mirror of
https://github.com/Ellpeck/MLEM.git
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330 lines
20 KiB
C#
330 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Linq;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Textures;
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using static MLEM.Extensions.TextureExtensions;
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namespace MLEM.Data {
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/// <summary>
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/// A runtime texture packer provides the user with the ability to combine multiple <see cref="Texture2D"/> instances into a single texture.
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/// Packing textures in this manner allows for faster rendering, as fewer texture swaps are required.
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/// The resulting texture segments are returned as <see cref="TextureRegion"/> instances.
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/// </summary>
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public class RuntimeTexturePacker : IDisposable {
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/// <summary>
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/// The generated packed texture.
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/// This value is null before <see cref="Pack"/> is called.
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/// </summary>
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public Texture2D PackedTexture { get; private set; }
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/// <summary>
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/// The time that it took to calculate the required areas the last time that <see cref="Pack"/> was called
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/// </summary>
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public TimeSpan LastCalculationTime { get; private set; }
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/// <summary>
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/// 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
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/// </summary>
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public TimeSpan LastPackTime { get; private set; }
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/// <summary>
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/// The time that <see cref="Pack"/> took the last time it was called
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/// </summary>
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public TimeSpan LastTotalTime => this.LastCalculationTime + this.LastPackTime;
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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 Dictionary<Point, Point> firstPossiblePosForSize = new Dictionary<Point, Point>();
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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 forcePowerOfTwo;
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private readonly bool forceSquare;
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private readonly bool disposeTextures;
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private int maxWidth;
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/// <summary>
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/// Creates a new runtime texture packer with the given settings.
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/// </summary>
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/// <param name="maxWidth">The maximum width that the packed texture can have. Defaults to 2048.</param>
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/// <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>
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/// <param name="forcePowerOfTwo">Whether the resulting <see cref="PackedTexture"/> should have a width and height that is a power of two.</param>
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/// <param name="forceSquare">Whether the resulting <see cref="PackedTexture"/> should be square regardless of required size.</param>
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/// <param name="disposeTextures">Whether the original textures submitted to this texture packer should be disposed after packing.</param>
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public RuntimeTexturePacker(int maxWidth = 2048, bool autoIncreaseMaxWidth = false, bool forcePowerOfTwo = false, bool forceSquare = false, bool disposeTextures = false) {
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this.maxWidth = maxWidth;
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this.autoIncreaseMaxWidth = autoIncreaseMaxWidth;
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this.forcePowerOfTwo = forcePowerOfTwo;
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this.forceSquare = forceSquare;
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this.disposeTextures = disposeTextures;
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}
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/// <summary>
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/// Adds a new <see cref="UniformTextureAtlas"/> 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 dictionary of texture regions on the <see cref="PackedTexture"/>, mapped to their x and y positions on the original <see cref="UniformTextureAtlas"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="atlas">The texture atlas to pack.</param>
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/// <param name="result">The result callback which will receive the resulting texture regions.</param>
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/// <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>
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/// <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>
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/// <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>
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/// <exception cref="InvalidOperationException">Thrown when trying to add a texture width a width greater than the defined max width.</exception>
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public void Add(UniformTextureAtlas atlas, Action<Dictionary<Point, TextureRegion>> result, int padding = 0, bool padWithPixels = false, bool ignoreTransparent = false) {
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var addedRegions = new List<TextureRegion>();
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var resultRegions = new Dictionary<Point, TextureRegion>();
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for (var x = 0; x < atlas.RegionAmountX; x++) {
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for (var y = 0; y < atlas.RegionAmountY; y++) {
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var pos = new Point(x, y);
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var region = atlas[pos];
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if (ignoreTransparent) {
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if (this.IsTransparent(region))
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continue;
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}
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this.Add(region, r => {
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resultRegions.Add(pos, r);
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if (resultRegions.Count >= addedRegions.Count)
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result.Invoke(resultRegions);
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}, padding, padWithPixels);
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addedRegions.Add(region);
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}
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}
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}
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/// <summary>
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/// Adds a new <see cref="DataTextureAtlas"/> 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 dictionary of texture regions on the <see cref="PackedTexture"/>, mapped to their name on the original <see cref="DataTextureAtlas"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="atlas">The texture atlas to pack.</param>
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/// <param name="result">The result callback which will receive the resulting texture regions.</param>
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/// <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>
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/// <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>
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/// <exception cref="InvalidOperationException">Thrown when trying to add a texture width a width greater than the defined max width.</exception>
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public void Add(DataTextureAtlas atlas, Action<Dictionary<string, TextureRegion>> result, int padding = 0, bool padWithPixels = false) {
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var atlasRegions = atlas.RegionNames.ToArray();
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var resultRegions = new Dictionary<string, TextureRegion>();
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foreach (var region in atlasRegions) {
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this.Add(atlas[region], r => {
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resultRegions.Add(region, r);
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if (resultRegions.Count >= atlasRegions.Length)
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result.Invoke(resultRegions);
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}, padding, padWithPixels);
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}
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}
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/// <summary>
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/// 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"/>.
