NOTE: This is a beta. All ArrayImage code is untested.
AtlasQ is a quadtree-based texture atlas library for the LÖVE framework.
The intended use case is for SpriteBatch rendering, where the atlas might need small updates at run-time (probably during loading screens: it hasn't been tested in a real game with actual gameplay yet).
The sub-textures would be spritesheets and tilesets with power-of-two dimensions. The atlas can grow by placing all existing nodes into the upper-left quadrant of a new root node, and copying the pixel data to a new ImageData + texture pair with larger dimensions.
Two atlas types are provided: one with a single 2D image, and one that uses an ArrayImage with multiple slices.
Creates an atlas object.
local atlas = atlasQ.newAtlas(w, h, pixel_format, tex_settings)
w
: Starting width of the atlas in pixels. Must be a power of two, and cannot be larger than the system's max texture size.h
: Starting height of the atlas in pixels. Must be a power of two.pixel_format
: (Optional) The LÖVE PixelFormat to use for the atlas ImageData and resulting texture.tex_settings
: (Optional) The settings table to use with love.graphics.newImage().
Returns: A new atlas object.
Try to add the contents of an ImageData to the atlas. If successful, the ImageData is pasted into the texture, and you can use the returned node.x
and node.y
as offsets to get the image contents.
local node = atlas:addImageData(i_data)
i_data
: The LÖVE ImageData to add to the atlas.
Returns: The occupied node on success, or false
if a suitable node could not be found.
Notes: Call atlas:refreshTexture()
after successful changes to upload the new pixel data to the texture.
Updates the atlas texture's pixel data. Call after making changes with atlas:addImageData
.
atlas:refreshTexture()
Updates the atlas texture's pixel data for one node. Call after making a single change with atlas:addImageData
.
atlas:patchTexture(i_data, node)
i_data
: The ImageData which was just added withatlas:addImageData
.node
: The node returned byatlas:addImageData
.
Try to enlarge the atlas by doubling its width and height.
local success = atlas:enlarge()
Returns: true
on success, false
if the atlas texture would exceed the system max texture size.
Creates a new atlas with an ArrayImage.
local array_atlas = atlasQ.newArrayAtlas(n_slices, w, h, pixel_format, tex_settings)
n_slices
: Starting number of image slices in the atlas ArrayImage. Cannot be larger than the system's max texturelayers.w
: Starting width of the atlas in pixels. Must be a power of two, and cannot be larger than the system's max texturesize.h
: Starting height of the atlas in pixels. Must be a power of two, and cannot be larger than the system's max texturesize.pixel_format
: (Optional) The LÖVE PixelFormat to use for the atlas ImageData and resulting ArrayImage.tex_settings
: (Optional) The settings table to use with love.graphics.newImage.
Returns: A new array atlas object.
Try to add the contents of an ImageData to the array atlas. If successful, the ImageData is pasted into the texture slice, and you can use the returned node.x
and node.y
as offsets to get the image contents.
local node = array_atlas:addImageData(slice_n, i_data)
slice_n
: The quadtree and slice index to use.i_data
: The LÖVE ImageData to add to the slice.
Returns: The occupied node on success, or false
if a suitable node could not be found.
Notes: Call array_atlas:refreshTexture()
after successful changes to upload the new pixel data to the texture.
Updates the atlas ArrayImage's pixel data. Call after making changes with array_atlas:addImageData
.
array_atlas:refreshTexture()
Updates the atlas ArrayImage's pixel data for one node in one slice. Call after making a single change with array_atlas:addImageData
.
array_atlas:patchTexture(i_data, node, slice_n)
i_data
: The ImageData which was just added withatlas:addImageData
.node
: The node returned byatlas:addImageData
.slice_n
: The slice index to update.
Try to enlarge the array atlas by doubling its width and height.
local success = array_atlas:enlarge()
Returns: true
on success, false
if the array atlas texture would exceed the system's max texturesize.
Try to add more slices to the array atlas's ArrayImage.
local success = array_atlas:addSlices(count)
count
: The number of slices to try adding.
Returns: true
on success, false
if the new slice count would exceed th system's max texturelayers.
The act of enlarging an atlas or giving it more array slices causes a new texture to be created internally. Any SpriteBatches which use this texture should be updated to reference the new texture.
Do something like this after a successful call to enlarge()
or addSlices()
, and before the next batch draw:
if sprite_batch:getTexture() ~= atlas.tex then
sprite_batch:setTexture(atlas.tex)
-- Clear and re-add all sprites.
end
Likewise, if you used the texture as a shader variable, that needs to be updated as well.
AtlasQ passes the following settings from the old texture to the new one:
- Wrap state
- Texture filter state
- Mipmap Filter state
Additionally, the texture settings
table passed in atlasQ.newAtlas()
is stored in atlas.tex_settings
, and will be used when creating the new texture.
MIT License
Copyright (c) 2023 RBTS
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