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added runtime texture region padding and other improvements

This commit is contained in:
Ell 2022-05-25 12:37:51 +02:00
parent fcca5300ae
commit f0f1d7f8ed
4 changed files with 134 additions and 30 deletions

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@ -49,8 +49,13 @@ Removals
- Marked Tooltip.Paragraph as obsolete in favor of new Paragraphs collection - Marked Tooltip.Paragraph as obsolete in favor of new Paragraphs collection
### MLEM.Data ### MLEM.Data
Additions
- Added the ability to add padding to RuntimeTexturePacker texture regions
- Added the ability to pack UniformTextureAtlas and DataTextureAtlas using RuntimeTexturePacker
Improvements Improvements
- Premultiply textures when using RawContentManager - Premultiply textures when using RawContentManager
- Allow enumerating all region names of a DataTextureAtlas
Fixes Fixes
- Fixed SoundEffectReader incorrectly claiming it could read ogg and mp3 files - Fixed SoundEffectReader incorrectly claiming it could read ogg and mp3 files

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@ -50,9 +50,13 @@ namespace MLEM.Data {
} }
} }
/// <summary> /// <summary>
/// Returns an enumerable of all of the <see cref="TextureRegion"/>s in this atlas. /// Returns an enumerable of all of the <see cref="TextureRegion"/> values in this atlas.
/// </summary> /// </summary>
public IEnumerable<TextureRegion> Regions => this.regions.Values; public IEnumerable<TextureRegion> Regions => this.regions.Values;
/// <summary>
/// Returns an enumerable of all of the <see cref="TextureRegion"/> names in this atlas.
/// </summary>
public IEnumerable<string> RegionNames => this.regions.Keys;
private readonly Dictionary<string, TextureRegion> regions = new Dictionary<string, TextureRegion>(); private readonly Dictionary<string, TextureRegion> regions = new Dictionary<string, TextureRegion>();

