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use math::SpacialNumericConversion;
use crate::*;
pub struct SpriteAtlasBuilder<'a, Device: WGPUDevice> {
images: Vec<(image::Image, &'a mut Option<Sprite<Device>>)>,
mag_filter: FilterMode,
min_filter: FilterMode,
}
impl<'a, Device> SpriteAtlasBuilder<'a, Device>
where
Device: WGPUDevice,
{
pub fn new() -> Self {
Self {
images: vec![],
mag_filter: Default::default(),
min_filter: Default::default(),
}
}
pub fn with_image(mut self, img: image::Image, sprite: &'a mut Option<Sprite<Device>>) -> Self {
self.images.push((img, sprite));
self
}
pub fn with_filter_modes(mut self, mag_filter: FilterMode, min_filter: FilterMode) -> Self {
self.mag_filter = mag_filter;
self.min_filter = min_filter;
self
}
pub fn build(self, renderer: &Renderer<Device>) -> Result<()> {
let SpriteAtlasBuilder {
mut images,
mag_filter,
min_filter,
} = self;
let packing_images: Vec<&image::Image> = images.iter().map(|(img, _)| img).collect();
let packed = image::ImagePacker::new()
.pack(&packing_images[..])
.map_err(|_| WGPURendererError::Unknown)?;
let texture = renderer.wgpu_device().with_device_info(|info| {
Texture::from_image(
info.device,
info.queue,
packed.image(),
mag_filter,
min_filter,
TextureType::Plain,
)
})?;
for ((_, output), rect) in images.iter_mut().zip(packed.rects().iter()) {
**output = Some(Sprite::from_texture_with_bounds(
renderer,
&texture,
rect.clone().convert(),
)?);
}
Ok(())
}
}
impl<'a, Device> Default for SpriteAtlasBuilder<'a, Device>
where
Device: WGPUDevice,
{
fn default() -> Self {
Self::new()
}
}