annotate semiconginev2/contrib/algorithms/texture_packing.nim @ 1226:c8e3037aca66 compiletime-tests

add: contrib stuff
author sam <sam@basx.dev>
date Wed, 17 Jul 2024 23:41:51 +0700
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children 4e465583ea32
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1226
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sam <sam@basx.dev>
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1 type
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2 Rect = tuple
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3 i: int
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4 x, y, w, h: uint32
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5
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6 func between(a1, a2, b: uint32): bool =
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7 a1 <= b and b <= a2
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8
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9 func overlap(a1, a2, b1, b2: uint32): bool =
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10 return between(a1, a2, b1) or
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11 between(a1, a2, b2) or
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12 between(b1, b2, a1) or
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sam <sam@basx.dev>
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13 between(b1, b2, a2)
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14
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15 # FYI: also serves as "overlaps"
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16 func advanceIfOverlap(fix, newRect: Rect): (bool, uint32) =
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17 let overlapping = overlap(fix.x, fix.x + fix.w - 1, newRect.x, newRect.x + newRect.w - 1) and
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18 overlap(fix.y, fix.y + fix.h - 1, newRect.y, newRect.y + newRect.h - 1)
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19 if overlapping: (true, fix.x + fix.w) # next free x coordinate to the right
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20 else: (false, newRect.x) # current position is fine
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21
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22 proc find_insertion_position(alreadyPlaced: seq[Rect], area: tuple[i: int, w, h: uint32], maxDim: uint32): (bool, Rect) =
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23 var newRect = (i: area.i, x: 0'u32, y: 0'u32, w: area.w, h: area.h)
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24
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25 while newRect.y + newRect.h <= maxDim:
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26 var hasOverlap = false
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27 var advanceX: uint32
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28
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29 for placed in alreadyPlaced:
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30 (hasOverlap, advanceX) = placed.advanceIfOverlap(newRect)
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31 if hasOverlap: # rects were overlapping and newRect needs to be shifted to the right
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32 newRect.x = advanceX
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33 break
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34
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35 if not hasOverlap: # found a collision free position
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36 return (true, newRect)
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37
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38 if newRect.x + newRect.w >= maxDim: # move to next scanline
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39 newRect.x = 0
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40 newRect.y += 1
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41
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42 return (false, newRect)
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43
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44
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45 proc Pack*[T](textures: seq[Texture[T]]): tuple[atlas: Texture[T], coords: seq[tuple[x: uint32, y: uint32]]] =
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46 const MAX_ATLAS_SIZE = 4096'u32
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47 var areas: seq[tuple[i: int, w, h: uint32]]
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48
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49 for i in 0 ..< textures.len:
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50 areas.add (i, textures[i].width, textures[i].height)
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51
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52 let areasBySize = areas.sortedByIt(-(it[1] * it[2]).int64)
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53 var assignedAreas: seq[Rect]
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54 var maxDim = 128'u32
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55
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56 for area in areasBySize:
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57 var pos = find_insertion_position(assignedAreas, area, maxDim)
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58 while not pos[0]: # this should actually never loop more than once, but weird things happen ¯\_(ツ)_/¯
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59 maxDim = maxDim * 2
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60 assert maxDim <= MAX_ATLAS_SIZE, &"Atlas gets bigger than {MAX_ATLAS_SIZE}, cannot pack textures"
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61 pos = find_insertion_position(assignedAreas, area, maxDim)
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62
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63 assignedAreas.add pos[1]
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64
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65 # check there are overlaps
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66 for i in 0 ..< assignedAreas.len - 1:
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67 for j in i + 1 ..< assignedAreas.len:
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68 assert not assignedAreas[i].advanceIfOverlap(assignedAreas[j])[0], &"{assignedAreas[i]} and {assignedAreas[j]} overlap!"
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69
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70 result.atlas = Texture[T](width: maxDim, height: maxDim, data: newSeq[T](maxDim * maxDim))
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71 result.coords.setLen(textures.len)
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72 for rect in assignedAreas:
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73 for y in 0 ..< rect.h:
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74 for x in 0 ..< rect.w:
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75 assert result.atlas[rect.x + x, rect.y + y] == 0, "Atlas texture packing encountered an overlap error"
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76 result.atlas[rect.x + x, rect.y + y] = textures[rect.i][x, y]
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77 result.coords[rect.i] = (x: rect.x, y: rect.y)