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