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// This code is in the public domain -- castano@gmail.com
# include "nvmesh.h" // pch
# include "AtlasPacker.h"
# include "nvmesh/halfedge/Face.h"
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# include "nvmesh/halfedge/Vertex.h"
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# include "nvmesh/param/Atlas.h"
# include "nvmesh/param/Util.h"
# include "nvmesh/raster/Raster.h"
# include "nvmath/Color.h"
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# include "nvmath/ConvexHull.h"
# include "nvmath/Vector.inl"
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# include "nvmath/ftoi.h"
# include "nvcore/StdStream.h" // fileOpen
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# include "nvcore/StrLib.h" // debug
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# include <float.h> // FLT_MAX
# include <limits.h> // UINT_MAX
using namespace nv ;
# define DEBUG_OUTPUT 0
# if DEBUG_OUTPUT
# include "nvimage/ImageIO.h"
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namespace {
const uint TGA_TYPE_GREY = 3 ;
const uint TGA_TYPE_RGB = 2 ;
const uint TGA_ORIGIN_UPPER = 0x20 ;
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# pragma pack(push, 1)
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struct TgaHeader {
uint8 id_length ;
uint8 colormap_type ;
uint8 image_type ;
uint16 colormap_index ;
uint16 colormap_length ;
uint8 colormap_size ;
uint16 x_origin ;
uint16 y_origin ;
uint16 width ;
uint16 height ;
uint8 pixel_size ;
uint8 flags ;
enum { Size = 18 } ; //const static int SIZE = 18;
} ;
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# pragma pack(pop)
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static void outputDebugBitmap ( const char * fileName , const BitMap & bitmap , int w , int h ) {
FILE * fp = fileOpen ( fileName , " wb " ) ;
if ( fp = = NULL ) return ;
nvStaticCheck ( sizeof ( TgaHeader ) = = TgaHeader : : Size ) ;
TgaHeader tga ;
tga . id_length = 0 ;
tga . colormap_type = 0 ;
tga . image_type = TGA_TYPE_GREY ;
tga . colormap_index = 0 ;
tga . colormap_length = 0 ;
tga . colormap_size = 0 ;
tga . x_origin = 0 ;
tga . y_origin = 0 ;
tga . width = w ;
tga . height = h ;
tga . pixel_size = 8 ;
tga . flags = TGA_ORIGIN_UPPER ;
fwrite ( & tga , sizeof ( TgaHeader ) , 1 , fp ) ;
for ( int j = 0 ; j < h ; j + + ) {
for ( int i = 0 ; i < w ; i + + ) {
uint8 color = bitmap . bitAt ( i , j ) ? 0xFF : 0x0 ;
fwrite ( & color , 1 , 1 , fp ) ;
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}
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}
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fclose ( fp ) ;
}
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static void outputDebugImage ( const char * fileName , const Image & bitmap , int w , int h ) {
FILE * fp = fileOpen ( fileName , " wb " ) ;
if ( fp = = NULL ) return ;
nvStaticCheck ( sizeof ( TgaHeader ) = = TgaHeader : : Size ) ;
TgaHeader tga ;
tga . id_length = 0 ;
tga . colormap_type = 0 ;
tga . image_type = TGA_TYPE_RGB ;
tga . colormap_index = 0 ;
tga . colormap_length = 0 ;
tga . colormap_size = 0 ;
tga . x_origin = 0 ;
tga . y_origin = 0 ;
tga . width = w ;
tga . height = h ;
tga . pixel_size = 24 ;
tga . flags = TGA_ORIGIN_UPPER ;
fwrite ( & tga , sizeof ( TgaHeader ) , 1 , fp ) ;
for ( int j = 0 ; j < h ; j + + ) {
for ( int i = 0 ; i < w ; i + + ) {
Color32 color = bitmap . pixel ( i , j ) ;
fwrite ( & color . r , 1 , 1 , fp ) ;
fwrite ( & color . g , 1 , 1 , fp ) ;
fwrite ( & color . b , 1 , 1 , fp ) ;
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}
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}
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fclose ( fp ) ;
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}
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} // namespace
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# endif // DEBUG_OUTPUT
inline int align ( int x , int a ) {
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//return a * ((x + a - 1) / a);
//return (x + a - 1) & -a;
return ( x + a - 1 ) & ~ ( a - 1 ) ;
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}
inline bool isAligned ( int x , int a ) {
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return ( x & ( a - 1 ) ) = = 0 ;
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}
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AtlasPacker : : AtlasPacker ( Atlas * atlas ) :
m_atlas ( atlas ) ,
m_bitmap ( 256 , 256 ) {
m_width = 0 ;
m_height = 0 ;
#if 0
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m_debug_bitmap . allocate ( 256 , 256 ) ;
m_debug_bitmap . fill ( Color32 ( 0 , 0 , 0 , 0 ) ) ;
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# endif
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}
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AtlasPacker : : ~ AtlasPacker ( ) {
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}
// This should compute convex hull and use rotating calipers to find the best box. Currently it uses a brute force method.
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static bool computeBoundingBox ( Chart * chart , Vector2 * majorAxis , Vector2 * minorAxis , Vector2 * minCorner , Vector2 * maxCorner ) {
// Compute list of boundary points.
Array < Vector2 > points ( 16 ) ;
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HalfEdge : : Mesh * mesh = chart - > chartMesh ( ) ;
const uint vertexCount = mesh - > vertexCount ( ) ;
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for ( uint i = 0 ; i < vertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = mesh - > vertexAt ( i ) ;
if ( vertex - > isBoundary ( ) ) {
points . append ( vertex - > tex ) ;
}
}
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// This is not valid anymore. The chart mesh may have multiple boundaries!
/*const HalfEdge::Vertex * vertex = findBoundaryVertex(chart->chartMesh());
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// Traverse boundary.
const HalfEdge : : Edge * const firstEdge = vertex - > edge ( ) ;
const HalfEdge : : Edge * edge = firstEdge ;
do {
vertex = edge - > vertex ( ) ;
nvDebugCheck ( vertex - > isBoundary ( ) ) ;
points . append ( vertex - > tex ) ;
edge = edge - > next ( ) ;
} while ( edge ! = firstEdge ) ; */
# if 1
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Array < Vector2 > hull ;
if ( points . size ( ) = = 0 ) {
return false ;
}
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convexHull ( points , hull , 0.00001f ) ;
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// @@ Ideally I should use rotating calipers to find the best box. Using brute force for now.
