2;
this.imageIndex = imageIndex;
}
var defaultInitialSize = new Cartesian2(16.0, 16.0);
/**
* A TextureAtlas stores multiple images in one square texture and keeps
* track of the texture coordinates for each image. TextureAtlas is dynamic,
* meaning new images can be added at any point in time.
* Calling addImages is more space-efficient than calling addImage multiple times.
* Texture coordinates are subject to change if the texture atlas resizes, so it is
* important to check {@link TextureAtlas#getGUID} before using old values.
*
* @alias TextureAtlas
*
* @param {Context} description.context The context in which the texture gets created.
* @param {PixelFormat} [description.pixelFormat = PixelFormat.RGBA] The pixel format of the texture.
* @param {Number} [description.borderWidthInPixels = 1] The amount of spacing between adjacent images in pixels.
* @param {Cartesian2} [description.initialSize = new Cartesian2(16.0, 16.0)] The initial side lengths of the texture.
* @param {Array} description.images Optional array of {@link Image} to be added to the atlas. Same as calling addImages(images).
* @param {Image} description.image Optional single image to be added to the atlas. Same as calling addImage(image).
*
* @internalConstructor
*
* @exception {DeveloperError} context is required.
* @exception {DeveloperError} borderWidthInPixels must be greater than or equal to zero.
* @exception {DeveloperError} initialSize must be greater than zero.
*/
var TextureAtlas = function(description) {
description = defaultValue(description, defaultValue.EMPTY_OBJECT);
var context = description.context;
if (typeof context === 'undefined') {
throw new DeveloperError('context is required.');
}
var borderWidthInPixels = defaultValue(description.borderWidthInPixels, 1.0);
if (borderWidthInPixels < 0) {
throw new DeveloperError('borderWidthInPixels must be greater than or equal to zero.');
}
var initialSize = defaultValue(description.initialSize, defaultInitialSize);
if (initialSize.x < 1 || initialSize.y < 1) {
throw new DeveloperError('initialSize must be greater than zero.');
}
this._context = context;
this._pixelFormat = defaultValue(description.pixelFormat, PixelFormat.RGBA);
this._borderWidthInPixels = borderWidthInPixels;
this._textureCoordinates = [];
this._guid = createGuid();
// Create initial texture and root.
this._texture = this._context.createTexture2D({
width : initialSize.x,
height : initialSize.y,
pixelFormat : this._pixelFormat
});
this._root = new TextureAtlasNode(new Cartesian2(), new Cartesian2(initialSize.x, initialSize.y));
// Add initial images if there are any.
var images = description.images;
if (typeof images !== 'undefined' && images.length > 0) {
this.addImages(images);
}
var image = description.image;
if (typeof image !== 'undefined') {
this.addImage(image);
}
};
// Builds a larger texture and copies the old texture into the new one.
function resizeAtlas(textureAtlas, image) {
var numImages = textureAtlas.getNumberOfImages();
var scalingFactor = 2.0;
if (numImages > 0) {
var oldAtlasWidth = textureAtlas._texture.getWidth();
var oldAtlasHeight = textureAtlas._texture.getHeight();
var atlasWidth = scalingFactor * (oldAtlasWidth + image.width + textureAtlas._borderWidthInPixels);
var atlasHeight = scalingFactor * (oldAtlasHeight + image.height + textureAtlas._borderWidthInPixels);
var widthRatio = oldAtlasWidth / atlasWidth;
var heightRatio = oldAtlasHeight / atlasHeight;
// Create new node structure, putting the old root node in the bottom left.
var nodeBottomRight = new TextureAtlasNode(new Cartesian2(oldAtlasWidth + textureAtlas._borderWidthInPixels, 0.0), new Cartesian2(atlasWidth, oldAtlasHeight));
var nodeBottomHalf = new TextureAtlasNode(new Cartesian2(), new Cartesian2(atlasWidth, oldAtlasHeight), textureAtlas._root, nodeBottomRight);
var nodeTopHalf = new TextureAtlasNode(new Cartesian2(0.0, oldAtlasHeight + textureAtlas._borderWidthInPixels), new Cartesian2(atlasWidth, atlasHeight));
var nodeMain = new TextureAtlasNode(new Cartesian2(), new Cartesian2(atlasWidth, atlasHeight), nodeBottomHalf, nodeTopHalf);
textureAtlas._root = nodeMain;
// Resize texture coordinates.
