Source code for arcade.texture_atlas.base

"""
Texture Atlas for SpriteList

The long term goal is to rely on pyglet's texture atlas, but
it's still unclear what features we need supported in arcade
so need to prototype something to get started.

We're still building on pyglet's allocator.

Pyglet atlases are located here:
https://github.com/einarf/pyglet/blob/master/pyglet/image/atlas.py

"""
from __future__ import annotations

import copy
import math
import time
import logging
from pathlib import Path
from typing import (
    Dict,
    Optional,
    Tuple,
    Sequence,
    Union,
    TYPE_CHECKING,
    List,
)
from array import array
from collections import deque
from contextlib import contextmanager
from weakref import WeakSet

import PIL
import PIL.Image
from PIL import Image, ImageDraw
from pyglet.image.atlas import (
    Allocator,
    AllocatorException,
)
from pyglet.math import Mat4

import arcade
from arcade.gl.framebuffer import Framebuffer
from arcade.texture.transforms import Transform

if TYPE_CHECKING:
    from arcade import ArcadeContext, Texture
    from arcade.gl import Texture2D
    from arcade.texture import ImageData

# The amount of pixels we increase the atlas when scanning for a reasonable size.
# It must divide. Must be a power of two number like 64, 256, 512 etx
RESIZE_STEP = 128
UV_TEXTURE_WIDTH = 4096
LOG = logging.getLogger(__name__)


class AtlasRegion:
    """
    Stores information about where a texture is located.

    The texture coordinates are stored as a tuple of 8 floats
    (4 points, 2 floats each) in the following order:
    upper_left, upper_right, lower_left, lower_right.

    Layout::

        (0, 1)                                 (1, 1)
        +--------------------------------------+
        |          Atlas Texture               |
        |                                      |
        | (2)               (3)                |
        +-----------------+                    |
        |   Image         |                    |
        |                 |                    |
        |                 |                    |
        |                 |                    |
        |                 |                    |
        | (0)             | (1)                |
        +-----------------+--------------------+
        (0, 0)                                 (1, 0)

    :param atlas: The atlas this region belongs to
    :param texture: The arcade texture
    :param x: The x position of the texture
    :param y: The y position of the texture
    :param width: The width of the texture in pixels
    :param height: The height of the texture in pixels
    :param texture_coordinates: The texture coordinates (optional)
    """

    __slots__ = (
        "x",
        "y",
        "width",
        "height",
        "texture_coordinates",
    )

    def __init__(
        self,
        atlas: "TextureAtlas",
        x: int,
        y: int,
        width: int,
        height: int,
        texture_coordinates: Optional[Tuple[float, float, float, float, float, float, float, float]] = None,
    ):
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        # Calculate texture coordinates if not provided
        if texture_coordinates:
            self.texture_coordinates = texture_coordinates
        else:
            # start_x, start_y, width, height
            # Width and height
            _width = self.width / atlas.width
            _height = self.height / atlas.height
            # upper_left, upper_right, lower_left, lower_right
            self.texture_coordinates = (
                # upper_left
                self.x / atlas.width,
                self.y / atlas.height,
                # upper_right
                (self.x / atlas.width) + _width,
                (self.y / atlas.height),
                # lower_left
                (self.x / atlas.width),
                (self.y / atlas.height) + _height,
                # lower_right
                (self.x / atlas.width) + _width,
                (self.y / atlas.height) + _height,
            )

    def verify_image_size(self, image_data: "ImageData"):
        """
        Verify the image has the right size.
        The internal image of a texture can be tampered with
        at any point causing an atlas update to fail.
        """
        if image_data.size != (self.width, self.height):
            raise ValueError((
                f"ImageData '{image_data.hash}' change their internal image "
                f"size from {self.width}x{self.height} to "
                f"{image_data.width}x{image_data.height}. "
                "It's not possible to fit this into the old allocated area in the atlas. "
            ))

