Improved image packer

master
Mark 2024-01-04 17:15:32 -08:00
parent 1001b8ba4a
commit 10f9776108
Signed by: Mark
GPG Key ID: C6D63995FE72FD80
3 changed files with 131 additions and 92 deletions

View File

@ -1,5 +1,5 @@
use anyhow::{bail, Result};
use galactica_packer::{SpriteAtlasImage, SpriteAtlasIndex};
use anyhow::{bail, Context, Result};
use galactica_packer::{SpriteAtlas, SpriteAtlasImage};
use image::{imageops, ImageBuffer, Rgba, RgbaImage};
use std::{
fs::File,
@ -11,6 +11,7 @@ use std::{
// TODO: rework texturearray
// TODO: reasonable sprite sizes
// TODO: consistent naming
// TODO: parallelize
// spriteatlas: the big images
// texture: the same, what we load to wgpu
// image: a single file
@ -28,13 +29,16 @@ pub struct AtlasSet {
texture_limit: usize,
/// Keeps track of image files
index: SpriteAtlasIndex,
index: SpriteAtlas,
/// Array of textures, grows as needed
texture_list: Vec<ImageBuffer<Rgba<u8>, Vec<u8>>>,
/// The size of the smallest image that didn't fit in each texture
image_max_sizes: Vec<u32>,
image_max_sizes: Vec<[u32; 2]>,
/// (y-value, image size)
image_y_start: Vec<(u32, [u32; 2])>,
/// A list of used regions in each texture
/// Format: ([xpos, ypos], [width, height])
@ -43,105 +47,137 @@ pub struct AtlasSet {
/// Used to calculate packing efficiency
used_area: f64,
/// The root directory that contains all image files.
/// Files outside this directory will not be packed.
asset_root: PathBuf,
}
impl AtlasSet {
pub fn new(texture_width: u32, texture_height: u32, texture_limit: usize) -> Self {
pub fn new(
texture_width: u32,
texture_height: u32,
texture_limit: usize,
asset_root: &Path,
) -> Self {
Self {
asset_root: asset_root.to_path_buf(),
texture_width,
texture_height,
texture_limit,
texture_list: Vec::new(),
image_max_sizes: Vec::new(),
used_regions: Vec::new(),
index: SpriteAtlasIndex::new(),
index: SpriteAtlas::new(),
used_area: 0f64,
image_y_start: Vec::new(),
}
}
/// Returns true if new and fixed overlap,
/// or if new exits the atlas.
/// Parameters: ([xpos, ypos], [width, height])
pub fn boxes_overlap(&self, fixed: ([u32; 2], [u32; 2]), new: ([u32; 2], [u32; 2])) -> bool {
if new.0[0] + new.1[0] >= self.texture_width || new.0[1] + new.1[1] >= self.texture_height {
return true;
}
return fixed.0[0] <= new.0[0] + new.1[0]
&& fixed.0[0] + fixed.1[0] >= new.0[0]
&& fixed.0[1] <= new.0[1] + new.1[1]
&& fixed.0[1] + fixed.1[1] >= new.0[1];
}
/// Add a sprite to this atlas set
pub fn write_image(&mut self, path: &Path, dim: [u32; 2]) -> Result<usize> {
let mut f = File::open(&path)?;
let mut bytes = Vec::new();
f.read_to_end(&mut bytes)?;
let img = image::load_from_memory(&bytes)?;
let mut pixel_idx = 0;
let mut atlas_idx = 0;
// Find first available region, starting at top-left of atlas 0.
// Includes a few speed optimizations
loop {
let mut x = 0;
let mut y = 0;
let mut final_atlas_idx = None;
// Loop over atlas textures
'outer: for atlas_idx in 0..self.texture_limit {
if atlas_idx >= self.texture_list.len() {
// We can't start another atlas, we're at the limit
if atlas_idx >= self.texture_limit {
// TODO: how does a user resolve this?
bail!("Sprites didn't fit into atlas");
}
// Start a new atlas
self.texture_list
.push(RgbaImage::new(self.texture_width, self.texture_height));
