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mirror of https://github.com/moparisthebest/minetest synced 2024-11-05 17:05:05 -05:00

Improve texture atlas generation

This commit is contained in:
Perttu Ahola 2012-04-07 23:22:02 +03:00
parent e8e73d37fb
commit 1b078efd5f

View File

@ -830,7 +830,10 @@ void TextureSource::buildMainAtlas(class IGameDef *gamedef)
JMutexAutoLock lock(m_atlaspointer_cache_mutex);
// Create an image of the right size
core::dimension2d<u32> atlas_dim(1024,1024);
core::dimension2d<u32> max_dim = driver->getMaxTextureSize();
core::dimension2d<u32> atlas_dim(2048,2048);
atlas_dim.Width = MYMIN(atlas_dim.Width, max_dim.Width);
atlas_dim.Height = MYMIN(atlas_dim.Height, max_dim.Height);
video::IImage *atlas_img =
driver->createImage(video::ECF_A8R8G8B8, atlas_dim);
//assert(atlas_img);
@ -871,16 +874,17 @@ void TextureSource::buildMainAtlas(class IGameDef *gamedef)
infostream<<std::endl;
// Padding to disallow texture bleeding
// (16 needed if mipmapping is used; otherwise less will work too)
s32 padding = 16;
s32 column_width = 256;
s32 column_padding = 16;
s32 column_width = 256; // Space for 16 pieces of 16x16 textures
/*
First pass: generate almost everything
*/
core::position2d<s32> pos_in_atlas(0,0);
pos_in_atlas.X = column_padding;
pos_in_atlas.Y = padding;
for(core::map<std::string, bool>::Iterator
@ -901,8 +905,8 @@ void TextureSource::buildMainAtlas(class IGameDef *gamedef)
core::dimension2d<u32> dim = img2->getDimension();
// Don't add to atlas if image is large
core::dimension2d<u32> max_size_in_atlas(32,32);
// Don't add to atlas if image is too large
core::dimension2d<u32> max_size_in_atlas(64,64);
if(dim.Width > max_size_in_atlas.Width
|| dim.Height > max_size_in_atlas.Height)
{
@ -914,14 +918,14 @@ void TextureSource::buildMainAtlas(class IGameDef *gamedef)
// 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){
if(pos_in_atlas.X > (s32)atlas_dim.Width - column_width - column_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;
pos_in_atlas.X += column_width + column_padding*2;
}
/*infostream<<"TextureSource::buildMainAtlas(): Adding \""<<name
@ -967,6 +971,29 @@ void TextureSource::buildMainAtlas(class IGameDef *gamedef)
atlas_img->setPixel(x,dst_y,c);
}
for(u32 side=0; side<2; side++) // left and right
for(s32 x0=0; x0<column_padding; x0++)
for(s32 y0=-padding; y0<(s32)dim.Height+padding; y0++)
{
s32 dst_x;
s32 src_x;
if(side==0)
{
dst_x = x0 + pos_in_atlas.X + dim.Width*xwise_tiling;
src_x = pos_in_atlas.X + dim.Width*xwise_tiling - 1;
}
else
{
dst_x = -x0 + pos_in_atlas.X-1;
src_x = pos_in_atlas.X;
}
s32 y = y0 + pos_in_atlas.Y;
s32 src_y = MYMAX(pos_in_atlas.Y, MYMIN(pos_in_atlas.Y + dim.Height - 1, y));
s32 dst_y = y;
video::SColor c = atlas_img->getPixel(src_x, src_y);
atlas_img->setPixel(dst_x,dst_y,c);
}
img2->drop();
/*