    def __repr__(self) -> str:
        return (
            f"<AtlasRegion x={self.x} y={self.y} width={self.width} "
            f"height={self.height} uvs={self.texture_coordinates}>"
        )


class ImageDataRefCounter:
    """
    Helper class to keep track of how many times an image is used
    by a texture in the atlas to determine when it's safe to remove it.
    """
    def __init__(self) -> None:
        self._data: Dict[str, int] = {}

    def inc_ref(self, image_data: "ImageData") -> None:
        self._data[image_data.hash] = self._data.get(image_data.hash, 0) + 1

    def dec_ref(self, image_data: "ImageData") -> None:
        # TODO: Should we raise an error if the ref count is 0?
        if image_data.hash not in self._data:
            return
        self._data[image_data.hash] -= 1
        if self._data[image_data.hash] == 0:
            del self._data[image_data.hash]

    def get_refs(self, image_data: "ImageData") -> int:
        return self._data.get(image_data.hash, 0)

    def count_refs(self) -> int:
        """Helper function to count the total number of references."""
        return sum(self._data.values())

    def __len__(self) -> int:
        return len(self._data)


[docs] class TextureAtlas: """ A texture atlas with a size in a context. A texture atlas is a large texture containing several textures so OpenGL can easily batch draw thousands or hundreds of thousands of sprites on one draw operation. This is a fairly simple atlas that stores horizontal strips were the height of the strip is the texture/image with the larges height. Adding a texture to this atlas generates a texture id. This id is used the sprite list vertex data to reference what texture each sprite is using. The actual texture coordinates are located in a float32 texture this atlas is responsible for keeping up to date. The atlas deals with image and textures. The image is the actual image data. The texture is the arcade texture object that contains the image and other information about such as transforms. Several textures can share the same image with different transforms applied. The transforms are simply changing the order of the texture coordinates to flip, rotate or mirror the image. :param Tuple[int, int] size: The width and height of the atlas in pixels :param border: Currently no effect; Should always be 1 to avoid textures bleeding :param textures: The texture for this atlas :param auto_resize: Automatically resize the atlas when full :param ctx: The context for this atlas (will use window context if left empty) :param capacity: The number of textures the atlas keeps track of. This is multiplied by 4096. Meaning capacity=2 is 8192 textures. This value can affect the performance of the atlas. """ def __init__( self, size: Tuple[int, int], *, border: int = 1, textures: Optional[Sequence["Texture"]] = None, auto_resize: bool = True, ctx: Optional["ArcadeContext"] = None, capacity: int = 2, ): self._ctx = ctx or arcade.get_window().ctx self._max_size = self._ctx.info.MAX_VIEWPORT_DIMS self._size: Tuple[int, int] = size self._allocator = Allocator(*self._size) self._auto_resize = auto_resize self._border: int = border if self._border < 0: raise ValueError("Border must be 0 or a positive integer") # Decides the number of texture and images the atlas can hold. # Must be a multiple of UV_TEXTURE_WIDTH due texture coordinates being # stored in a float32 texture. if not isinstance(capacity, int) or capacity < 1: raise ValueError("Capacity must be a positive integer") self._num_image_slots = UV_TEXTURE_WIDTH * capacity # 16k self._num_texture_slots = UV_TEXTURE_WIDTH * capacity # 16k self._check_size(self._size) # The atlas texture self._texture = self._ctx.texture( size, components=4, wrap_x=self._ctx.CLAMP_TO_EDGE, wrap_y=self._ctx.CLAMP_TO_EDGE, ) # Creating an fbo makes us able to clear the texture or parts # of the texture including rendering to a part of the texture. # This also means we can resize the atlas in the gpu # by rendering the old atlas into the new one. self._fbo = self._ctx.framebuffer(color_attachments=[self._texture]) # A dictionary of all the allocated regions for images in the atlas # The key is