Ejemplo n.º 1
0
void TextureSource::buildMainAtlas(class IGameDef *gamedef) 
{
	assert(gamedef->tsrc() == this);
	INodeDefManager *ndef = gamedef->ndef();

	infostream<<"TextureSource::buildMainAtlas()"<<std::endl;

	//return; // Disable (for testing)
	
	video::IVideoDriver* driver = m_device->getVideoDriver();
	assert(driver);

	JMutexAutoLock lock(m_atlaspointer_cache_mutex);

	// Create an image of the right size
	core::dimension2d<u32> atlas_dim(1024,1024);
	video::IImage *atlas_img =
			driver->createImage(video::ECF_A8R8G8B8, atlas_dim);
	//assert(atlas_img);
	if(atlas_img == NULL)
	{
		errorstream<<"TextureSource::buildMainAtlas(): Failed to create atlas "
				"image; not building texture atlas."<<std::endl;
		return;
	}

	/*
		Grab list of stuff to include in the texture atlas from the
		main content features
	*/

	core::map<std::string, bool> sourcelist;

	for(u16 j=0; j<MAX_CONTENT+1; j++)
	{
		if(j == CONTENT_IGNORE || j == CONTENT_AIR)
			continue;
		const ContentFeatures &f = ndef->get(j);
		for(u32 i=0; i<6; i++)
		{
			std::string name = f.tname_tiles[i];
			sourcelist[name] = true;
		}
	}
	
	infostream<<"Creating texture atlas out of textures: ";
	for(core::map<std::string, bool>::Iterator
			i = sourcelist.getIterator();
			i.atEnd() == false; i++)
	{
		std::string name = i.getNode()->getKey();
		infostream<<"\""<<name<<"\" ";
	}
	infostream<<std::endl;

	// Padding to disallow texture bleeding
	s32 padding = 16;

	s32 column_width = 256;
	s32 column_padding = 16;

	/*
		First pass: generate almost everything
	*/
	core::position2d<s32> pos_in_atlas(0,0);
	
	pos_in_atlas.Y = padding;

	for(core::map<std::string, bool>::Iterator
			i = sourcelist.getIterator();
			i.atEnd() == false; i++)
	{
		std::string name = i.getNode()->getKey();

		// Generate image by name
		video::IImage *img2 = generate_image_from_scratch(name, m_device,
				&m_sourcecache);
		if(img2 == NULL)
		{
			errorstream<<"TextureSource::buildMainAtlas(): "
					<<"Couldn't generate image \""<<name<<"\""<<std::endl;
			continue;
		}

		core::dimension2d<u32> dim = img2->getDimension();

		// Don't add to atlas if image is large
		core::dimension2d<u32> max_size_in_atlas(32,32);
		if(dim.Width > max_size_in_atlas.Width
		|| dim.Height > max_size_in_atlas.Height)
		{
			infostream<<"TextureSource::buildMainAtlas(): Not adding "
					<<"\""<<name<<"\" because image is large"<<std::endl;
			continue;
		}

		// Wrap columns and stop making atlas if atlas is full
		if(pos_in_atlas.Y + dim.Height > atlas_dim.Height)
		{
			if(pos_in_atlas.X > (s32)atlas_dim.Width - 256 - padding){
				errorstream<<"TextureSource::buildMainAtlas(): "
						<<"Atlas is full, not adding more textures."
						<<std::endl;
				break;
			}
			pos_in_atlas.Y = padding;
			pos_in_atlas.X += column_width + column_padding;
		}
		
		/*infostream<<"TextureSource::buildMainAtlas(): Adding \""<<name
				<<"\" to texture atlas"<<std::endl;*/

		// Tile it a few times in the X direction
		u16 xwise_tiling = column_width / dim.Width;
		if(xwise_tiling > 16) // Limit to 16 (more gives no benefit)
			xwise_tiling = 16;
		for(u32 j=0; j<xwise_tiling; j++)
		{
			// Copy the copy to the atlas
			/*img2->copyToWithAlpha(atlas_img,
					pos_in_atlas + v2s32(j*dim.Width,0),
					core::rect<s32>(v2s32(0,0), dim),
					video::SColor(255,255,255,255),
					NULL);*/
			img2->copyTo(atlas_img,
					pos_in_atlas + v2s32(j*dim.Width,0),
					core::rect<s32>(v2s32(0,0), dim),
					NULL);
		}

		// Copy the borders a few times to disallow texture bleeding
		for(u32 side=0; side<2; side++) // top and bottom
		for(s32 y0=0; y0<padding; y0++)
		for(s32 x0=0; x0<(s32)xwise_tiling*(s32)dim.Width; x0++)
		{
			s32 dst_y;
			s32 src_y;
			if(side==0)
			{
				dst_y = y0 + pos_in_atlas.Y + dim.Height;
				src_y = pos_in_atlas.Y + dim.Height - 1;
			}
			else
			{
				dst_y = -y0 + pos_in_atlas.Y-1;
				src_y = pos_in_atlas.Y;
			}
			s32 x = x0 + pos_in_atlas.X;
			video::SColor c = atlas_img->getPixel(x, src_y);
			atlas_img->setPixel(x,dst_y,c);
		}

		img2->drop();

