Пример #1
0
        /// <summary>
        /// Create the best atlas layout possible given the elementsToPack to pack, the algorithm and the atlas maximum size.
        /// Note: when all the elementsToPack cannot fit into the texture, it tries to pack as much as possible of them.
        /// </summary>
        /// <returns>False if</returns>
        private AtlasTextureLayout CreateBestAtlasLayout(List <AtlasTextureElement> elementsToPack, TexturePackingMethod algorithm, out List <AtlasTextureElement> remainingElements)
        {
            remainingElements = elementsToPack;

            var textureAtlas = new AtlasTextureLayout();

            var bestElementPackedCount = int.MaxValue;

            // Generate sub size array
            var subSizeArray = CreateSubSizeArray(atlasMaxSize.X, atlasMaxSize.Y, 512, 512);

            foreach (var subArray in subSizeArray)
            {
                var currentRemaingElements = new List <AtlasTextureElement>(elementsToPack);

                // Reset packer state
                maxRectPacker.Initialize(subArray.Width, subArray.Height, AllowRotation);

                // Pack
                maxRectPacker.PackRectangles(currentRemaingElements, algorithm);

                // Find true size from packed regions
                var packedSize = CalculatePackedRectanglesBound(maxRectPacker.PackedElements);

                // Alter the size of atlas so that it is a power of two
                if (!AllowNonPowerOfTwo)
                {
                    packedSize.Width  = MathUtil.NextPowerOfTwo(packedSize.Width);
                    packedSize.Height = MathUtil.NextPowerOfTwo(packedSize.Height);

                    if (packedSize.Width > subArray.Width || packedSize.Height > subArray.Height)
                    {
                        continue;
                    }
                }

                if (currentRemaingElements.Count >= bestElementPackedCount)
                {
                    continue;
                }

                // Found new best pack, cache it
                bestElementPackedCount = currentRemaingElements.Count;

                // Resize texture atlas
                textureAtlas.Width  = packedSize.Width;
                textureAtlas.Height = packedSize.Height;

                textureAtlas.Textures.Clear();

                // Store all packed regions into Atlas
                foreach (var element in maxRectPacker.PackedElements)
                {
                    textureAtlas.Textures.Add(element.Clone());
                }

                remainingElements = currentRemaingElements;
            }

            return(textureAtlas);
        }
        /// <summary>
        /// Creates texture atlas image from a given texture atlas
        /// </summary>
        /// <param name="atlasTextureLayout">Input texture atlas</param>
        /// <param name="srgb">True if the texture atlas should be generated to a SRgb texture</param>
        /// <returns></returns>
        public static Image CreateTextureAtlas(AtlasTextureLayout atlasTextureLayout, bool srgb)
        {
            var atlasTexture = Image.New2D(atlasTextureLayout.Width, atlasTextureLayout.Height, 1, srgb ? PixelFormat.R8G8B8A8_UNorm_SRgb : PixelFormat.R8G8B8A8_UNorm);

            unsafe
            {
                var ptr = (Color*)atlasTexture.DataPointer;

                // Clean the data
                for (var i = 0; i < atlasTexture.PixelBuffer[0].Height * atlasTexture.PixelBuffer[0].Width; ++i)
                    ptr[i] = Color.Zero;
            }

            // Fill in textureData from AtlasTextureLayout
            foreach (var element in atlasTextureLayout.Textures)
            {
                var isSourceRotated = element.SourceRegion.IsRotated;
                var isDestinationRotated = element.DestinationRegion.IsRotated;
                var sourceTexture = element.Texture;
                var sourceTextureWidth = sourceTexture.Description.Width;

                var addressModeU = element.BorderModeU;
                var addressModeV = element.BorderModeV;
                var borderColor = element.BorderColor;

                // calculate the source region guaranteed to be in the source texture.
                var sourceSize = new Int2(sourceTexture.Description.Width, sourceTexture.Description.Height);
                var safeSourceRegion = new Rectangle
                {
                    X = Math.Max(0, element.SourceRegion.X),
                    Y = Math.Max(0, element.SourceRegion.Y),
                    Width = Math.Min(sourceSize.X, element.SourceRegion.Right),
                    Height = Math.Min(sourceSize.Y, element.SourceRegion.Bottom),
                };
                safeSourceRegion.Width -= safeSourceRegion.X;
                safeSourceRegion.Height -= safeSourceRegion.Y;