the cache name for a texture self._image_regions: Dict[str, AtlasRegion] = dict() self._texture_regions: Dict[str, AtlasRegion] = dict() # Ref counter for images and textures. Per atlas we need to keep # track of ho many times an image is used in textures to determine # when to remove an image from the atlas. self._image_ref_count = ImageDataRefCounter() # A list of all the images this atlas contains self._images: WeakSet[ImageData] = WeakSet() # A set of textures this atlas contains for fast lookups + set operations self._textures: WeakSet["Texture"] = WeakSet() # Texture containing texture coordinates for images and textures # The 4096 width is a safe constant for all GL implementations self._image_uv_texture = self._ctx.texture( (UV_TEXTURE_WIDTH, self._num_texture_slots * 2 // UV_TEXTURE_WIDTH), components=4, dtype="f4", ) self._texture_uv_texture = self._ctx.texture( (UV_TEXTURE_WIDTH, self._num_image_slots * 2 // UV_TEXTURE_WIDTH), components=4, dtype="f4", ) self._image_uv_texture.filter = self._ctx.NEAREST, self._ctx.NEAREST self._texture_uv_texture.filter = self._ctx.NEAREST, self._ctx.NEAREST self._image_uv_data = array("f", [0] * self._num_image_slots * 8) self._texture_uv_data = array("f", [0] * self._num_texture_slots * 8) # Free slots in the texture coordinate texture for images and textures self._image_uv_slots_free = deque(i for i in range(0, self._num_image_slots)) self._texture_uv_slots_free = deque(i for i in range(0, self._num_texture_slots)) # Keep track of which slot each texture or image is in self._image_uv_slots: Dict[str, int] = dict() # hash: slot self._texture_uv_slots: Dict[str, int] = dict() # cache_name: slot # Dirty flags for when texture coordinates are changed for each type self._image_uv_data_changed = True self._texture_uv_data_changed = True # Add all the textures for tex in textures or []: self.add(tex) @property def width(self) -> int: """ The width of the texture atlas in pixels """ return self._size[0] @property def height(self) -> int: """ The height of the texture atlas in pixels """ return self._size[1] @property def size(self) -> Tuple[int, int]: """ The width and height of the texture atlas in pixels """ return self._size @property def max_width(self) -> int: """ The maximum width of the atlas in pixels """ return self._max_size[0] @property def max_height(self) -> int: """ The maximum height of the atlas in pixels """ return self._max_size[1] @property def max_size(self) -> Tuple[int, int]: """ The maximum size of the atlas in pixels (x, y) """ return self._max_size @property def auto_resize(self) -> bool: """ Get or set the auto resize flag for the atlas. If enabled the atlas will resize itself when full. """ return self._auto_resize @auto_resize.setter def auto_resize(self, value: bool): self._auto_resize = value @property def border(self) -> int: """ The texture border in pixels """ return self._border @property def texture(self) -> "Texture2D": """ The atlas texture. """ return self._texture @property def image_uv_texture(self) -> "Texture2D": """ Texture coordinate texture for images. """ return self._image_uv_texture @property def texture_uv_texture(self) -> "Texture2D": """ Texture coordinate texture for textures. """ return self._texture_uv_texture @property def fbo(self) -> Framebuffer: """The framebuffer object for this atlas""" return self._fbo @property def textures(self) -> List["Texture"]: """ Return a list of all the textures in the atlas. A new list is constructed from the internal weak set of textures. """ return list(self._textures) @property def images(self) -> List["ImageData"]: """ Return a list of all the images in the atlas. A new list is constructed from the internal weak set of images. """ return list(self._images)