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@ -38,43 +38,93 @@ namespace MLEM.Data {
private readonly bool forcePowerOfTwo; private readonly bool forcePowerOfTwo;
private readonly bool forceSquare; private readonly bool forceSquare;
private readonly bool disposeTextures; private readonly bool disposeTextures;
private readonly int padding;
private int maxWidth; private int maxWidth;
/// <summary> /// <summary>
/// Creates a new runtime texture packer with the given settings /// Creates a new runtime texture packer with the given settings.
/// </summary> /// </summary>
/// <param name="maxWidth">The maximum width that the packed texture can have. Defaults to 2048.</param> /// <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 <see cref="maxWidth"/>. Defaults to false.</param> /// <param name="autoIncreaseMaxWidth">Whether the maximum width should be increased if there is a texture to be packed that is wider than <see cref="maxWidth"/>. 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="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="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> /// <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) { /// <param name="padding">The padding that each texture region should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.</param>
public RuntimeTexturePacker(int maxWidth = 2048, bool autoIncreaseMaxWidth = false, bool forcePowerOfTwo = false, bool forceSquare = false, bool disposeTextures = false, int padding = default) {
this.maxWidth = maxWidth; this.maxWidth = maxWidth;
this.autoIncreaseMaxWidth = autoIncreaseMaxWidth; this.autoIncreaseMaxWidth = autoIncreaseMaxWidth;
this.forcePowerOfTwo = forcePowerOfTwo; this.forcePowerOfTwo = forcePowerOfTwo;
this.forceSquare = forceSquare; this.forceSquare = forceSquare;
this.disposeTextures = disposeTextures; this.disposeTextures = disposeTextures;
this.padding = padding;
} }
/// <summary> /// <summary>
/// Adds a new texture to this texture packer to be packed. /// 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="padWithPixels">Whether the texture packer's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if the texture packer was constructed with a padding.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or 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, bool padWithPixels = false) {
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);
this.Add(atlas[pos], r => {
resultRegions.Add(pos, r);
if (resultRegions.Count >= atlas.RegionAmountX * atlas.RegionAmountY)
result.Invoke(resultRegions);
}, padWithPixels);
}
}
}
/// <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="padWithPixels">Whether the texture packer's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if the texture packer was constructed with a padding.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or 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, 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);
}, padWithPixels);
}
}
/// <summary>
/// Adds a new <see cref="Texture2D"/> 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"/>. /// 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> /// </summary>
/// <param name="texture">The texture to pack</param> /// <param name="texture">The texture to pack.</param>
/// <param name="result">The result callback which will receive the resulting texture region</param> /// <param name="result">The result callback which will receive the resulting texture region.</param>
public void Add(Texture2D texture, Action<TextureRegion> result) { /// <param name="padWithPixels">Whether the texture packer's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if the texture packer was constructed with a padding.</param>
this.Add(new TextureRegion(texture), result); /// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(Texture2D texture, Action<TextureRegion> result, bool padWithPixels = false) {
this.Add(new TextureRegion(texture), result, padWithPixels);
} }
/// <summary> /// <summary>
/// Adds a new <see cref="TextureRegion"/> to this texture packer to be packed. /// 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"/>. /// 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> /// </summary>
/// <param name="texture">The texture to pack</param> /// <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="result">The result callback which will receive the resulting texture region.</param>
/// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or when trying to add a texture width a width greater than the defined max width</exception> /// <param name="padWithPixels">Whether the texture packer's padding should be filled with a copy of the texture's border, rather than transparent pixels. This value only has an effect if the texture packer was constructed with a padding.</param>
public void Add(TextureRegion texture, Action<TextureRegion> result) { /// <exception cref="InvalidOperationException">Thrown when trying to add data to a packer that has already been packed, or when trying to add a texture width a width greater than the defined max width.</exception>
public void Add(TextureRegion texture, Action<TextureRegion> result, bool padWithPixels = false) {
if (this.PackedTexture != null) if (this.PackedTexture != null)
throw new InvalidOperationException("Cannot add texture to a texture packer that is already packed"); throw new InvalidOperationException("Cannot add texture to a texture packer that is already packed");
if (texture.Width > this.maxWidth) { if (texture.Width > this.maxWidth) {
@ -84,11 +134,11 @@ namespace MLEM.Data {
throw new InvalidOperationException($"Cannot add texture with width {texture.Width} to a texture packer with max width {this.maxWidth}"); throw new InvalidOperationException($"Cannot add texture with width {texture.Width} to a texture packer with max width {this.maxWidth}");
} }
} }
this.textures.Add(new Request(texture, result)); this.textures.Add(new Request(texture, result, padWithPixels));
} }
/// <summary> /// <summary>
/// Packs all of the textures and texture regions added using <see cref="Add(Microsoft.Xna.Framework.Graphics.Texture2D,System.Action{MLEM.Textures.TextureRegion})"/> into one texture. /// Packs all of the textures and texture regions added using <see cref="Add(Microsoft.Xna.Framework.Graphics.Texture2D,System.Action{MLEM.Textures.TextureRegion},bool)"/> into one texture.
/// The resulting texture will be stored in <see cref="PackedTexture"/>. /// The resulting texture will be stored in <see cref="PackedTexture"/>.
/// All of the result callbacks that were added will also be invoked. /// All of the result callbacks that were added will also be invoked.
/// </summary> /// </summary>
@ -100,10 +150,8 @@ namespace MLEM.Data {
// set pack areas for each request // set pack areas for each request
var stopwatch = Stopwatch.StartNew(); var stopwatch = Stopwatch.StartNew();
foreach (var request in this.textures.OrderByDescending(t => t.Texture.Width * t.Texture.Height)) { foreach (var request in this.textures.OrderByDescending(t => t.Texture.Width * t.Texture.Height))
var area = this.FindFreeArea(new Point(request.Texture.Width, request.Texture.Height)); request.PackedArea = this.FindFreeArea(new Point(request.Texture.Width, request.Texture.Height));
request.PackedArea = area;
}
stopwatch.Stop(); stopwatch.Stop();
this.LastCalculationTime = stopwatch.Elapsed; this.LastCalculationTime = stopwatch.Elapsed;
@ -122,14 +170,15 @@ namespace MLEM.Data {
stopwatch.Restart(); stopwatch.Restart();
using (var data = this.PackedTexture.GetTextureData()) { using (var data = this.PackedTexture.GetTextureData()) {
foreach (var request in this.textures) foreach (var request in this.textures)
CopyRegion(data, request); this.CopyRegion(data, request);
} }
stopwatch.Stop(); stopwatch.Stop();
this.LastPackTime = stopwatch.Elapsed; this.LastPackTime = stopwatch.Elapsed;
// invoke callbacks // invoke callbacks
foreach (var request in this.textures) { foreach (var request in this.textures) {
request.Result.Invoke(new TextureRegion(this.PackedTexture, request.PackedArea)); var packedArea = request.PackedArea.Shrink(new Point(this.padding));
request.Result.Invoke(new TextureRegion(this.PackedTexture, packedArea));
if (this.disposeTextures) if (this.disposeTextures)
request.Texture.Texture.Dispose(); request.Texture.Texture.Dispose();
} }
@ -154,6 +203,9 @@ namespace MLEM.Data {
} }
private Rectangle FindFreeArea(Point size) { private Rectangle FindFreeArea(Point size) {
size.X += this.padding * 2;
size.Y += this.padding * 2;
var pos = new Point(0, 0); var pos = new Point(0, 0);
var lowestY = int.MaxValue; var lowestY = int.MaxValue;
while (true) { while (true) {
@ -179,13 +231,21 @@ namespace MLEM.Data {
} }
} }
private static void CopyRegion(TextureExtensions.TextureData destination, Request request) { private void CopyRegion(TextureExtensions.TextureData destination, Request request) {
var location = request.PackedArea.Location + new Point(this.padding);
using (var data = request.Texture.Texture.GetTextureData()) { using (var data = request.Texture.Texture.GetTextureData()) {
for (var x = 0; x < request.Texture.Width; x++) { for (var x = -this.padding; x < request.Texture.Width + this.padding; x++) {
for (var y = 0; y < request.Texture.Height; y++) { for (var y = -this.padding; y < request.Texture.Height + this.padding; y++) {
var dest = request.PackedArea.Location + new Point(x, y); Color srcColor;
var src = request.Texture.Position + new Point(x, y); if (!request.PadWithPixels && (x < 0 || y < 0 || x >= request.Texture.Width || y >= request.Texture.Height)) {
destination[dest] = data[src]; // 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
var src = new Point(MathHelper.Clamp(x, 0, request.Texture.Width - 1), MathHelper.Clamp(y, 0, request.Texture.Height - 1));
srcColor = data[request.Texture.Position + src];
}
destination[location + new Point(x, y)] = srcColor;
} }
} }
} }
@ -202,11 +262,13 @@ namespace MLEM.Data {
public readonly TextureRegion Texture; public readonly TextureRegion Texture;
public readonly Action<TextureRegion> Result; public readonly Action<TextureRegion> Result;
public readonly bool PadWithPixels;
public Rectangle PackedArea; public Rectangle PackedArea;
public Request(TextureRegion texture, Action<TextureRegion> result) { public Request(TextureRegion texture, Action<TextureRegion> result, bool padWithPixels) {
this.Texture = texture; this.Texture = texture;
this.Result = result; this.Result = result;
this.PadWithPixels = padWithPixels;
} }
} }

