1df63bf3cb
Godot crashed here sometimes by generating the uv map.
1402 lines
45 KiB
C++
1402 lines
45 KiB
C++
// This code is in the public domain -- castano@gmail.com
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#include "nvmesh.h" // pch
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#include "AtlasPacker.h"
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#include "nvmesh/halfedge/Vertex.h"
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#include "nvmesh/halfedge/Face.h"
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#include "nvmesh/param/Atlas.h"
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#include "nvmesh/param/Util.h"
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#include "nvmesh/raster/Raster.h"
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#include "nvmath/Vector.inl"
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#include "nvmath/ConvexHull.h"
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#include "nvmath/Color.h"
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#include "nvmath/ftoi.h"
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#include "nvcore/StrLib.h" // debug
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#include "nvcore/StdStream.h" // fileOpen
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#include <float.h> // FLT_MAX
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#include <limits.h> // UINT_MAX
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using namespace nv;
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#define DEBUG_OUTPUT 0
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#if DEBUG_OUTPUT
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#include "nvimage/ImageIO.h"
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namespace
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{
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const uint TGA_TYPE_GREY = 3;
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const uint TGA_TYPE_RGB = 2;
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const uint TGA_ORIGIN_UPPER = 0x20;
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#pragma pack(push, 1)
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struct TgaHeader {
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uint8 id_length;
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uint8 colormap_type;
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uint8 image_type;
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uint16 colormap_index;
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uint16 colormap_length;
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uint8 colormap_size;
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uint16 x_origin;
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uint16 y_origin;
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uint16 width;
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uint16 height;
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uint8 pixel_size;
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uint8 flags;
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enum { Size = 18 }; //const static int SIZE = 18;
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};
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#pragma pack(pop)
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static void outputDebugBitmap(const char * fileName, const BitMap & bitmap, int w, int h)
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{
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FILE * fp = fileOpen(fileName, "wb");
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if (fp == NULL) return;
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nvStaticCheck(sizeof(TgaHeader) == TgaHeader::Size);
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TgaHeader tga;
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tga.id_length = 0;
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tga.colormap_type = 0;
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tga.image_type = TGA_TYPE_GREY;
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tga.colormap_index = 0;
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tga.colormap_length = 0;
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tga.colormap_size = 0;
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tga.x_origin = 0;
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tga.y_origin = 0;
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tga.width = w;
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tga.height = h;
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tga.pixel_size = 8;
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tga.flags = TGA_ORIGIN_UPPER;
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fwrite(&tga, sizeof(TgaHeader), 1, fp);
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for (int j = 0; j < h; j++) {
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for (int i = 0; i < w; i++) {
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uint8 color = bitmap.bitAt(i, j) ? 0xFF : 0x0;
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fwrite(&color, 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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static void outputDebugImage(const char * fileName, const Image & bitmap, int w, int h)
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{
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FILE * fp = fileOpen(fileName, "wb");
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if (fp == NULL) return;
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nvStaticCheck(sizeof(TgaHeader) == TgaHeader::Size);
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TgaHeader tga;
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tga.id_length = 0;
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tga.colormap_type = 0;
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tga.image_type = TGA_TYPE_RGB;
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tga.colormap_index = 0;
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tga.colormap_length = 0;
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tga.colormap_size = 0;
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tga.x_origin = 0;
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tga.y_origin = 0;
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tga.width = w;
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tga.height = h;
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tga.pixel_size = 24;
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tga.flags = TGA_ORIGIN_UPPER;
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fwrite(&tga, sizeof(TgaHeader), 1, fp);
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for (int j = 0; j < h; j++) {
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for (int i = 0; i < w; i++) {
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Color32 color = bitmap.pixel(i, j);
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fwrite(&color.r, 1, 1, fp);
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fwrite(&color.g, 1, 1, fp);
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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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}
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#endif // DEBUG_OUTPUT
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inline int align(int x, int a) {
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//return a * ((x + a - 1) / a);
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//return (x + a - 1) & -a;
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return (x + a - 1) & ~(a - 1);
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}
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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)
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{
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m_width = 0;
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m_height = 0;
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// -- GODOT start --
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//m_debug_bitmap.allocate(256, 256);
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//m_debug_bitmap.fill(Color32(0,0,0,0));
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// -- GODOT end --
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}
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AtlasPacker::~AtlasPacker()
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{
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}
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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)
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{
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// Compute list of boundary points.