[docs] def add(self, texture: "Texture") -> Tuple[int, AtlasRegion]: """ Add a texture to the atlas. :param texture: The texture to add :return: texture_id, AtlasRegion tuple """ # If the texture is already in the atlas we also have the image # and can return early with the texture id and region if self.has_texture(texture): slot = self.get_texture_id(texture.atlas_name) region = self.get_texture_region_info(texture.atlas_name) return slot, region LOG.info("Attempting to add texture: %s | %s", texture.atlas_name) # Add the image if we don't already have it. # If the atlas is full we will try to resize it. if not self.has_image(texture.image_data): try: x, y, slot, region = self.allocate(texture.image_data) except AllocatorException: LOG.info("[%s] No room for %s size %s", id(self), texture.atlas_name, texture.image.size) if self._auto_resize: width = min(self.width * 2, self.max_width) height = min(self.height * 2, self.max_height) if self._size == (width, height): raise self.resize((width, height)) return self.add(texture) else: raise self.write_image(texture.image_data.image, x, y) self._image_ref_count.inc_ref(texture.image_data) texture.add_atlas_ref(self) return self._allocate_texture(texture)
def _allocate_texture(self, texture: "Texture") -> Tuple[int, AtlasRegion]: """ Add the texture to the atlas. This reserves a slot in the texture coordinate texture and returns the slot and region. The region is a copy of the image region with the texture coordinates transformed using the texture's vertex order. """ if len(self._texture_uv_slots_free) == 0: raise AllocatorException(( "No more free texture slots in the atlas. " f"Max number of slots: {self._num_texture_slots}" )) # Add the texture to the atlas existing_slot = self._texture_uv_slots.get(texture.atlas_name) slot = existing_slot if existing_slot is not None else self._texture_uv_slots_free.popleft() self._texture_uv_slots[texture.atlas_name] = slot image_region = self.get_image_region_info(texture.image_data.hash) texture_region = copy.deepcopy(image_region) # Since we copy the original image region we can always apply the # transform without worrying about multiple transforms. texture_region.texture_coordinates = Transform.transform_texture_coordinates_order( texture_region.texture_coordinates, texture._vertex_order ) self._texture_regions[texture.atlas_name] = texture_region # Put texture coordinates into uv buffer offset = slot * 8 for i in range(8): self._texture_uv_data[offset + i] = texture_region.texture_coordinates[i] self._texture_uv_data_changed = True self._textures.add(texture) return slot, texture_region
[docs] def allocate(self, image_data: "ImageData") -> Tuple[int, int, int, AtlasRegion]: """ Attempts to allocate space for an image in the atlas. This doesn't write the texture to the atlas texture itself. It only allocates space. :return: The x, y texture_id, TextureRegion """ image = image_data.image if len(self._image_uv_slots_free) == 0: raise AllocatorException(( "No more free image slots in the atlas. " f"Max number of slots: {self._num_image_slots}" )) # Allocate space for texture try: x, y = self._allocator.alloc( image.width + self._border * 2, image.height + self._border * 2, ) except AllocatorException: raise AllocatorException( f"No more space for image {image_data.hash} size={image.size}. " f"Curr size: {self._size}. " f"Max size: {self._max_size}" ) LOG.debug("Allocated new space for image %s : %s %s", image_data.hash, x, y) # Store a texture region for this allocation # The xy position must be offset by the border size # while the image size must stay as its true size region = AtlasRegion( self, x + self._border, y + self._border, image.width, image.height, ) self._image_regions[image_data.hash] = region # Get the existing slot for this texture or grab a new one. # Existing slots for textures will only happen when re-building # the atlas since we want to keep the same slots to avoid # re-building the sprite list existing_slot = self._image_uv_slots.get(image_data.hash) slot = existing_slot if existing_slot is not None else self._image_uv_slots_free.popleft() self._image_uv_slots[image_data.hash] = slot # Put texture coordinates into uv buffer offset = slot * 8 for i in range(8): self._image_uv_data[offset + i] = region.texture_coordinates[i] self._image_uv_data_changed = True self._images.add(image_data) return x, y, slot, region