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float best_area = FLT_MAX ;
Vector2 best_min ;
Vector2 best_max ;
Vector2 best_axis ;
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const uint hullCount = hull . count ( ) ;
for ( uint i = 0 , j = hullCount - 1 ; i < hullCount ; j = i , i + + ) {
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if ( equal ( hull [ i ] , hull [ j ] ) ) {
continue ;
}
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Vector2 axis = normalize ( hull [ i ] - hull [ j ] , 0.0f ) ;
nvDebugCheck ( isFinite ( axis ) ) ;
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// Compute bounding box.
Vector2 box_min ( FLT_MAX , FLT_MAX ) ;
Vector2 box_max ( - FLT_MAX , - FLT_MAX ) ;
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for ( uint v = 0 ; v < hullCount ; v + + ) {
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Vector2 point = hull [ v ] ;
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float x = dot ( axis , point ) ;
if ( x < box_min . x ) box_min . x = x ;
if ( x > box_max . x ) box_max . x = x ;
float y = dot ( Vector2 ( - axis . y , axis . x ) , point ) ;
if ( y < box_min . y ) box_min . y = y ;
if ( y > box_max . y ) box_max . y = y ;
}
// Compute box area.
float area = ( box_max . x - box_min . x ) * ( box_max . y - box_min . y ) ;
if ( area < best_area ) {
best_area = area ;
best_min = box_min ;
best_max = box_max ;
best_axis = axis ;
}
}
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// Make sure the box contains all the input points since the convex hull is not 100% accurate.
/*const uint pointCount = points.count();
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for ( uint v = 0 ; v < pointCount ; v + + ) {
Vector2 point = points [ v ] ;
float x = dot ( best_axis , point ) ;
if ( x < best_min . x ) best_min . x = x ;
float y = dot ( Vector2 ( - best_axis . y , best_axis . x ) , point ) ;
if ( y < best_min . y ) best_min . y = y ;
} */
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// Consider all points, not only boundary points, in case the input chart is malformed.
for ( uint i = 0 ; i < vertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = mesh - > vertexAt ( i ) ;
Vector2 point = vertex - > tex ;
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float x = dot ( best_axis , point ) ;
if ( x < best_min . x ) best_min . x = x ;
if ( x > best_max . x ) best_max . x = x ;
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float y = dot ( Vector2 ( - best_axis . y , best_axis . x ) , point ) ;
if ( y < best_min . y ) best_min . y = y ;
if ( y > best_max . y ) best_max . y = y ;
}
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* majorAxis = best_axis ;
* minorAxis = Vector2 ( - best_axis . y , best_axis . x ) ;
* minCorner = best_min ;
* maxCorner = best_max ;
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# else
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// Approximate implementation: try 16 different directions and keep the best.
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const uint N = 16 ;
Vector2 axis [ N ] ;
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float minAngle = 0 ;
float maxAngle = PI / 2 ;
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int best ;
Vector2 mins [ N ] ;
Vector2 maxs [ N ] ;
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const int iterationCount = 1 ;
for ( int j = 0 ; j < iterationCount ; j + + ) {
// Init predefined directions.
for ( int i = 0 ; i < N ; i + + ) {
float angle = lerp ( minAngle , maxAngle , float ( i ) / N ) ;
axis [ i ] . set ( cosf ( angle ) , sinf ( angle ) ) ;
}
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// Compute box for each direction.
for ( int i = 0 ; i < N ; i + + ) {
mins [ i ] . set ( FLT_MAX , FLT_MAX ) ;
maxs [ i ] . set ( - FLT_MAX , - FLT_MAX ) ;
}
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for ( uint p = 0 ; p < points . count ( ) ; p + + ) {
Vector2 point = points [ p ] ;
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for ( int i = 0 ; i < N ; i + + ) {
float x = dot ( axis [ i ] , point ) ;
if ( x < mins [ i ] . x ) mins [ i ] . x = x ;
if ( x > maxs [ i ] . x ) maxs [ i ] . x = x ;
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float y = dot ( Vector2 ( - axis [ i ] . y , axis [ i ] . x ) , point ) ;
if ( y < mins [ i ] . y ) mins [ i ] . y = y ;
if ( y > maxs [ i ] . y ) maxs [ i ] . y = y ;
}
}
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// Find box with minimum area.
best = - 1 ;
int second_best = - 1 ;
float best_area = FLT_MAX ;
float second_best_area = FLT_MAX ;
for ( int i = 0 ; i < N ; i + + ) {
float area = ( maxs [ i ] . x - mins [ i ] . x ) * ( maxs [ i ] . y - mins [ i ] . y ) ;
if ( area < best_area ) {
second_best_area = best_area ;
second_best = best ;
best_area = area ;
best = i ;
} else if ( area < second_best_area ) {
second_best_area = area ;
second_best = i ;
}
}
nvDebugCheck ( best ! = - 1 ) ;
nvDebugCheck ( second_best ! = - 1 ) ;
nvDebugCheck ( best ! = second_best ) ;
if ( j ! = iterationCount - 1 ) {
// Handle wrap-around during the first iteration.
if ( j = = 0 ) {
if ( best = = 0 & & second_best = = N - 1 ) best = N ;
if ( best = = N - 1 & & second_best = = 0 ) second_best = N ;
}
if ( best < second_best ) swap ( best , second_best ) ;
// Update angles.
float deltaAngle = ( maxAngle - minAngle ) / N ;
maxAngle = minAngle + ( best - 0.5f ) * deltaAngle ;
minAngle = minAngle + ( second_best + 0.5f ) * deltaAngle ;
}
}
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// Compute major and minor axis, and origin.
* majorAxis = axis [ best ] ;
* minorAxis = Vector2 ( - axis [ best ] . y , axis [ best ] . x ) ;
* origin = mins [ best ] ;
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// @@ If the parameterization is invalid, we could have an interior vertex outside the boundary.
// @@ In that case the returned bounding box would be incorrect. Compute updated bounds here.
/*for (uint p = 0; p < points.count(); p++)
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{
Vector2 point = points [ p ] ;
for ( int i = 0 ; i < N ; i + + )
{
float x = dot ( * majorAxis , point ) ;
float y = dot ( * minorAxis , point ) ;
}
} */
# endif
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return true ;
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}
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void AtlasPacker : : packCharts ( int quality , float texelsPerUnit , bool blockAligned , bool conservative ) {
const uint chartCount = m_atlas - > chartCount ( ) ;
if ( chartCount = = 0 ) return ;
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Array < float > chartOrderArray ;
chartOrderArray . resize ( chartCount ) ;
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Array < Vector2 > chartExtents ;
chartExtents . resize ( chartCount ) ;
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float meshArea = 0 ;
for ( uint c = 0 ; c < chartCount ; c + + ) {
Chart * chart = m_atlas - > chartAt ( c ) ;
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if ( ! chart - > isVertexMapped ( ) & & ! chart - > isDisk ( ) ) {
chartOrderArray [ c ] = 0 ;
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// Skip non-disks.
continue ;
}
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Vector2 extents ( 0.0f ) ;
if ( chart - > isVertexMapped ( ) ) {
// Let's assume vertex maps are arranged in a rectangle.
