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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/editor/import/editor_atlas_packer.cpp
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/**************************************************************************/
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/* editor_atlas_packer.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "editor_atlas_packer.h"
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#include "core/math/geometry_2d.h"
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#include "core/math/vector2.h"
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#include "core/math/vector2i.h"
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#include "scene/resources/bit_map.h"
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void EditorAtlasPacker::chart_pack(Vector<Chart> &charts, int &r_width, int &r_height, int p_atlas_max_size, int p_cell_resolution) {
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int divide_by = MIN(64, p_cell_resolution);
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Vector<PlottedBitmap> bitmaps;
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int max_w = 0;
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for (int i = 0; i < charts.size(); i++) {
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const Chart &chart = charts[i];
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//generate aabb
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Rect2i aabb;
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int vertex_count = chart.vertices.size();
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const Vector2 *vertices = chart.vertices.ptr();
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for (int j = 0; j < vertex_count; j++) {
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if (j == 0) {
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aabb.position = vertices[j];
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} else {
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aabb.expand_to(vertices[j]);
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}
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}
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Ref<BitMap> src_bitmap;
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src_bitmap.instantiate();
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src_bitmap->create((aabb.size + Vector2(divide_by - 1, divide_by - 1)) / divide_by);
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int w = src_bitmap->get_size().width;
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int h = src_bitmap->get_size().height;
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//plot triangles, using divisor
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for (int j = 0; j < chart.faces.size(); j++) {
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Vector2i v[3];
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for (int k = 0; k < 3; k++) {
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Vector2 vtx = chart.vertices[chart.faces[j].vertex[k]];
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vtx -= aabb.position;
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vtx /= divide_by;
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vtx = vtx.min(Vector2(w - 1, h - 1));
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v[k] = vtx;
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}
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for (int k = 0; k < 3; k++) {
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int l = k == 0 ? 2 : k - 1;
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Vector<Point2i> points = Geometry2D::bresenham_line(v[k], v[l]);
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for (Point2i point : points) {
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src_bitmap->set_bitv(point, true);
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}
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}
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}
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//src_bitmap->convert_to_image()->save_png("bitmap" + itos(i) + ".png");
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//grow by 1 for each side
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int bmw = src_bitmap->get_size().width + 2;
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int bmh = src_bitmap->get_size().height + 2;
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int heights_size = -1;
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bool transpose = false;
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if (chart.can_transpose && bmh > bmw) {
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heights_size = bmh;
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transpose = true;
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} else {
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heights_size = bmw;
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}
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max_w = MAX(max_w, heights_size);
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Vector<int> top_heights;
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Vector<int> bottom_heights;
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top_heights.resize(heights_size);
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bottom_heights.resize(heights_size);
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for (int x = 0; x < heights_size; x++) {
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top_heights.write[x] = -1;
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bottom_heights.write[x] = 0x7FFFFFFF;
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}
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for (int x = 0; x < bmw; x++) {
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for (int y = 0; y < bmh; y++) {
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bool found_pixel = false;
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for (int lx = x - 1; lx < x + 2 && !found_pixel; lx++) {
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for (int ly = y - 1; ly < y + 2 && !found_pixel; ly++) {
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int px = lx - 1;
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if (px < 0 || px >= w) {
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continue;
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}
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int py = ly - 1;
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if (py < 0 || py >= h) {
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continue;
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}
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if (src_bitmap->get_bit(px, py)) {
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found_pixel = true;
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}
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}
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}
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if (found_pixel) {
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if (transpose) {
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if (x > top_heights[y]) {
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top_heights.write[y] = x;
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}
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if (x < bottom_heights[y]) {
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bottom_heights.write[y] = x;
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}
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} else {
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if (y > top_heights[x]) {
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top_heights.write[x] = y;
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}
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if (y < bottom_heights[x]) {
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bottom_heights.write[x] = y;
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}
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}
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}
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}
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}
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String row;
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for (int j = 0; j < top_heights.size(); j++) {
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row += "(" + itos(top_heights[j]) + "-" + itos(bottom_heights[j]) + "),";
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}
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PlottedBitmap plotted_bitmap;
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plotted_bitmap.offset = aabb.position;
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plotted_bitmap.top_heights = top_heights;
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plotted_bitmap.bottom_heights = bottom_heights;
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plotted_bitmap.chart_index = i;
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plotted_bitmap.transposed = transpose;
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plotted_bitmap.area = bmw * bmh;
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bitmaps.push_back(plotted_bitmap);
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}
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bitmaps.sort();
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int atlas_max_width = nearest_power_of_2_templated(p_atlas_max_size) / divide_by;
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int atlas_w = nearest_power_of_2_templated(max_w);
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int atlas_h;
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while (true) {
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atlas_h = 0;
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//do a tetris
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Vector<int> heights;
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heights.resize(atlas_w);
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for (int i = 0; i < atlas_w; i++) {
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heights.write[i] = 0;
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}
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int *atlas_ptr = heights.ptrw();
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for (int i = 0; i < bitmaps.size(); i++) {
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int best_height = 0x7FFFFFFF;
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int best_height_offset = -1;
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int w = bitmaps[i].top_heights.size();
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const int *top_heights = bitmaps[i].top_heights.ptr();
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const int *bottom_heights = bitmaps[i].bottom_heights.ptr();
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for (int j = 0; j <= atlas_w - w; j++) {
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int height = 0;
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for (int k = 0; k < w; k++) {
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int pixmap_h = bottom_heights[k];
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if (pixmap_h == 0x7FFFFFFF) {
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continue; //no pixel here, anything is fine
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}
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int h = MAX(0, atlas_ptr[j + k] - pixmap_h);
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if (h > height) {
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height = h;
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}
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}
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if (height < best_height) {
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best_height = height;
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best_height_offset = j;
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}
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}
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for (int j = 0; j < w; j++) { //add
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if (top_heights[j] == -1) { //unused
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continue;
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}
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int height = best_height + top_heights[j] + 1;
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atlas_ptr[j + best_height_offset] = height;
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atlas_h = MAX(atlas_h, height);
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}
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// set
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Vector2 offset = bitmaps[i].offset;
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if (bitmaps[i].transposed) {
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SWAP(offset.x, offset.y);
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}
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Vector2 final_pos = Vector2(best_height_offset * divide_by, best_height * divide_by) + Vector2(divide_by, divide_by) - offset;
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charts.write[bitmaps[i].chart_index].final_offset = final_pos;
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charts.write[bitmaps[i].chart_index].transposed = bitmaps[i].transposed;
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}
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if (atlas_h <= atlas_w * 2 || atlas_w >= atlas_max_width) {
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break; //ok this one is enough
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}
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//try again
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atlas_w *= 2;
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}
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r_width = atlas_w * divide_by;
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r_height = atlas_h * divide_by;
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}
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