# def write_texture(self, texture: "Texture", x: int, y: int): # """ # Writes an arcade texture to a subsection of the texture atlas # """ # self.write_image(texture.image, x, y)
[docs] def write_image(self, image: PIL.Image.Image, x: int, y: int) -> None: """ Write a PIL image to the atlas in a specific region. :param image: The pillow image :param x: The x position to write the texture :param y: The y position to write the texture """ # Write into atlas at the allocated location + border viewport = ( x, y, image.width + self._border * 2, image.height + self._border * 2, ) # Only do extrusion if we have a border if self._border > 0: # Make new image with room for borders tmp = Image.new( 'RGBA', size=( image.width + self._border * 2, image.height + self._border * 2 ), color=(0, 0, 0, 0), ) # Paste the image into the center of the new image tmp.paste(image, (self._border, self._border)) # Copy 1 pixel strips from each side of the image to the border # so we can repeat this pixel data in the border region # left, top, right, bottom strip_top = image.crop((0, 0, image.width, 1)) strip_bottom = image.crop((0, image.height - 1, image.width, image.height)) strip_left = image.crop((0, 0, 1, image.height)) strip_right = image.crop((image.width - 1, 0, image.width, image.height)) # Resize the strips to the border size if larger than 1 if self._border > 1: strip_top = strip_top.resize((image.width, self._border), Image.NEAREST) strip_bottom = strip_bottom.resize((image.width, self._border), Image.NEAREST) strip_left = strip_left.resize((self._border, image.height), Image.NEAREST) strip_right = strip_right.resize((self._border, image.height), Image.NEAREST) tmp.paste(strip_top, (self._border, 0)) tmp.paste(strip_bottom, (self._border, tmp.height - self._border)) tmp.paste(strip_left, (0, self._border)) tmp.paste(strip_right, (tmp.width - self._border, self._border)) else: tmp = image # Write the image directly to graphics memory in the allocated space self._texture.write(tmp.tobytes(), 0, viewport=viewport)
[docs] def remove(self, texture: "Texture") -> None: """ Remove a texture from the atlas. This doesn't erase the pixel data from the atlas texture itself, but leaves the area unclaimed. :param texture: The texture to remove """ self._textures.remove(texture) # Reclaim the texture uv slot del self._texture_regions[texture.atlas_name] slot = self._texture_uv_slots[texture.atlas_name] del self._texture_uv_slots[texture.atlas_name] self._texture_uv_slots_free.appendleft(slot) # Decrement the reference count for the image self._image_ref_count.dec_ref(texture.image_data) # print("Dec ref", texture.image_data.hash, self._image_ref_count.get_refs(texture.image_data)) # Reclaim the image in the atlas if it's not used by any other texture if self._image_ref_count.get_refs(texture.image_data) == 0: self._images.remove(texture.image_data) del self._image_regions[texture.image_data.hash] slot = self._image_uv_slots[texture.image_data.hash] del self._image_uv_slots[texture.image_data.hash] self._image_uv_slots_free.appendleft(slot)
# print("Reclaimed image", texture.image_data.hash)
[docs] def update_texture_image(self, texture: "Texture"): """ Updates the internal image of a texture in the atlas texture. The new image needs to be the exact same size as the original one meaning the texture already need to exist in the atlas. This can be used in cases were the image is manipulated in some way and we need a quick way to sync these changes to graphics memory. This operation is fairly expensive, but still orders of magnitude faster than removing the old texture, adding the new one and re-building the entire atlas. :param texture: The texture to update """ region = self._image_regions[texture.image_data.hash] region.verify_image_size(texture.image_data) viewport = ( region.x, region.y, region.width, region.height, ) self._texture.write(texture.image.tobytes(), 0, viewport=viewport)
[docs] def get_image_region_info(self, hash: str) -> AtlasRegion: """ Get the region info for and image by has :param hash: The hash of the image :return: The AtlasRegion for the given texture name """ return self._image_regions[hash]
[docs] def get_texture_region_info(self, atlas_name: str) -> AtlasRegion: """ Get the region info for a texture by atlas name :return: The AtlasRegion for the given texture name """ return self._texture_regions[atlas_name]