//HalfEdge::Mesh * mesh = chart->chartMesh();
// Arrange vertices in a rectangle.
extents . x = float ( chart - > vertexMapWidth ) ;
extents . y = float ( chart - > vertexMapHeight ) ;
} else {
// Compute surface area to sort charts.
float chartArea = chart - > computeSurfaceArea ( ) ;
meshArea + = chartArea ;
//chartOrderArray[c] = chartArea;
// Compute chart scale
float parametricArea = fabs ( chart - > computeParametricArea ( ) ) ; // @@ There doesn't seem to be anything preventing parametric area to be negative.
if ( parametricArea < NV_EPSILON ) {
// When the parametric area is too small we use a rough approximation to prevent divisions by very small numbers.
Vector2 bounds = chart - > computeParametricBounds ( ) ;
parametricArea = bounds . x * bounds . y ;
}
float scale = ( chartArea / parametricArea ) * texelsPerUnit ;
if ( parametricArea = = 0 ) // < NV_EPSILON)
{
scale = 0 ;
}
nvCheck ( isFinite ( scale ) ) ;
// Compute bounding box of chart.
Vector2 majorAxis , minorAxis , origin , end ;
if ( ! computeBoundingBox ( chart , & majorAxis , & minorAxis , & origin , & end ) ) {
m_atlas - > setFailed ( ) ;
return ;
}
nvCheck ( isFinite ( majorAxis ) & & isFinite ( minorAxis ) & & isFinite ( origin ) ) ;
// Sort charts by perimeter. @@ This is sometimes producing somewhat unexpected results. Is this right?
//chartOrderArray[c] = ((end.x - origin.x) + (end.y - origin.y)) * scale;
// Translate, rotate and scale vertices. Compute extents.
HalfEdge : : Mesh * mesh = chart - > chartMesh ( ) ;
const uint vertexCount = mesh - > vertexCount ( ) ;
for ( uint i = 0 ; i < vertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = mesh - > vertexAt ( i ) ;
//Vector2 t = vertex->tex - origin;
Vector2 tmp ;
tmp . x = dot ( vertex - > tex , majorAxis ) ;
tmp . y = dot ( vertex - > tex , minorAxis ) ;
tmp - = origin ;
tmp * = scale ;
if ( tmp . x < 0 | | tmp . y < 0 ) {
nvDebug ( " tmp: %f %f \n " , tmp . x , tmp . y ) ;
nvDebug ( " scale: %f \n " , scale ) ;
nvDebug ( " origin: %f %f \n " , origin . x , origin . y ) ;
nvDebug ( " majorAxis: %f %f \n " , majorAxis . x , majorAxis . y ) ;
nvDebug ( " minorAxis: %f %f \n " , minorAxis . x , minorAxis . y ) ;
nvDebugBreak ( ) ;
}
//nvCheck(tmp.x >= 0 && tmp.y >= 0);
vertex - > tex = tmp ;
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nvCheck ( isFinite ( vertex - > tex . x ) & & isFinite ( vertex - > tex . y ) ) ;
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extents = max ( extents , tmp ) ;
}
nvDebugCheck ( extents . x > = 0 & & extents . y > = 0 ) ;
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// Limit chart size.
if ( extents . x > 1024 | | extents . y > 1024 ) {
float limit = max ( extents . x , extents . y ) ;
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scale = 1024 / ( limit + 1 ) ;
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for ( uint i = 0 ; i < vertexCount ; i + + ) {
HalfEdge : : Vertex * vertex = mesh - > vertexAt ( i ) ;
vertex - > tex * = scale ;
}
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extents * = scale ;
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nvDebugCheck ( extents . x < = 1024 & & extents . y < = 1024 ) ;
}
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// Scale the charts to use the entire texel area available. So, if the width is 0.1 we could scale it to 1 without increasing the lightmap usage and making a better
// use of it. In many cases this also improves the look of the seams, since vertices on the chart boundaries have more chances of being aligned with the texel centers.
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float scale_x = 1.0f ;
float scale_y = 1.0f ;
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float divide_x = 1.0f ;
float divide_y = 1.0f ;
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if ( extents . x > 0 ) {
int cw = ftoi_ceil ( extents . x ) ;
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if ( blockAligned ) {
// Align all chart extents to 4x4 blocks, but taking padding into account.
if ( conservative ) {
cw = align ( cw + 2 , 4 ) - 2 ;
} else {
cw = align ( cw + 1 , 4 ) - 1 ;
}
}
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scale_x = ( float ( cw ) - NV_EPSILON ) ;
divide_x = extents . x ;
extents . x = float ( cw ) ;
}
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if ( extents . y > 0 ) {
int ch = ftoi_ceil ( extents . y ) ;
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if ( blockAligned ) {
// Align all chart extents to 4x4 blocks, but taking padding into account.
if ( conservative ) {
ch = align ( ch + 2 , 4 ) - 2 ;
} else {
ch = align ( ch + 1 , 4 ) - 1 ;
}
}
scale_y = ( float ( ch ) - NV_EPSILON ) ;
divide_y = extents . y ;
extents . y = float ( ch ) ;
}
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for ( uint v = 0 ; v < vertexCount ; v + + ) {
HalfEdge : : Vertex * vertex = mesh - > vertexAt ( v ) ;
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vertex - > tex . x / = divide_x ;
vertex - > tex . y / = divide_y ;
vertex - > tex . x * = scale_x ;
vertex - > tex . y * = scale_y ;
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nvCheck ( isFinite ( vertex - > tex . x ) & & isFinite ( vertex - > tex . y ) ) ;
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}
}
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chartExtents [ c ] = extents ;
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// Sort charts by perimeter.
chartOrderArray [ c ] = extents . x + extents . y ;
}
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// @@ We can try to improve compression of small charts by sorting them by proximity like we do with vertex samples.
// @@ How to do that? One idea: compute chart centroid, insert into grid, compute morton index of the cell, sort based on morton index.
// @@ We would sort by morton index, first, then quantize the chart sizes, so that all small charts have the same size, and sort by size preserving the morton order.