for ( var i = 0; i < textureAtlas._textureCoordinates.length; i++) {
var texCoord = textureAtlas._textureCoordinates[i];
if (typeof texCoord !== 'undefined') {
texCoord.x *= widthRatio;
texCoord.y *= heightRatio;
texCoord.width *= widthRatio;
texCoord.height *= heightRatio;
}
}
// Copy larger texture.
var newTexture = textureAtlas._context.createTexture2D({
width : atlasWidth,
height : atlasHeight,
pixelFormat : textureAtlas._pixelFormat
});
// Copy old texture into new using an fbo.
var framebuffer = textureAtlas._context.createFramebuffer({
colorTexture : textureAtlas._texture
});
framebuffer._bind();
newTexture.copyFromFramebuffer(0, 0, 0, 0, oldAtlasWidth, oldAtlasHeight);
framebuffer._unBind();
framebuffer.destroy();
textureAtlas._texture = newTexture;
}
// First image exceeds initialSize
else {
var initialWidth = scalingFactor * (image.width + textureAtlas._borderWidthInPixels);
var initialHeight = scalingFactor * (image.height + textureAtlas._borderWidthInPixels);
textureAtlas._texture = textureAtlas._texture && textureAtlas._texture.destroy();
textureAtlas._texture = textureAtlas._context.createTexture2D({
width : initialWidth,
height : initialHeight,
pixelFormat : textureAtlas._pixelFormat
});
textureAtlas._root = new TextureAtlasNode(new Cartesian2(), new Cartesian2(initialWidth, initialHeight));
}
}
// A recursive function that finds the best place to insert
// a new image based on existing image 'nodes'.
// Inspired by: http://blackpawn.com/texts/lightmaps/default.html
function findNode(textureAtlas, node, image) {
if (typeof node === 'undefined') {
return undefined;
}
// If a leaf node
if (typeof node.childNode1 === 'undefined' &&
typeof node.childNode2 === 'undefined') {
// Node already contains an image, don't add to it.
if (typeof node.imageIndex !== 'undefined') {
return undefined;
}
var nodeWidth = node.topRight.x - node.bottomLeft.x;
var nodeHeight = node.topRight.y - node.bottomLeft.y;
var widthDifference = nodeWidth - image.width;
var heightDifference = nodeHeight - image.height;
// Node is smaller than the image.
if (widthDifference < 0 || heightDifference < 0) {
return undefined;
}
// If the node is the same size as the image, return the node
if (widthDifference === 0 && heightDifference === 0) {
return node;
}
// Vertical split (childNode1 = left half, childNode2 = right half).
if (widthDifference > heightDifference) {
node.childNode1 = new TextureAtlasNode(new Cartesian2(node.bottomLeft.x, node.bottomLeft.y), new Cartesian2(node.bottomLeft.x + image.width, node.topRight.y));
// Only make a second child if the border gives enough space.
var childNode2BottomLeftX = node.bottomLeft.x + image.width + textureAtlas._borderWidthInPixels;
if (childNode2BottomLeftX < node.topRight.x) {
node.childNode2 = new TextureAtlasNode(new Cartesian2(childNode2BottomLeftX, node.bottomLeft.y), new Cartesian2(node.topRight.x, node.topRight.y));
}
}
// Horizontal split (childNode1 = bottom half, childNode2 = top half).
else {
node.childNode1 = new TextureAtlasNode(new Cartesian2(node.bottomLeft.x, node.bottomLeft.y), new Cartesian2(node.topRight.x, node.bottomLeft.y + image.height));
// Only make a second child if the border gives enough space.