[docs] def get_texture_id(self, atlas_name: str) -> int: """ Get the uv slot for a texture by atlas name :param atlas_name: The name of the texture in the atlas :return: The texture id for the given texture name """ return self._texture_uv_slots[atlas_name]
[docs] def get_image_id(self, hash: str) -> int: """ Get the uv slot for a image by hash :param hash: The hash of the image :return: The texture id for the given texture name """ return self._image_uv_slots[hash]
[docs] def has_texture(self, texture: "Texture") -> bool: """Check if a texture is already in the atlas""" return texture in self._textures
[docs] def has_image(self, image_data: "ImageData") -> bool: """Check if a image is already in the atlas""" return image_data in self._images
[docs] def resize(self, size: Tuple[int, int]) -> None: """ Resize the atlas on the gpu. This will copy the pixel data from the old to the new atlas retaining the exact same data. This is useful if the atlas was rendered into directly and we don't have to transfer each texture individually from system memory to graphics memory. :param size: The new size """ LOG.info("[%s] Resizing atlas from %s to %s", id(self), self._size, size) # Only resize if the size actually changed if size == self._size: return resize_start = time.perf_counter() self._check_size(size) self._size = size # Keep the old atlas texture and uv texture self._image_uv_texture.write(self._image_uv_data, 0) image_uv_texture_old = self._image_uv_texture # Keep a reference to the old atlas texture so we can copy it into the new one atlas_texture_old = self._texture # Create new image uv texture as input for the copy shader self._image_uv_texture = self._ctx.texture( (UV_TEXTURE_WIDTH, self._num_image_slots * 2 // UV_TEXTURE_WIDTH), components=4, dtype="f4", ) # Create new atlas texture and framebuffer self._texture = self._ctx.texture(size, components=4) self._fbo = self._ctx.framebuffer(color_attachments=[self._texture]) # Store old images and textures before clearing the atlas images = list(self._images) textures = list(self._textures) # Clear the atlas without wiping the image and texture ids self.clear(clear_texture_ids=False, clear_image_ids=False, texture=False) for image in sorted(images, key=lambda x: x.height): self.allocate(image) # Write the new image uv data self._image_uv_texture.write(self._image_uv_data, 0) self._image_uv_data_changed = False # Update the texture regions. We need to copy the image regions # and re-apply the transforms on each texture for texture in textures: self._allocate_texture(texture) self.texture_uv_texture.write(self._texture_uv_data) self._texture_uv_data_changed = False # Bind textures for atlas copy shader atlas_texture_old.use(0) self._texture.use(1) image_uv_texture_old.use(2) self._image_uv_texture.use(3) self._ctx.atlas_resize_program["border"] = float(self._border) self._ctx.atlas_resize_program["projection"] = Mat4.orthogonal_projection( 0, self.width, self.height, 0, -100, 100, ) with self._fbo.activate(): # Ensure no context flags are enabled with self._ctx.enabled_only(): self._ctx.atlas_geometry.render( self._ctx.atlas_resize_program, mode=self._ctx.POINTS, vertices=self.max_width, ) duration = time.perf_counter() - resize_start LOG.info("[%s] Atlas resize took %s seconds", id(self), duration)
# print(duration)
[docs] def rebuild(self) -> None: """Rebuild the underlying atlas texture. This method also tries to organize the textures more efficiently ordering them by size. The texture ids will persist so the sprite list don't need to be rebuilt. """ # Hold a reference to the old textures textures = list(self._textures) # Clear the atlas but keep the uv slot mapping self.clear(clear_image_ids=False, clear_texture_ids=False) # Add textures back sorted by height to potentially make more room for texture in sorted(textures, key=lambda x: x.image.size[1]): self.add(texture)
