Files
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

259 lines
6.4 KiB
C++

#include "stdafx.h"
#include "StitchSlot.h"
#include "Texture.h"
#include "TextureHolder.h"
#include "TextureManager.h"
#include "StitchedTexture.h"
#include "Stitcher.h"
void Stitcher::_init(const wstring &name, int maxWidth, int maxHeight, bool forcePowerOfTwo, int forcedScale)
{
this->name = name;
this->maxWidth = maxWidth;
this->maxHeight = maxHeight;
this->forcePowerOfTwo = forcePowerOfTwo;
this->forcedScale = forcedScale;
// 4J init
storageX = 0;
storageY = 0;
stitchedTexture = NULL;
}
Stitcher::Stitcher(const wstring &name, int maxWidth, int maxHeight, bool forcePowerOfTwo)
{
_init(name, maxWidth, maxHeight, forcePowerOfTwo, 0);
}
Stitcher::Stitcher(const wstring &name, int maxWidth, int maxHeight, bool forcePowerOfTwo, int forcedScale)
{
_init(name, maxWidth, maxHeight, forcePowerOfTwo, forcedScale);
}
int Stitcher::getWidth()
{
return storageX;
}
int Stitcher::getHeight()
{
return storageY;
}
void Stitcher::addTexture(TextureHolder *textureHolder)
{
if (forcedScale > 0)
{
textureHolder->setForcedScale(forcedScale);
}
texturesToBeStitched.insert(textureHolder);
}
Texture *Stitcher::constructTexture(bool mipmap)
{
if (forcePowerOfTwo)
{
storageX = smallestEncompassingPowerOfTwo(storageX);
storageY = smallestEncompassingPowerOfTwo(storageY);
}
stitchedTexture = TextureManager::getInstance()->createTexture(name, Texture::TM_DYNAMIC, storageX, storageY, Texture::TFMT_RGBA, mipmap);
stitchedTexture->fill(stitchedTexture->getRect(), 0xffff0000);
vector<StitchSlot *> *slots = gatherAreas();
for (int index = 0; index < slots->size(); index++)
{
StitchSlot *slot = slots->at(index);
TextureHolder *textureHolder = slot->getHolder();
stitchedTexture->blit(slot->getX(), slot->getY(), textureHolder->getTexture(), textureHolder->isRotated());
}
delete slots;
TextureManager::getInstance()->registerName(name, stitchedTexture);
return stitchedTexture;
}
void Stitcher::stitch()
{
//TextureHolder[] textureHolders = texturesToBeStitched.toArray(new TextureHolder[texturesToBeStitched.size()]);
//Arrays.sort(textureHolders);
stitchedTexture = NULL;
//for (int i = 0; i < textureHolders.length; i++)
for( TextureHolder *textureHolder : texturesToBeStitched )
{
if (!addToStorage(textureHolder))
{
app.DebugPrintf("Stitcher exception!\n");
#ifndef _CONTENT_PACKAGE
__debugbreak();
#endif
//throw new StitcherException(textureHolder);
}
}
}
vector<StitchSlot *> *Stitcher::gatherAreas()
{
vector<StitchSlot *> *result = new vector<StitchSlot *>();
//for (StitchSlot slot : storage)
for( StitchSlot *slot : storage )
{
if ( slot )
slot->collectAssignments(result);
}
return result;
}
// Based on: http://graphics.stanford.edu/~seander/bithacks.html#RoundUpPowerOf2
int Stitcher::smallestEncompassingPowerOfTwo(int input)
{
int result = input - 1;
result |= result >> 1;
result |= result >> 2;
result |= result >> 4;
result |= result >> 8;
result |= result >> 16;
return result + 1;
}
bool Stitcher::addToStorage(TextureHolder *textureHolder)
{
for (int i = 0; i < storage.size(); i++)
{
if (storage.at(i)->add(textureHolder))
{
return true;
}
// Try rotated
textureHolder->rotate();
if (storage.at(i)->add(textureHolder))
{
return true;
}
// Undo rotation
textureHolder->rotate();
}
return expand(textureHolder);
}
/**
* Expand the current storage to take in account the new texture.
* This should only be called if it didn't fit anywhere.
*
* @param textureHolder
* @return Boolean indicating if it could accommodate for the growth
*/
bool Stitcher::expand(TextureHolder *textureHolder)
{
int minDistance = min(textureHolder->getHeight(), textureHolder->getWidth());
bool firstAddition = storageX == 0 && storageY == 0;
// It couldn't fit, decide which direction to grow to
bool growOnX;
if (forcePowerOfTwo)
{
int xCurrentSize = smallestEncompassingPowerOfTwo(storageX);
int yCurrentSize = smallestEncompassingPowerOfTwo(storageY);
int xNewSize = smallestEncompassingPowerOfTwo(storageX + minDistance);
int yNewSize = smallestEncompassingPowerOfTwo(storageY + minDistance);
bool xCanGrow = xNewSize <= maxWidth;
bool yCanGrow = yNewSize <= maxHeight;
if (!xCanGrow && !yCanGrow)
{
return false;
}
// Even if the smallest side fits the larger might not >.>
int maxDistance = max(textureHolder->getHeight(), textureHolder->getWidth());
// TODO: This seems wrong ...
if (firstAddition && !xCanGrow && !(smallestEncompassingPowerOfTwo(storageY + maxDistance) <= maxHeight))
{
return false;
}
bool xWillGrow = xCurrentSize != xNewSize;
bool yWillGrow = yCurrentSize != yNewSize;
if (xWillGrow ^ yWillGrow)
{
// Either grows
//only pick X if it can grow AND it wanted to grow
// if !xCanGrow then yCanGrow
growOnX = xWillGrow && xCanGrow;
}
else
{
// Both or Neither grow -- smallest side wins
growOnX = xCanGrow && xCurrentSize <= yCurrentSize;
}
}
else
{
// We need to figure out to either expand
bool xCanGrow = (storageX + minDistance) <= maxWidth;
bool yCanGrow = (storageY + minDistance) <= maxHeight;
if (!xCanGrow && !yCanGrow)
{
return false;
}
// Prefer growing on X when its: first addition *or* its the smaller of the two sides
growOnX = (firstAddition || storageX <= storageY) && xCanGrow;
}
StitchSlot *slot;
if (growOnX)
{
if (textureHolder->getWidth() > textureHolder->getHeight())
{
textureHolder->rotate();
}
// Grow the 'Y' when it has no size yet
if (storageY == 0)
{
storageY = textureHolder->getHeight();
}
int newSlotWidth = textureHolder->getWidth();
// 4J Stu - If we are expanding the texture, then allocate the full powerOfTwo size that we are going to eventually create
if (forcePowerOfTwo)
{
newSlotWidth = smallestEncompassingPowerOfTwo(storageX + newSlotWidth) - storageX;
}
slot = new StitchSlot(storageX, 0, newSlotWidth, storageY);
//storageX += textureHolder->getWidth();
storageX += newSlotWidth;
}
else
{
int newSlotHeight = textureHolder->getHeight();
// 4J Stu - If we are expanding the texture, then allocate the full powerOfTwo size that we are going to eventually create
if (forcePowerOfTwo)
{
newSlotHeight = smallestEncompassingPowerOfTwo(storageY + newSlotHeight) - storageY;
}
// grow on Y
slot = new StitchSlot(0, storageY, storageX, newSlotHeight);
//storageY += textureHolder->getHeight();
storageY += newSlotHeight;
}
slot->add(textureHolder);
storage.push_back(slot);
return true;
}