@pixi-essentials/texture-allocator
v3.0.0
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Dynamic texture allocator based on @pixi-essentials/area-allocator
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@pixi-essentials/texture-allocator
This package implements a slab-based texture allocator. It aims to help improve texture batching efficiency by generating atlases on-the-fly. You can allocate and free texture space on demand. The following implementations are provided:
- TextureAllocator: This generic allocator issues texture that are not backed by any resource. You must handle resource management yourself.
- AtlasAllocator: This allocator can be used to issue image/canvas/bitmap- backed textures. Each image item is
uploaded separately with a
texSubImage2D
call. - CanvasTextureAllocator: This allocator creates texture slabs backed by a canvas. You can draw to that canvas
(
texture.baseTexture.resource.source.getContext('2d')
) to draw each texture. - RenderTextureAllocator: This allocator issues render-textures. Since you render directly into the render-texture, it requires no resource management.
Installation :package:
npm install @pixi-essentials/texture-allocator
Usage :page_facing_up:
AtlasAllocator
import { AtlasAllocator } from '@pixi-essentials/texture-allocator';
// Create an atlas allocator
const allocator = new AtlasAllocator();
// Create an image-source
const image = document.createElement('img');
// Load the image
image.src = "example.com/example.jpg";
// After the image loads, create the texture. You must do this *after* the image is loaded so you know the
// width and height needed. Also, the atlas resource requires the image to be loaded; otherwise, it will
// forget to re-upload once it does load.
image.onload = function() {
// Find the dimensions of the texture. Make sure this is less than 2048x2048, otherwise the allocator
// will fail to issue a texture.
const { naturalWidth, naturalHeight } = image;
// Allocate the texture. Edge padding is included by default.
const texture = allocator.allocate(naturalWidth, naturalHeight);
// Use the texture as you'd like. It's yours now!
// Free the texture once you're done with it!
allocate.free(texture);
}
CanvasTextureAllocator
import { CanvasTextureAllocator } from '@pixi-essentials/texture-allocator';
import type { BaseImageResource, Texture } from '@pixi/core';
// Create a canvas-texture allocator
const allocator = new CanvasTextureAllocator();
// Allocate a texture
const texture = allocator.allocate(256, 256);
// This will draw our geometry into a texture
function cacheGeometry(texture: Texture) {
const baseTexture = texture.baseTexture;
const canvas = (baseTexture.resource as BaseImageResource).source as HTMLCanvasElement;
const context = canvas.getContext('2d');
const frame = texture.frame;
// Our geometry is just a rectangle, nothing silly :P
context.fillStyle = 'green';
context.fillRect(frame.left, frame.top, frame.width, frame.height);
}
// Draw stuff into the texture
cacheGeometry(texture);
// Do stuff with the texture, i.e. add a sprite to your scene
RenderTextureAllocator
import { Graphics } from '@pixi/graphics';
import { RenderTextureAllocator } from '@pixi-essentials/texture-allocator';
// Create a render-texture allocator
const allocator = new RenderTextureAllocator();
// Create something complicated. NOTE: This example is not complicated and is not recommended for caching
// into a texture.
const complexGraphics = new Graphics()
.beginFill(0xff)
.drawCircle(150, 150, 100, 100)
.endFill();
// Allocate the texture
const texture = allocator.allocate(0, 0, 250, 250);
// Cache the graphics into this texture
renderer.render(complexGraphics, texture);
// Use the texture instead of the graphics, i.e. add a sprite to your scene