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Array<Vector2> points(16);
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HalfEdge::Mesh * mesh = chart->chartMesh();
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const uint vertexCount = mesh->vertexCount();
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for (uint i = 0; i < vertexCount; i++) {
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HalfEdge::Vertex * vertex = mesh->vertexAt(i);
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if (vertex->isBoundary()) {
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points.append(vertex->tex);
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}
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}
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// This is not valid anymore. The chart mesh may have multiple boundaries!
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/*const HalfEdge::Vertex * vertex = findBoundaryVertex(chart->chartMesh());
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// Traverse boundary.
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const HalfEdge::Edge * const firstEdge = vertex->edge();
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const HalfEdge::Edge * edge = firstEdge;
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do {
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vertex = edge->vertex();
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nvDebugCheck (vertex->isBoundary());
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points.append(vertex->tex);
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edge = edge->next();
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} while (edge != firstEdge);*/
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#if 1
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Array<Vector2> hull;
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if (points.size()==0) {
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return false;
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}
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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;
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Vector2 best_min;
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Vector2 best_max;
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Vector2 best_axis;
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const uint hullCount = hull.count();
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for (uint i = 0, j = hullCount-1; i < hullCount; j = i, i++) {
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if (equal(hull[i], hull[j])) {
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continue;
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}
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Vector2 axis = normalize(hull[i] - hull[j], 0.0f);
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nvDebugCheck(isFinite(axis));
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// Compute bounding box.
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Vector2 box_min(FLT_MAX, FLT_MAX);
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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);
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if (x < box_min.x) box_min.x = x;
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if (x > box_max.x) box_max.x = x;
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float y = dot(Vector2(-axis.y, axis.x), point);
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if (y < box_min.y) box_min.y = y;
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if (y > box_max.y) box_max.y = y;
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}
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// Compute box area.
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float area = (box_max.x - box_min.x) * (box_max.y - box_min.y);
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if (area < best_area) {
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best_area = area;
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best_min = box_min;
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best_max = box_max;
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best_axis = axis;
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}
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}
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// Make sure the box contains all the input points since the convex hull is not 100% accurate.
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/*const uint pointCount = points.count();
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for (uint v = 0; v < pointCount; v++) {
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Vector2 point = points[v];
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float x = dot(best_axis, point);
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if (x < best_min.x) best_min.x = x;
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float y = dot(Vector2(-best_axis.y, best_axis.x), point);
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if (y < best_min.y) best_min.y = y;
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}*/
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// Consider all points, not only boundary points, in case the input chart is malformed.
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for (uint i = 0; i < vertexCount; i++) {
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HalfEdge::Vertex * vertex = mesh->vertexAt(i);
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Vector2 point = vertex->tex;
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float x = dot(best_axis, point);
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if (x < best_min.x) best_min.x = x;
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if (x > best_max.x) best_max.x = x;
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float y = dot(Vector2(-best_axis.y, best_axis.x), point);
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if (y < best_min.y) best_min.y = y;
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if (y > best_max.y) best_max.y = y;
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}
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*majorAxis = best_axis;
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*minorAxis = Vector2(-best_axis.y, best_axis.x);
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*minCorner = best_min;
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*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;
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Vector2 axis[N];
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float minAngle = 0;
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float maxAngle = PI / 2;
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int best;
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Vector2 mins[N];
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Vector2 maxs[N];
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const int iterationCount = 1;
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for (int j = 0; j < iterationCount; j++)
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{
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// Init predefined directions.
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for (int i = 0; i < N; i++)
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{
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float angle = lerp(minAngle, maxAngle, float(i)/N);
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axis[i].set(cosf(angle), sinf(angle));
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}
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// Compute box for each direction.
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for (int i = 0; i < N; i++)
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{
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mins[i].set(FLT_MAX, FLT_MAX);
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maxs[i].set(-FLT_MAX, -FLT_MAX);
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}
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for (uint p = 0; p < points.count(); p++)
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{
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Vector2 point = points[p];
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for (int i = 0; i < N; i++)
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{
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float x = dot(axis[i], point);
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if (x < mins[i].x) mins[i].x = x;
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if (x > maxs[i].x) maxs[i].x = x;
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float y = dot(Vector2(-axis[i].y, axis[i].x), point);
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if (y < mins[i].y) mins[i].y = y;
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if (y > maxs[i].y) maxs[i].y = y;
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}
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}
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// Find box with minimum area.
