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Improved RuntimeTexturePacker performance for differently sized textures
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2 changed files with 35 additions and 22 deletions
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@ -47,6 +47,10 @@ Fixes
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- Fixed Paragraph and Checkbox not reacting to SquishingGroup sizing properly
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- Fixed Paragraph and Checkbox not reacting to SquishingGroup sizing properly
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- Fixed TextInput and Slider still reacting to input when they are selected, but not part of the active root
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- Fixed TextInput and Slider still reacting to input when they are selected, but not part of the active root
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### MLEM.Data
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Improvements
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- Improved RuntimeTexturePacker performance for differently sized textures
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## 6.1.0
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## 6.1.0
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### MLEM
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### MLEM
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@ -36,7 +36,7 @@ namespace MLEM.Data {
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private readonly List<Request> texturesToPack = new List<Request>();
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private readonly List<Request> texturesToPack = new List<Request>();
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private readonly List<Request> packedTextures = new List<Request>();
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private readonly List<Request> packedTextures = new List<Request>();
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private readonly Dictionary<Point, Point> firstPossiblePosForSize = new Dictionary<Point, Point>();
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private readonly Dictionary<Point, Request> occupiedPositions = new Dictionary<Point, Request>();
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private readonly Dictionary<Texture2D, TextureData> dataCache = new Dictionary<Texture2D, TextureData>();
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private readonly Dictionary<Texture2D, TextureData> dataCache = new Dictionary<Texture2D, TextureData>();
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private readonly bool autoIncreaseMaxWidth;
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private readonly bool autoIncreaseMaxWidth;
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private readonly bool forcePowerOfTwo;
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private readonly bool forcePowerOfTwo;
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@ -162,9 +162,7 @@ namespace MLEM.Data {
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// we pack larger textures first, so that smaller textures can fit in the gaps that larger ones leave
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// 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();
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var stopwatch = Stopwatch.StartNew();
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foreach (var request in this.texturesToPack.OrderByDescending(t => t.Texture.Width * t.Texture.Height)) {
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foreach (var request in this.texturesToPack.OrderByDescending(t => t.Texture.Width * t.Texture.Height)) {
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request.PackedArea = this.FindFreeArea(request);
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request.PackedArea = this.OccupyFreeArea(request);
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// 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.firstPossiblePosForSize[new Point(request.PackedArea.Width, request.PackedArea.Height)] = request.PackedArea.Location;
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this.packedTextures.Add(request);
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this.packedTextures.Add(request);
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}
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}
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stopwatch.Stop();
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stopwatch.Stop();
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@ -224,7 +222,7 @@ namespace MLEM.Data {
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this.LastPackTime = TimeSpan.Zero;
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this.LastPackTime = TimeSpan.Zero;
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this.texturesToPack.Clear();
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this.texturesToPack.Clear();
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this.packedTextures.Clear();
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this.packedTextures.Clear();
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this.firstPossiblePosForSize.Clear();
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this.occupiedPositions.Clear();
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this.dataCache.Clear();
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this.dataCache.Clear();
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}
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}
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@ -233,31 +231,42 @@ namespace MLEM.Data {
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this.Reset();
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this.Reset();
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}
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}
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private Rectangle FindFreeArea(Request request) {
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private Rectangle OccupyFreeArea(Request request) {
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var size = new Point(request.Texture.Width, request.Texture.Height);
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var size = new Point(request.Texture.Width, request.Texture.Height);
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size.X += request.Padding * 2;
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size.X += request.Padding * 2;
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size.Y += request.Padding * 2;
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size.Y += request.Padding * 2;
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var pos = this.firstPossiblePosForSize.TryGetValue(size, out var first) ? first : Point.Zero;
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// exit early if the texture doesn't need to find a free location
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if (size.X <= 0 || size.Y <= 0)
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return Rectangle.Empty;
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var area = new Rectangle(Point.Zero, size);
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var lowestY = int.MaxValue;
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var lowestY = int.MaxValue;
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while (true) {
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while (true) {
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var intersected = false;
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// check if the current area is already occupied
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var area = new Rectangle(pos.X, pos.Y, size.X, size.Y);
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if (!this.occupiedPositions.TryGetValue(area.Location, out var existing)) {
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foreach (var tex in this.packedTextures) {
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existing = this.packedTextures.FirstOrDefault(t => t.PackedArea.Intersects(area));
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if (tex.PackedArea.Intersects(area)) {
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if (existing == null) {
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pos.X = tex.PackedArea.Right;
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// if no texture is occupying this space, we have found a free area
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// when we move down, we want to move down by the smallest intersecting texture's height
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this.occupiedPositions.Add(area.Location, request);
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if (lowestY > tex.PackedArea.Bottom)
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lowestY = tex.PackedArea.Bottom;
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intersected = true;
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break;
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}
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}
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if (!intersected)
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return area;
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return area;
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if (pos.X + size.X > this.maxWidth) {
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}
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pos.X = 0;
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pos.Y = lowestY;
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// also cache the existing texture for this position, in case we check it again in the future
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this.occupiedPositions.Add(area.Location, existing);
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}
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// move to the right by the existing texture's width
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area.X = existing.PackedArea.Right;
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// remember the smallest intersecting texture's height for when we move down
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if (lowestY > existing.PackedArea.Bottom)
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lowestY = existing.PackedArea.Bottom;
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// move down a row if we exceed our maximum width
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if (area.Right > this.maxWidth) {
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area.X = 0;
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area.Y = lowestY;
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lowestY = int.MaxValue;
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lowestY = int.MaxValue;
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}
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}
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}
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}
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