                // calculate the size of the source region and the starting offsets taking into account the rotation
                var sourceRegionSize = new Int2(safeSourceRegion.Width, safeSourceRegion.Height);
                var destRegionSize = new Int2(element.DestinationRegion.Width, element.DestinationRegion.Height);
                var sourceStartOffsets = new Int2(Math.Min(0, element.SourceRegion.X), Math.Min(0, element.SourceRegion.Y));
                if (isDestinationRotated)
                {
                    var oldSourceStartOffsetX = sourceStartOffsets.X;
                    if (isSourceRotated)
                    {
                        sourceStartOffsets.X = sourceStartOffsets.Y;
                        sourceStartOffsets.Y = sourceRegionSize.X - sourceStartOffsets.X - destRegionSize.Y + 2*element.BorderSize;
                    }
                    else
                    {
                        sourceStartOffsets.X = sourceRegionSize.Y - sourceStartOffsets.Y - destRegionSize.X + 2*element.BorderSize;
                        sourceStartOffsets.Y = oldSourceStartOffsetX;
                    }

                    Utilities.Swap(ref sourceRegionSize.X, ref sourceRegionSize.Y);
                }

                {
                    var format = sourceTexture.Description.Format;
                    GetColorDelegate getPixel = GetColorBlack;
                    if (format == PixelFormat.R8G8B8A8_UNorm_SRgb || format == PixelFormat.R8G8B8A8_UNorm)
                        getPixel = GetColorRGBA;
                    if (format == PixelFormat.A8_UNorm || format == PixelFormat.R8_UNorm)
                        getPixel = GetColorRRR1;
                    if (format == PixelFormat.R8G8_UNorm)
                        getPixel = GetColorRG01;

                    for (var y = 0; y < element.DestinationRegion.Height; ++y)
                    {

                        for (var x = 0; x < element.DestinationRegion.Width; ++x)
                        {
                            // Get index of source image, if it's the border at this point sourceIndexX and sourceIndexY will be -1
                            var sourceCoordinateX = GetSourceTextureCoordinate(x - element.BorderSize + sourceStartOffsets.X, sourceRegionSize.X, addressModeU);
                            var sourceCoordinateY = GetSourceTextureCoordinate(y - element.BorderSize + sourceStartOffsets.Y, sourceRegionSize.Y, addressModeV);

                            // Check if this image uses border mode, and is in the border area
                            var isBorderMode = sourceCoordinateX < 0 || sourceCoordinateY < 0;

                            if (isDestinationRotated)
                            {
                                // Modify index for rotating
                                var tmp = sourceCoordinateY;

                                if (isSourceRotated)
                                {
                                    // Since intemediateTexture.DestinationRegion contains the border, we need to delete the border out
                                    sourceCoordinateY = sourceCoordinateX;
                                    sourceCoordinateX = safeSourceRegion.Width - 1 - tmp;
                                }
                                else
                                {
                                    // Since intemediateTexture.DestinationRegion contains the border, we need to delete the border out
                                    sourceCoordinateY = safeSourceRegion.Height - 1 - sourceCoordinateX;
                                    sourceCoordinateX = tmp;
                                }
                            }

                            // Add offset from the region
                            sourceCoordinateX += safeSourceRegion.X;
                            sourceCoordinateY += safeSourceRegion.Y;
                            var readFromIndex = sourceCoordinateY*sourceTextureWidth + sourceCoordinateX; // read index from source image

                            // Prepare writeToIndex
                            var targetCoordinateX = element.DestinationRegion.X + x;
                            var targetCoordinateY = element.DestinationRegion.Y + y;
                            var writeToIndex = targetCoordinateY*atlasTextureLayout.Width + targetCoordinateX; // write index to atlas buffer