		/*
			Add texture to caches
		*/
		
		bool reuse_old_id = false;
		u32 id = m_atlaspointer_cache.size();
		// Check old id without fetching a texture
		core::map<std::string, u32>::Node *n;
		n = m_name_to_id.find(name);
		// If it exists, we will replace the old definition
		if(n){
			id = n->getValue();
			reuse_old_id = true;
			/*infostream<<"TextureSource::buildMainAtlas(): "
					<<"Replacing old AtlasPointer"<<std::endl;*/
		}

		// Create AtlasPointer
		AtlasPointer ap(id);
		ap.atlas = NULL; // Set on the second pass
		ap.pos = v2f((float)pos_in_atlas.X/(float)atlas_dim.Width,
				(float)pos_in_atlas.Y/(float)atlas_dim.Height);
		ap.size = v2f((float)dim.Width/(float)atlas_dim.Width,
				(float)dim.Width/(float)atlas_dim.Height);
		ap.tiled = xwise_tiling;

		// Create SourceAtlasPointer and add to containers
		SourceAtlasPointer nap(name, ap, atlas_img, pos_in_atlas, dim);
		if(reuse_old_id)
			m_atlaspointer_cache[id] = nap;
		else
			m_atlaspointer_cache.push_back(nap);
		m_name_to_id[name] = id;
			
		// Increment position
		pos_in_atlas.Y += dim.Height + padding * 2;
	}

	/*
		Make texture
	*/
	video::ITexture *t = driver->addTexture("__main_atlas__", atlas_img);
	assert(t);

	/*
		Second pass: set texture pointer in generated AtlasPointers
	*/
	for(core::map<std::string, bool>::Iterator
			i = sourcelist.getIterator();
			i.atEnd() == false; i++)
	{
		std::string name = i.getNode()->getKey();
		if(m_name_to_id.find(name) == NULL)
			continue;
		u32 id = m_name_to_id[name];
		//infostream<<"id of name "<<name<<" is "<<id<<std::endl;
		m_atlaspointer_cache[id].a.atlas = t;
	}

	/*
		Write image to file so that it can be inspected
	*/
	/*std::string atlaspath = porting::path_user
			+ DIR_DELIM + "generated_texture_atlas.png";
	infostream<<"Removing and writing texture atlas for inspection to "
			<<atlaspath<<std::endl;
	fs::RecursiveDelete(atlaspath);
	driver->writeImageToFile(atlas_img, atlaspath.c_str());*/
}
Ejemplo n.º 2
0
void TextureSource::buildMainAtlas() 
{
	infostream<<"TextureSource::buildMainAtlas()"<<std::endl;

	//return; // Disable (for testing)
	
	video::IVideoDriver* driver = m_device->getVideoDriver();
	assert(driver);

	JMutexAutoLock lock(m_atlaspointer_cache_mutex);

	// Create an image of the right size
	core::dimension2d<u32> atlas_dim(1024,1024);
	video::IImage *atlas_img =
			driver->createImage(video::ECF_A8R8G8B8, atlas_dim);
	//assert(atlas_img);
	if(atlas_img == NULL)
	{
		errorstream<<"TextureSource::buildMainAtlas(): Failed to create atlas "
				"image; not building texture atlas."<<std::endl;
		return;
	}

	/*
		A list of stuff to include in the texture atlas.

		It is a single-dimensional texture atlas due to the need to tile
		textures.
		
		It should contain as much of the stuff shown in game as possible,
		to minimize texture changes.

		It fills up quickly, so do not add anything that isn't contained
		in most MapBlocks. E.g. mese isn't suitable but stone is.
	*/

	core::array<std::string> sourcelist;

	sourcelist.push_back("stone.png");
	sourcelist.push_back("mud.png");
	sourcelist.push_back("sand.png");
	sourcelist.push_back("grass.png");
	sourcelist.push_back("grass_footsteps.png");
	sourcelist.push_back("tree.png");
	sourcelist.push_back("tree_top.png");
	sourcelist.push_back("water.png");
	sourcelist.push_back("leaves.png");
	sourcelist.push_back("glass.png");
	sourcelist.push_back("mud.png^grass_side.png");
	sourcelist.push_back("cobble.png");
	sourcelist.push_back("mossycobble.png");
	sourcelist.push_back("gravel.png");
	sourcelist.push_back("jungletree.png");
	
	sourcelist.push_back("stone.png^mineral_coal.png");
	sourcelist.push_back("stone.png^mineral_iron.png");
	