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//nvDebug("Sorting charts.\n");
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// Sort charts by area.
m_radix . sort ( chartOrderArray ) ;
const uint32 * ranks = m_radix . ranks ( ) ;
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// Estimate size of the map based on the mesh surface area and given texel scale.
float texelCount = meshArea * square ( texelsPerUnit ) / 0.75f ; // Assume 75% utilization.
if ( texelCount < 1 ) texelCount = 1 ;
uint approximateExtent = nextPowerOfTwo ( uint ( sqrtf ( texelCount ) ) ) ;
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//nvDebug("Init bitmap.\n");
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// @@ Pack all charts smaller than a texel into a compact rectangle.
// @@ Start considering only 1x1 charts. Extend to 1xn charts later.
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/*for (uint i = 0; i < chartCount; i++)
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{
uint c = ranks [ chartCount - i - 1 ] ; // largest chart first
Chart * chart = m_atlas - > chartAt ( c ) ;
if ( ! chart - > isDisk ( ) ) continue ;
if ( iceil ( chartExtents [ c ] . x ) = = 1 & & iceil ( chartExtents [ c ] . x ) = = 1 ) {
// @@ Add to
}
} */
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// Init bit map.
m_bitmap . clearAll ( ) ;
if ( approximateExtent > m_bitmap . width ( ) ) {
m_bitmap . resize ( approximateExtent , approximateExtent , false ) ;
#if 0
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m_debug_bitmap . resize ( approximateExtent , approximateExtent ) ;
m_debug_bitmap . fill ( Color32 ( 0 , 0 , 0 , 0 ) ) ;
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# endif
}
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int w = 0 ;
int h = 0 ;
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# if 1
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// Add sorted charts to bitmap.
for ( uint i = 0 ; i < chartCount ; i + + ) {
uint c = ranks [ chartCount - i - 1 ] ; // largest chart first
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Chart * chart = m_atlas - > chartAt ( c ) ;
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if ( ! chart - > isVertexMapped ( ) & & ! chart - > isDisk ( ) ) continue ;
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//float scale_x = 1;
//float scale_y = 1;
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BitMap chart_bitmap ;
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if ( chart - > isVertexMapped ( ) ) {
// Init all bits to 1.
chart_bitmap . resize ( ftoi_ceil ( chartExtents [ c ] . x ) , ftoi_ceil ( chartExtents [ c ] . y ) , /*initValue=*/ true ) ;
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// @@ Another alternative would be to try to map each vertex to a different texel trying to fill all the available unused texels.
} else {
// @@ Add special cases for dot and line charts. @@ Lightmap rasterizer also needs to handle these special cases.
// @@ We could also have a special case for chart quads. If the quad surface <= 4 texels, align vertices with texel centers and do not add padding. May be very useful for foliage.
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// @@ In general we could reduce the padding of all charts by one texel by using a rasterizer that takes into account the 2-texel footprint of the tent bilinear filter. For example,
// if we have a chart that is less than 1 texel wide currently we add one texel to the left and one texel to the right creating a 3-texel-wide bitmap. However, if we know that the
// chart is only 1 texel wide we could align it so that it only touches the footprint of two texels:
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// | | <- Touches texels 0, 1 and 2.
// | | <- Only touches texels 0 and 1.
// \ \ / \ / /
// \ X X /
// \ / \ / \ /
// V V V
// 0 1 2
if ( conservative ) {
// Init all bits to 0.
chart_bitmap . resize ( ftoi_ceil ( chartExtents [ c ] . x ) + 2 , ftoi_ceil ( chartExtents [ c ] . y ) + 2 , /*initValue=*/ false ) ; // + 2 to add padding on both sides.
// Rasterize chart and dilate.
drawChartBitmapDilate ( chart , & chart_bitmap , /*padding=*/ 1 ) ;
} else {
// Init all bits to 0.
chart_bitmap . resize ( ftoi_ceil ( chartExtents [ c ] . x ) + 1 , ftoi_ceil ( chartExtents [ c ] . y ) + 1 , /*initValue=*/ false ) ; // Add half a texels on each side.
// Rasterize chart and dilate.
drawChartBitmap ( chart , & chart_bitmap , Vector2 ( 1 ) , Vector2 ( 0.5 ) ) ;
}
}
int best_x , best_y ;
int best_cw , best_ch ; // Includes padding now.
int best_r ;
findChartLocation ( quality , & chart_bitmap , chartExtents [ c ] , w , h , & best_x , & best_y , & best_cw , & best_ch , & best_r ) ;
/*if (w < best_x + best_cw || h < best_y + best_ch)
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{
nvDebug ( " Resize extents to (%d, %d). \n " , best_x + best_cw , best_y + best_ch ) ;
} */
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// Update parametric extents.
w = max ( w , best_x + best_cw ) ;
h = max ( h , best_y + best_ch ) ;
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w = align ( w , 4 ) ;
h = align ( h , 4 ) ;
// Resize bitmap if necessary.
if ( uint ( w ) > m_bitmap . width ( ) | | uint ( h ) > m_bitmap . height ( ) ) {
//nvDebug("Resize bitmap (%d, %d).\n", nextPowerOfTwo(w), nextPowerOfTwo(h));
m_bitmap . resize ( nextPowerOfTwo ( U32 ( w ) ) , nextPowerOfTwo ( U32 ( h ) ) , false ) ;
#if 0
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m_debug_bitmap . resize ( nextPowerOfTwo ( U32 ( w ) ) , nextPowerOfTwo ( U32 ( h ) ) ) ;
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# endif
}
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//nvDebug("Add chart at (%d, %d).\n", best_x, best_y);
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addChart ( & chart_bitmap , w , h , best_x , best_y , best_r , /*debugOutput=*/ NULL ) ;
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// IC: Output chart again to debug bitmap.
#if 0
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if ( chart - > isVertexMapped ( ) ) {
addChart ( & chart_bitmap , w , h , best_x , best_y , best_r , & m_debug_bitmap ) ;
}
else {
addChart ( chart , w , h , best_x , best_y , best_r , & m_debug_bitmap ) ;
}
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# endif
//float best_angle = 2 * PI * best_r;
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// Translate and rotate chart texture coordinates.