[docs] def clear( self, *, clear_image_ids: bool = True, clear_texture_ids: bool = True, texture: bool = True, ) -> None: """ Clear and reset the texture atlas. Note that also clearing "texture_ids" makes the atlas lose track of the old texture ids. This means the sprite list must be rebuild from scratch. :param texture_ids: Clear the assigned texture ids :param texture: Clear the contents of the atlas texture itself """ if texture: self._fbo.clear() self._textures = WeakSet() self._images = WeakSet() self._image_ref_count = ImageDataRefCounter() self._image_regions = dict() self._texture_regions = dict() self._allocator = Allocator(*self._size) if clear_image_ids: self._image_uv_slots_free = deque(i for i in range(self._num_image_slots)) self._image_uv_slots = dict() if clear_texture_ids: self._texture_uv_slots_free = deque(i for i in range(self._num_texture_slots)) self._texture_uv_slots = dict()
[docs] def use_uv_texture(self, unit: int = 0) -> None: """ Bind the texture coordinate texture to a channel. In addition this method writes the texture coordinate to the texture if the data is stale. This is to avoid a full update every time a texture is added to the atlas. :param unit: The texture unit to bind the uv texture """ if self._image_uv_data_changed: self._image_uv_texture.write(self._image_uv_data, 0) self._image_uv_data_changed = False if self._texture_uv_data_changed: self._texture_uv_texture.write(self._texture_uv_data, 0) self._texture_uv_data_changed = False self._texture_uv_texture.use(unit)
[docs] @contextmanager def render_into( self, texture: "Texture", projection: Optional[Tuple[float, float, float, float]] = None, ): """ Render directly into a sub-section of the atlas. The sub-section is defined by the already allocated space of the texture supplied in this method. By default the projection will be set to match the texture area size were `0, 0` is the lower left corner and `width, height` (of texture) is the upper right corner. This method should should be used with the ``with`` statement:: with atlas.render_into(texture): # Draw commands here # Specify projection with atlas.render_into(texture, projection=(0, 100, 0, 100)) # Draw geometry :param texture: The texture area to render into :param projection: The ortho projection to render with. This parameter can be left blank if no projection changes are needed. The tuple values are: (left, right, button, top) """ region = self._texture_regions[texture.atlas_name] proj_prev = self._ctx.projection_2d # Use provided projection or default projection = projection or (0, region.width, 0, region.height) # Flip the top and bottom because we need to render things upside down projection = projection[0], projection[1], projection[3], projection[2] self._ctx.projection_2d = projection with self._fbo.activate() as fbo: fbo.viewport = region.x, region.y, region.width, region.height try: yield fbo finally: fbo.viewport = 0, 0, *self._fbo.size self._ctx.projection_2d = proj_prev
[docs] @classmethod def create_from_texture_sequence(cls, textures: Sequence["Texture"], border: int = 1) -> "TextureAtlas": """ Create a texture atlas of a reasonable size from a sequence of textures. :param textures: A sequence of textures (list, set, tuple, generator etc.) :param border: The border for the atlas in pixels (space between each texture) """ textures = sorted(set(textures), key=lambda x: x.image.size[1]) size = TextureAtlas.calculate_minimum_size(textures) return TextureAtlas(size, textures=textures, border=border)
[docs] @classmethod def calculate_minimum_size(cls, textures: Sequence["Texture"], border: int = 1): """ Calculate the minimum atlas size needed to store the the provided sequence of textures :param textures: Sequence of textures :param border: The border around each texture in pixels :return: An estimated minimum size as a (width, height) tuple """ # Try to guess some sane minimum size to reduce the brute force iterations total_area = sum(t.image.size[0] * t.image.size[1] for t in textures) sqrt_size = int(math.sqrt(total_area)) start_size = sqrt_size or RESIZE_STEP if start_size % RESIZE_STEP: start_size = sqrt_size + (64 - sqrt_size % RESIZE_STEP) # For now we just brute force a solution by gradually # increasing the atlas size using the allocator as a guide. for size in range(start_size, 16385, RESIZE_STEP): allocator = Allocator(size, size) try: for texture in textures: allocator.alloc( texture.image.width + border * 2, texture.image.height + border * 2, ) except AllocatorException: continue break else: raise ValueError("Too many textures to fit into one atlas") return size, size
