mirror of
https://github.com/Ellpeck/MLEM.git
synced 2024-11-10 00:39:09 +01:00
349 lines
20 KiB
C#
349 lines
20 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using System.Diagnostics;
|
|
using System.Linq;
|
|
using Microsoft.Xna.Framework;
|
|
using Microsoft.Xna.Framework.Graphics;
|
|
using MLEM.Maths;
|
|
using MLEM.Textures;
|
|
using static MLEM.Textures.TextureExtensions;
|
|
|
|
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 {
|
|
|
|
/// <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;
|
|
|
|
/// <summary>
|
|
/// Creates a new runtime texture packer with the given settings.
|
|
/// </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) {
|
|
this.maxWidth = maxWidth;
|
|
this.autoIncreaseMaxWidth = autoIncreaseMaxWidth;
|
|
this.forcePowerOfTwo = forcePowerOfTwo;
|
|
this.forceSquare = forceSquare;
|
|
this.disposeTextures = disposeTextures;
|
|
}
|
|
|
|
/// <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.
|
|
/// 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);
|
|
}
|
|
|
|
/// <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));
|
|
}
|
|
|
|
/// <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"/>.
|
|
/// 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.
|
|
/// </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
|
|
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);
|
|
}
|
|
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;
|
|
}
|
|
|
|
// 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();
|
|
}
|
|
|
|
/// <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();
|
|
}
|
|
|
|
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);
|
|
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
|
|
this.initialPositions[new Point(area.Width, area.Height)] = area.Location;
|
|
this.occupiedPositions.Add(area.Location, request);
|
|
return area;
|
|
}
|
|
|
|
// also cache the existing texture for this position, in case we check it again in the future
|
|
this.occupiedPositions.Add(area.Location, existing);
|
|
}
|
|
|
|
// 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;
|
|
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<TextureRegion> Result;
|
|
public readonly int Padding;
|
|
public readonly bool PadWithPixels;
|
|
public Rectangle PackedArea;
|
|
|
|
public Request(TextureRegion texture, Action<TextureRegion> result, int padding, bool padWithPixels) {
|
|
this.Texture = texture;
|
|
this.Result = result;
|
|
this.Padding = padding;
|
|
this.PadWithPixels = padWithPixels;
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
}
|