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/// </summary>
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/// <param name="texture">The texture to pack.</param>
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/// <param name="result">The result callback which will receive the resulting texture region.</param>
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/// <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>
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/// <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>
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/// <exception cref="InvalidOperationException">Thrown when trying to add a texture width a width greater than the defined max width.</exception>
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public void Add(Texture2D texture, Action<TextureRegion> result, int padding = 0, bool padWithPixels = false) {
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this.Add(new TextureRegion(texture), result, padding, padWithPixels);
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}
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/// <summary>
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/// Adds a new <see cref="TextureRegion"/> 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"/>.
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/// </summary>
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/// <param name="texture">The texture region to pack.</param>
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/// <param name="result">The result callback which will receive the resulting texture region.</param>
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/// <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>
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/// <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>
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/// <exception cref="InvalidOperationException">Thrown when trying to add a texture width a width greater than the defined max width.</exception>
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public void Add(TextureRegion texture, Action<TextureRegion> result, int padding = 0, bool padWithPixels = false) {
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var paddedWidth = texture.Width + 2 * padding;
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if (paddedWidth > this.maxWidth) {
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if (this.autoIncreaseMaxWidth) {
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this.maxWidth = paddedWidth;
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} else {
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throw new InvalidOperationException($"Cannot add texture with width {texture.Width} to a texture packer with max width {this.maxWidth}");
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}
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}
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this.texturesToPack.Add(new Request(texture, result, padding, padWithPixels));
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}
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/// <summary>
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/// 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.
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/// 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>
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/// <param name="device">The graphics device to use for texture generation</param>
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public void Pack(GraphicsDevice device) {
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// set pack areas for each request
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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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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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// 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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}
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stopwatch.Stop();
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this.LastCalculationTime = stopwatch.Elapsed;
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// figure out texture size and regenerate texture if necessary
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var width = this.packedTextures.Max(t => t.PackedArea.Right);
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var height = this.packedTextures.Max(t => t.PackedArea.Bottom);
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if (this.forcePowerOfTwo) {
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width = RuntimeTexturePacker.ToPowerOfTwo(width);
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height = RuntimeTexturePacker.ToPowerOfTwo(height);
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}
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if (this.forceSquare)
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width = height = Math.Max(width, height);
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// if we don't need to regenerate, we only need to add newly added regions
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IEnumerable<Request> texturesToCopy = this.texturesToPack;
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if (this.PackedTexture == null || this.PackedTexture.Width != width || this.PackedTexture.Height != height) {
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this.PackedTexture?.Dispose();
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this.PackedTexture = new Texture2D(device, width, height);
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// if we need to regenerate, we need to copy all regions since the old ones were deleted
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texturesToCopy = this.packedTextures;
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}
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// copy texture data onto the packed texture
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stopwatch.Restart();
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using (var data = this.PackedTexture.GetTextureData()) {
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foreach (var request in texturesToCopy)
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this.CopyRegion(data, request);
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}
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stopwatch.Stop();
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this.LastPackTime = stopwatch.Elapsed;
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// invoke callbacks for textures we copied
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foreach (var request in texturesToCopy) {
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var packedArea = request.PackedArea.Shrink(new Point(request.Padding, request.Padding));
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request.Result.Invoke(new TextureRegion(this.PackedTexture, packedArea) {
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Pivot = request.Texture.Pivot,
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Name = request.Texture.Name
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});
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if (this.disposeTextures)
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request.Texture.Texture.Dispose();
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}
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this.texturesToPack.Clear();
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this.dataCache.Clear();
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}
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/// <summary>
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/// Resets this texture packer entirely, disposing its <see cref="PackedTexture"/>, clearing all previously added requests, and readying it to be re-used.
