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https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
zig native atlas implementation
This commit is contained in:
@ -43,4 +43,9 @@ pub fn build(b: *std.build.Builder) !void {
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const run_step = b.step("run", "Run the app");
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const run_step = b.step("run", "Run the app");
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run_step.dependOn(&run_cmd.step);
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run_step.dependOn(&run_cmd.step);
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// Tests
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const test_step = b.step("test", "Run all tests");
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const lib_tests = b.addTest("src/main.zig");
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test_step.dependOn(&lib_tests.step);
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}
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}
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309
src/Atlas.zig
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309
src/Atlas.zig
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@ -0,0 +1,309 @@
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//! Implements a texture atlas (https://en.wikipedia.org/wiki/Texture_atlas).
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//!
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//! The implementation is based on "A Thousand Ways to Pack the Bin - A
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//! Practical Approach to Two-Dimensional Rectangle Bin Packing" by Jukka
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//! Jylänki. This specific implementation is based heavily on
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//! Nicolas P. Rougier's freetype-gl project as well as Jukka's C++
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//! implementation: https://github.com/juj/RectangleBinPack
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//!
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//! Limitations that are easy to fix, but I didn't need them:
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//!
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//! * Greyscale support only, no support for RGB or RGBA.
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//! * Written data must be packed, no support for custom strides.
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//! * Texture is always a square, no ability to set width != height. Note
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//! that regions written INTO the atlas do not have to be square, only
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//! the full atlas texture itself.
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//!
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const Atlas = @This();
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const std = @import("std");
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const assert = std.debug.assert;
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const Allocator = std.mem.Allocator;
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const testing = std.testing;
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/// Data is the raw texture data.
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data: []u8,
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/// Width and height of the atlas texture. The current implementation is
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/// always square so this is both the width and the height.
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size: u32,
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nodes: std.ArrayListUnmanaged(Node),
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const Node = struct {
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x: u32,
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y: u32,
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width: u32,
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};
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pub const Error = error{
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/// Atlas cannot fit the desired region. You must enlarge the atlas.
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AtlasFull,
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};
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pub const Region = struct {
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x: u32,
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y: u32,
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width: u32,
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height: u32,
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};
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pub fn init(alloc: Allocator, size: u32) !Atlas {
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var result = Atlas{
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.data = try alloc.alloc(u8, size * size),
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.size = size,
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.nodes = .{},
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};
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// TODO: figure out optimal prealloc based on real world usage
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try result.nodes.ensureUnusedCapacity(alloc, 64);
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// This sets up our initial state
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result.clear();
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return result;
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}
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pub fn deinit(self: *Atlas, alloc: Allocator) void {
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self.nodes.deinit(alloc);
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alloc.free(self.data);
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self.* = undefined;
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}
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/// Reserve a region within the atlas with the given width and height.
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///
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/// May allocate to add a new rectangle into the internal list of rectangles.
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/// This will not automatically enlarge the texture if it is full.
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pub fn reserve(self: *Atlas, alloc: Allocator, width: u32, height: u32) !Region {
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// x, y are populated within :best_idx below
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var region: Region = .{ .x = 0, .y = 0, .width = width, .height = height };
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// Find the location in our nodes list to insert the new node for this region.
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var best_idx: usize = best_idx: {
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var best_height: u32 = std.math.maxInt(u32);
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var best_width: u32 = best_height;
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var chosen: ?usize = null;
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var i: usize = 0;
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while (i < self.nodes.items.len) : (i += 1) {
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// Check if our region fits within this node.
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const y = self.fit(i, width, height) orelse continue;
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const node = self.nodes.items[i];
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if ((y + height) < best_height or
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((y + height) == best_height and
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(node.width > 0 and node.width < best_width)))
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{
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chosen = i;
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best_width = node.width;
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best_height = y + height;
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region.x = node.x;
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region.y = y;
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}
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}
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// If we never found a chosen index, the atlas cannot fit our region.
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break :best_idx chosen orelse return Error.AtlasFull;
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};
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// Insert our new node for this rectangle at the exact best index
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try self.nodes.insert(alloc, best_idx, .{
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.x = region.x,
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.y = region.y + height,
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.width = width,
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});
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// Optimize our rectangles
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var i: usize = best_idx + 1;
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while (i < self.nodes.items.len) : (i += 1) {
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const node = &self.nodes.items[i];
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const prev = self.nodes.items[i - 1];
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if (node.x < (prev.x + prev.width)) {
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const shrink = prev.x + prev.width - node.x;
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node.x += shrink;
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node.width -= shrink;
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if (node.width <= 0) {
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_ = self.nodes.orderedRemove(i);
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i -= 1;
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continue;
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}
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}
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break;
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}
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self.merge();
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return region;
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}
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/// Attempts to fit a rectangle of width x height into the node at idx.
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/// The return value is the y within the texture where the rectangle can be
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/// placed. The x is the same as the node.
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fn fit(self: Atlas, idx: usize, width: u32, height: u32) ?u32 {
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// If the added width exceeds our texture size, it doesn't fit.
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const node = self.nodes.items[idx];
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if ((node.x + width) > (self.size - 1)) return null;
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// Go node by node looking for space that can fit our width.
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var y = node.y;
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var i = idx;
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var width_left = width;
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while (true) : (i += 1) {
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const n = self.nodes.items[i];
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if (n.y > y) y = n.y;
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// If the added height exceeds our texture size, it doesn't fit.
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if ((y + height) > (self.size - 1)) return null;
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// If we have no more width left (width_left - n.width < 0)
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// then we are done.