HalfEdge : : Mesh * mesh = chart - > chartMesh ( ) ;
const uint vertexCount = mesh - > vertexCount ( ) ;
for ( uint v = 0 ; v < vertexCount ; v + + ) {
HalfEdge : : Vertex * vertex = mesh - > vertexAt ( v ) ;
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Vector2 t = vertex - > tex ;
if ( best_r ) swap ( t . x , t . y ) ;
//vertex->tex.x = best_x + t.x * cosf(best_angle) - t.y * sinf(best_angle);
//vertex->tex.y = best_y + t.x * sinf(best_angle) + t.y * cosf(best_angle);
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vertex - > tex . x = best_x + t . x + 0.5f ;
vertex - > tex . y = best_y + t . y + 0.5f ;
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nvCheck ( vertex - > tex . x > = 0 & & vertex - > tex . y > = 0 ) ;
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nvCheck ( isFinite ( vertex - > tex . x ) & & isFinite ( vertex - > tex . y ) ) ;
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}
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# if DEBUG_OUTPUT && 0
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StringBuilder fileName ;
fileName . format ( " debug_packer_%d.tga " , i ) ;
//outputDebugBitmap(fileName.str(), m_bitmap, w, h);
outputDebugImage ( fileName . str ( ) , m_debug_bitmap , w , h ) ;
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# endif
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}
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# else // 0
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// Add sorted charts to bitmap.
for ( uint i = 0 ; i < chartCount ; i + + ) {
uint c = ranks [ chartCount - i - 1 ] ; // largest chart first
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Chart * chart = m_atlas - > chartAt ( c ) ;
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if ( ! chart - > isDisk ( ) ) continue ;
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Vector2 scale ( 1 , 1 ) ;
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#if 0 // old method. \
/ / m_padding_x = 2 * padding ; \
//m_padding_y = 2*padding;
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# else
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//m_padding_x = 0; //padding;
//m_padding_y = 0; //padding;
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# endif
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int bw = ftoi_ceil ( chartExtents [ c ] . x + 1 ) ;
int bh = ftoi_ceil ( chartExtents [ c ] . y + 1 ) ;
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if ( chartExtents [ c ] . x < 1.0f ) {
scale . x = 0.01f ; // @@ Ideally we would like to scale it to 0, but then our rasterizer would not touch any pixels.
bw = 1 ;
}
if ( chartExtents [ c ] . y < 1.0f ) {
scale . y = 0.01f ;
bh = 1 ;
}
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//BitMap chart_bitmap(iceil(chartExtents[c].x) + 1 + m_padding_x * 2, iceil(chartExtents[c].y) + 1 + m_padding_y * 2);
//BitMap chart_bitmap(ftoi_ceil(chartExtents[c].x/2)*2, ftoi_ceil(chartExtents[c].y/2)*2);
BitMap chart_bitmap ( bw , bh ) ;
chart_bitmap . clearAll ( ) ;
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Vector2 offset ;
offset . x = 0 ; // (chart_bitmap.width() - chartExtents[c].x) * 0.5f;
offset . y = 0 ; // (chart_bitmap.height() - chartExtents[c].y) * 0.5f;
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drawChartBitmap ( chart , & chart_bitmap , scale , offset ) ;
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int best_x , best_y ;
int best_cw , best_ch ;
int best_r ;
findChartLocation ( quality , & chart_bitmap , chartExtents [ c ] , w , h , & best_x , & best_y , & best_cw , & best_ch , & best_r ) ;
/*if (w < best_x + best_cw || h < best_y + best_ch)
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{
nvDebug ( " Resize extents to (%d, %d). \n " , best_x + best_cw , best_y + best_ch ) ;
} */
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// Update parametric extents.
w = max ( w , best_x + best_cw ) ;
h = max ( h , best_y + best_ch ) ;
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// Resize bitmap if necessary.
if ( uint ( w ) > m_bitmap . width ( ) | | uint ( h ) > m_bitmap . height ( ) ) {
//nvDebug("Resize bitmap (%d, %d).\n", nextPowerOfTwo(w), nextPowerOfTwo(h));
m_bitmap . resize ( nextPowerOfTwo ( w ) , nextPowerOfTwo ( h ) , false ) ;
m_debug_bitmap . resize ( nextPowerOfTwo ( w ) , nextPowerOfTwo ( h ) ) ;
}
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//nvDebug("Add chart at (%d, %d).\n", best_x, best_y);
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#if 0 // old method.
# if _DEBUG
checkCanAddChart ( chart , w , h , best_x , best_y , best_r ) ;
# endif
// Add chart.
addChart ( chart , w , h , best_x , best_y , best_r ) ;
# else
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// Add chart reusing its bitmap.
addChart ( & chart_bitmap , w , h , best_x , best_y , best_r ) ;
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# endif
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//float best_angle = 2 * PI * best_r;
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// Translate and rotate chart texture coordinates.
HalfEdge : : Mesh * mesh = chart - > chartMesh ( ) ;
const uint vertexCount = mesh - > vertexCount ( ) ;
for ( uint v = 0 ; v < vertexCount ; v + + ) {
HalfEdge : : Vertex * vertex = mesh - > vertexAt ( v ) ;
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Vector2 t = vertex - > tex * scale + offset ;
if ( best_r ) swap ( t . x , t . y ) ;
//vertex->tex.x = best_x + t.x * cosf(best_angle) - t.y * sinf(best_angle);
//vertex->tex.y = best_y + t.x * sinf(best_angle) + t.y * cosf(best_angle);
vertex - > tex . x = best_x + t . x + 0.5f ;
vertex - > tex . y = best_y + t . y + 0.5f ;
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nvCheck ( vertex - > tex . x > = 0 & & vertex - > tex . y > = 0 ) ;
}
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# if DEBUG_OUTPUT && 0
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StringBuilder fileName ;
fileName . format ( " debug_packer_%d.tga " , i ) ;
//outputDebugBitmap(fileName.str(), m_bitmap, w, h);
outputDebugImage ( fileName . str ( ) , m_debug_bitmap , w , h ) ;
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# endif
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}
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# endif // 0
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//w -= padding - 1; // Leave one pixel border!
//h -= padding - 1;
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m_width = max ( 0 , w ) ;
m_height = max ( 0 , h ) ;
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nvCheck ( isAligned ( m_width , 4 ) ) ;
nvCheck ( isAligned ( m_height , 4 ) ) ;
#if 0
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m_debug_bitmap . resize ( m_width , m_height ) ;
m_debug_bitmap . setFormat ( Image : : Format_ARGB ) ;
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# endif
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# if DEBUG_OUTPUT
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//outputDebugBitmap("debug_packer_final.tga", m_bitmap, w, h);
//outputDebugImage("debug_packer_final.tga", m_debug_bitmap, w, h);
ImageIO : : save ( " debug_packer_final.tga " , & m_debug_bitmap ) ;
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# endif
}
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// IC: Brute force is slow, and random may take too much time to converge. We start inserting large charts in a small atlas. Using brute force is lame, because most of the space
// is occupied at this point. At the end we have many small charts and a large atlas with sparse holes. Finding those holes randomly is slow. A better approach would be to
// start stacking large charts as if they were tetris pieces. Once charts get small try to place them randomly. It may be interesting to try a intermediate strategy, first try
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// along one axis and then try exhaustively along that axis.