                            SetPixel(atlasTexture.DataPointer, writeToIndex, isBorderMode ? borderColor : getPixel(sourceTexture.DataPointer, readFromIndex));
                        }
                    }
                }
            }

            return atlasTexture;
        }
Пример #3
0
        /// <summary>
        /// Creates texture atlas image from a given texture atlas
        /// </summary>
        /// <param name="atlasTextureLayout">Input texture atlas</param>
        /// <param name="srgb">True if the texture atlas should be generated to a SRgb texture</param>
        /// <returns></returns>
        public static Image CreateTextureAtlas(AtlasTextureLayout atlasTextureLayout, bool srgb)
        {
            var atlasTexture = Image.New2D(atlasTextureLayout.Width, atlasTextureLayout.Height, 1, srgb ? PixelFormat.R8G8B8A8_UNorm_SRgb : PixelFormat.R8G8B8A8_UNorm);

            unsafe
            {
                var ptr = (Color *)atlasTexture.DataPointer;

                // Clean the data
                for (var i = 0; i < atlasTexture.PixelBuffer[0].Height * atlasTexture.PixelBuffer[0].Width; ++i)
                {
                    ptr[i] = Color.Zero;
                }
            }

            // Fill in textureData from AtlasTextureLayout
            foreach (var element in atlasTextureLayout.Textures)
            {
                var isSourceRotated      = element.SourceRegion.IsRotated;
                var isDestinationRotated = element.DestinationRegion.IsRotated;
                var sourceTexture        = element.Texture;
                var sourceTextureWidth   = sourceTexture.Description.Width;

                var addressModeU = element.BorderModeU;
                var addressModeV = element.BorderModeV;
                var borderColor  = element.BorderColor;

                // calculate the source region guaranteed to be in the source texture.
                var sourceSize       = new Int2(sourceTexture.Description.Width, sourceTexture.Description.Height);
                var safeSourceRegion = new Rectangle
                {
                    X      = Math.Max(0, element.SourceRegion.X),
                    Y      = Math.Max(0, element.SourceRegion.Y),
                    Width  = Math.Min(sourceSize.X, element.SourceRegion.Right),
                    Height = Math.Min(sourceSize.Y, element.SourceRegion.Bottom),
                };
                safeSourceRegion.Width  -= safeSourceRegion.X;
                safeSourceRegion.Height -= safeSourceRegion.Y;

                // calculate the size of the source region and the starting offsets taking into account the rotation
                var sourceRegionSize   = new Int2(safeSourceRegion.Width, safeSourceRegion.Height);
                var destRegionSize     = new Int2(element.DestinationRegion.Width, element.DestinationRegion.Height);
                var sourceStartOffsets = new Int2(Math.Min(0, element.SourceRegion.X), Math.Min(0, element.SourceRegion.Y));
                if (isDestinationRotated)
                {
                    var oldSourceStartOffsetX = sourceStartOffsets.X;
                    if (isSourceRotated)
                    {
                        sourceStartOffsets.X = sourceStartOffsets.Y;
                        sourceStartOffsets.Y = sourceRegionSize.X - sourceStartOffsets.X - destRegionSize.Y + 2 * element.BorderSize;
                    }
                    else
                    {
                        sourceStartOffsets.X = sourceRegionSize.Y - sourceStartOffsets.Y - destRegionSize.X + 2 * element.BorderSize;
                        sourceStartOffsets.Y = oldSourceStartOffsetX;
                    }

                    Utilities.Swap(ref sourceRegionSize.X, ref sourceRegionSize.Y);
                }

                {
                    var format = sourceTexture.Description.Format;
                    GetColorDelegate getPixel = GetColorBlack;
                    if (format == PixelFormat.R8G8B8A8_UNorm_SRgb || format == PixelFormat.R8G8B8A8_UNorm)
                    {
                        getPixel = GetColorRGBA;
                    }
                    if (format == PixelFormat.A8_UNorm || format == PixelFormat.R8_UNorm)
                    {
                        getPixel = GetColorRRR1;
                    }
                    if (format == PixelFormat.R8G8_UNorm)
                    {
                        getPixel = GetColorRG01;
                    }

                    for (var y = 0; y < element.DestinationRegion.Height; ++y)
                    {
                        for (var x = 0; x < element.DestinationRegion.Width; ++x)
                        {
                            // Get index of source image, if it's the border at this point sourceIndexX and sourceIndexY will be -1
                            var sourceCoordinateX = GetSourceTextureCoordinate(x - element.BorderSize + sourceStartOffsets.X, sourceRegionSize.X, addressModeU);
                            var sourceCoordinateY = GetSourceTextureCoordinate(y - element.BorderSize + sourceStartOffsets.Y, sourceRegionSize.Y, addressModeV);

