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MLEM/MLEM.Data/RuntimeTexturePacker.cs

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using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Textures;
using static MLEM.Textures.TextureExtensions;
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namespace MLEM.Data {
/// <summary>
/// A runtime texture packer provides the user with the ability to combine multiple <see cref="Texture2D"/> instances into a single texture.
/// Packing textures in this manner allows for faster rendering, as fewer texture swaps are required.
/// The resulting texture segments are returned as <see cref="TextureRegion"/> instances.
/// </summary>
/// <remarks>
/// The algorithm used by this implementation is based on the blog post "Binary Tree Bin Packing Algorithm", which can be found at https://codeincomplete.com/articles/bin-packing/.
/// </remarks>
public class RuntimeTexturePacker : IDisposable {
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/// <summary>
/// The generated packed texture.
/// This value is null before <see cref="Pack"/> is called.
/// </summary>
public Texture2D PackedTexture { get; private set; }
/// <summary>
/// The time that it took to calculate the required areas the last time that <see cref="Pack"/> was called
/// </summary>
public TimeSpan LastCalculationTime { get; private set; }
/// <summary>
/// The time that it took to copy the texture data from the invidiual textures onto the <see cref="PackedTexture"/> the last time that <see cref="Pack"/> was called
/// </summary>
public TimeSpan LastPackTime { get; private set; }
/// <summary>
/// The time that <see cref="Pack"/> took the last time it was called
/// </summary>
public TimeSpan LastTotalTime => this.LastCalculationTime + this.LastPackTime;
/// <summary>
/// The amount of currently packed texture regions.
/// </summary>
public int PackedTextures => this.PackedTexture != null ? this.requests.Count : 0;
private readonly List<Request> requests = new List<Request>();
private readonly Dictionary<Texture2D, TextureData> dataCache = new Dictionary<Texture2D, TextureData>();
private readonly bool forcePowerOfTwo;
private readonly bool forceSquare;
private readonly bool disposeTextures;
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/// <summary>
/// Creates a new runtime texture packer with the given settings.
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/// </summary>
/// <param name="forcePowerOfTwo">Whether the resulting <see cref="PackedTexture"/> should have a width and height that is a power of two.</param>
/// <param name="forceSquare">Whether the resulting <see cref="PackedTexture"/> should be square regardless of required size.</param>
/// <param name="disposeTextures">Whether the original textures submitted to this texture packer should be disposed after packing.</param>
public RuntimeTexturePacker(bool forcePowerOfTwo = false, bool forceSquare = false, bool disposeTextures = false) {
this.forcePowerOfTwo = forcePowerOfTwo;
this.forceSquare = forceSquare;
this.disposeTextures = disposeTextures;
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}
/// <summary>
/// Adds a new <see cref="UniformTextureAtlas"/> to this texture packer to be packed.
/// The passed <see cref="Action{T}"/> is invoked in <see cref="Pack"/> and provides the caller with the resulting dictionary of texture regions on the <see cref="PackedTexture"/>, mapped to their x and y positions on the original <see cref="UniformTextureAtlas"/>.
/// Note that the resulting data cannot be converted back into a <see cref="UniformTextureAtlas"/>, since the resulting texture regions might be scattered throughout the <see cref="PackedTexture"/>.
/// </summary>
/// <param name="atlas">The texture atlas to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture regions.</param>
/// <param name="padding">The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
/// <param name="padWithPixels">Whether the texture's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if <paramref name="padding"/> is greater than 0.</param>
/// <param name="ignoreTransparent">Whether completely transparent texture regions in the <paramref name="atlas"/> should be ignored. If this is true, they will not be part of the <paramref name="result"/> collection either.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(UniformTextureAtlas atlas, Action<Dictionary<Point, TextureRegion>> result, int padding = 0, bool padWithPixels = false, bool ignoreTransparent = false) {
var addedRegions = new List<TextureRegion>();
var resultRegions = new Dictionary<Point, TextureRegion>();
for (var x = 0; x < atlas.RegionAmountX; x++) {
for (var y = 0; y < atlas.RegionAmountY; y++) {
var pos = new Point(x, y);
var region = atlas[pos];
if (ignoreTransparent) {
if (this.IsTransparent(region))
continue;
}
this.Add(region, r => {
resultRegions.Add(pos, r);
if (resultRegions.Count >= addedRegions.Count)
result.Invoke(resultRegions);
}, padding, padWithPixels);
addedRegions.Add(region);
}
}
}
/// <summary>
/// Adds a new <see cref="DataTextureAtlas"/> to this texture packer to be packed.
/// The passed <see cref="Action{T}"/> is invoked in <see cref="Pack"/> and provides the caller with the resulting dictionary of texture regions on the <see cref="PackedTexture"/>, mapped to their name on the original <see cref="DataTextureAtlas"/>.
/// Note that the resulting data cannot be converted back into a <see cref="DataTextureAtlas"/>, since the resulting texture regions might be scattered throughout the <see cref="PackedTexture"/>.