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void AtlasPacker : : findChartLocation ( int quality , const BitMap * bitmap , Vector2 : : Arg extents , int w , int h , int * best_x , int * best_y , int * best_w , int * best_h , int * best_r ) {
int attempts = 256 ;
if ( quality = = 1 ) attempts = 4096 ;
if ( quality = = 2 ) attempts = 2048 ;
if ( quality = = 3 ) attempts = 1024 ;
if ( quality = = 4 ) attempts = 512 ;
if ( quality = = 0 | | w * h < attempts ) {
findChartLocation_bruteForce ( bitmap , extents , w , h , best_x , best_y , best_w , best_h , best_r ) ;
} else {
findChartLocation_random ( bitmap , extents , w , h , best_x , best_y , best_w , best_h , best_r , attempts ) ;
}
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}
# define BLOCK_SIZE 4
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void AtlasPacker : : findChartLocation_bruteForce ( const BitMap * bitmap , Vector2 : : Arg extents , int w , int h , int * best_x , int * best_y , int * best_w , int * best_h , int * best_r ) {
int best_metric = INT_MAX ;
// Try two different orientations.
for ( int r = 0 ; r < 2 ; r + + ) {
int cw = bitmap - > width ( ) ;
int ch = bitmap - > height ( ) ;
if ( r & 1 ) swap ( cw , ch ) ;
for ( int y = 0 ; y < = h + 1 ; y + = BLOCK_SIZE ) // + 1 to extend atlas in case atlas full.
{
for ( int x = 0 ; x < = w + 1 ; x + = BLOCK_SIZE ) // + 1 not really necessary here.
{
// Early out.
int area = max ( w , x + cw ) * max ( h , y + ch ) ;
//int perimeter = max(w, x+cw) + max(h, y+ch);
int extents = max ( max ( w , x + cw ) , max ( h , y + ch ) ) ;
int metric = extents * extents + area ;
if ( metric > best_metric ) {
continue ;
}
if ( metric = = best_metric & & max ( x , y ) > = max ( * best_x , * best_y ) ) {
// If metric is the same, pick the one closest to the origin.
continue ;
}
if ( canAddChart ( bitmap , w , h , x , y , r ) ) {
best_metric = metric ;
* best_x = x ;
* best_y = y ;
* best_w = cw ;
* best_h = ch ;
* best_r = r ;
if ( area = = w * h ) {
// Chart is completely inside, do not look at any other location.
goto done ;
}
}
}
}
}
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done :
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nvDebugCheck ( best_metric ! = INT_MAX ) ;
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}
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void AtlasPacker : : findChartLocation_random ( const BitMap * bitmap , Vector2 : : Arg extents , int w , int h , int * best_x , int * best_y , int * best_w , int * best_h , int * best_r , int minTrialCount ) {
int best_metric = INT_MAX ;
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for ( int i = 0 ; i < minTrialCount | | best_metric = = INT_MAX ; i + + ) {
int r = m_rand . getRange ( 1 ) ;
int x = m_rand . getRange ( w + 1 ) ; // + 1 to extend atlas in case atlas full. We may want to use a higher number to increase probability of extending atlas.
int y = m_rand . getRange ( h + 1 ) ; // + 1 to extend atlas in case atlas full.
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x = align ( x , BLOCK_SIZE ) ;
y = align ( y , BLOCK_SIZE ) ;
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int cw = bitmap - > width ( ) ;
int ch = bitmap - > height ( ) ;
if ( r & 1 ) swap ( cw , ch ) ;
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// Early out.
int area = max ( w , x + cw ) * max ( h , y + ch ) ;
//int perimeter = max(w, x+cw) + max(h, y+ch);
int extents = max ( max ( w , x + cw ) , max ( h , y + ch ) ) ;
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int metric = extents * extents + area ;
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if ( metric > best_metric ) {
continue ;
}
if ( metric = = best_metric & & min ( x , y ) > min ( * best_x , * best_y ) ) {
// If metric is the same, pick the one closest to the origin.
continue ;
}
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if ( canAddChart ( bitmap , w , h , x , y , r ) ) {
best_metric = metric ;
* best_x = x ;
* best_y = y ;
* best_w = cw ;
* best_h = ch ;
* best_r = r ;
if ( area = = w * h ) {
// Chart is completely inside, do not look at any other location.
break ;
}
}
}
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}
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void AtlasPacker : : drawChartBitmapDilate ( const Chart * chart , BitMap * bitmap , int padding ) {
const int w = bitmap - > width ( ) ;
const int h = bitmap - > height ( ) ;
const Vector2 extents = Vector2 ( float ( w ) , float ( h ) ) ;
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// Rasterize chart faces, check that all bits are not set.
const uint faceCount = chart - > faceCount ( ) ;
for ( uint f = 0 ; f < faceCount ; f + + ) {
const HalfEdge : : Face * face = chart - > chartMesh ( ) - > faceAt ( f ) ;
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Vector2 vertices [ 4 ] ;
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uint edgeCount = 0 ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) ) {
if ( edgeCount < 4 ) {
vertices [ edgeCount ] = it . vertex ( ) - > tex + Vector2 ( 0.5 ) + Vector2 ( float ( padding ) , float ( padding ) ) ;
}
edgeCount + + ;
}
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if ( edgeCount = = 3 ) {
Raster : : drawTriangle ( Raster : : Mode_Antialiased , extents , true , vertices , AtlasPacker : : setBitsCallback , bitmap ) ;
} else {
Raster : : drawQuad ( Raster : : Mode_Antialiased , extents , true , vertices , AtlasPacker : : setBitsCallback , bitmap ) ;
}
}
// Expand chart by padding pixels. (dilation)
BitMap tmp ( w , h ) ;
for ( int i = 0 ; i < padding ; i + + ) {
tmp . clearAll ( ) ;
for ( int y = 0 ; y < h ; y + + ) {
for ( int x = 0 ; x < w ; x + + ) {
bool b = bitmap - > bitAt ( x , y ) ;
if ( ! b ) {
if ( x > 0 ) {
b | = bitmap - > bitAt ( x - 1 , y ) ;
if ( y > 0 ) b | = bitmap - > bitAt ( x - 1 , y - 1 ) ;
if ( y < h - 1 ) b | = bitmap - > bitAt ( x - 1 , y + 1 ) ;
}
if ( y > 0 ) b | = bitmap - > bitAt ( x , y - 1 ) ;
if ( y < h - 1 ) b | = bitmap - > bitAt ( x , y + 1 ) ;
if ( x < w - 1 ) {
b | = bitmap - > bitAt ( x + 1 , y ) ;
if ( y > 0 ) b | = bitmap - > bitAt ( x + 1 , y - 1 ) ;
if ( y < h - 1 ) b | = bitmap - > bitAt ( x + 1 , y + 1 ) ;
}
}
if ( b ) tmp . setBitAt ( x , y ) ;
}
}
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swap ( tmp , * bitmap ) ;
}
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}
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void AtlasPacker : : drawChartBitmap ( const Chart * chart , BitMap * bitmap , const Vector2 & scale , const Vector2 & offset ) {
const int w = bitmap - > width ( ) ;
const int h = bitmap - > height ( ) ;
const Vector2 extents = Vector2 ( float ( w ) , float ( h ) ) ;
static const Vector2 pad [ 4 ] = {
Vector2 ( - 0.5 , - 0.5 ) ,
Vector2 ( 0.5 , - 0.5 ) ,
Vector2 ( - 0.5 , 0.5 ) ,
Vector2 ( 0.5 , 0.5 )
} ;
/*static const Vector2 pad[4] = {
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Vector2 ( - 1 , - 1 ) ,
Vector2 ( 1 , - 1 ) ,
Vector2 ( - 1 , 1 ) ,
Vector2 ( 1 , 1 )
} ; */
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// Rasterize 4 times to add proper padding.
