// stb_rect_pack.h - v0.01 - public domain - rectangle packing // // Useful for e.g. packing rectangular textures into an atlas. // // By Sean Barrett and Ryan Gordon // // This library currently uses the Skyline Bottom-Left algorithm. // // Please note: better rectangle packers are welcome! Please // implement them to the same API, but with a different init // function. Contact me for details of how to set up the // heuristic enums and suchlike (as the code currently isn't // designed to do that correctly internally). // #ifndef STB_INCLUDE_STB_RECT_PACK_H #define STB_INCLUDE_STB_RECT_PACK_H #ifdef STBRP_STATIC #define STBRP_DEF static #else #define STBRP_DEF extern #endif #ifdef __cplusplus extern "C" { #endif typedef struct stbrp_context stbrp_context; typedef struct stbrp_node stbrp_node; typedef struct stbrp_rect stbrp_rect; enum { STBRP_HEURISTIC_Skyline_default=0, STBRP_HEURISTIC_Skyline_BL_sortHeight = STBRP_HEURISTIC_Skyline_default, STBRP_HEURISTIC_Skyline_BF_sortHeight, }; STBRP_DEF void stbrp_init_packer (stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes); STBRP_DEF void stbrp_allow_oom (stbrp_context *context, int allow_out_of_mem); STBRP_DEF void stbrp_set_heuristic(stbrp_context *context, int heuristic); STBRP_DEF void stbrp_pack_rects (stbrp_context *context, stbrp_rect *rects, int num_rects); struct stbrp_rect { // reserved for your use: int id; // input: unsigned short w, h; // output: unsigned short x, y; int was_packed; // non-zero if valid packing }; // 16 bytes, nominally // the details of the following structures don't matter to you, but they must // be visible so you can manage the memory allocations for them struct stbrp_node { unsigned short x,y; stbrp_node *next; }; struct stbrp_context { int width; int height; int align; int init_mode; int heuristic; int num_nodes; stbrp_node *active_head; stbrp_node *free_head; stbrp_node extra[2]; // we allocate two extra nodes so user only needs to create 'width' for correctness, not width+1 }; #ifdef __cplusplus } #endif #endif #ifdef STB_RECT_PACK_IMPLEMENTATION #include enum { STBRP__INIT_skyline = 1, }; STBRP_DEF void stbrp_set_heuristic(stbrp_context *context, int heuristic) { switch (context->init_mode) { case STBRP__INIT_skyline: assert(heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight || heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight); break; default: assert(0); } } STBRP_DEF void stbrp_allow_oom(stbrp_context *context, int allow_out_of_mem) { if (allow_out_of_mem) // if it's ok to run out of memory, then don't bother aligning them; // this gives better packing, but may fail due to OOM (even though // the rectangles easily fit). @TODO a smarter approach would be to only // quantize once we've hit OOM, then we could get rid of this parameter. context->align = 1; else { // if it's not ok to run out of memory, then quantize the widths // so that num_nodes is always enough nodes. // // I.e. num_nodes * align >= width // align >= width / num_nodes // align = ceil(width/num_nodes) context->align = (context->width + context->num_nodes-1) / context->num_nodes; } } STBRP_DEF void stbrp_init_packer(stbrp_context *context, int width, int height, stbrp_node *nodes, int num_nodes) { int i; for (i=0; i < num_nodes-1; ++i) nodes[i].next = &nodes[i+1]; nodes[i].next = NULL; context->init_mode = STBRP__INIT_skyline; context->heuristic = STBRP_HEURISTIC_Skyline_default; context->free_head = &nodes[0]; context->active_head = &context->extra[0]; context->width = width; context->num_nodes = num_nodes; stbrp_allow_oom(context, 0); // node 0 is the full width, node 1 is the sentinel (lets us not store width explicitly) context->extra[0].x = 0; context->extra[0].y = 0; context->extra[0].next = &context->extra[1]; context->extra[1].x = width; context->extra[1].y = 65535; context->extra[2].next = NULL; } // find minimum y position if it starts at x1 static int stbrp__skyline_find_min_y(stbrp_context *c, stbrp_node *first, int x0, int width, int *pwaste) { stbrp_node *node = first; int x1 = x0 + width; int min_y, visited_width, waste_area; assert(first->x <= x0); #if 0 // skip in case we're past the node while (node->next->x <= x0) ++node; #else assert(node->next->x > x0); // we ended up handling this in the caller for efficiency #endif assert(node->x <= x0); min_y = 0; waste_area = 0; visited_width = 0; while (node->x <= x1) { if (node->y > min_y) { // raise min_y higher. // we've accounted for all waste up to min_y, // but we'll now ad more waste for everything we've visted waste_area += visited_width * (node->y - min_y); min_y = node->y; } else { // add waste area int under_width = node->next->x - node->x; if (under_width + visited_width > width) under_width = width - visited_width; waste_area += under_width * (min_y - node->y); } visited_width += node->next->x - node->x; // adds too much the last time, but that's never used node = node->next; } *pwaste = waste_area; return min_y; } typedef struct { int x,y; stbrp_node **prev_link; } stbrp__findresult; #define STBRP__HUGE_Y (1<<30) static stbrp__findresult stbrp__skyline_find_best_pos(stbrp_context *c, int width, int height) { int best_waste = (1<<30), best_x, best_y = STBRP__HUGE_Y; stbrp__findresult fr; stbrp_node **prev, *node, *tail, **best = NULL; // align to multiple of c->align width = (width + c->align - 1); width -= width % c->align; assert(width % c->align == 0); node = c->active_head; prev = &c->active_head; while (node->x + width < c->width) { int y,waste; y = stbrp__skyline_find_min_y(c, node, node->x, width, &waste); if (c->heuristic == STBRP_HEURISTIC_Skyline_BL_sortHeight) { // actually just want to test BL // bottom left if (y < best_y) { best_y = y; best = prev; } } else { // best-fit if (waste < best_waste) { // can only use it if it first vertically if (y + height <= c->height) { best_y = y; best_waste = waste; best = prev; } } } prev = &node->next; node = node->next; } best_x = (best == NULL) ? 0 : (*best)->x; // if doing best-fit (BF), we also have to try aligning right edge to each node position // // e.g, if fitting // // ____________________ // |____________________| // // into // // | | // | ____________| // |____________| // // then right-aligned reduces waste, but bottom-left BL is always chooses left-aligned // // This makes BF take about 2x the time if (c->heuristic == STBRP_HEURISTIC_Skyline_BF_sortHeight) { tail = c->active_head; node = c->active_head; prev = &c->active_head; // find first node that's admissible while (tail->x < width) tail = tail->next; while (tail->x <= c->width) { int xpos = tail->x - width; int y,waste; assert(xpos >= 0); // find the left position that matches this while (node->next->x <= xpos) { prev = &node; node = node->next; } assert(node->next->x > xpos && node->x <= xpos); y = stbrp__skyline_find_min_y(c, node, xpos, width, &waste); if (waste <= best_waste && y + height < c->height) { if (waste < best_waste || y < best_y || (y==best_y && xpos < best_x)) { best_x = xpos; best_y = y; best_waste = waste; best = prev; } } tail = tail->next; } } fr.prev_link = prev; fr.x = best_x; fr.y = best_y; return fr; } static stbrp__findresult stbrp__skyline_pack_rectangle(stbrp_context *context, int width, int height) { // find best position according to heuristic stbrp__findresult res = stbrp__skyline_find_best_pos(context, width, height); stbrp_node *node, *cur; // bail if: // 1. it failed // 2. the best node doesn't fit (we don't always check this) // 3. we're out of memory if (res.prev_link == NULL || res.y + height > context->height || context->free_head == NULL) { res.prev_link = NULL; return res; } // on success, create new node node = context->free_head; node->x = res.x; node->y = res.y + height; context->free_head = node->next; // insert the new node into the right starting point, and // let 'cur' point to the remaining nodes needing to be // stiched back in cur = *res.prev_link; if (cur->x < res.x) { // preserve the existing one, so start testing with the next one stbrp_node *next = cur->next; cur->next = node; cur = next; } else { *res.prev_link = node; } // from here, traverse cur and free nodes, until we get to one // that shouldn't be freed while (cur->next->x <= res.x + width) { stbrp_node *next = cur->next; // move the current node to the free list cur->next = context->free_head; context->free_head = cur->next; cur = next; } // stich the list back in node->next = cur; if (cur->x < res.x + width) cur->x = res.x+width; #ifdef _DEBUG cur = context->active_head; while (cur->x < context->width) { assert(cur->x < cur->next->x); cur = cur->next; } assert(cur->next == NULL); #endif return res; } static int rect_height_compare(const void *a, const void *b) { stbrp_rect *p = (stbrp_rect *) a; stbrp_rect *q = (stbrp_rect *) b; if (p->h > q->h) return -1; if (p->h < q->h) return 1; return (p->w > q->w) ? -1 : (p->w < q->w); } static int rect_original_order(const void *a, const void *b) { stbrp_rect *p = (stbrp_rect *) a; stbrp_rect *q = (stbrp_rect *) b; return (p->was_packed < q->was_packed) ? -1 : (p->was_packed > q->was_packed); } STBRP_DEF void stbrp_pack_rects(stbrp_context *context, stbrp_rect *rects, int num_rects) { int i; // we use the 'was_packed' field internally to allow sorting/unsorting for (i=0; i < num_rects; ++i) rects[i].was_packed = i; // sort according to heuristic qsort(rects, num_rects, sizeof(rects[0]), rect_height_compare); for (i=0; i < num_rects; ++i) { stbrp__findresult fr = stbrp__skyline_pack_rectangle(context, rects[i].w, rects[i].h); if (fr.prev_link) { rects[i].x = (unsigned short) fr.x; rects[i].y = (unsigned short) fr.y; } else { rects[i].x = rects[i].y = 0xffff; } } // unsort qsort(rects, num_rects, sizeof(rects[0]), rect_original_order); // set was_packed flags for (i=0; i < num_rects; ++i) rects[i].was_packed = !(rects[i].x == 0xffff && rects[i].y == 0xffff); } #endif