/// </summary>
/// <param name="atlas">The texture atlas to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture regions.</param>
/// <param name="padding">The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
/// <param name="padWithPixels">Whether the texture's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if <paramref name="padding"/> is greater than 0.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(DataTextureAtlas atlas, Action<Dictionary<string, TextureRegion>> result, int padding = 0, bool padWithPixels = false) {
var atlasRegions = atlas.RegionNames.ToArray();
var resultRegions = new Dictionary<string, TextureRegion>();
foreach (var region in atlasRegions) {
this.Add(atlas[region], r => {
resultRegions.Add(region, r);
if (resultRegions.Count >= atlasRegions.Length)
result.Invoke(resultRegions);
}, padding, padWithPixels);
}
}
/// <summary>
/// Adds a new <see cref="Texture2D"/> to this texture packer to be packed.
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/// The passed <see cref="Action{T}"/> is invoked in <see cref="Pack"/> and provides the caller with the resulting texture region on the <see cref="PackedTexture"/>.
/// </summary>
/// <param name="texture">The texture to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture region.</param>
/// <param name="padding">The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
/// <param name="padWithPixels">Whether the texture's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if <paramref name="padding"/> is greater than 0.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(Texture2D texture, Action<TextureRegion> result, int padding = 0, bool padWithPixels = false) {
this.Add(new TextureRegion(texture), result, padding, padWithPixels);
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}
/// <summary>
/// Adds a new <see cref="TextureRegion"/> to this texture packer to be packed.
/// The passed <see cref="Action{T}"/> is invoked in <see cref="Pack"/> and provides the caller with the resulting texture region on the <see cref="PackedTexture"/>.
/// </summary>
/// <param name="texture">The texture region to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture region.</param>
/// <param name="padding">The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
/// <param name="padWithPixels">Whether the texture's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if <paramref name="padding"/> is greater than 0.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(TextureRegion texture, Action<TextureRegion> result, int padding = 0, bool padWithPixels = false) {
this.requests.Add(new Request(texture, result, padding, padWithPixels));
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}
/// <summary>
/// Packs all of the textures and texture regions added using <see cref="Add(Microsoft.Xna.Framework.Graphics.Texture2D,System.Action{MLEM.Textures.TextureRegion},int,bool)"/> into one texture, which can be retrieved using <see cref="PackedTexture"/>.
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/// All of the result callbacks that were added will also be invoked.
/// This method can be called multiple times if regions are added after <see cref="Pack"/> has already been called. When doing so, result callbacks of previous regions may be invoked again if the resulting <see cref="PackedTexture"/> has to be resized to accommodate newly added regions.
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/// </summary>
/// <param name="device">The graphics device to use for texture generation</param>
public void Pack(GraphicsDevice device) {
// set pack areas for each request based on the algo in https://codeincomplete.com/articles/bin-packing/
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var stopwatch = Stopwatch.StartNew();
RequestNode root = null;
foreach (var request in this.requests.OrderByDescending(t => Math.Max(t.Texture.Width, t.Texture.Height) + t.Padding * 2)) {
var size = new Point(request.Texture.Width, request.Texture.Height);
size.X += request.Padding * 2;
size.Y += request.Padding * 2;
if (root == null)
root = new RequestNode(0, 0, size.X, size.Y);
var node = RuntimeTexturePacker.FindNode(size, root);
if (node == null) {
root = RuntimeTexturePacker.GrowNode(size, root);
node = RuntimeTexturePacker.FindNode(size, root);
}
request.Node = node;
node.Split(size);
}
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stopwatch.Stop();
this.LastCalculationTime = stopwatch.Elapsed;
// figure out texture size and regenerate texture if necessary
var width = root.Area.Width;
var height = root.Area.Height;
if (this.forcePowerOfTwo) {
width = RuntimeTexturePacker.ToPowerOfTwo(width);
height = RuntimeTexturePacker.ToPowerOfTwo(height);
}
if (this.forceSquare)
width = height = Math.Max(width, height);
// if we don't need to regenerate, we only need to add newly added regions
if (this.PackedTexture == null || this.PackedTexture.Width != width || this.PackedTexture.Height != height) {
this.PackedTexture?.Dispose();
this.PackedTexture = new Texture2D(device, width, height);
}
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// copy texture data onto the packed texture
stopwatch.Restart();
using (var data = this.PackedTexture.GetTextureData()) {
foreach (var request in this.requests)
this.CopyRegion(data, request);
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}
stopwatch.Stop();
this.LastPackTime = stopwatch.Elapsed;
// invoke callbacks for textures we copied
foreach (var request in this.requests) {
var packedLoc = request.Node.Area.Location + new Point(request.Padding, request.Padding);
var packedArea = new Rectangle(packedLoc.X, packedLoc.Y, request.Texture.Width, request.Texture.Height);
request.Result.Invoke(new TextureRegion(this.PackedTexture, packedArea) {
Pivot = request.Texture.Pivot,
Name = request.Texture.Name,
Source = request.Texture
});
if (this.disposeTextures)
request.Texture.Texture.Dispose();
}
this.dataCache.Clear();
}
/// <summary>
/// Resets this texture packer entirely, disposing its <see cref="PackedTexture"/>, clearing all previously added requests, and readying it to be re-used.