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best = -1;
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int second_best = -1;
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float best_area = FLT_MAX;
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float second_best_area = FLT_MAX;
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for (int i = 0; i < N; i++)
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{
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float area = (maxs[i].x - mins[i].x) * (maxs[i].y - mins[i].y);
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if (area < best_area)
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{
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second_best_area = best_area;
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second_best = best;
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best_area = area;
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best = i;
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}
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else if (area < second_best_area)
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{
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second_best_area = area;
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second_best = i;
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}
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}
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nvDebugCheck(best != -1);
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nvDebugCheck(second_best != -1);
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nvDebugCheck(best != second_best);
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if (j != iterationCount-1)
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{
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// Handle wrap-around during the first iteration.
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if (j == 0) {
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if (best == 0 && second_best == N-1) best = N;
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if (best == N-1 && second_best == 0) second_best = N;
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}
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if (best < second_best) swap(best, second_best);
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// Update angles.
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float deltaAngle = (maxAngle - minAngle) / N;
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maxAngle = minAngle + (best - 0.5f) * deltaAngle;
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minAngle = minAngle + (second_best + 0.5f) * deltaAngle;
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}
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}
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// Compute major and minor axis, and origin.
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*majorAxis = axis[best];
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*minorAxis = Vector2(-axis[best].y, axis[best].x);
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*origin = mins[best];
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// @@ If the parameterization is invalid, we could have an interior vertex outside the boundary.
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// @@ In that case the returned bounding box would be incorrect. Compute updated bounds here.
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/*for (uint p = 0; p < points.count(); p++)
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{
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Vector2 point = points[p];
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for (int i = 0; i < N; i++)
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{
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float x = dot(*majorAxis, point);
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float y = dot(*minorAxis, point);
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}
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}*/
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#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)
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{
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const uint chartCount = m_atlas->chartCount();
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if (chartCount == 0) return;
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Array<float> chartOrderArray;
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chartOrderArray.resize(chartCount);
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Array<Vector2> chartExtents;
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chartExtents.resize(chartCount);
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float meshArea = 0;
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for (uint c = 0; c < chartCount; c++)
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{
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Chart * chart = m_atlas->chartAt(c);
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if (!chart->isVertexMapped() && !chart->isDisk()) {
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chartOrderArray[c] = 0;
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// Skip non-disks.
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continue;
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}
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Vector2 extents(0.0f);
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if (chart->isVertexMapped()) {
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// Let's assume vertex maps are arranged in a rectangle.
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//HalfEdge::Mesh * mesh = chart->chartMesh();
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// Arrange vertices in a rectangle.
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extents.x = float(chart->vertexMapWidth);
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extents.y = float(chart->vertexMapHeight);
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}
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else {
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// Compute surface area to sort charts.
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float chartArea = chart->computeSurfaceArea();
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meshArea += chartArea;
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//chartOrderArray[c] = chartArea;
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// Compute chart scale
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float parametricArea = fabs(chart->computeParametricArea()); // @@ There doesn't seem to be anything preventing parametric area to be negative.
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if (parametricArea < NV_EPSILON) {
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// When the parametric area is too small we use a rough approximation to prevent divisions by very small numbers.
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Vector2 bounds = chart->computeParametricBounds();
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parametricArea = bounds.x * bounds.y;
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}
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float scale = (chartArea / parametricArea) * texelsPerUnit;
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if (parametricArea == 0) // < NV_EPSILON)
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{
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scale = 0;
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}
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nvCheck(isFinite(scale));
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// Compute bounding box of chart.
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Vector2 majorAxis, minorAxis, origin, end;
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if (!computeBoundingBox(chart, &majorAxis, &minorAxis, &origin, &end)) {
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m_atlas->setFailed();
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return;
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}
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nvCheck(isFinite(majorAxis) && isFinite(minorAxis) && isFinite(origin));
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// Sort charts by perimeter. @@ This is sometimes producing somewhat unexpected results. Is this right?
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//chartOrderArray[c] = ((end.x - origin.x) + (end.y - origin.y)) * scale;
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// Translate, rotate and scale vertices. Compute extents.
