Mercurial > games > semicongine
diff semiconginev2/contrib/algorithms/texture_packing.nim @ 1226:c8e3037aca66 compiletime-tests
add: contrib stuff
author | sam <sam@basx.dev> |
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date | Wed, 17 Jul 2024 23:41:51 +0700 |
parents | |
children | 4e465583ea32 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/semiconginev2/contrib/algorithms/texture_packing.nim Wed Jul 17 23:41:51 2024 +0700 @@ -0,0 +1,77 @@ +type + Rect = tuple + i: int + x, y, w, h: uint32 + +func between(a1, a2, b: uint32): bool = + a1 <= b and b <= a2 + +func overlap(a1, a2, b1, b2: uint32): bool = + return between(a1, a2, b1) or + between(a1, a2, b2) or + between(b1, b2, a1) or + between(b1, b2, a2) + +# FYI: also serves as "overlaps" +func advanceIfOverlap(fix, newRect: Rect): (bool, uint32) = + let overlapping = overlap(fix.x, fix.x + fix.w - 1, newRect.x, newRect.x + newRect.w - 1) and + overlap(fix.y, fix.y + fix.h - 1, newRect.y, newRect.y + newRect.h - 1) + if overlapping: (true, fix.x + fix.w) # next free x coordinate to the right + else: (false, newRect.x) # current position is fine + +proc find_insertion_position(alreadyPlaced: seq[Rect], area: tuple[i: int, w, h: uint32], maxDim: uint32): (bool, Rect) = + var newRect = (i: area.i, x: 0'u32, y: 0'u32, w: area.w, h: area.h) + + while newRect.y + newRect.h <= maxDim: + var hasOverlap = false + var advanceX: uint32 + + for placed in alreadyPlaced: + (hasOverlap, advanceX) = placed.advanceIfOverlap(newRect) + if hasOverlap: # rects were overlapping and newRect needs to be shifted to the right + newRect.x = advanceX + break + + if not hasOverlap: # found a collision free position + return (true, newRect) + + if newRect.x + newRect.w >= maxDim: # move to next scanline + newRect.x = 0 + newRect.y += 1 + + return (false, newRect) + + +proc Pack*[T](textures: seq[Texture[T]]): tuple[atlas: Texture[T], coords: seq[tuple[x: uint32, y: uint32]]] = + const MAX_ATLAS_SIZE = 4096'u32 + var areas: seq[tuple[i: int, w, h: uint32]] + + for i in 0 ..< textures.len: + areas.add (i, textures[i].width, textures[i].height) + + let areasBySize = areas.sortedByIt(-(it[1] * it[2]).int64) + var assignedAreas: seq[Rect] + var maxDim = 128'u32 + + for area in areasBySize: + var pos = find_insertion_position(assignedAreas, area, maxDim) + while not pos[0]: # this should actually never loop more than once, but weird things happen ¯\_(ツ)_/¯ + maxDim = maxDim * 2 + assert maxDim <= MAX_ATLAS_SIZE, &"Atlas gets bigger than {MAX_ATLAS_SIZE}, cannot pack textures" + pos = find_insertion_position(assignedAreas, area, maxDim) + + assignedAreas.add pos[1] + + # check there are overlaps + for i in 0 ..< assignedAreas.len - 1: + for j in i + 1 ..< assignedAreas.len: + assert not assignedAreas[i].advanceIfOverlap(assignedAreas[j])[0], &"{assignedAreas[i]} and {assignedAreas[j]} overlap!" + + result.atlas = Texture[T](width: maxDim, height: maxDim, data: newSeq[T](maxDim * maxDim)) + result.coords.setLen(textures.len) + for rect in assignedAreas: + for y in 0 ..< rect.h: + for x in 0 ..< rect.w: + assert result.atlas[rect.x + x, rect.y + y] == 0, "Atlas texture packing encountered an overlap error" + result.atlas[rect.x + x, rect.y + y] = textures[rect.i][x, y] + result.coords[rect.i] = (x: rect.x, y: rect.y)