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use super::{Atlas, Bitmap, Context, PixelFormat, Texture, TextureLoader};
use std::fmt;
// @short_description: Functions for managing textures in 's global
// set of texture atlases
//
// A texture atlas is a texture that contains many smaller images that
// an application is interested in. These are packed together as a way
// of optimizing drawing with those images by avoiding the costs of
// repeatedly telling the hardware to change what texture it should
// sample from. This can enable more geometry to be batched together
// into few draw calls.
//
// Each #Context has an shared, pool of texture atlases that are
// are managed by .
//
// This api lets applications upload texture data into one of 's
// shared texture atlases using a high-level #AtlasTexture which
// represents a sub-region of one of these atlases.
//
// A #AtlasTexture is a high-level meta texture which has
// some limitations to be aware of. Please see the documentation for
// #MetaTexture for more details.
pub struct AtlasTexture {
parent: Texture,
// The format that the texture is in. This isn't necessarily the
// same format as the atlas texture because we can store
// pre-multiplied and non-pre-multiplied textures together
internal_format: PixelFormat,
// The rectangle that was used to add this texture to the
// atlas. This includes the 1-pixel border
// rectangle: RectangleMapEntry,
// The atlas that this texture is in. If the texture is no longer in
// an atlas then this will be NULL. A reference is taken on the
// atlas by the texture (but not vice versa so there is no cycle)
atlas: Option<Atlas>,
// Either a SubTexture representing the atlas region for easy
// rendering or if the texture has been migrated out of the atlas it
// may be some other texture type such as Texture2D
sub_texture: Option<Texture>,
}
impl AtlasTexture {
// atlas_texture_new_from_bitmap:
// @bitmap: A #Bitmap
//
// Creates a new #AtlasTexture texture based on data residing in a
// @bitmap. A #AtlasTexture represents a sub-region within one of
// 's shared texture atlases.
//
// The storage for the texture is not allocated before this function
// returns. You can call texture_allocate() to explicitly
// allocate the underlying storage or preferably let
// automatically allocate storage lazily when it may know more about
// how the texture is being used and can optimize how it is allocated.
//
// The texture is still configurable until it has been allocated so
// for example you can influence the internal format of the texture
// using texture_set_components() and
// texture_set_premultiplied().
//
// Allocate call can fail if considers the internal
// format to be incompatible with the format of its internal
// atlases.
//
// The returned #AtlasTexture is a high-level meta-texture
// with some limitations. See the documentation for #MetaTexture
// for more details.
//
// Returns: (transfer full): A new #AtlasTexture object::
// Since: 1.16
// Stability: unstable
pub fn from_bitmap(bitmap: &Bitmap) -> AtlasTexture {
// _RETURN_VAL_IF_FAIL (is_bitmap (bmp), NULL);
// TODO: fix bitmap
let loader = TextureLoader::Bitmap {
bitmap: bitmap.clone(),
can_convert_in_place: true,
height: 0,
depth: 0,
};
Self::create_base(
&Context::global(),
bitmap.width(),
bitmap.height(),
bitmap.format(),
&loader,
)
}
// atlas_texture_new_from_data:
// @ctx: A #Context
// @width: width of texture in pixels
// @height: height of texture in pixels
// @format: the #PixelFormat the buffer is stored in in RAM
// @rowstride: the memory offset in bytes between the start of each
// row in @data. A value of 0 will make automatically
// calculate @rowstride from @width and @format.
// @data: pointer to the memory region where the source buffer resides
// @error: A #Error to catch exceptional errors or %NULL
//
// Creates a new #AtlasTexture texture based on data residing in
// memory. A #AtlasTexture represents a sub-region within one of
// 's shared texture atlases.
//
// This api will always immediately allocate GPU memory for the
// texture and upload the given data so that the @data pointer does
// not need to remain valid once this fn returns. This means it
// is not possible to configure the texture before it is allocated. If
// you do need to configure the texture before allocation (to specify
// constraints on the internal format for example) then you can
// instead create a #Bitmap for your data and use
// atlas_texture_new_from_bitmap() or use
// atlas_texture_new_with_size() and then upload data using
// texture_set_data()
//
// Allocate call can fail if considers the internal
// format to be incompatible with the format of its internal
// atlases.
