Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================
#include "vrad.h"
#include "imagepacker.h"
bool CImagePacker::Reset( int maxLightmapWidth, int maxLightmapHeight )
{
int i;
Assert( maxLightmapWidth <= MAX_MAX_LIGHTMAP_WIDTH );
m_MaxLightmapWidth = maxLightmapWidth;
m_MaxLightmapHeight = maxLightmapHeight;
m_MaxBlockWidth = maxLightmapWidth + 1;
m_MaxBlockHeight = maxLightmapHeight + 1;
m_AreaUsed = 0;
m_MinimumHeight = -1;
for( i = 0; i < m_MaxLightmapWidth; i++ )
{
m_pLightmapWavefront[i] = -1;
}
return true;
}
inline int CImagePacker::GetMaxYIndex( int firstX, int width )
{
int maxY = -1;
int maxYIndex = 0;
for( int x = firstX; x < firstX + width; ++x )
{
// NOTE: Want the equals here since we'll never be able to fit
// in between the multiple instances of maxY
if( m_pLightmapWavefront[x] >= maxY )
{
maxY = m_pLightmapWavefront[x];
maxYIndex = x;
}
}
return maxYIndex;
}
bool CImagePacker::AddBlock( int width, int height, int *returnX, int *returnY )
{
// If we've already determined that a block this big couldn't fit
// then blow off checking again...
if ( ( width >= m_MaxBlockWidth ) && ( height >= m_MaxBlockHeight ) )
return false;
int bestX = -1;
int maxYIdx;
int outerX = 0;
int outerMinY = m_MaxLightmapHeight;
int lastX = m_MaxLightmapWidth - width;
int lastMaxYVal = -2;
while (outerX <= lastX)
{
// Skip all tiles that have the last Y value, these
// aren't going to change our min Y value
if (m_pLightmapWavefront[outerX] == lastMaxYVal)
{
++outerX;
continue;
}
maxYIdx = GetMaxYIndex( outerX, width );
lastMaxYVal = m_pLightmapWavefront[maxYIdx];
if (outerMinY > lastMaxYVal)
{
outerMinY = lastMaxYVal;
bestX = outerX;
}
outerX = maxYIdx + 1;
}
if( bestX == -1 )
{
// If we failed to add it, remember the block size that failed
// *only if both dimensions are smaller*!!
// Just because a 1x10 block failed, doesn't mean a 10x1 block will fail
if ( ( width <= m_MaxBlockWidth ) && ( height <= m_MaxBlockHeight ) )
{
m_MaxBlockWidth = width;
m_MaxBlockHeight = height;
}
return false;
}
// Set the return positions for the block.
*returnX = bestX;
*returnY = outerMinY + 1;
// Check if it actually fit height-wise.
// hack
// if( *returnY + height > maxLightmapHeight )
if( *returnY + height >= m_MaxLightmapHeight - 1 )
{
if ( ( width <= m_MaxBlockWidth ) && ( height <= m_MaxBlockHeight ) )
{
m_MaxBlockWidth = width;
m_MaxBlockHeight = height;
}
return false;
}
// It fit!
// Keep up with the smallest possible size for the image so far.
if( *returnY + height > m_MinimumHeight )
m_MinimumHeight = *returnY + height;
// Update the wavefront info.
int x;
for( x = bestX; x < bestX + width; x++ )
{
m_pLightmapWavefront[x] = outerMinY + height;
}
// AddBlockToLightmapImage( *returnX, *returnY, width, height );
m_AreaUsed += width * height;
return true;
}