	// Padding to disallow texture bleeding
	s32 padding = 16;

	/*
		First pass: generate almost everything
	*/
	core::position2d<s32> pos_in_atlas(0,0);
	
	pos_in_atlas.Y += padding;

	for(u32 i=0; i<sourcelist.size(); i++)
	{
		std::string name = sourcelist[i];

		/*video::IImage *img = driver->createImageFromFile(
				getTexturePath(name.c_str()).c_str());
		if(img == NULL)
			continue;
		
		core::dimension2d<u32> dim = img->getDimension();
		// Make a copy with the right color format
		video::IImage *img2 =
				driver->createImage(video::ECF_A8R8G8B8, dim);
		img->copyTo(img2);
		img->drop();*/
		
		// Generate image by name
		video::IImage *img2 = generate_image_from_scratch(name, m_device);
		if(img2 == NULL)
		{
			infostream<<"TextureSource::buildMainAtlas(): Couldn't generate texture atlas: Couldn't generate image \""<<name<<"\""<<std::endl;
			continue;
		}

		core::dimension2d<u32> dim = img2->getDimension();

		// Don't add to atlas if image is large
		core::dimension2d<u32> max_size_in_atlas(32,32);
		if(dim.Width > max_size_in_atlas.Width
		|| dim.Height > max_size_in_atlas.Height)
		{
			infostream<<"TextureSource::buildMainAtlas(): Not adding "
					<<"\""<<name<<"\" because image is large"<<std::endl;
			continue;
		}

		// Stop making atlas if atlas is full
		if(pos_in_atlas.Y + dim.Height > atlas_dim.Height)
		{
			infostream<<"TextureSource::buildMainAtlas(): "
					<<"Atlas is full, not adding more textures."
					<<std::endl;
			break;
		}
		
        infostream<<"TextureSource::buildMainAtlas(): Adding \""<<name
                <<"\" to texture atlas"<<std::endl;

		// Tile it a few times in the X direction
		u16 xwise_tiling = 16;
		for(u32 j=0; j<xwise_tiling; j++)
		{
			// Copy the copy to the atlas
			img2->copyToWithAlpha(atlas_img,
					pos_in_atlas + v2s32(j*dim.Width,0),
					core::rect<s32>(v2s32(0,0), dim),
					video::SColor(255,255,255,255),
					NULL);
		}

		// Copy the borders a few times to disallow texture bleeding
		for(u32 side=0; side<2; side++) // top and bottom
		for(s32 y0=0; y0<padding; y0++)
		for(s32 x0=0; x0<(s32)xwise_tiling*(s32)dim.Width; x0++)
		{
			s32 dst_y;
			s32 src_y;
			if(side==0)
			{
				dst_y = y0 + pos_in_atlas.Y + dim.Height;
				src_y = pos_in_atlas.Y + dim.Height - 1;
			}
			else
			{
				dst_y = -y0 + pos_in_atlas.Y-1;
				src_y = pos_in_atlas.Y;
			}
			s32 x = x0 + pos_in_atlas.X * dim.Width;
			video::SColor c = atlas_img->getPixel(x, src_y);
			atlas_img->setPixel(x,dst_y,c);
		}

		img2->drop();

		/*
			Add texture to caches
		*/
		
		// Get next id
		u32 id = m_atlaspointer_cache.size();

		// Create AtlasPointer
		AtlasPointer ap(id);
		ap.atlas = NULL; // Set on the second pass
		ap.pos = v2f((float)pos_in_atlas.X/(float)atlas_dim.Width,
				(float)pos_in_atlas.Y/(float)atlas_dim.Height);
		ap.size = v2f((float)dim.Width/(float)atlas_dim.Width,
				(float)dim.Width/(float)atlas_dim.Height);
		ap.tiled = xwise_tiling;

		// Create SourceAtlasPointer and add to containers
		SourceAtlasPointer nap(name, ap, atlas_img, pos_in_atlas, dim);
		m_atlaspointer_cache.push_back(nap);
		m_name_to_id.insert(name, id);
			
		// Increment position
		pos_in_atlas.Y += dim.Height + padding * 2;
	}

	/*
		Make texture
	*/
	video::ITexture *t = driver->addTexture("__main_atlas__", atlas_img);
	assert(t);

	/*
		Second pass: set texture pointer in generated AtlasPointers
	*/
	for(u32 i=0; i<sourcelist.size(); i++)
	{
		std::string name = sourcelist[i];
		if(m_name_to_id.find(name) == NULL)
			continue;
		u32 id = m_name_to_id[name];
		//infostream<<"id of name "<<name<<" is "<<id<<std::endl;
		m_atlaspointer_cache[id].a.atlas = t;
	}

	/*
		Write image to file so that it can be inspected
	*/
	/*driver->writeImageToFile(atlas_img, 
			getTexturePath("main_atlas.png").c_str());*/
}