doom3-bfg/neo/idlib/RectAllocator.cpp

192 lines
6.3 KiB
C++

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