d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
159 lines
4.6 KiB
C++
159 lines
4.6 KiB
C++
/*************************************************************************/
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/* editor_atlas.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "editor_atlas.h"
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#include "print_string.h"
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struct _EditorAtlasWorkRect {
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Size2i s;
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Point2i p;
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int idx;
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_FORCE_INLINE_ bool operator<(const _EditorAtlasWorkRect& p_r) const { return s.width > p_r.s.width; };
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};
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struct _EditorAtlasWorkRectResult {
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Vector<_EditorAtlasWorkRect> result;
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int max_w;
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int max_h;
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};
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void EditorAtlas::fit(const Vector<Size2i>& p_rects,Vector<Point2i>& r_result, Size2i& r_size) {
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//super simple, almost brute force scanline stacking fitter
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//it's pretty basic for now, but it tries to make sure that the aspect ratio of the
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//resulting atlas is somehow square. This is necesary because video cards have limits
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//on texture size (usually 2048 or 4096), so the more square a texture, the more chances
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//it will work in every hardware.
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// for example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
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// 256x8192 atlas (won't work anywhere).
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ERR_FAIL_COND(p_rects.size()==0);
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Vector<_EditorAtlasWorkRect> wrects;
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wrects.resize(p_rects.size());
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for(int i=0;i<p_rects.size();i++) {
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wrects[i].s=p_rects[i];
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wrects[i].idx=i;
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}
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wrects.sort();
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int widest = wrects[0].s.width;
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Vector<_EditorAtlasWorkRectResult> results;
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for(int i=0;i<=12;i++) {
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int w = 1<<i;
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int max_h=0;
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int max_w=0;
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if ( w < widest )
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continue;
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Vector<int> hmax;
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hmax.resize(w);
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for(int j=0;j<w;j++)
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hmax[j]=0;
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//place them
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int ofs=0;
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for(int j=0;j<wrects.size();j++) {
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if (ofs+wrects[j].s.width > w) {
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ofs=0;
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}
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int from_y=0;
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for(int k=0;k<wrects[j].s.width;k++) {
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if (hmax[ofs+k] > from_y)
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from_y=hmax[ofs+k];
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}
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wrects[j].p.x=ofs;
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wrects[j].p.y=from_y;
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int end_h = from_y+wrects[j].s.height;
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int end_w = ofs+wrects[j].s.width;
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for(int k=0;k<wrects[j].s.width;k++) {
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hmax[ofs+k]=end_h;
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}
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if (end_h > max_h)
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max_h=end_h;
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if (end_w > max_w)
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max_w=end_w;
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ofs+=wrects[j].s.width;
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}
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_EditorAtlasWorkRectResult result;
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result.result=wrects;
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result.max_h=max_h;
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result.max_w=max_w;
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results.push_back(result);
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}
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//find the result with the best aspect ratio
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int best=-1;
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float best_aspect=1e20;
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for(int i=0;i<results.size();i++) {
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float h = results[i].max_h;
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float w = results[i].max_w;
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float aspect = h>w ? h/w : w/h;
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if (aspect < best_aspect) {
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best=i;
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best_aspect=aspect;
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}
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}
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r_result.resize(p_rects.size());
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for(int i=0;i<p_rects.size();i++) {
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r_result[ results[best].result[i].idx ]=results[best].result[i].p;
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}
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r_size=Size2(results[best].max_w,results[best].max_h );
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}
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