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HalfEdge::Mesh * mesh = chart->chartMesh();
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const uint vertexCount = mesh->vertexCount();
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for (uint i = 0; i < vertexCount; i++)
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{
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HalfEdge::Vertex * vertex = mesh->vertexAt(i);
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//Vector2 t = vertex->tex - origin;
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Vector2 tmp;
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tmp.x = dot(vertex->tex, majorAxis);
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tmp.y = dot(vertex->tex, minorAxis);
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tmp -= origin;
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tmp *= scale;
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if (tmp.x < 0 || tmp.y < 0) {
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nvDebug("tmp: %f %f\n", tmp.x, tmp.y);
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nvDebug("scale: %f\n", scale);
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nvDebug("origin: %f %f\n", origin.x, origin.y);
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nvDebug("majorAxis: %f %f\n", majorAxis.x, majorAxis.y);
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nvDebug("minorAxis: %f %f\n", minorAxis.x, minorAxis.y);
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// -- GODOT start --
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//nvDebugBreak();
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m_atlas->setFailed();
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return;
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// -- GODOT end --
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}
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//nvCheck(tmp.x >= 0 && tmp.y >= 0);
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vertex->tex = tmp;
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nvCheck(isFinite(vertex->tex.x) && isFinite(vertex->tex.y));
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extents = max(extents, tmp);
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}
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nvDebugCheck(extents.x >= 0 && extents.y >= 0);
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// Limit chart size.
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if (extents.x > 1024 || extents.y > 1024) {
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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++)
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{
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HalfEdge::Vertex * vertex = mesh->vertexAt(i);
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vertex->tex *= scale;
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}
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extents *= scale;
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nvDebugCheck(extents.x <= 1024 && extents.y <= 1024);
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}
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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
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// 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;
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float scale_y = 1.0f;
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float divide_x = 1.0f;
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float divide_y = 1.0f;
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if (extents.x > 0) {
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int cw = ftoi_ceil(extents.x);
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if (blockAligned) {
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// Align all chart extents to 4x4 blocks, but taking padding into account.
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if (conservative) {
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cw = align(cw + 2, 4) - 2;
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}
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else {
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cw = align(cw + 1, 4) - 1;
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}
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}
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scale_x = (float(cw) - NV_EPSILON);
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divide_x = extents.x;
|
|
extents.x = float(cw);
|
|
}
|
|
|
|
if (extents.y > 0) {
|
|
int ch = ftoi_ceil(extents.y);
|
|
|
|
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);
|
|
}
|
|
|
|
for (uint v = 0; v < vertexCount; v++) {
|
|
HalfEdge::Vertex * vertex = mesh->vertexAt(v);
|
|
|
|
vertex->tex.x /= divide_x;
|
|
vertex->tex.y /= divide_y;
|
|
vertex->tex.x *= scale_x;
|
|
vertex->tex.y *= scale_y;
|
|
|
|
nvCheck(isFinite(vertex->tex.x) && isFinite(vertex->tex.y));
|
|
}
|
|
}
|
|
|
|
chartExtents[c] = extents;
|
|
|
|
// Sort charts by perimeter.
|
|
chartOrderArray[c] = extents.x + extents.y;
|
|
}
|
|
|
|
// @@ 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.
|
|
|
|
//nvDebug("Sorting charts.\n");
|
|
|
|
// Sort charts by area.
|
|
m_radix.sort(chartOrderArray);
|
|
const uint32 * ranks = m_radix.ranks();
|
|
|
|
// 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)));
|
|
|
|
//nvDebug("Init bitmap.\n");
|
|
|
|
// @@ Pack all charts smaller than a texel into a compact rectangle.
|
|
// @@ Start considering only 1x1 charts. Extend to 1xn charts later.
|
|
|
|
/*for (uint i = 0; i < chartCount; i++)
|
|
{
|
|
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
|
|
}
|
|
}*/
|
|
|
|
|
|
|
|
// Init bit map.
|
|
m_bitmap.clearAll();
|
|
if (approximateExtent > m_bitmap.width()) {
|
|
m_bitmap.resize(approximateExtent, approximateExtent, false);
|
|
// -- GODOT start --
|
|
//m_debug_bitmap.resize(approximateExtent, approximateExtent);
|
|
//m_debug_bitmap.fill(Color32(0,0,0,0));
|
|
// -- GODOT end --
|
|
}
|
|
|
|
|
|
int w = 0;
|
|
int h = 0;
|
|
|
|
#if 1
|
|
// Add sorted charts to bitmap.