self.used_regions.push(Vec::new());
self.image_max_sizes.push(u32::MAX)
self.image_max_sizes.push([u32::MAX, u32::MAX]);
self.image_y_start.push((0, [u32::MAX, u32::MAX]));
}
let x = pixel_idx % self.texture_width;
let y = pixel_idx / self.texture_height;
let new = ([x, y], dim);
let mut used = false;
for r in &self.used_regions[atlas_idx] {
if self.boxes_overlap(*r, new) {
// Speed boost: skip the whole box
pixel_idx += new.1[0] - 1;
used = true;
break;
// Optimization: save the smallest sprite that didn't fit in each atlas,
// and don't try to add similarly-sized sprites.
if dim[0] >= self.image_max_sizes[atlas_idx][0]
&& dim[1] >= self.image_max_sizes[atlas_idx][1]
{
continue 'outer;
}
x = 0;
y = 0;
if self.image_y_start.len() != 0 {
let (sy, sd) = self.image_y_start[atlas_idx];
if dim[0] >= sd[0] || dim[1] >= sd[1] {
y = sy;
}
} else {
self.image_y_start.push((0, [u32::MAX, u32::MAX]));
}
let mut free = false;
let mut new;
'inner: while y < self.texture_height && !free {
new = ([x, y], dim);
free = true;
for r in &self.used_regions[atlas_idx] {
// If boxes overlap...
if r.0[0] < new.0[0] + new.1[0]
&& r.0[0] + r.1[0] > new.0[0]
&& r.0[1] < new.0[1] + new.1[1]
&& r.0[1] + r.1[1] > new.0[1]
{
// Skip the whole occupied area
x = r.1[0] + r.0[0];
if x + dim[0] >= self.texture_width {
y += 1;
x = 0;
}
free = false;
continue 'inner;
}
}
}
if !used {
if y + dim[1] >= self.texture_height {
// This sprite didn't fit, move on to the next atlas
self.image_max_sizes[atlas_idx] = [dim[0] / 2, dim[1] / 2];
} else if free {
final_atlas_idx = Some(atlas_idx);
break;
}
pixel_idx += 1;
// Speed boost: save the smallest sprite that didn't fit in each atlas,
// and don't even try to add bigger sprite.
if dim[0] * dim[1] >= self.image_max_sizes[atlas_idx] {
atlas_idx += 1;
pixel_idx = 0;
}
// This sprite didn't fit, move on to the next atlas
if pixel_idx >= self.texture_width * self.texture_height {
self.image_max_sizes[atlas_idx] = dim[0] * dim[1];
atlas_idx += 1;
pixel_idx = 0;
}
}
let atlas_idx = match final_atlas_idx {
None => bail!("textures didn't fit!"),
Some(s) => s,
};
// We found a spot for this image, write it.
let x = pixel_idx % self.texture_width;
let y = pixel_idx / self.texture_height;
//let img = RgbaImage::from_pixel(dim[0], dim[1], Rgba([0, 0, 0, 255]));
imageops::overlay(&mut self.texture_list[atlas_idx], &img, x.into(), y.into());
self.used_regions[atlas_idx].push(([x, y], dim));
self.used_area += dim[0] as f64 * dim[1] as f64;
self.index.insert(
path.to_path_buf(),
let (sy, sd) = self.image_y_start[atlas_idx];
if dim[0] <= sd[0] && dim[1] <= sd[1] {
// Reset start y if both dimensions of this texture are smaller than the previous smallest texture
// We check for both, because that ensures that the smaller texture can tile the previous largest one.
self.image_y_start[atlas_idx] = (0, [dim[0] / 2, dim[1] / 2]);
} else {
self.image_y_start[atlas_idx] = (y.max(sy), sd);
}
let p = path.strip_prefix(&self.asset_root).with_context(|| {
format!(
"path `{}` is not relative to asset root `{}`",
path.display(),
self.asset_root.display()
)
})?;
self.index.index.insert(
p.to_path_buf(),
SpriteAtlasImage {
atlas: atlas_idx,
x: x as f32 / self.texture_width as f32,