[docs] def get_texture_image(self, texture: "Texture") -> Image.Image: """ Get a Pillow image of a texture's region in the atlas. This can be used to inspect the contents of the atlas or to save the texture to disk. :param texture: The texture to get the image for :return: A pillow image containing the pixel data in the atlas """ region = self.get_image_region_info(texture.image_data.hash) viewport = ( region.x + self._border, region.y + self._border, region.width, region.height, ) data = self.fbo.read(viewport=viewport, components=4) return Image.frombytes("RGBA", (region.width, region.height), data)
[docs] def sync_texture_image(self, texture: "Texture") -> None: """ Updates a texture's image with the contents in the texture atlas. This is usually not needed, but if you have altered a texture in the atlas directly this can be used to copy the image data back into the texture. Updating the image will not change the texture's hash or the texture's hit box points. .. warning:: This method is somewhat expensive and should be used sparingly. Altering the internal image of a texture is not recommended unless you know exactly what you're doing. Textures are supposed to be immutable. :param texture: The texture to update """ texture.image_data.image = self.get_texture_image(texture)
[docs] def to_image( self, flip: bool = False, components: int = 4, draw_borders: bool = False, border_color: Tuple[int, int, int] = (255, 0, 0), ) -> Image.Image: """ Convert the atlas to a Pillow image. Borders can also be drawn into the image to visualize the regions of the atlas. :param flip: Flip the image horizontally :param components: Number of components. (3 = RGB, 4 = RGBA) :param draw_borders: Draw region borders into image :param color: RGB color of the borders :return: A pillow image containing the atlas texture """ if components not in (3, 4): raise ValueError(f"Components must be 3 or 4, not {components}") mode = "RGBA"[:components] image = Image.frombytes( mode, self._texture.size, bytes(self._fbo.read(components=components)), ) if draw_borders: draw = ImageDraw.Draw(image) for rg in self._image_regions.values(): p1 = rg.x, rg.y p2 = rg.x + rg.width - 1, rg.y + rg.height - 1 draw.rectangle((p1, p2), outline=border_color, width=1) if flip: image = image.transpose(Image.Transpose.FLIP_TOP_BOTTOM) return image
[docs] def show( self, flip: bool = False, components: int = 4, draw_borders: bool = False, border_color: Tuple[int, int, int] = (255, 0, 0), ) -> None: """ Show the texture atlas using Pillow. Borders can also be drawn into the image to visualize the regions of the atlas. :param flip: Flip the image horizontally :param components: Number of components. (3 = RGB, 4 = RGBA) :param draw_borders: Draw region borders into image :param color: RGB color of the borders """ self.to_image( flip=flip, components=components, draw_borders=draw_borders, border_color=border_color, ).show()
[docs] def save( self, path: Union[str, Path], flip: bool = False, components: int = 4, draw_borders: bool = False, border_color: Tuple[int, int, int] = (255, 0, 0), ) -> None: """ Save the texture atlas to a png. Borders can also be drawn into the image to visualize the regions of the atlas. :param path: The path to save the atlas on disk :param flip: Flip the image horizontally :param components: Number of components. (3 = RGB, 4 = RGBA) :param color: RGB color of the borders :return: A pillow image containing the atlas texture """ self.to_image( flip=flip, components=components, draw_borders=draw_borders, border_color=border_color, ).save(path, format="png")
def _check_size(self, size: Tuple[int, int]) -> None: """Check it the atlas exceeds the hardware limitations""" if size[0] > self._max_size[0] or size[1] > self._max_size[1]: raise ValueError( "Attempting to create or resize an atlas to " f"{size} past its maximum size of {self._max_size}" )
[docs] def print_contents(self): """Debug method to print the contents of the atlas""" print("Textures:") for texture in self._textures: print("->", texture) print("Images:") for image in self._images: print("->", image)