|
|
for (uint i = 0; i < chartCount; i++)
|
|
{
|
|
uint c = ranks[chartCount - i - 1]; // largest chart first
|
|
|
|
Chart * chart = m_atlas->chartAt(c);
|
|
|
|
if (!chart->isVertexMapped() && !chart->isDisk()) continue;
|
|
|
|
//float scale_x = 1;
|
|
//float scale_y = 1;
|
|
|
|
BitMap chart_bitmap;
|
|
|
|
if (chart->isVertexMapped()) {
|
|
// Init all bits to 1.
|
|
chart_bitmap.resize(ftoi_ceil(chartExtents[c].x), ftoi_ceil(chartExtents[c].y), /*initValue=*/true);
|
|
|
|
// @@ 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.
|
|
|
|
// @@ 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:
|
|
|
|
// | | <- 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)
|
|
{
|
|
nvDebug("Resize extents to (%d, %d).\n", best_x + best_cw, best_y + best_ch);
|
|
}*/
|
|
|
|
// Update parametric extents.
|
|
w = max(w, best_x + best_cw);
|
|
h = max(h, best_y + best_ch);
|
|
|
|
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);
|
|
// -- GODOT start --
|
|
//m_debug_bitmap.resize(nextPowerOfTwo(U32(w)), nextPowerOfTwo(U32(h)));
|
|
// -- GODOT end --
|
|
}
|
|
|
|
//nvDebug("Add chart at (%d, %d).\n", best_x, best_y);
|
|
|
|
addChart(&chart_bitmap, w, h, best_x, best_y, best_r, /*debugOutput=*/NULL);
|
|
|
|
// -- GODOT start --
|
|
// IC: Output chart again to debug bitmap.
|
|
/*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);
|
|
}*/
|
|
// -- GODOT end --
|
|
|
|
//float best_angle = 2 * PI * best_r;
|
|
|
|
// 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);
|
|
|
|
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);
|
|
|
|
vertex->tex.x = best_x + t.x + 0.5f;
|
|
vertex->tex.y = best_y + t.y + 0.5f;
|
|
|
|
nvCheck(vertex->tex.x >= 0 && vertex->tex.y >= 0);
|
|
nvCheck(isFinite(vertex->tex.x) && isFinite(vertex->tex.y));
|
|
}
|
|
|
|
#if DEBUG_OUTPUT && 0
|
|
StringBuilder fileName;
|
|
fileName.format("debug_packer_%d.tga", i);
|
|
//outputDebugBitmap(fileName.str(), m_bitmap, w, h);
|
|
outputDebugImage(fileName.str(), m_debug_bitmap, w, h);
|
|
#endif
|
|
}
|
|
|
|
#else // 0
|
|
|
|
// Add sorted charts to bitmap.
|
|
for (uint i = 0; i < chartCount; i++)
|
|
{
|
|
uint c = ranks[chartCount - i - 1]; // largest chart first
|
|
|
|
Chart * chart = m_atlas->chartAt(c);
|
|
|
|
if (!chart->isDisk()) continue;
|
|
|
|
Vector2 scale(1, 1);
|
|
|
|
#if 0 // old method.
|
|
//m_padding_x = 2*padding;
|
|
//m_padding_y = 2*padding;
|
|
#else
|
|
//m_padding_x = 0; //padding;
|
|
//m_padding_y = 0; //padding;
|
|
#endif
|
|
|
|
int bw = ftoi_ceil(chartExtents[c].x + 1);
|
|
int bh = ftoi_ceil(chartExtents[c].y + 1);
|
|
|
|
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;
|
|
}
|
|
|
|
//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();
|
|
|
|
Vector2 offset;
|
|
offset.x = 0; // (chart_bitmap.width() - chartExtents[c].x) * 0.5f;
|
|
offset.y = 0; // (chart_bitmap.height() - chartExtents[c].y) * 0.5f;
|
|
|
|
drawChartBitmap(chart, &chart_bitmap, scale, offset);
|
|
|
|
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)
|
|
{
|
|
nvDebug("Resize extents to (%d, %d).\n", best_x + best_cw, best_y + best_ch);
|
|
}*/
|
|
|
|
// Update parametric extents.
|
|
w = max(w, best_x + best_cw);
|
|
h = max(h, best_y + best_ch);
|
|
|
|
// 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));
|
|
}
|
|
|
|
//nvDebug("Add chart at (%d, %d).\n", best_x, best_y);
|
|
|
|
#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
|
|
// Add chart reusing its bitmap.