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/// </summary>
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public void Reset() {
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this.PackedTexture?.Dispose();
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this.PackedTexture = null;
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this.LastCalculationTime = TimeSpan.Zero;
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this.LastPackTime = TimeSpan.Zero;
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this.texturesToPack.Clear();
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this.packedTextures.Clear();
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this.firstPossiblePosForSize.Clear();
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this.dataCache.Clear();
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}
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/// <summary>Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.</summary>
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public void Dispose() {
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this.Reset();
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}
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private Rectangle FindFreeArea(Request request) {
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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.Y += request.Padding * 2;
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var pos = this.firstPossiblePosForSize.TryGetValue(size, out var first) ? first : Point.Zero;
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var lowestY = int.MaxValue;
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while (true) {
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var intersected = false;
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var area = new Rectangle(pos.X, pos.Y, size.X, size.Y);
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foreach (var tex in this.packedTextures) {
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if (tex.PackedArea.Intersects(area)) {
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pos.X = tex.PackedArea.Right;
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// when we move down, we want to move down by the smallest intersecting texture's height
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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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if (pos.X + size.X > this.maxWidth) {
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pos.X = 0;
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pos.Y = lowestY;
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lowestY = int.MaxValue;
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}
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}
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}
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private void CopyRegion(TextureData destination, Request request) {
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var data = this.GetCachedTextureData(request.Texture.Texture);
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var location = request.PackedArea.Location + new Point(request.Padding, request.Padding);
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for (var x = -request.Padding; x < request.Texture.Width + request.Padding; x++) {
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for (var y = -request.Padding; y < request.Texture.Height + request.Padding; y++) {
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Color srcColor;
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if (!request.PadWithPixels && (x < 0 || y < 0 || x >= request.Texture.Width || y >= request.Texture.Height)) {
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// if we're out of bounds and not padding with pixels, we make it transparent
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srcColor = Color.Transparent;
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} else {
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// 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));
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srcColor = data[request.Texture.Position + src];
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}
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destination[location + new Point(x, y)] = srcColor;
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}
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}
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}
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private TextureData GetCachedTextureData(Texture2D texture) {
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// we cache texture data in case multiple requests use the same underlying texture
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// this collection doesn't need to be disposed since we don't actually edit these textures
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if (!this.dataCache.TryGetValue(texture, out var data)) {
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data = texture.GetTextureData();
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this.dataCache.Add(texture, data);
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}
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return data;
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}
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private bool IsTransparent(TextureRegion region) {
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var data = this.GetCachedTextureData(region.Texture);
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for (var rX = 0; rX < region.Width; rX++) {
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for (var rY = 0; rY < region.Height; rY++) {
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if (data[region.U + rX, region.V + rY] != Color.Transparent)
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return false;
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}
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}
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return true;
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}
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private static int ToPowerOfTwo(int value) {
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var ret = 1;
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while (ret < value)
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ret <<= 1;
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return ret;
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}
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private class Request {
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public readonly TextureRegion Texture;
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public readonly Action<TextureRegion> Result;
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public readonly int Padding;
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public readonly bool PadWithPixels;
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public Rectangle PackedArea;
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public Request(TextureRegion texture, Action<TextureRegion> result, int padding, bool padWithPixels) {
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this.Texture = texture;
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this.Result = result;
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this.Padding = padding;
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this.PadWithPixels = padWithPixels;
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}
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}
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}
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}
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