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//! Implements a texture atlas (https://en.wikipedia.org/wiki/Texture_atlas). |
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//! |
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//! The implementation is based on "A Thousand Ways to Pack the Bin - A |
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//! Practical Approach to Two-Dimensional Rectangle Bin Packing" by Jukka |
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//! Jylänki. This specific implementation is based heavily on |
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//! Nicolas P. Rougier's freetype-gl project as well as Jukka's C++ |
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//! implementation: https://github.com/juj/RectangleBinPack |
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//! |
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//! Limitations that are easy to fix, but I didn't need them: |
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//! |
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//! * Greyscale support only, no support for RGB or RGBA. |
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//! * Written data must be packed, no support for custom strides. |
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//! * Texture is always a square, no ability to set width != height. Note |
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//! that regions written INTO the atlas do not have to be square, only |
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//! the full atlas texture itself. |
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//! |
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const Atlas = @This(); |
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const std = @import("std"); |
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const assert = std.debug.assert; |
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const Allocator = std.mem.Allocator; |
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const testing = std.testing; |
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/// Data is the raw texture data. |
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data: []u8, |
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/// Width and height of the atlas texture. The current implementation is |
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/// always square so this is both the width and the height. |
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size: u32 = 0, |
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/// The nodes (rectangles) of available space. |
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nodes: std.ArrayListUnmanaged(Node) = .{}, |
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const Node = struct { |
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x: u32, |
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y: u32, |
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width: u32, |
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}; |
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pub const Error = error{ |
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/// Atlas cannot fit the desired region. You must enlarge the atlas. |
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AtlasFull, |
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}; |
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/// A region within the texture atlas. These can be acquired using the |
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/// "reserve" function. A region reservation is required to write data. |
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pub const Region = struct { |
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x: u32, |
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y: u32, |
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width: u32, |
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height: u32, |
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}; |
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pub fn init(alloc: Allocator, size: u32) !Atlas { |
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var result = Atlas{ |
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.data = try alloc.alloc(u8, size * size), |
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.size = size, |
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.nodes = .{}, |
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}; |
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// TODO: figure out optimal prealloc based on real world usage |
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try result.nodes.ensureUnusedCapacity(alloc, 64); |
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// This sets up our initial state |
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result.clear(); |
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return result; |
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} |
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pub fn deinit(self: *Atlas, alloc: Allocator) void { |
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self.nodes.deinit(alloc); |
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alloc.free(self.data); |
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self.* = undefined; |
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} |
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/// Reserve a region within the atlas with the given width and height. |
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/// |
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/// May allocate to add a new rectangle into the internal list of rectangles. |
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/// This will not automatically enlarge the texture if it is full. |
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pub fn reserve(self: *Atlas, alloc: Allocator, width: u32, height: u32) !Region { |
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// x, y are populated within :best_idx below |
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var region: Region = .{ .x = 0, .y = 0, .width = width, .height = height }; |
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// Find the location in our nodes list to insert the new node for this region. |
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var best_idx: usize = best_idx: { |
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var best_height: u32 = std.math.maxInt(u32); |
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var best_width: u32 = best_height; |
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var chosen: ?usize = null; |
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var i: usize = 0; |
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while (i < self.nodes.items.len) : (i += 1) { |
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// Check if our region fits within this node. |
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const y = self.fit(i, width, height) orelse continue; |
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const node = self.nodes.items[i]; |
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if ((y + height) < best_height or |
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((y + height) == best_height and |
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(node.width > 0 and node.width < best_width))) |
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{ |
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chosen = i; |
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best_width = node.width; |
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best_height = y + height; |
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region.x = node.x; |
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region.y = y; |
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} |
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} |
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// If we never found a chosen index, the atlas cannot fit our region. |
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break :best_idx chosen orelse return Error.AtlasFull; |
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}; |
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// Insert our new node for this rectangle at the exact best index |
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try self.nodes.insert(alloc, best_idx, .{ |
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.x = region.x, |
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.y = region.y + height, |
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.width = width, |
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}); |
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// Optimize our rectangles |
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var i: usize = best_idx + 1; |
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while (i < self.nodes.items.len) : (i += 1) { |
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const node = &self.nodes.items[i]; |
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const prev = self.nodes.items[i - 1]; |
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if (node.x < (prev.x + prev.width)) { |
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const shrink = prev.x + prev.width - node.x; |
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node.x += shrink; |
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node.width -|= shrink; |
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if (node.width <= 0) { |
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_ = self.nodes.orderedRemove(i); |
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i -= 1; |
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continue; |
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} |
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} |
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break; |
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} |
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self.merge(); |
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return region; |
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} |
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/// Attempts to fit a rectangle of width x height into the node at idx. |
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/// The return value is the y within the texture where the rectangle can be |
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/// placed. The x is the same as the node. |
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fn fit(self: Atlas, idx: usize, width: u32, height: u32) ?u32 { |
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// If the added width exceeds our texture size, it doesn't fit. |
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const node = self.nodes.items[idx]; |
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if ((node.x + width) > (self.size - 1)) return null; |
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// Go node by node looking for space that can fit our width. |
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var y = node.y; |
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var i = idx; |
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var width_left = width; |
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while (width_left > 0) : (i += 1) { |