|
|
addChart(&chart_bitmap, w, h, best_x, best_y, best_r);
|
|
#endif
|
|
|
|
//float best_angle = 2 * PI * best_r;
|
|
|
|
// 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);
|
|
|
|
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;
|
|
|
|
nvCheck(vertex->tex.x >= 0 && vertex->tex.y >= 0);
|
|
}
|
|
|
|
#if DEBUG_OUTPUT && 0
|
|
StringBuilder fileName;
|
|
fileName.format("debug_packer_%d.tga", i);
|
|
//outputDebugBitmap(fileName.str(), m_bitmap, w, h);
|
|
outputDebugImage(fileName.str(), m_debug_bitmap, w, h);
|
|
#endif
|
|
}
|
|
|
|
#endif // 0
|
|
|
|
//w -= padding - 1; // Leave one pixel border!
|
|
//h -= padding - 1;
|
|
|
|
m_width = max(0, w);
|
|
m_height = max(0, h);
|
|
|
|
nvCheck(isAligned(m_width, 4));
|
|
nvCheck(isAligned(m_height, 4));
|
|
|
|
// -- GODOT start --
|
|
//m_debug_bitmap.resize(m_width, m_height);
|
|
//m_debug_bitmap.setFormat(Image::Format_ARGB);
|
|
// -- GODOT end --
|
|
|
|
#if DEBUG_OUTPUT
|
|
//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);
|
|
#endif
|
|
}
|
|
|
|
|
|
// 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
|
|
// along one axis and then try exhaustively along that axis.
|
|
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);
|
|
}
|
|
}
|
|
|
|
#define BLOCK_SIZE 4
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
done:
|
|
nvDebugCheck (best_metric != INT_MAX);
|
|
}
|
|
|
|
|
|
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;
|
|
|
|
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.
|
|
|
|
x = align(x, BLOCK_SIZE);
|
|
y = align(y, BLOCK_SIZE);
|
|
|
|
int cw = bitmap->width();
|
|
int ch = bitmap->height();
|
|
if (r & 1) swap(cw, ch);
|
|
|
|
// 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 && min(x, y) > min(*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.
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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));
|
|
|
|
// 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);
|
|
|
|
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 + Vector2(0.5) + Vector2(float(padding), float(padding));
|
|
}
|
|
edgeCount++;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
swap(tmp, *bitmap);
|
|
}
|
|
}
|
|
|
|
|
|
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] = {
|
|
Vector2(-1, -1),
|
|
Vector2(1, -1),
|
|
Vector2(-1, 1),
|
|
Vector2(1, 1)
|
|
};*/
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
|
|
swap(tmp, *bitmap);
|
|
//}
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
#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);
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
|
|
void AtlasPacker::addChart(const Chart * chart, int w, int h, int x, int y, int r, Image * debugOutput)
|
|
{
|
|
nvDebugCheck(r == 0 || r == 1);
|
|
|
|
nvDebugCheck(debugOutput != NULL);
|
|
selectRandomColor(m_rand);
|
|
|
|
Vector2 extents = Vector2(float(w), float(h));
|
|
Vector2 offset = Vector2(float(x), float(y)) + Vector2(0.5);
|
|
|
|
// 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, debugDrawCallback, debugOutput);
|
|
}
|
|
else
|
|
{
|
|
Raster::drawQuad(Raster::Mode_Antialiased, extents, /*enableScissors=*/true, vertices, debugDrawCallback, debugOutput);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*static*/ bool AtlasPacker::checkBitsCallback(void * param, int x, int y, Vector3::Arg, Vector3::Arg, Vector3::Arg, float)
|
|
{
|
|
BitMap * bitmap = (BitMap * )param;
|
|
|
|
nvDebugCheck(bitmap->bitAt(x, y) == false);
|
|
|
|
return true;
|
|
}
|
|
|
|
/*static*/ bool AtlasPacker::setBitsCallback(void * param, int x, int y, Vector3::Arg, Vector3::Arg, Vector3::Arg, float area)
|
|
{
|
|
BitMap * bitmap = (BitMap * )param;
|
|
|
|
if (area > 0.0) {
|
|
bitmap->setBitAt(x, y);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
float AtlasPacker::computeAtlasUtilization() const {
|
|
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);
|
|
}
|
|
}
|
|
|
|
return float(count) / (w * h);
|
|
}
|