FreeTypeGL-0.0.4: src/texture-atlas.h
/* ============================================================================
* Freetype GL - A C OpenGL Freetype engine
* Platform: Any
* WWW: http://code.google.com/p/freetype-gl/
* ----------------------------------------------------------------------------
* Copyright 2011,2012 Nicolas P. Rougier. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY NICOLAS P. ROUGIER ''AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL NICOLAS P. ROUGIER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* The views and conclusions contained in the software and documentation are
* those of the authors and should not be interpreted as representing official
* policies, either expressed or implied, of Nicolas P. Rougier.
* ============================================================================
*
* This source is based on the article by Jukka Jylänki :
* "A Thousand Ways to Pack the Bin - A Practical Approach to
* Two-Dimensional Rectangle Bin Packing", February 27, 2010.
*
* More precisely, this is an implementation of the Skyline Bottom-Left
* algorithm based on C++ sources provided by Jukka Jylänki at:
* http://clb.demon.fi/files/RectangleBinPack/
*
* ============================================================================
*/
#ifndef __TEXTURE_ATLAS_H__
#define __TEXTURE_ATLAS_H__
#include "vector.h"
#include "vec234.h"
#include "opengl.h"
#include <stdbool.h>
/**
* @file texture-atlas.h
* @author Nicolas Rougier (Nicolas.Rougier@inria.fr)
*
* @defgroup texture-atlas Texture atlas
*
* A texture atlas is used to pack several small regions into a single texture.
*
* The actual implementation is based on the article by Jukka Jylänki : "A
* Thousand Ways to Pack the Bin - A Practical Approach to Two-Dimensional
* Rectangle Bin Packing", February 27, 2010.
* More precisely, this is an implementation of the Skyline Bottom-Left
* algorithm based on C++ sources provided by Jukka Jylänki at:
* http://clb.demon.fi/files/RectangleBinPack/
*
*
* Example Usage:
* @code
* #include "texture-atlas.h"
*
* ...
*
* / Creates a new atlas of 512x512 with a depth of 1
* texture_atlas_t * atlas = texture_atlas_new( 512, 512, 1 );
*
* // Allocates a region of 20x20
* ivec4 region = texture_atlas_make_region( atlas, 20, 20, data, stride );
*
* ...
*
* @endcode
*
*/
/**
* A texture atlas is used to pack several small regions into a single texture.
*/
typedef struct
{
/**
* Allocated nodes
*/
vector_t * nodes;
ivec2 size;
/**
* Depth (in bytes) of the underlying texture
*/
size_t depth;
/**
* Allocated surface size
*/
size_t used;
/**
* Texture identity (OpenGL)
*/
unsigned int id;
unsigned char * data;
bool uploaded;
} texture_atlas_t;
void texture_atlas_init( texture_atlas_t * self, const ivec2 *size, const size_t depth );
void texture_atlas_fini( texture_atlas_t * self );
/**
* Upload atlas to video memory.
*
* @param self a texture atlas structure
*
*/
void
texture_atlas_upload( texture_atlas_t * self );
/**
* Allocate a new region in the atlas.
*
* @param self a texture atlas structure
* @param width width of the region to allocate
* @param height height of the region to allocate
* @param data data to be uploaded into the specified region
* @param stride stride of the data
* @return Coordinates of the allocated region
*
*/
ivec4 texture_atlas_make_region(
texture_atlas_t *, size_t width, size_t height,
const unsigned char *data,
size_t stride);
/**
* Remove all allocated regions from the atlas.
*
* @param self a texture atlas structure
*/
void texture_atlas_clear( texture_atlas_t * self );
void texture_atlas_render(
texture_atlas_t * self, float x, float y,
float width, float height );
#endif /* __TEXTURE_ATLAS_H__ */