using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using MLEM.Extensions;
using MLEM.Textures;
using static MLEM.Extensions.TextureExtensions;
namespace MLEM.Data {
///
/// A runtime texture packer provides the user with the ability to combine multiple 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 instances.
///
public class RuntimeTexturePacker : IDisposable {
///
/// The generated packed texture.
/// This value is null before is called.
///
public Texture2D PackedTexture { get; private set; }
///
/// The time that it took to calculate the required areas the last time that was called
///
public TimeSpan LastCalculationTime { get; private set; }
///
/// The time that it took to copy the texture data from the invidiual textures onto the the last time that was called
///
public TimeSpan LastPackTime { get; private set; }
///
/// The time that took the last time it was called
///
public TimeSpan LastTotalTime => this.LastCalculationTime + this.LastPackTime;
private readonly List texturesToPack = new List();
private readonly List packedTextures = new List();
private readonly Dictionary firstPossiblePosForSize = new Dictionary();
private readonly Dictionary dataCache = new Dictionary();
private readonly bool autoIncreaseMaxWidth;
private readonly bool forcePowerOfTwo;
private readonly bool forceSquare;
private readonly bool disposeTextures;
private int maxWidth;
///
/// Creates a new runtime texture packer with the given settings.
///
/// The maximum width that the packed texture can have. Defaults to 2048.
/// 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.
/// Whether the resulting should have a width and height that is a power of two.
/// Whether the resulting should be square regardless of required size.
/// Whether the original textures submitted to this texture packer should be disposed after packing.
public RuntimeTexturePacker(int maxWidth = 2048, bool autoIncreaseMaxWidth = false, bool forcePowerOfTwo = false, bool forceSquare = false, bool disposeTextures = false) {
this.maxWidth = maxWidth;
this.autoIncreaseMaxWidth = autoIncreaseMaxWidth;
this.forcePowerOfTwo = forcePowerOfTwo;
this.forceSquare = forceSquare;
this.disposeTextures = disposeTextures;
}
///
/// Adds a new to this texture packer to be packed.
/// The passed is invoked in and provides the caller with the resulting dictionary of texture regions on the , mapped to their x and y positions on the original .
/// Note that the resulting data cannot be converted back into a , since the resulting texture regions might be scattered throughout the .
///
/// The texture atlas to pack.
/// The result callback which will receive the resulting texture regions.
/// The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.
/// 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 is greater than 0.
/// Whether completely transparent texture regions in the should be ignored. If this is true, they will not be part of the collection either.
/// Thrown when trying to add a texture width a width greater than the defined max width.
public void Add(UniformTextureAtlas atlas, Action> result, int padding = 0, bool padWithPixels = false, bool ignoreTransparent = false) {
var addedRegions = new List();
var resultRegions = new Dictionary();
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);
}
}
}
///
/// Adds a new to this texture packer to be packed.
/// The passed is invoked in and provides the caller with the resulting dictionary of texture regions on the , mapped to their name on the original .
/// Note that the resulting data cannot be converted back into a , since the resulting texture regions might be scattered throughout the .
///
/// The texture atlas to pack.
/// The result callback which will receive the resulting texture regions.
/// The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.
/// 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 is greater than 0.
/// Thrown when trying to add a texture width a width greater than the defined max width.
public void Add(DataTextureAtlas atlas, Action> result, int padding = 0, bool padWithPixels = false) {
var atlasRegions = atlas.RegionNames.ToArray();
var resultRegions = new Dictionary();
foreach (var region in atlasRegions) {
this.Add(atlas[region], r => {
resultRegions.Add(region, r);
if (resultRegions.Count >= atlasRegions.Length)
result.Invoke(resultRegions);
}, padding, padWithPixels);
}
}
///
/// Adds a new to this texture packer to be packed.
/// The passed is invoked in and provides the caller with the resulting texture region on the .
///
/// The texture to pack.
/// The result callback which will receive the resulting texture region.
/// The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.
/// 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 is greater than 0.
