138 lines
5.8 KiB
C++
138 lines
5.8 KiB
C++
/*
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* Copyright 2013 Jeremie Roy. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#ifndef __CUBE_ATLAS_H__
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#define __CUBE_ATLAS_H__
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/// Inspired from texture-atlas from freetype-gl (http://code.google.com/p/freetype-gl/)
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/// by Nicolas Rougier (Nicolas.Rougier@inria.fr)
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/// The actual implementation is based on the article by Jukka Jylänki : "A
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/// Thousand Ways to Pack the Bin - A Practical Approach to Two-Dimensional
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/// Rectangle Bin Packing", February 27, 2010.
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/// More precisely, this is an implementation of the Skyline Bottom-Left
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/// algorithm based on C++ sources provided by Jukka Jylänki at:
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/// http://clb.demon.fi/files/RectangleBinPack/
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#include <bgfx.h>
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struct AtlasRegion
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{
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enum Type
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{
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TYPE_GRAY = 1, // 1 component
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TYPE_BGRA8 = 4 // 4 components
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};
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uint16_t m_x, m_y;
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uint16_t m_width, m_height;
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uint32_t m_mask; //encode the region type, the face index and the component index in case of a gray region
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Type getType()const { return (Type) ((m_mask >> 0) & 0x0000000F); }
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uint32_t getFaceIndex()const { return (m_mask >> 4) & 0x0000000F; }
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uint32_t getComponentIndex()const { return (m_mask >> 8) & 0x0000000F; }
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void setMask(Type _type, uint32_t _faceIndex, uint32_t _componentIndex) { m_mask = (_componentIndex << 8) + (_faceIndex << 4) + (uint32_t)_type; }
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};
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class Atlas
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{
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public:
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/// create an empty dynamic atlas (region can be updated and added)
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/// @param textureSize an atlas creates a texture cube of 6 faces with size equal to (textureSize*textureSize * sizeof(RGBA))
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/// @param maxRegionCount maximum number of region allowed in the atlas
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Atlas(uint16_t _textureSize, uint16_t _maxRegionsCount = 4096);
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/// initialize a static atlas with serialized data (region can be updated but not added)
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/// @param textureSize an atlas creates a texture cube of 6 faces with size equal to (textureSize*textureSize * sizeof(RGBA))
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/// @param textureBuffer buffer of size 6*textureSize*textureSize*sizeof(uint32_t) (will be copied)
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/// @param regionCount number of region in the Atlas
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/// @param regionBuffer buffer containing the region (will be copied)
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/// @param maxRegionCount maximum number of region allowed in the atlas
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Atlas(uint16_t _textureSize, const uint8_t * _textureBuffer, uint16_t _regionCount, const uint8_t* _regionBuffer, uint16_t _maxRegionsCount = 4096);
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~Atlas();
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/// add a region to the atlas, and copy the content of mem to the underlying texture
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uint16_t addRegion(uint16_t _width, uint16_t _height, const uint8_t* _bitmapBuffer, AtlasRegion::Type _type = AtlasRegion::TYPE_BGRA8, uint16_t outline = 0);
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/// update a preallocated region
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void updateRegion(const AtlasRegion& _region, const uint8_t* _bitmapBuffer);
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/// Pack the UV coordinates of the four corners of a region to a vertex buffer using the supplied vertex format.
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/// v0 -- v3
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/// | | encoded in that order: v0,v1,v2,v3
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/// v1 -- v2
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/// @remark the UV are four signed short normalized components.
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/// @remark the x,y,z components encode cube uv coordinates. The w component encode the color channel if any.
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/// @param handle handle to the region we are interested in
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/// @param vertexBuffer address of the first vertex we want to update. Must be valid up to vertexBuffer + offset + 3*stride + 4*sizeof(int16_t), which means the buffer must contains at least 4 vertex includind the first.
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/// @param offset byte offset to the first uv coordinate of the vertex in the buffer
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/// @param stride stride between tho UV coordinates, usually size of a Vertex.
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void packUV( uint16_t _regionHandle, uint8_t* _vertexBuffer, uint32_t _offset, uint32_t _stride );
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void packUV( const AtlasRegion& _region, uint8_t* _vertexBuffer, uint32_t _offset, uint32_t _stride );
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/// Same as packUV but pack a whole face of the atlas cube, mostly used for debugging and visualizing atlas
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void packFaceLayerUV(uint32_t _idx, uint8_t* _vertexBuffer, uint32_t _offset, uint32_t _stride );
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/// Pack the vertex index of the region as 2 quad into an index buffer
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void packIndex(uint16_t* _indexBuffer, uint32_t _startIndex, uint32_t _startVertex )
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{
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_indexBuffer[_startIndex+0] = _startVertex+0;
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_indexBuffer[_startIndex+1] = _startVertex+1;
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_indexBuffer[_startIndex+2] = _startVertex+2;
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_indexBuffer[_startIndex+3] = _startVertex+0;
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_indexBuffer[_startIndex+4] = _startVertex+2;
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_indexBuffer[_startIndex+5] = _startVertex+3;
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}
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/// return the TextureHandle (cube) of the atlas
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bgfx::TextureHandle getTextureHandle() const { return m_textureHandle; }
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//retrieve a region info
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const AtlasRegion& getRegion(uint16_t _handle) const { return m_regions[_handle]; }
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/// retrieve the size of side of a texture in pixels
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uint16_t getTextureSize(){ return m_textureSize; }
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/// retrieve the usage ratio of the atlas
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//float getUsageRatio() const { return 0.0f; }
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/// retrieve the numbers of region in the atlas
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uint16_t getRegionCount() const { return m_regionCount; }
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/// retrieve a pointer to the region buffer (in order to serialize it)
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const AtlasRegion* getRegionBuffer() const { return m_regions; }
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/// retrieve the byte size of the texture
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uint32_t getTextureBufferSize() const { return 6*m_textureSize*m_textureSize*4; }
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/// retrieve the mirrored texture buffer (to serialize it)
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const uint8_t* getTextureBuffer() const { return m_textureBuffer; }
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private:
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void writeUV( uint8_t* _vertexBuffer, int16_t _x, int16_t _y, int16_t _z, int16_t _w)
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{
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((uint16_t*) _vertexBuffer)[0] = _x;
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((uint16_t*) _vertexBuffer)[1] = _y;
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((uint16_t*) _vertexBuffer)[2] = _z;
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((uint16_t*) _vertexBuffer)[3] = _w;
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}
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struct PackedLayer;
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PackedLayer* m_layers;
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uint32_t m_usedLayers;
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uint32_t m_usedFaces;
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bgfx::TextureHandle m_textureHandle;
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uint16_t m_textureSize;
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uint16_t m_regionCount;
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uint16_t m_maxRegionCount;
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AtlasRegion* m_regions;
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uint8_t* m_textureBuffer;
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};
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#endif // __CUBE_ATLAS_H__
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