for ( int i = 0 ; i < 4 ; i + + ) {
// Rasterize chart faces, check that all bits are not set.
const uint faceCount = chart - > chartMesh ( ) - > faceCount ( ) ;
for ( uint f = 0 ; f < faceCount ; f + + ) {
const HalfEdge : : Face * face = chart - > chartMesh ( ) - > faceAt ( f ) ;
Vector2 vertices [ 4 ] ;
uint edgeCount = 0 ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) ) {
if ( edgeCount < 4 ) {
vertices [ edgeCount ] = it . vertex ( ) - > tex * scale + offset + pad [ i ] ;
nvCheck ( ftoi_ceil ( vertices [ edgeCount ] . x ) > = 0 ) ;
nvCheck ( ftoi_ceil ( vertices [ edgeCount ] . y ) > = 0 ) ;
nvCheck ( ftoi_ceil ( vertices [ edgeCount ] . x ) < = w ) ;
nvCheck ( ftoi_ceil ( vertices [ edgeCount ] . y ) < = h ) ;
}
edgeCount + + ;
}
if ( edgeCount = = 3 ) {
Raster : : drawTriangle ( Raster : : Mode_Antialiased , extents , /*enableScissors=*/ true , vertices , AtlasPacker : : setBitsCallback , bitmap ) ;
} else {
Raster : : drawQuad ( Raster : : Mode_Antialiased , extents , /*enableScissors=*/ true , vertices , AtlasPacker : : setBitsCallback , bitmap ) ;
}
}
}
// @@ This only allows us to expand the size in texel intervals.
/*if (m_padding_x != 0 && m_padding_y != 0)*/ {
// Expand chart by padding pixels. (dilation)
BitMap tmp ( w , h ) ;
//for (int i = 0; i < 1; i++) {
tmp . clearAll ( ) ;
for ( int y = 0 ; y < h ; y + + ) {
for ( int x = 0 ; x < w ; x + + ) {
bool b = bitmap - > bitAt ( x , y ) ;
if ( ! b ) {
if ( x > 0 ) {
b | = bitmap - > bitAt ( x - 1 , y ) ;
if ( y > 0 ) b | = bitmap - > bitAt ( x - 1 , y - 1 ) ;
if ( y < h - 1 ) b | = bitmap - > bitAt ( x - 1 , y + 1 ) ;
}
if ( y > 0 ) b | = bitmap - > bitAt ( x , y - 1 ) ;
if ( y < h - 1 ) b | = bitmap - > bitAt ( x , y + 1 ) ;
if ( x < w - 1 ) {
b | = bitmap - > bitAt ( x + 1 , y ) ;
if ( y > 0 ) b | = bitmap - > bitAt ( x + 1 , y - 1 ) ;
if ( y < h - 1 ) b | = bitmap - > bitAt ( x + 1 , y + 1 ) ;
}
}
if ( b ) tmp . setBitAt ( x , y ) ;
}
}
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swap ( tmp , * bitmap ) ;
//}
}
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}
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bool AtlasPacker : : canAddChart ( const BitMap * bitmap , int atlas_w , int atlas_h , int offset_x , int offset_y , int r ) {
nvDebugCheck ( r = = 0 | | r = = 1 ) ;
// Check whether the two bitmaps overlap.
const int w = bitmap - > width ( ) ;
const int h = bitmap - > height ( ) ;
if ( r = = 0 ) {
for ( int y = 0 ; y < h ; y + + ) {
int yy = y + offset_y ;
if ( yy > = 0 ) {
for ( int x = 0 ; x < w ; x + + ) {
int xx = x + offset_x ;
if ( xx > = 0 ) {
if ( bitmap - > bitAt ( x , y ) ) {
if ( xx < atlas_w & & yy < atlas_h ) {
if ( m_bitmap . bitAt ( xx , yy ) ) return false ;
}
}
}
}
}
}
} else if ( r = = 1 ) {
for ( int y = 0 ; y < h ; y + + ) {
int xx = y + offset_x ;
if ( xx > = 0 ) {
for ( int x = 0 ; x < w ; x + + ) {
int yy = x + offset_y ;
if ( yy > = 0 ) {
if ( bitmap - > bitAt ( x , y ) ) {
if ( xx < atlas_w & & yy < atlas_h ) {
if ( m_bitmap . bitAt ( xx , yy ) ) return false ;
}
}
}
}
}
}
}
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return true ;
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}
#if 0
void AtlasPacker : : checkCanAddChart ( const Chart * chart , int w , int h , int x , int y , int r )
{
nvDebugCheck ( r = = 0 | | r = = 1 ) ;
Vector2 extents = Vector2 ( float ( w ) , float ( h ) ) ;
Vector2 offset = Vector2 ( float ( x ) , float ( y ) ) ;
// Rasterize chart faces, set bits.
