mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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171 lines
6.2 KiB
C++
171 lines
6.2 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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/*
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This routine performs a tight packing of a list of rectangles, attempting to minimize the area
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of the rectangle that encloses all of them. Algorithm order is N^2, so it is not apropriate
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for lists with many thousands of elements.
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Contrast with idBitBlockAllocator, which is used incrementally with either fixed size or
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size-doubling target areas.
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Typical uses:
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packing glyphs into a font image
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packing model surfaces into a skin atlas
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packing images into swf atlases
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If you want a minimum alignment, ensure that all the sizes are multiples of that alignment,
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or scale the input sizes down by that alignment and scale the outputPositions back up.
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*/
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float RectPackingFraction( const idList<idVec2i> &inputSizes, const idVec2i totalSize ) {
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int totalArea = totalSize.Area();
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if ( totalArea == 0 ) {
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return 0;
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}
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int inputArea = 0;
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for ( int i = 0 ; i < inputSizes.Num() ; i++ ) {
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inputArea += inputSizes[i].Area();
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}
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return (float)inputArea / totalArea;
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}
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class idSortrects : public idSort_Quick< int, idSortrects > {
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public:
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int SizeMetric( idVec2i v ) const {
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// skinny rects will sort earlier than square ones, because
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// they are more likely to grow the entire region
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return v.x * v.x + v.y * v.y;
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}
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int Compare( const int & a, const int & b ) const {
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return SizeMetric( (*inputSizes)[b] ) - SizeMetric( (*inputSizes)[a] );
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}
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const idList<idVec2i> *inputSizes;
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};
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void RectAllocator( const idList<idVec2i> &inputSizes, idList<idVec2i> &outputPositions, idVec2i &totalSize ) {
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outputPositions.SetNum( inputSizes.Num() );
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if ( inputSizes.Num() == 0 ) {
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totalSize.Set( 0, 0 );
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return;
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}
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idList<int> sizeRemap;
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sizeRemap.SetNum( inputSizes.Num() );
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for ( int i = 0; i < inputSizes.Num(); i++ ) {
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sizeRemap[i] = i;
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}
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// Sort the rects from largest to smallest (it makes allocating them in the image better)
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idSortrects sortrectsBySize;
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sortrectsBySize.inputSizes = &inputSizes;
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sizeRemap.SortWithTemplate( sortrectsBySize );
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// the largest rect goes to the top-left corner
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outputPositions[sizeRemap[0]].Set( 0, 0 );
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totalSize = inputSizes[sizeRemap[0]];
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// For each image try to fit it at a corner of one of the already fitted images while
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// minimizing the total area.
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// Somewhat better allocation could be had by checking all the combinations of x and y edges
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// in the allocated rectangles, rather than just the corners of each rectangle, but it
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// still does a pretty good job.
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static const int START_MAX = 1<<14;
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for ( int i = 1; i < inputSizes.Num(); i++ ) {
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idVec2i best( 0, 0 );
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idVec2i bestMax( START_MAX, START_MAX );
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idVec2i size = inputSizes[sizeRemap[i]];
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for ( int j = 0; j < i; j++ ) {
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for ( int k = 1; k < 4; k++ ) {
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idVec2i test;
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for ( int n = 0 ; n < 2 ; n++ ) {
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test[n] = outputPositions[sizeRemap[j]][n] + ( ( k >> n ) & 1 ) * inputSizes[sizeRemap[j]][n];
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}
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idVec2i newMax;
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for ( int n = 0 ; n < 2 ; n++ ) {
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newMax[n] = Max( totalSize[n], test[n] + size[n] );
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}
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// widths must be multiples of 128 pixels / 32 DXT blocks to
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// allow it to be used directly as a GPU texture without re-packing
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// FIXME: make this a parameter
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newMax[0] = (newMax[0]+31) & ~31;
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// don't let an image get larger than 1024 DXT block, or PS3 crashes
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// FIXME: pass maxSize in as a parameter
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if ( newMax[0] > 1024 || newMax[1] > 1024 ) {
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continue;
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}
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// if we have already found a spot that keeps the image smaller, don't bother checking here
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// This calculation biases the rect towards more square shapes instead of
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// allowing it to extend in one dimension for a long time.
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int newSize = newMax.x * newMax.x + newMax.y * newMax.y;
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int bestSize = bestMax.x * bestMax.x + bestMax.y * bestMax.y;
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if ( newSize > bestSize ) {
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continue;
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}
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// if the image isn't required to grow, favor the location closest to the origin
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if ( newSize == bestSize && best.x + best.y < test.x + test.y ) {
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continue;
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}
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// see if this spot overlaps any already allocated rect
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int n = 0;
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for ( ; n < i; n++ ) {
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const idVec2i &check = outputPositions[sizeRemap[n]];
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const idVec2i &checkSize = inputSizes[sizeRemap[n]];
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if ( test.x + size.x > check.x &&
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test.y + size.y > check.y &&
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test.x < check.x + checkSize.x &&
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test.y < check.y + checkSize.y ) {
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break;
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}
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}
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if ( n < i ) {
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// overlapped, can't use
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continue;
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}
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best = test;
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bestMax = newMax;
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}
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}
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if ( bestMax[0] == START_MAX ) { // FIXME: return an error code
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idLib::FatalError( "RectAllocator: couldn't fit everything" );
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}
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outputPositions[sizeRemap[i]] = best;
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totalSize = bestMax;
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}
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}
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