//
// The returned #AtlasTexture is a high-level
// meta-texture with some limitations. See the documentation for
// #MetaTexture for more details.
//
// Return value: (transfer full): A new #AtlasTexture object or
// %NULL on failure and @error will be updated.
// Since: 1.16
// Stability: unstable
pub fn from_data(
ctx: &Context,
width: u32,
height: u32,
format: PixelFormat,
rowstride: u32,
data: &[u8],
) -> AtlasTexture {
// Bitmap *bmp;
// AtlasTexture *atlas_tex;
// _RETURN_VAL_IF_FAIL (format != PIXEL_FORMAT_ANY, NULL);
// _RETURN_VAL_IF_FAIL (data != NULL, NULL);
// Rowstride from width if not given
let rowstride = match rowstride {
0 => width * format.bytes_per_pixel(),
_ => rowstride,
};
// Wrap the data into a bitmap
// bmp = bitmap_new_for_data (ctx,
// width, height,
// format,
// rowstride,
// (uint8_t *) data);
// atlas_tex = atlas_texture_new_from_bitmap (bmp);
// object_unref (bmp);
// if atlas_tex && !texture_allocate (TEXTURE (atlas_tex), error) {
// object_unref (atlas_tex);
// return NULL;
// }
// return atlas_tex;
unimplemented!()
}
// atlas_texture_new_from_file:
// @ctx: A #Context
// @filename: the file to load
// @error: A #Error to catch exceptional errors or %NULL
//
// Creates a #AtlasTexture from an image file. A #AtlasTexture
// represents a sub-region within one of 's shared texture
// atlases.
//
// The storage for the texture is not allocated before this function
// returns. You can call texture_allocate() to explicitly
// allocate the underlying storage or let automatically allocate
// storage lazily.
//
// The texture is still configurable until it has been allocated so
// for example you can influence the internal format of the texture
// using texture_set_components() and
// texture_set_premultiplied().
//
// Allocate call can fail if considers the internal
// format to be incompatible with the format of its internal
// atlases.
//
// The returned #AtlasTexture is a high-level meta-texture
// with some limitations. See the documentation for #MetaTexture
// for more details.
//
// Return value: (transfer full): A new #AtlasTexture object or
// %NULL on failure and @error will be updated.
// Since: 1.16
// Stability: unstable
pub fn from_file(ctx: &Context, filename: &str) -> AtlasTexture {
// Bitmap *bmp;
// AtlasTexture *atlas_tex = NULL;
// _RETURN_VAL_IF_FAIL (error == NULL || *error == NULL, NULL);
// bmp = bitmap_new_from_file (filename, error);
// if (bmp == NULL)
// return NULL;
// atlas_tex = _atlas_texture_new_from_bitmap (bmp, true); // convert in-place
// object_unref (bmp);
// return atlas_tex;
unimplemented!()
}
// atlas_texture_new_with_size:
// @ctx: A #Context
// @width: The width of your atlased texture.
// @height: The height of your atlased texture.
//
// Creates a #AtlasTexture with a given @width and @height. A
// #AtlasTexture represents a sub-region within one of 's
// shared texture atlases.
//
// The storage for the texture is not allocated before this function
// returns. You can call texture_allocate() to explicitly
// allocate the underlying storage or let automatically allocate
// storage lazily.
//
// The texture is still configurable until it has been allocated so
// for example you can influence the internal format of the texture
// using texture_set_components() and
// texture_set_premultiplied().
//
// Allocate call can fail if considers the internal
// format to be incompatible with the format of its internal
// atlases.
//
// The returned #AtlasTexture is a high-level meta-texture
// with some limitations. See the documentation for #MetaTexture
// for more details.
pub fn with_size(context: &Context, width: u32, height: u32) -> AtlasTexture {
// We can't atlas zero-sized textures because it breaks the atlas
// data structure
let loader = TextureLoader::Sized {
depth: 0,
width,
height,
};
Self::create_base(context, width, height, PixelFormat::Rgba8888Pre, &loader)
}
fn create_base(
context: &Context,
width: u32,
height: u32,
internal_format: PixelFormat,
loader: &TextureLoader,
) -> Self {
unimplemented!()
}
}
impl fmt::Display for AtlasTexture {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "AtlasTexture")
}
}