/* 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 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; };