View File

@ -3,10 +3,7 @@
//! This crate creates texture atlases from an asset tree.
//! The main interface for this crate is ... TODO
use std::{
collections::HashMap,
path::{Path, PathBuf},
};
use std::{collections::HashMap, path::PathBuf};
use serde::{Deserialize, Serialize};
@ -36,26 +33,16 @@ pub struct SpriteAtlasImage {
/// A map between file paths (relative to the root asset dir)
/// and [`AtlasTexture`]s.
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct SpriteAtlasIndex {
pub(crate) index: HashMap<PathBuf, SpriteAtlasImage>,
pub struct SpriteAtlas {
/// The images in this atlas
pub index: HashMap<PathBuf, SpriteAtlasImage>,
}
impl SpriteAtlasIndex {
impl SpriteAtlas {
/// Make an empty [`SpriteAtlasIndex`]
pub fn new() -> Self {
Self {
index: HashMap::new(),
}
}
/// Make an empty [`SpriteAtlasIndex`]
pub fn insert(&mut self, path: PathBuf, atlasimage: SpriteAtlasImage) {
self.index.insert(path, atlasimage);
}
/// Get an [`AtlasImage`] for a file `p`.
/// Paths must be relative to the root of the asset directory.
pub fn get(&self, p: &Path) -> Option<&SpriteAtlasImage> {
self.index.get(p)
}
}

View File

@ -2,13 +2,14 @@ mod atlasset;
use atlasset::AtlasSet;
use anyhow::Result;
use anyhow::{bail, Result};
use image::io::Reader;
use std::path::PathBuf;
use std::path::{Path, PathBuf};
use walkdir::WalkDir;
// TODO: procedural sun coloring
// TODO: transparency buffer
// TODO: gap between sprites?
// TODO: warning when images have extra transparency
// TODO: don't re-encode. Direct to gpu?
// (maybe not, tiling is slow. Make it work with files first.)
// TODO: path for atlas files
@ -24,15 +25,17 @@ use walkdir::WalkDir;
fn main() -> Result<()> {
let mut files = Vec::new();
for e in WalkDir::new("./assets/render")
.into_iter()
.filter_map(|e| e.ok())
{
let asset_root = Path::new("./assets/render");
// Total number of pixels we want to add
let mut total_dim = 0f64;
for e in WalkDir::new(&asset_root).into_iter().filter_map(|e| e.ok()) {
if e.metadata().unwrap().is_file() {
// TODO: better warnings
match e.path().extension() {
Some(t) => {
if t.to_str() != Some("png") {
if t.to_str() != Some("png") && t.to_str() != Some("jpg") {
println!("[WARNING] {e:#?} is not a png file, skipping.");
continue;
}
@ -46,7 +49,8 @@ fn main() -> Result<()> {
let path = e.path().to_path_buf();
let reader = Reader::open(&path)?;
let dim = reader.into_dimensions()?;
files.push((path, [dim.0, dim.1]))
files.push((path, [dim.0, dim.1]));
total_dim += dim.0 as f64 * dim.1 as f64;
}
}
@ -57,10 +61,19 @@ fn main() -> Result<()> {
b.cmp(&a)
});
// Make sure we have enough pixels.
// This check is conservative and imperfect:
// Our tiling algorithm usually has efficiency better than 80% (~90%, as of writing)
// We need room for error, though, since this check doesn't guarante success.
if total_dim / 0.80 >= (8192.0 * 8192.0 * 16.0) {
bail!("Texture atlas is too small")
}
// Create atlas set
let mut atlas_set = AtlasSet::new(8192, 8192, 16);
let mut atlas_set = AtlasSet::new(8192, 8192, 16, &asset_root);
let total = files.len();
let mut i = 0;
let mut peak_efficiency = 0f64;
for (path, dim) in files {
i += 1;
let atlas_idx = atlas_set.write_image(&path, dim)?;
@ -69,6 +82,7 @@ fn main() -> Result<()> {
100.0 * atlas_set.get_efficiency(),
path.display()
);
peak_efficiency = peak_efficiency.max(atlas_set.get_efficiency());
}
println!(
@ -76,9 +90,11 @@ fn main() -> Result<()> {
100.0 * atlas_set.get_efficiency()
);
println!("Peak efficiency: {:.02}%", 100.0 * peak_efficiency);
println!("Saving files...");
atlas_set.save_files(
|x| PathBuf::from(format!("atlas-{x:0.2}.png")),
|x| PathBuf::from(format!("atlas-{x:0.2}.bmp")),
&PathBuf::from("spriteatlas.toml"),
)?;