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if (n.width >= width_left) break;
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width_left -= n.width;
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}
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return y;
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}
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/// Merge adjacent nodes with the same y value.
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fn merge(self: *Atlas) void {
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var i: usize = 0;
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while (i < self.nodes.items.len - 1) {
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const node = &self.nodes.items[i];
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const next = self.nodes.items[i + 1];
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if (node.y == next.y) {
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node.width += next.width;
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_ = self.nodes.orderedRemove(i + 1);
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continue;
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}
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i += 1;
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}
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}
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/// Set the data associated with a reserved region. The data is expected
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/// to fit exactly within the region.
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pub fn set(self: *Atlas, reg: Region, data: []const u8) void {
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assert(reg.x < (self.size - 1));
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assert((reg.x + reg.width) <= (self.size - 1));
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assert(reg.y < (self.size - 1));
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assert((reg.y + reg.height) <= (self.size - 1));
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var i: u32 = 0;
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while (i < reg.height) : (i += 1) {
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const tex_offset = ((reg.y + i) * self.size) + reg.x;
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const data_offset = i * reg.width;
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std.mem.copy(
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u8,
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self.data[tex_offset..],
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data[data_offset .. data_offset + reg.width],
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);
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}
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}
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// Grow the texture to the new size, preserving all previously written data.
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pub fn grow(self: *Atlas, alloc: Allocator, size_new: u32) Allocator.Error!void {
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assert(size_new >= self.size);
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if (size_new == self.size) return;
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// Preserve our old values so we can copy the old data
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const data_old = self.data;
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const size_old = self.size;
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self.data = try alloc.alloc(u8, size_new * size_new);
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defer alloc.free(data_old); // Only defer after new data succeeded
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self.size = size_new; // Only set size after new alloc succeeded
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std.mem.set(u8, self.data, 0);
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self.set(.{
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.x = 0, // don't bother skipping border so we can avoid strides
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.y = 1, // skip the first border row
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.width = size_old,
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.height = size_old - 2, // skip the last border row
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}, data_old[size_old..]);
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// Add our new rectangle for our added righthand space
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try self.nodes.append(alloc, .{
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.x = size_old - 1,
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.y = 1,
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.width = size_new - size_old,
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});
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}
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// Empty the atlas. This doesn't reclaim any previously allocated memory.
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pub fn clear(self: *Atlas) void {
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std.mem.set(u8, self.data, 0);
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self.nodes.clearRetainingCapacity();
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// Add our initial rectangle. This is the size of the full texture
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// and is the initial rectangle we fit our regions in. We keep a 1px border
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// to avoid artifacting when sampling the texture.
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self.nodes.appendAssumeCapacity(.{ .x = 1, .y = 1, .width = self.size - 2 });
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}
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test "exact fit" {
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const alloc = testing.allocator;
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var atlas = try init(alloc, 34); // +2 for 1px border
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defer atlas.deinit(alloc);
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_ = try atlas.reserve(alloc, 32, 32);
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
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}
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test "doesnt fit" {
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const alloc = testing.allocator;
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var atlas = try init(alloc, 32);
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defer atlas.deinit(alloc);
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// doesn't fit due to border
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 32, 32));
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}
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test "fit multiple" {
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const alloc = testing.allocator;
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var atlas = try init(alloc, 32);
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defer atlas.deinit(alloc);
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_ = try atlas.reserve(alloc, 15, 30);
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_ = try atlas.reserve(alloc, 15, 30);
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
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}
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test "writing data" {
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const alloc = testing.allocator;
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var atlas = try init(alloc, 32);
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defer atlas.deinit(alloc);
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const reg = try atlas.reserve(alloc, 2, 2);
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atlas.set(reg, &[_]u8{ 1, 2, 3, 4 });
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// 33 because of the 1px border and so on
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try testing.expectEqual(@as(u8, 1), atlas.data[33]);
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try testing.expectEqual(@as(u8, 2), atlas.data[34]);
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try testing.expectEqual(@as(u8, 3), atlas.data[65]);
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try testing.expectEqual(@as(u8, 4), atlas.data[66]);
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}
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test "grow" {
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const alloc = testing.allocator;
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var atlas = try init(alloc, 4); // +2 for 1px border
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defer atlas.deinit(alloc);
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const reg = try atlas.reserve(alloc, 2, 2);
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
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// Write some data so we can verify that growing doesn't mess it up
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atlas.set(reg, &[_]u8{ 1, 2, 3, 4 });
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try testing.expectEqual(@as(u8, 1), atlas.data[5]);
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try testing.expectEqual(@as(u8, 2), atlas.data[6]);
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try testing.expectEqual(@as(u8, 3), atlas.data[9]);
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try testing.expectEqual(@as(u8, 4), atlas.data[10]);
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// Expand by exactly 1 should fit our new 1x1 block.
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try atlas.grow(alloc, atlas.size + 1);
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_ = try atlas.reserve(alloc, 1, 1);
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// Ensure our data is still set. Not the offsets change due to size.
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try testing.expectEqual(@as(u8, 1), atlas.data[atlas.size + 1]);
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try testing.expectEqual(@as(u8, 2), atlas.data[atlas.size + 2]);
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try testing.expectEqual(@as(u8, 3), atlas.data[atlas.size * 2 + 1]);
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try testing.expectEqual(@as(u8, 4), atlas.data[atlas.size * 2 + 2]);
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}
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@ -17,3 +17,7 @@ pub fn main() !void {
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defer app.deinit();
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defer app.deinit();
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try app.run();
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try app.run();
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}
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}
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test {
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_ = @import("Atlas.zig");
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}
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Reference in New Issue
Block a user