var childNode2BottomLeftY = node.bottomLeft.y + image.height + textureAtlas._borderWidthInPixels;
if (childNode2BottomLeftY < node.topRight.y) {
node.childNode2 = new TextureAtlasNode(new Cartesian2(node.bottomLeft.x, childNode2BottomLeftY), new Cartesian2(node.topRight.x, node.topRight.y));
}
}
return findNode(textureAtlas, node.childNode1, image);
}
// If not a leaf node
return findNode(textureAtlas, node.childNode1, image) ||
findNode(textureAtlas, node.childNode2, image);
}
// Adds image of given index to the texture atlas. Called from addImage and addImages.
function addImage(textureAtlas, image, index) {
if (typeof image === 'undefined') {
throw new DeveloperError('image is required.');
}
var node = findNode(textureAtlas, textureAtlas._root, image);
// Found a node that can hold the image.
if (typeof node !== 'undefined') {
node.imageIndex = index;
// Add texture coordinate and write to texture
var atlasWidth = textureAtlas._texture.getWidth();
var atlasHeight = textureAtlas._texture.getHeight();
var nodeWidth = node.topRight.x - node.bottomLeft.x;
var nodeHeight = node.topRight.y - node.bottomLeft.y;
textureAtlas._textureCoordinates[index] = new BoundingRectangle(
node.bottomLeft.x / atlasWidth, node.bottomLeft.y / atlasHeight,
nodeWidth / atlasWidth, nodeHeight / atlasHeight
);
textureAtlas._texture.copyFrom(image, node.bottomLeft.x, node.bottomLeft.y);
}
// No node found, must resize the texture atlas.
else {
resizeAtlas(textureAtlas, image);
addImage(textureAtlas, image, index);
}
}
/**
* Adds an image to the texture atlas.
* Calling addImages is more space-efficient than calling addImage multiple times.
* Texture coordinates are subject to change if the texture atlas resizes, so it is
* important to check {@link TextureAtlas#getGUID} before using old values.
*
* @memberof TextureAtlas
*
* @param {Image} image An image to be added to the texture atlas.
*
* @returns {Number} The index of the newly added image.
*
* @exception {DeveloperError} image is required.
*
* @see TextureAtlas#addImages
*
*/
TextureAtlas.prototype.addImage = function(image) {
var index = this.getNumberOfImages();
addImage(this, image, index);
this._guid = createGuid();
return index;
};
/**
* Adds an array of images to the texture atlas.
* Calling addImages is more space-efficient than calling addImage multiple times.
* Texture coordinates are subject to change if the texture atlas resizes, so it is
* important to check {@link TextureAtlas#getGUID} before using old values.
*
* @memberof TextureAtlas
*
* @param {Array} images An array of {@link Image} to be added to the texture atlas.
*
* @returns {Number} The first index of the newly added images.
*
* @exception {DeveloperError} images is required and must have length greater than zero.
*
* @see TextureAtlas#addImage
*
*/
TextureAtlas.prototype.addImages = function(images) {
// Check if image array is valid.
if (typeof images === 'undefined' || (images.length < 1)) {
throw new DeveloperError('images is required and must have length greater than zero.');
}
// Store images in containers that have an index.
var i;
var annotatedImages = [];
var numberOfImages = images.length;
var oldNumberOfImages = this.getNumberOfImages();
for (i = 0; i < numberOfImages; ++i) {
annotatedImages.push({
image : images[i],
index : i + oldNumberOfImages
});
}
// Sort images by maximum to minimum side length.
annotatedImages.sort(function(left, right) {
return Math.max(right.image.height, right.image.width) -
Math.max(left.image.height, left.image.width);
});
// Add images to the texture atlas.
for (i = 0; i < numberOfImages; ++i) {
var annotatedImage = annotatedImages[i];
addImage(this, annotatedImage.image, annotatedImage.index);
}
this._guid = createGuid();
// Return index of the first added image.
return oldNumberOfImages;
};
/**
* Add a set of sub-regions to one atlas image as additional image indices.
*
* @memberof TextureAtlas
*
* @param {Image} image An image to be added to the texture atlas.