const uint faceCount = chart - > faceCount ( ) ;
for ( uint f = 0 ; f < faceCount ; f + + )
{
const HalfEdge : : Face * face = chart - > chartMesh ( ) - > faceAt ( f ) ;
Vector2 vertices [ 4 ] ;
uint edgeCount = 0 ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) )
{
if ( edgeCount < 4 )
{
Vector2 t = it . vertex ( ) - > tex ;
if ( r = = 1 ) swap ( t . x , t . y ) ;
vertices [ edgeCount ] = t + offset ;
}
edgeCount + + ;
}
if ( edgeCount = = 3 )
{
Raster : : drawTriangle ( Raster : : Mode_Antialiased , extents , /*enableScissors=*/ true , vertices , AtlasPacker : : checkBitsCallback , & m_bitmap ) ;
}
else
{
Raster : : drawQuad ( Raster : : Mode_Antialiased , extents , /*enableScissors=*/ true , vertices , AtlasPacker : : checkBitsCallback , & m_bitmap ) ;
}
}
}
# endif // 0
static Color32 chartColor = Color32 ( 0 ) ;
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static void selectRandomColor ( MTRand & rand ) {
// Pick random color for this chart. @@ Select random hue, but fixed saturation/luminance?
chartColor . r = 128 + rand . getRange ( 127 ) ;
chartColor . g = 128 + rand . getRange ( 127 ) ;
chartColor . b = 128 + rand . getRange ( 127 ) ;
chartColor . a = 255 ;
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}
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static bool debugDrawCallback ( void * param , int x , int y , Vector3 : : Arg , Vector3 : : Arg , Vector3 : : Arg , float area ) {
Image * image = ( Image * ) param ;
if ( area > 0.0 ) {
Color32 c = image - > pixel ( x , y ) ;
c . r = chartColor . r ;
c . g = chartColor . g ;
c . b = chartColor . b ;
c . a + = U8 ( ftoi_round ( 0.5f * area * 255 ) ) ;
image - > pixel ( x , y ) = c ;
}
return true ;
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}
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void AtlasPacker : : addChart ( const Chart * chart , int w , int h , int x , int y , int r , Image * debugOutput ) {
nvDebugCheck ( r = = 0 | | r = = 1 ) ;
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nvDebugCheck ( debugOutput ! = NULL ) ;
selectRandomColor ( m_rand ) ;
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Vector2 extents = Vector2 ( float ( w ) , float ( h ) ) ;
Vector2 offset = Vector2 ( float ( x ) , float ( y ) ) + Vector2 ( 0.5 ) ;
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// Rasterize chart faces, set bits.
const uint faceCount = chart - > faceCount ( ) ;
for ( uint f = 0 ; f < faceCount ; f + + ) {
const HalfEdge : : Face * face = chart - > chartMesh ( ) - > faceAt ( f ) ;
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Vector2 vertices [ 4 ] ;
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uint edgeCount = 0 ;
for ( HalfEdge : : Face : : ConstEdgeIterator it ( face - > edges ( ) ) ; ! it . isDone ( ) ; it . advance ( ) ) {
if ( edgeCount < 4 ) {
Vector2 t = it . vertex ( ) - > tex ;
if ( r = = 1 ) swap ( t . x , t . y ) ;
vertices [ edgeCount ] = t + offset ;
}
edgeCount + + ;
}
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if ( edgeCount = = 3 ) {
Raster : : drawTriangle ( Raster : : Mode_Antialiased , extents , /*enableScissors=*/ true , vertices , debugDrawCallback , debugOutput ) ;
} else {
Raster : : drawQuad ( Raster : : Mode_Antialiased , extents , /*enableScissors=*/ true , vertices , debugDrawCallback , debugOutput ) ;
}
}
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}
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void AtlasPacker : : addChart ( const BitMap * bitmap , int atlas_w , int atlas_h , int offset_x , int offset_y , int r , Image * debugOutput ) {
nvDebugCheck ( r = = 0 | | r = = 1 ) ;
// Check whether the two bitmaps overlap.
const int w = bitmap - > width ( ) ;
const int h = bitmap - > height ( ) ;
if ( debugOutput ! = NULL ) {
selectRandomColor ( m_rand ) ;
}
if ( r = = 0 ) {
for ( int y = 0 ; y < h ; y + + ) {
int yy = y + offset_y ;
if ( yy > = 0 ) {
for ( int x = 0 ; x < w ; x + + ) {
int xx = x + offset_x ;
if ( xx > = 0 ) {
if ( bitmap - > bitAt ( x , y ) ) {
if ( xx < atlas_w & & yy < atlas_h ) {
if ( debugOutput )
debugOutput - > pixel ( xx , yy ) = chartColor ;
else {
nvDebugCheck ( m_bitmap . bitAt ( xx , yy ) = = false ) ;
m_bitmap . setBitAt ( xx , yy ) ;
}
}
}
}
}
}
}
} else if ( r = = 1 ) {
for ( int y = 0 ; y < h ; y + + ) {
int xx = y + offset_x ;
if ( xx > = 0 ) {
for ( int x = 0 ; x < w ; x + + ) {
int yy = x + offset_y ;
if ( yy > = 0 ) {
if ( bitmap - > bitAt ( x , y ) ) {
if ( xx < atlas_w & & yy < atlas_h ) {
if ( debugOutput )
debugOutput - > pixel ( xx , yy ) = chartColor ;
else {
nvDebugCheck ( m_bitmap . bitAt ( xx , yy ) = = false ) ;
m_bitmap . setBitAt ( xx , yy ) ;
}
}
}
}
}
}
}
}
}
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/*static*/ bool AtlasPacker : : checkBitsCallback ( void * param , int x , int y , Vector3 : : Arg , Vector3 : : Arg , Vector3 : : Arg , float ) {
BitMap * bitmap = ( BitMap * ) param ;
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nvDebugCheck ( bitmap - > bitAt ( x , y ) = = false ) ;
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return true ;
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}
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/*static*/ bool AtlasPacker : : setBitsCallback ( void * param , int x , int y , Vector3 : : Arg , Vector3 : : Arg , Vector3 : : Arg , float area ) {
BitMap * bitmap = ( BitMap * ) param ;
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if ( area > 0.0 ) {
bitmap - > setBitAt ( x , y ) ;
}
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return true ;
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}
float AtlasPacker : : computeAtlasUtilization ( ) const {
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const uint w = m_width ;
const uint h = m_height ;
nvDebugCheck ( w < = m_bitmap . width ( ) ) ;
nvDebugCheck ( h < = m_bitmap . height ( ) ) ;
uint count = 0 ;
for ( uint y = 0 ; y < h ; y + + ) {
for ( uint x = 0 ; x < w ; x + + ) {
count + = m_bitmap . bitAt ( x , y ) ;
}
}
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return float ( count ) / ( w * h ) ;
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}