Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if IS_WINDOWS_PC
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include "bitmap/texturepacker.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Constructor
//-----------------------------------------------------------------------------
CTexturePacker::CTexturePacker( int texWidth, int texHeight, int pixelGap )
{
m_PageWidth = texWidth;
m_PageHeight = texHeight;
m_PixelGap = pixelGap;
Clear();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor
//-----------------------------------------------------------------------------
CTexturePacker::~CTexturePacker()
{
// remove all existing data
m_Tree.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose: Resets the tree
//-----------------------------------------------------------------------------
void CTexturePacker::Clear()
{
// remove all existing data
m_Tree.RemoveAll();
// Add root item, everything else is procedurally generated
int rootIndex = m_Tree.InsertChildAfter( m_Tree.InvalidIndex(), m_Tree.InvalidIndex() );
TreeEntry_t &topNode = m_Tree[rootIndex];
topNode.rc.x = 0;
topNode.rc.y = 0;
topNode.rc.width = m_PageWidth;
topNode.rc.height = m_PageHeight;
topNode.bInUse = false;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CTexturePacker::IsLeaf( int nodeIndex )
{
int leftChildIndex = m_Tree.FirstChild( nodeIndex );
if ( leftChildIndex == m_Tree.InvalidIndex() )
{
return true;
}
else if ( m_Tree.NextSibling( leftChildIndex ) == m_Tree.InvalidIndex() )
{
return true;
}
return false;
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CTexturePacker::IsLeftChild( int nodeIndexParent, int nodeIndexChild )
{
int leftChildIndex = m_Tree.FirstChild( nodeIndexParent );
if ( leftChildIndex == nodeIndexChild )
{
return true;
}
else
{
return false;
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CTexturePacker::IsRightChild( int nodeIndexParent, int nodeIndexChild )
{
return !IsLeftChild( nodeIndexParent, nodeIndexChild );
}
#ifdef _PS3
// Remove some annoying GCC warnings by specializing these template functions to remove a redundant (i>=0) clause
template <>
inline bool CUtlNTree<CTexturePacker::TreeEntry_t,short unsigned int>::IsValidIndex( short unsigned int i ) const
{
return (i < m_MaxElementIndex);
}
template <>
inline bool CUtlNTree<CTexturePacker::TreeEntry_t,short unsigned int>::IsInTree( short unsigned int i ) const
{
return (i < m_MaxElementIndex) && (InternalNode(i).m_PrevSibling != i);
}
#endif // _PS3
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
int CTexturePacker::InsertRect( const Rect_t& texRect, int nodeIndex )
{
if ( nodeIndex == -1 )
{
nodeIndex = m_Tree.Root();
Assert( nodeIndex != m_Tree.InvalidIndex() );
}
if ( !IsLeaf( nodeIndex) ) // not a leaf
{
// try inserting under left child
int leftChildIndex = m_Tree.FirstChild( nodeIndex );
int newIndex = InsertRect( texRect, leftChildIndex );
if ( m_Tree.IsValidIndex( newIndex ) )
{
return newIndex;
}
// no room, insert under right child
int rightChildIndex = m_Tree.NextSibling( leftChildIndex );
return InsertRect( texRect, rightChildIndex );
}
else
{
if ( m_Tree[nodeIndex].bInUse ) // there is already a glpyh here
{
return -1;
}
int cacheSlotWidth = m_Tree[nodeIndex].rc.width;
int cacheSlotHeight = m_Tree[nodeIndex].rc.height;
if ( ( texRect.width > cacheSlotWidth ) ||
( texRect.height > cacheSlotHeight ) )
{
// if this node's box is too small, return