* @param {Array} subRegions An array of {@link BoundingRectangle} sub-regions measured in pixels from the bottom-left.
*
* @returns {Number} The index of the first newly-added region.
*
* @exception {DeveloperError} image is required.
*/
TextureAtlas.prototype.addSubRegions = function(image, subRegions) {
var index = this.addImage(image);
var atlasWidth = this._texture.getWidth();
var atlasHeight = this._texture.getHeight();
var numImages = this.getNumberOfImages();
var numSubRegions = subRegions.length;
var baseRegion = this._textureCoordinates[index];
for (var i = 0; i < numSubRegions; ++i) {
var thisRegion = subRegions[i];
this._textureCoordinates.push(new BoundingRectangle(
baseRegion.x + (thisRegion.x / atlasWidth),
baseRegion.y + (thisRegion.y / atlasHeight),
thisRegion.width / atlasWidth,
thisRegion.height / atlasHeight
));
}
this._guid = createGuid();
return numImages;
};
/**
* Returns the amount of spacing between adjacent images in pixels.
*
* @memberof TextureAtlas
*
* @returns {Number} The border width in pixels.
*/
TextureAtlas.prototype.getBorderWidthInPixels = function() {
return this._borderWidthInPixels;
};
/**
* Returns an array of {@link BoundingRectangle} texture coordinate regions for all the images in the texture atlas.
* The x and y values of the rectangle correspond to the bottom-left corner of the texture coordinate.
* The coordinates are in the order that the corresponding images were added to the atlas.
*
* @memberof TextureAtlas
*
* @returns {Array} The texture coordinates.
*
* @see BoundingRectangle
*/
TextureAtlas.prototype.getTextureCoordinates = function() {
return this._textureCoordinates;
};
/**
* Returns the texture that all of the images are being written to.
*
* @memberof TextureAtlas
*
* @returns {@link Texture} The texture used by the texture atlas.
*/
TextureAtlas.prototype.getTexture = function() {
return this._texture;
};
/**
* Returns the number of images in the texture atlas. This value increases
* every time addImage or addImages is called.
* Texture coordinates are subject to change if the texture atlas resizes, so it is
* important to check {@link TextureAtlas#getGUID} before using old values.
*
* @memberof TextureAtlas
*
* @returns {Number} The number of images in the texture atlas.
*/
TextureAtlas.prototype.getNumberOfImages = function() {
return this._textureCoordinates.length;
};
/**
* Returns the atlas' globally unique identifier (GUID).
* The GUID changes whenever the texture atlas is modified.
* Classes that use a texture atlas should check if the GUID
* has changed before processing the atlas data.
*
* @memberof TextureAtlas
*
* @returns {String} The globally unique identifier (GUID).
*/
TextureAtlas.prototype.getGUID = function() {
return this._guid;
};
/**
* Returns true if this object was destroyed; otherwise, false.
* <br /><br />
* If this object was destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception.
*
* @memberof TextureAtlas
*
* @returns {Boolean} True if this object was destroyed; otherwise, false.
*
* @see TextureAtlas#destroy
*/
TextureAtlas.prototype.isDestroyed = function() {
return false;
};
/**
* Destroys the WebGL resources held by this object. Destroying an object allows for deterministic
* release of WebGL resources, instead of relying on the garbage collector to destroy this object.
* <br /><br />
* Once an object is destroyed, it should not be used; calling any function other than
* <code>isDestroyed</code> will result in a {@link DeveloperError} exception. Therefore,
* assign the return value (<code>undefined</code>) to the object as done in the example.
*
* @memberof TextureAtlas
*
* @returns {undefined}
*
* @exception {DeveloperError} This object was destroyed, i.e., destroy() was called.
*
* @see TextureAtlas#isDestroyed
*
* @example
* atlas = atlas && atlas.destroy();
*/
TextureAtlas.prototype.destroy = function() {
this._texture = this._texture && this._texture.destroy();
return destroyObject(this);
};
return TextureAtlas;
});