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@ -1,5 +1,7 @@
using System; using System;
using System.Collections.Generic;
using System.IO; using System.IO;
using System.Linq;
using System.Text.RegularExpressions; using System.Text.RegularExpressions;
using FontStashSharp; using FontStashSharp;
using Microsoft.Xna.Framework; using Microsoft.Xna.Framework;
@ -21,6 +23,7 @@ using MLEM.Textures;
using MLEM.Ui; using MLEM.Ui;
using MLEM.Ui.Elements; using MLEM.Ui.Elements;
using MLEM.Ui.Style; using MLEM.Ui.Style;
using MonoGame.Extended;
using MonoGame.Extended.Tiled; using MonoGame.Extended.Tiled;
using MonoGame.Extended.ViewportAdapters; using MonoGame.Extended.ViewportAdapters;
@ -314,6 +317,36 @@ namespace Sandbox {
button.Size = new Vector2(30, 50); button.Size = new Vector2(30, 50);
} }
this.UiSystem.Add("Keybinds", keybindPanel); this.UiSystem.Add("Keybinds", keybindPanel);
var packer = new RuntimeTexturePacker(padding: 1);
var regions = new List<TextureRegion>();
packer.Add(new UniformTextureAtlas(tex, 16, 16), r => {
regions.AddRange(r.Values);
Console.WriteLine($"Returned {r.Count} regions: {string.Join(", ", r.Select(kv => kv.Key + ": " + kv.Value.Area))}");
}, true);
packer.Add(this.Content.LoadTextureAtlas("Textures/Furniture"), r => {
regions.AddRange(r.Values);
Console.WriteLine($"Returned {r.Count} regions: {string.Join(", ", r.Select(kv => kv.Key + ": " + kv.Value.Area))}");
}, true);
packer.Pack(this.GraphicsDevice);
packer.PackedTexture.SaveAsPng(File.Create("_Packed.png"), packer.PackedTexture.Width, packer.PackedTexture.Height);
this.OnDraw += (g, t) => {
this.SpriteBatch.Begin(samplerState: SamplerState.PointClamp);
var x = 0;
var y = 10;
foreach (var r in regions) {
const int sc = 5;
this.SpriteBatch.DrawRectangle(new Vector2(x, y), new Vector2(r.Width * sc, r.Height * sc), Color.Green);
this.SpriteBatch.Draw(r, new Vector2(x, y), Color.White, 0, Vector2.Zero, sc, SpriteEffects.None, 0);
x += r.Width * sc + 1;
if (x >= 1000) {
x = 0;
y += 50;
}
}
this.SpriteBatch.End();
};
} }
protected override void DoUpdate(GameTime gameTime) { protected override void DoUpdate(GameTime gameTime) {