/// </summary>
public void Reset() {
this.PackedTexture?.Dispose();
this.PackedTexture = null;
this.LastCalculationTime = TimeSpan.Zero;
this.LastPackTime = TimeSpan.Zero;
this.requests.Clear();
this.dataCache.Clear();
}
/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
public void Dispose() {
this.Reset();
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}
private void CopyRegion(TextureData destination, Request request) {
var data = this.GetCachedTextureData(request.Texture.Texture);
var location = request.Node.Area.Location + new Point(request.Padding, request.Padding);
for (var x = -request.Padding; x < request.Texture.Width + request.Padding; x++) {
for (var y = -request.Padding; y < request.Texture.Height + request.Padding; y++) {
Color srcColor;
if (!request.PadWithPixels && (x < 0 || y < 0 || x >= request.Texture.Width || y >= request.Texture.Height)) {
// if we're out of bounds and not padding with pixels, we make it transparent
srcColor = Color.Transparent;
} else {
// otherwise, we just use the closest pixel that is actually in bounds, causing the border pixels to be doubled up
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var src = new Point((int) MathHelper.Clamp(x, 0F, request.Texture.Width - 1), (int) MathHelper.Clamp(y, 0F, request.Texture.Height - 1));
srcColor = data[request.Texture.Position + src];
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}
destination[location + new Point(x, y)] = srcColor;
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}
}
}
private TextureData GetCachedTextureData(Texture2D texture) {
// we cache texture data in case multiple requests use the same underlying texture
// this collection doesn't need to be disposed since we don't actually edit these textures
if (!this.dataCache.TryGetValue(texture, out var data)) {
data = texture.GetTextureData();
this.dataCache.Add(texture, data);
}
return data;
}
private bool IsTransparent(TextureRegion region) {
var data = this.GetCachedTextureData(region.Texture);
for (var rX = 0; rX < region.Width; rX++) {
for (var rY = 0; rY < region.Height; rY++) {
if (data[region.U + rX, region.V + rY] != Color.Transparent)
return false;
}
}
return true;
}
private static int ToPowerOfTwo(int value) {
var ret = 1;
while (ret < value)
ret <<= 1;
return ret;
}
private static RequestNode FindNode(Point requestSize, RequestNode node) {
if (node.Down != null && node.Right != null) {
return RuntimeTexturePacker.FindNode(requestSize, node.Right) ?? RuntimeTexturePacker.FindNode(requestSize, node.Down);
} else if (requestSize.X <= node.Area.Width && requestSize.Y <= node.Area.Height) {
return node;
} else {
return null;
}
}
private static RequestNode GrowNode(Point requestSize, RequestNode node) {
var canGrowDown = requestSize.X <= node.Area.Width;
var canGrowRight = requestSize.Y <= node.Area.Height;
var shouldGrowRight = canGrowRight && node.Area.Height >= node.Area.Width + requestSize.X;
var shouldGrowDown = canGrowDown && node.Area.Width >= node.Area.Height + requestSize.Y;
if (shouldGrowRight) {
return RuntimeTexturePacker.GrowNodeRight(requestSize, node);
} else if (shouldGrowDown) {
return RuntimeTexturePacker.GrowNodeDown(requestSize, node);
} else if (canGrowRight) {
return RuntimeTexturePacker.GrowNodeRight(requestSize, node);
} else if (canGrowDown) {
return RuntimeTexturePacker.GrowNodeDown(requestSize, node);
} else {
return null;
}
}
private static RequestNode GrowNodeRight(Point requestSize, RequestNode node) {
return new RequestNode(0, 0, node.Area.Width + requestSize.X, node.Area.Height) {
Right = new RequestNode(node.Area.Width, 0, requestSize.X, node.Area.Height),
Down = node
};
}
private static RequestNode GrowNodeDown(Point requestSize, RequestNode node) {
return new RequestNode(0, 0, node.Area.Width, node.Area.Height + requestSize.Y) {
Right = node,
Down = new RequestNode(0, node.Area.Height, node.Area.Width, requestSize.Y)
};
}
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private class Request {
public readonly TextureRegion Texture;
public readonly Action<TextureRegion> Result;
public readonly int Padding;
public readonly bool PadWithPixels;
public RequestNode Node;
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public Request(TextureRegion texture, Action<TextureRegion> result, int padding, bool padWithPixels) {
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this.Texture = texture;
this.Result = result;
this.Padding = padding;
this.PadWithPixels = padWithPixels;
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}
}
private class RequestNode {
public readonly Rectangle Area;
public RequestNode Down;
public RequestNode Right;
public RequestNode(int x, int y, int width, int height) {
this.Area = new Rectangle(x, y, width, height);
}
public void Split(Point requestSize) {
this.Down = new RequestNode(this.Area.X, this.Area.Y + requestSize.Y, this.Area.Width, this.Area.Height - requestSize.Y);
this.Right = new RequestNode(this.Area.X + requestSize.X, this.Area.Y, this.Area.Width - requestSize.X, requestSize.Y);
}
}
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}
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}