/// Thrown when trying to add a texture width a width greater than the defined max width.
public void Add(Texture2D texture, Action result, int padding = 0, bool padWithPixels = false) {
this.Add(new TextureRegion(texture), result, padding, padWithPixels);
}
///
/// Adds a new to this texture packer to be packed.
/// The passed is invoked in and provides the caller with the resulting texture region on the .
///
/// The texture region to pack.
/// The result callback which will receive the resulting texture region.
/// The padding that the texture should have around itself. This can be useful if texture bleeding issues occur due to texture coordinate rounding.
/// 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 is greater than 0.
/// Thrown when trying to add a texture width a width greater than the defined max width.
public void Add(TextureRegion texture, Action 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));
}
///
/// Packs all of the textures and texture regions added using into one texture, which can be retrieved using .
/// All of the result callbacks that were added will also be invoked.
/// This method can be called multiple times if regions are added after has already been called. When doing so, result callbacks of previous regions may be invoked again if the resulting has to be resized to accommodate newly added regions.
///
/// The graphics device to use for texture generation
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
var stopwatch = Stopwatch.StartNew();
foreach (var request in this.texturesToPack.OrderByDescending(t => t.Texture.Width * t.Texture.Height)) {
request.PackedArea = this.FindFreeArea(request);
// if this is the first position that this request fit in, no other requests of the same size will find a position before it
this.firstPossiblePosForSize[new Point(request.PackedArea.Width, request.PackedArea.Height)] = request.PackedArea.Location;
this.packedTextures.Add(request);
}
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 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;
}
// copy texture data onto the packed texture
stopwatch.Restart();
using (var data = this.PackedTexture.GetTextureData()) {
foreach (var request in texturesToCopy)
this.CopyRegion(data, request);
}
stopwatch.Stop();
this.LastPackTime = stopwatch.Elapsed;
// invoke callbacks for textures we copied
foreach (var request in texturesToCopy) {
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();
}
///
/// Resets this texture packer entirely, disposing its , clearing all previously added requests, and readying it to be re-used.
///
public void Reset() {
this.PackedTexture?.Dispose();
this.PackedTexture = null;
this.LastCalculationTime = TimeSpan.Zero;
this.LastPackTime = TimeSpan.Zero;
this.texturesToPack.Clear();
this.packedTextures.Clear();
this.firstPossiblePosForSize.Clear();
this.dataCache.Clear();
}
/// Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
public void Dispose() {
this.Reset();
}
private Rectangle FindFreeArea(Request request) {
var size = new Point(request.Texture.Width, request.Texture.Height);
size.X += request.Padding * 2;
size.Y += request.Padding * 2;
var pos = this.firstPossiblePosForSize.TryGetValue(size, out var first) ? first : Point.Zero;
var lowestY = int.MaxValue;
while (true) {
var intersected = false;
var area = new Rectangle(pos.X, pos.Y, size.X, size.Y);
foreach (var tex in this.packedTextures) {
if (tex.PackedArea.Intersects(area)) {
pos.X = tex.PackedArea.Right;
// when we move down, we want to move down by the smallest intersecting texture's height
if (lowestY > tex.PackedArea.Bottom)
lowestY = tex.PackedArea.Bottom;
intersected = true;
break;
}
}
if (!intersected)
return area;
if (pos.X + size.X > this.maxWidth) {
pos.X = 0;
pos.Y = lowestY;
lowestY = int.MaxValue;
}
}
}
private void CopyRegion(TextureData destination, Request request) {
var data = this.GetCachedTextureData(request.Texture.Texture);
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
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];
}
destination[location + new Point(x, y)] = srcColor;
}
}
}
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 class Request {
public readonly TextureRegion Texture;
public readonly Action Result;
public readonly int Padding;
public readonly bool PadWithPixels;
public Rectangle PackedArea;
public Request(TextureRegion texture, Action result, int padding, bool padWithPixels) {
this.Texture = texture;
this.Result = result;
this.Padding = padding;
this.PadWithPixels = padWithPixels;
}
}
}
}