wip faster texture loading

This commit is contained in:
David Allemang
2026-07-04 12:16:34 -04:00
parent a00d8c52d7
commit 57660397aa
5 changed files with 94 additions and 52 deletions

View File

@@ -53,28 +53,18 @@ export class TextureAtlas {
this.ctx.imageSmoothingEnabled = false;
this.map = new Map();
this.promises = new Map(); // Track loading promises separately!
this.cellSize = 16;
this.padding = 2; // Add empty space between textures
this.padding = 1;
this.x = 0;
this.y = 0;
this.rowHeight = 0;
}
async load(id) {
if (this.map.has(id)) return this.map.get(id);
async fill(id, currentX, currentY) {
const url = resolveResourceLocation(id, 'textures', 'png');
// Include padding in the wrap calculation
if (this.x + this.cellSize > this.canvas.width) {
this.x = 0;
this.y += this.rowHeight + this.padding;
this.rowHeight = 0;
}
const currentX = this.x;
const currentY = this.y;
try {
const img = await new Promise((resolve, reject) => {
const i = new Image();
@@ -90,21 +80,39 @@ export class TextureAtlas {
this.ctx.fillStyle = '#ff00ff';
this.ctx.fillRect(currentX, currentY, this.cellSize, this.cellSize);
}
}
// Clean UV mapping (padding protects the edges natively)
const uvData = {
u: currentX / this.canvas.width,
v: currentY / this.canvas.height,
du: this.cellSize / this.canvas.width,
dv: this.cellSize / this.canvas.height
};
load(id) {
// If already loading/loaded, just return the tracking promise
if (this.promises.has(id)) return this.promises.get(id);
this.map.set(id, uvData);
if (this.x + this.cellSize > this.canvas.width) {
this.x = 0;
this.y += this.rowHeight + this.padding;
this.rowHeight = 0;
}
const currentX = this.x;
const currentY = this.y;
// Advance X by cell size AND padding
this.x += this.cellSize + this.padding;
this.rowHeight = Math.max(this.rowHeight, this.cellSize);
const epsX = 0.1 / this.canvas.width;
const epsY = 0.1 / this.canvas.height;
return uvData;
// 1. SYNCHRONOUSLY allocate the UV coordinates for buildGeometry
const uvData = {
u: currentX / this.canvas.width + epsX,
v: currentY / this.canvas.height + epsY,
du: this.cellSize / this.canvas.width - 2 * epsX,
dv: this.cellSize / this.canvas.height - 2 * epsY,
};
this.map.set(id, uvData);
// 2. ASYNCHRONOUSLY kick off the image fetch
const loadTask = this.fill(id, currentX, currentY);
this.promises.set(id, loadTask);
return loadTask;
}
}
}