Use custom naive rectpacker

This commit is contained in:
Jarrod Doyle 2024-08-28 21:39:30 +01:00
parent 0ceb011af9
commit d55231178e
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 131 additions and 6 deletions

View File

@ -3,7 +3,6 @@ using KeepersCompound.LGS;
using KeepersCompound.LGS.Database;
using KeepersCompound.LGS.Database.Chunks;
using KeepersCompound.TMV.UI;
using RectpackSharp;
using System;
using System.Collections.Generic;
using System.IO;
@ -261,7 +260,7 @@ public partial class Mission : Node3D
var lmHdr = worldRep.DataHeader.LightmapFormat == 2;
GD.Print($"HDR Lightmap: {lmHdr}");
var packingRects = new List<PackingRectangle>();
var packingRects = new List<RectPacker.Rect>();
var surfaceDataMap = new Dictionary<int, MeshSurfaceData>();
var rectDataMap = new Dictionary<int, LightmapRectData>();
@ -288,7 +287,12 @@ public partial class Mission : Node3D
rectDataMap.Add(packingRects.Count, lightmapRectData);
var light = cell.LightList[polyIdx];
var rect = new PackingRectangle(0, 0, light.Width, light.Height, packingRects.Count);
var rect = new RectPacker.Rect
{
Width = light.Width,
Height = light.Height,
Id = packingRects.Count,
};
packingRects.Add(rect);
cellIdxOffset += cell.Polys[polyIdx].VertexCount;
@ -355,16 +359,17 @@ public partial class Mission : Node3D
private static Texture2DArray BuildLightmapTexture(
WorldRep.Cell[] cells,
PackingRectangle[] packingRects,
RectPacker.Rect[] packingRects,
Dictionary<int, LightmapRectData> rectDataMap,
Dictionary<int, MeshSurfaceData> surfaceDataMap)
{
var bounds = Timing.TimeStage("RectPack", () =>
{
RectanglePacker.Pack(packingRects, out var bounds, PackingHints.FindBest, 0);
var bounds = RectPacker.Pack(packingRects);
return bounds;
});
GD.Print($"Creating lightmap with bounds: ({bounds.Width}, {bounds.Height})");
bounds = RectPacker.TightBounds(packingRects);
GD.Print($"Packed {packingRects.Length} rects in ({bounds.Width}, {bounds.Height})");
var lightmapFormat = Image.Format.Rgba8;
var lmLayerCount = 33; // TODO: Use LightmapLayers
@ -413,6 +418,7 @@ public partial class Mission : Node3D
return new Vector2(u, v);
});
}
lmImages[0].SavePng("user://lm.png");
var lightmapTexture = new Texture2DArray();
lightmapTexture.CreateFromImages(lmImages);

View File

@ -0,0 +1,119 @@
using System;
namespace KeepersCompound.TMV;
public static class RectPacker
{
public struct Rect
{
public int Id;
public ushort X;
public ushort Y;
public ushort Width;
public ushort Height;
}
enum ExpandDir
{
X,
Y,
}
public static Rect Pack(Rect[] rectangles, ushort minWidth = 512, ushort minHeight = 512)
{
ArgumentNullException.ThrowIfNull(rectangles);
ArgumentOutOfRangeException.ThrowIfZero(minWidth);
ArgumentOutOfRangeException.ThrowIfZero(minHeight);
var bounds = new Rect
{
Width = minWidth,
Height = minHeight
};
if (rectangles.Length == 0)
{
return bounds;
}
Array.Sort(rectangles, (a, b) => a.Height.CompareTo(b.Height));
// Naively try to pack into the row, wrapping when we reach the end
// and expanding the bounds when needed
ushort rowStartX = 0;
ushort rowMaxH = 0;
ushort x = 0;
ushort y = 0;
var expandDir = ExpandDir.Y;
var rectCount = rectangles.Length;
for (var i = 0; i < rectCount; i++)
{
var rect = rectangles[i];
if (rect.Width == 0 || rect.Height == 0)
{
throw new ArgumentOutOfRangeException(nameof(rectangles), rectangles, $"{nameof(rectangles)} contains rect with width or height 0.");
}
// uh oh we've hit the edge, wrap to next row
if (x + rect.Width > bounds.Width)
{
// we just loop to next row
x = rowStartX;
y += rowMaxH;
rowMaxH = 0;
}
// uh oh we've hit the edge, expand
if (y + rect.Height > bounds.Height)
{
if (expandDir == ExpandDir.X)
{
// We can expand to the right
x = bounds.Width;
rowStartX = bounds.Width;
y = 0;
rowMaxH = 0;
bounds.Width *= 2;
expandDir = ExpandDir.Y;
}
else if (expandDir == ExpandDir.Y)
{
rowStartX = 0;
bounds.Height *= 2;
expandDir = ExpandDir.X;
}
}
rect.X = x;
rect.Y = y;
rectangles[i] = rect;
x += rect.Width;
if (rect.Height > rowMaxH)
{
rowMaxH = rect.Height;
}
}
return bounds;
}
public static Rect TightBounds(Rect[] rectangles)
{
var bounds = new Rect();
foreach (var rect in rectangles)
{
var w = rect.X + rect.Width;
if (w > bounds.Width)
{
bounds.Width = (ushort)w;
}
var h = rect.Y + rect.Height;
if (h > bounds.Height)
{
bounds.Height = (ushort)h;
}
}
return bounds;
}
}