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const n = self.nodes.items[i]; |
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if (n.y > y) y = n.y; |
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// If the added height exceeds our texture size, it doesn't fit. |
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if ((y + height) > (self.size - 1)) return null; |
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width_left -|= n.width; |
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} |
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return y; |
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} |
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/// Merge adjacent nodes with the same y value. |
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fn merge(self: *Atlas) void { |
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var i: usize = 0; |
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while (i < self.nodes.items.len - 1) { |
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const node = &self.nodes.items[i]; |
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const next = self.nodes.items[i + 1]; |
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if (node.y == next.y) { |
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node.width += next.width; |
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_ = self.nodes.orderedRemove(i + 1); |
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continue; |
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} |
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i += 1; |
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} |
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} |
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/// Set the data associated with a reserved region. The data is expected |
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/// to fit exactly within the region. |
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pub fn set(self: *Atlas, reg: Region, data: []const u8) void { |
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assert(reg.x < (self.size - 1)); |
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assert((reg.x + reg.width) <= (self.size - 1)); |
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assert(reg.y < (self.size - 1)); |
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assert((reg.y + reg.height) <= (self.size - 1)); |
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var i: u32 = 0; |
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while (i < reg.height) : (i += 1) { |
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const tex_offset = ((reg.y + i) * self.size) + reg.x; |
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const data_offset = i * reg.width; |
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std.mem.copy( |
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u8, |
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self.data[tex_offset..], |
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data[data_offset .. data_offset + reg.width], |
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); |
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} |
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} |
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// Grow the texture to the new size, preserving all previously written data. |
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pub fn grow(self: *Atlas, alloc: Allocator, size_new: u32) Allocator.Error!void { |
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assert(size_new >= self.size); |
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if (size_new == self.size) return; |
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// Preserve our old values so we can copy the old data |
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const data_old = self.data; |
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const size_old = self.size; |
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self.data = try alloc.alloc(u8, size_new * size_new); |
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defer alloc.free(data_old); // Only defer after new data succeeded |
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self.size = size_new; // Only set size after new alloc succeeded |
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std.mem.set(u8, self.data, 0); |
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self.set(.{ |
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.x = 0, // don't bother skipping border so we can avoid strides |
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.y = 1, // skip the first border row |
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.width = size_old, |
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.height = size_old - 2, // skip the last border row |
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}, data_old[size_old..]); |
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// Add our new rectangle for our added righthand space |
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try self.nodes.append(alloc, .{ |
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.x = size_old - 1, |
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.y = 1, |
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.width = size_new - size_old, |
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}); |
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} |
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// Empty the atlas. This doesn't reclaim any previously allocated memory. |
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pub fn clear(self: *Atlas) void { |
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std.mem.set(u8, self.data, 0); |
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self.nodes.clearRetainingCapacity(); |
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// Add our initial rectangle. This is the size of the full texture |
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// and is the initial rectangle we fit our regions in. We keep a 1px border |
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// to avoid artifacting when sampling the texture. |
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self.nodes.appendAssumeCapacity(.{ .x = 1, .y = 1, .width = self.size - 2 }); |
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} |
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test "exact fit" { |
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const alloc = testing.allocator; |
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var atlas = try init(alloc, 34); // +2 for 1px border |
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defer atlas.deinit(alloc); |
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_ = try atlas.reserve(alloc, 32, 32); |
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1)); |
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} |
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test "doesnt fit" { |
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const alloc = testing.allocator; |
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var atlas = try init(alloc, 32); |
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defer atlas.deinit(alloc); |
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// doesn't fit due to border |
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 32, 32)); |
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} |
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test "fit multiple" { |
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const alloc = testing.allocator; |
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var atlas = try init(alloc, 32); |
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defer atlas.deinit(alloc); |
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_ = try atlas.reserve(alloc, 15, 30); |
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_ = try atlas.reserve(alloc, 15, 30); |
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1)); |
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} |
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test "writing data" { |
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const alloc = testing.allocator; |
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var atlas = try init(alloc, 32); |
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defer atlas.deinit(alloc); |
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const reg = try atlas.reserve(alloc, 2, 2); |
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atlas.set(reg, &[_]u8{ 1, 2, 3, 4 }); |
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// 33 because of the 1px border and so on |
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try testing.expectEqual(@as(u8, 1), atlas.data[33]); |
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try testing.expectEqual(@as(u8, 2), atlas.data[34]); |
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try testing.expectEqual(@as(u8, 3), atlas.data[65]); |
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try testing.expectEqual(@as(u8, 4), atlas.data[66]); |
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} |
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test "grow" { |
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const alloc = testing.allocator; |
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var atlas = try init(alloc, 4); // +2 for 1px border |
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defer atlas.deinit(alloc); |
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const reg = try atlas.reserve(alloc, 2, 2); |
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try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1)); |
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// Write some data so we can verify that growing doesn't mess it up |
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atlas.set(reg, &[_]u8{ 1, 2, 3, 4 }); |
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try testing.expectEqual(@as(u8, 1), atlas.data[5]); |
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try testing.expectEqual(@as(u8, 2), atlas.data[6]); |
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try testing.expectEqual(@as(u8, 3), atlas.data[9]); |
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try testing.expectEqual(@as(u8, 4), atlas.data[10]); |
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// Expand by exactly 1 should fit our new 1x1 block. |
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try atlas.grow(alloc, atlas.size + 1); |
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_ = try atlas.reserve(alloc, 1, 1); |
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// Ensure our data is still set. Not the offsets change due to size. |
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try testing.expectEqual(@as(u8, 1), atlas.data[atlas.size + 1]); |
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try testing.expectEqual(@as(u8, 2), atlas.data[atlas.size + 2]); |
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try testing.expectEqual(@as(u8, 3), atlas.data[atlas.size * 2 + 1]); |
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try testing.expectEqual(@as(u8, 4), atlas.data[atlas.size * 2 + 2]); |
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} |