                            // Check if this image uses border mode, and is in the border area
                            var isBorderMode = sourceCoordinateX < 0 || sourceCoordinateY < 0;

                            if (isDestinationRotated)
                            {
                                // Modify index for rotating
                                var tmp = sourceCoordinateY;

                                if (isSourceRotated)
                                {
                                    // Since intemediateTexture.DestinationRegion contains the border, we need to delete the border out
                                    sourceCoordinateY = sourceCoordinateX;
                                    sourceCoordinateX = safeSourceRegion.Width - 1 - tmp;
                                }
                                else
                                {
                                    // Since intemediateTexture.DestinationRegion contains the border, we need to delete the border out
                                    sourceCoordinateY = safeSourceRegion.Height - 1 - sourceCoordinateX;
                                    sourceCoordinateX = tmp;
                                }
                            }

                            // Add offset from the region
                            sourceCoordinateX += safeSourceRegion.X;
                            sourceCoordinateY += safeSourceRegion.Y;
                            var readFromIndex = sourceCoordinateY * sourceTextureWidth + sourceCoordinateX; // read index from source image

                            // Prepare writeToIndex
                            var targetCoordinateX = element.DestinationRegion.X + x;
                            var targetCoordinateY = element.DestinationRegion.Y + y;
                            var writeToIndex      = targetCoordinateY * atlasTextureLayout.Width + targetCoordinateX; // write index to atlas buffer

                            SetPixel(atlasTexture.DataPointer, writeToIndex, isBorderMode ? borderColor : getPixel(sourceTexture.DataPointer, readFromIndex));
                        }
                    }
                }
            }

            return(atlasTexture);
        }
Пример #4
0
        /// <summary>
        /// Create the best atlas layout possible given the elementsToPack to pack, the algorithm and the atlas maximum size.
        /// Note: when all the elementsToPack cannot fit into the texture, it tries to pack as much as possible of them.
        /// </summary>
        /// <returns>False if</returns>
        private AtlasTextureLayout CreateBestAtlasLayout(List<AtlasTextureElement> elementsToPack, TexturePackingMethod algorithm, out List<AtlasTextureElement> remainingElements)
        {
            remainingElements = elementsToPack;

            var textureAtlas = new AtlasTextureLayout();

            var bestElementPackedCount = int.MaxValue;

            // Generate sub size array
            var subSizeArray = CreateSubSizeArray(atlasMaxSize.X, atlasMaxSize.Y, 512, 512);

            foreach (var subArray in subSizeArray)
            {
                var currentRemaingElements = new List<AtlasTextureElement>(elementsToPack);

                // Reset packer state
                maxRectPacker.Initialize(subArray.Width, subArray.Height, AllowRotation);

                // Pack
                maxRectPacker.PackRectangles(currentRemaingElements, algorithm);

                // Find true size from packed regions
                var packedSize = CalculatePackedRectanglesBound(maxRectPacker.PackedElements);

                // Alter the size of atlas so that it is a power of two
                if (!AllowNonPowerOfTwo)
                {
                    packedSize.Width = MathUtil.NextPowerOfTwo(packedSize.Width);
                    packedSize.Height = MathUtil.NextPowerOfTwo(packedSize.Height);

                    if (packedSize.Width > subArray.Width || packedSize.Height > subArray.Height)
                        continue;
                }

                if (currentRemaingElements.Count >= bestElementPackedCount)
                    continue;

                // Found new best pack, cache it
                bestElementPackedCount = currentRemaingElements.Count;

                // Resize texture atlas
                textureAtlas.Width = packedSize.Width;
                textureAtlas.Height = packedSize.Height;

                textureAtlas.Textures.Clear();

                // Store all packed regions into Atlas
                foreach (var element in maxRectPacker.PackedElements)
                    textureAtlas.Textures.Add(element.Clone());

                remainingElements = currentRemaingElements;
            }

            return textureAtlas;
        }