return -1;
}
if ( ( texRect.width == cacheSlotWidth) &&
( texRect.height == cacheSlotHeight ) )
{
// if we're just right, accept
m_Tree[nodeIndex].bInUse = true;
return nodeIndex;
}
// otherwise, gotta split this node and create some kids
// decide which way to split
int dw = cacheSlotWidth - texRect.width;
int dh = cacheSlotHeight - texRect.height;
int leftChildIndex;
if ( dw > dh ) // split along x
{
leftChildIndex = m_Tree.InsertChildAfter( nodeIndex, m_Tree.InvalidIndex() );
Assert( IsLeftChild( nodeIndex, leftChildIndex ) );
TreeEntry_t &leftChild = m_Tree[leftChildIndex];
leftChild.rc.x = m_Tree[nodeIndex].rc.x;
leftChild.rc.y = m_Tree[nodeIndex].rc.y;
leftChild.rc.width = texRect.width;
leftChild.rc.height = cacheSlotHeight;
leftChild.bInUse = false;
int rightChildIndex = m_Tree.InsertChildAfter( nodeIndex, leftChildIndex );
Assert( IsRightChild( nodeIndex, rightChildIndex ) );
TreeEntry_t &rightChild = m_Tree[rightChildIndex];
rightChild.rc.x = m_Tree[nodeIndex].rc.x + texRect.width + m_PixelGap;
rightChild.rc.y = m_Tree[nodeIndex].rc.y;
rightChild.rc.width = dw - m_PixelGap;
rightChild.rc.height = cacheSlotHeight;
rightChild.bInUse = false;
Assert( m_Tree.Parent( leftChildIndex ) == m_Tree.Parent( rightChildIndex ) );
Assert( m_Tree.Parent( leftChildIndex ) == nodeIndex );
}
else // split along y
{
leftChildIndex = m_Tree.InsertChildAfter( nodeIndex, m_Tree.InvalidIndex() );
Assert( IsLeftChild( nodeIndex, leftChildIndex ) );
TreeEntry_t &leftChild = m_Tree[leftChildIndex];
leftChild.rc.x = m_Tree[nodeIndex].rc.x;
leftChild.rc.y = m_Tree[nodeIndex].rc.y;
leftChild.rc.width = cacheSlotWidth;
leftChild.rc.height = texRect.height;
leftChild.bInUse = false;
int rightChildIndex = m_Tree.InsertChildAfter( nodeIndex, leftChildIndex );
Assert( IsRightChild( nodeIndex, rightChildIndex ) );
TreeEntry_t &rightChild = m_Tree[rightChildIndex];
rightChild.rc.x = m_Tree[nodeIndex].rc.x;
rightChild.rc.y = m_Tree[nodeIndex].rc.y + texRect.height + m_PixelGap;
rightChild.rc.width = cacheSlotWidth;
rightChild.rc.height = dh - m_PixelGap;
rightChild.bInUse = false;
Assert( m_Tree.Parent( leftChildIndex ) == m_Tree.Parent( rightChildIndex ) );
Assert( m_Tree.Parent( leftChildIndex ) == nodeIndex );
}
// insert into first child we created
return InsertRect( texRect, leftChildIndex );
}
}
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
bool CTexturePacker::RemoveRect( int nodeIndex )
{
if ( !m_Tree.IsInTree( nodeIndex ) )
{
return false;
}
m_Tree[nodeIndex].bInUse = false;
// If its a leaf, see if its peer is empty, if it is the split can go away.
if ( IsLeaf( nodeIndex) ) // a leaf
{
int parentIndex = m_Tree.Parent( nodeIndex );
// Is this node the left child?
if ( nodeIndex == m_Tree.FirstChild( parentIndex ) )
{
// Get the index of the right child
int peerIndex = m_Tree.NextSibling( nodeIndex );
if ( IsLeaf( peerIndex ) && !m_Tree[peerIndex].bInUse )
{
// Both children are leaves and neither is in use, remove the split here.
m_Tree.Remove( nodeIndex );
m_Tree.Remove( peerIndex );
}
}
else // Its the right child
{
// Get the index of the left child
int peerIndex = m_Tree.FirstChild( parentIndex );
Assert( nodeIndex == m_Tree.NextSibling( peerIndex ) );
if ( IsLeaf( peerIndex ) && !m_Tree[peerIndex].bInUse )
{
// Both children are leaves and neither is in use, remove the split here.
m_Tree.Remove( nodeIndex );
m_Tree.Remove( peerIndex );
}
}
}
return true;
}