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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.Maths;
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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>
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.packedTextures.Count;
private readonly List<Request> texturesToPack = new List<Request>();
private readonly List<Request> packedTextures = new List<Request>();
private readonly Dictionary<Point, Request> occupiedPositions = new Dictionary<Point, Request>();
private readonly Dictionary<Point, Point> initialPositions = new Dictionary<Point, Point>();
private readonly Dictionary<Texture2D, TextureData> dataCache = new Dictionary<Texture2D, TextureData>();
private readonly bool autoIncreaseMaxWidth;
private readonly bool forcePowerOfTwo;
private readonly bool forceSquare;
private readonly bool disposeTextures;
private int maxWidth;
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/// <summary>
/// Creates a new runtime texture packer with the given settings.
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/// </summary>
/// <param name="maxWidth">The maximum width that the packed texture can have. Defaults to 2048.</param>
/// <param name="autoIncreaseMaxWidth">Whether the maximum width should be increased if there is a texture to be packed that is wider than the maximum width specified in the constructor. Defaults to false.</param>
/// <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(int maxWidth = 2048, bool autoIncreaseMaxWidth = false, bool forcePowerOfTwo = false, bool forceSquare = false, bool disposeTextures = false) {
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this.maxWidth = maxWidth;
this.autoIncreaseMaxWidth = autoIncreaseMaxWidth;
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) {
var paddedWidth = texture.Width + 2 * padding;
if (paddedWidth > this.maxWidth) {
if (this.autoIncreaseMaxWidth) {
this.maxWidth = paddedWidth;
} else {
throw new InvalidOperationException($"Cannot add texture with width {texture.Width} to a texture packer with max width {this.maxWidth}");
}
}
this.texturesToPack.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
// we pack larger textures first, so that smaller textures can fit in the gaps that larger ones leave
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var stopwatch = Stopwatch.StartNew();
foreach (var request in this.texturesToPack.OrderByDescending(t => t.Texture.Width * t.Texture.Height)) {
request.PackedArea = this.OccupyFreeArea(request);
this.packedTextures.Add(request);
}
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stopwatch.Stop();
this.LastCalculationTime = stopwatch.Elapsed;
// figure out texture size and regenerate texture if necessary
var width = this.packedTextures.Max(t => t.PackedArea.Right);
var height = this.packedTextures.Max(t => t.PackedArea.Bottom);
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
IEnumerable<Request> texturesToCopy = this.texturesToPack;
if (this.PackedTexture == null || this.PackedTexture.Width != width || this.PackedTexture.Height != height) {
this.PackedTexture?.Dispose();
this.PackedTexture = new Texture2D(device, width, height);
// if we need to regenerate, we need to copy all regions since the old ones were deleted
texturesToCopy = this.packedTextures;
}
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// copy texture data onto the packed texture
stopwatch.Restart();
using (var data = this.PackedTexture.GetTextureData()) {
foreach (var request in texturesToCopy)
this.CopyRegion(data, request);
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}
stopwatch.Stop();
this.LastPackTime = stopwatch.Elapsed;
// invoke callbacks for textures we copied
foreach (var request in texturesToCopy) {
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var packedArea = request.PackedArea.Shrink(new Point(request.Padding, request.Padding));
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.texturesToPack.Clear();
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.texturesToPack.Clear();
this.packedTextures.Clear();
this.initialPositions.Clear();
this.occupiedPositions.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 Rectangle OccupyFreeArea(Request request) {
var size = new Point(request.Texture.Width, request.Texture.Height);
size.X += request.Padding * 2;
size.Y += request.Padding * 2;
// exit early if the texture doesn't need to find a free location
if (size.X <= 0 || size.Y <= 0)
return Rectangle.Empty;
var pos = this.initialPositions.TryGetValue(size, out var first) ? first : Point.Zero;
var area = new Rectangle(pos.X, pos.Y, size.X, size.Y);
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var lowestY = int.MaxValue;
while (true) {
// check if the current area is already occupied
if (!this.occupiedPositions.TryGetValue(area.Location, out var existing)) {
existing = this.packedTextures.FirstOrDefault(t => t.PackedArea.Intersects(area));
// if no texture is occupying this space, we have found a free area
if (existing == null) {
// if this is the first position that this request fit in, no other requests of the same size will find a position before it
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this.initialPositions[new Point(area.Width, area.Height)] = area.Location;
this.occupiedPositions.Add(area.Location, request);
return area;
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}
// also cache the existing texture for this position, in case we check it again in the future
this.occupiedPositions.Add(area.Location, existing);
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}
// move to the right by the existing texture's width
area.X = existing.PackedArea.Right;
// remember the smallest intersecting texture's height for when we move down
if (lowestY > existing.PackedArea.Bottom)
lowestY = existing.PackedArea.Bottom;
// move down a row if we exceed our maximum width
if (area.Right > this.maxWidth) {
area.X = 0;
area.Y = lowestY;
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lowestY = int.MaxValue;
}
}
}
private void CopyRegion(TextureData destination, Request request) {
var data = this.GetCachedTextureData(request.Texture.Texture);
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var location = request.PackedArea.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;
}
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private class Request {
public readonly TextureRegion Texture;
public readonly Action<TextureRegion> Result;
public readonly int Padding;
public readonly bool PadWithPixels;
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public Rectangle PackedArea;
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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}
}
}
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}