ghostty/src/Atlas.zig
2022-09-05 22:53:00 -07:00

467 lines
16 KiB
Zig

//! Implements a texture atlas (https://en.wikipedia.org/wiki/Texture_atlas).
//!
//! The implementation is based on "A Thousand Ways to Pack the Bin - A
//! Practical Approach to Two-Dimensional Rectangle Bin Packing" by Jukka
//! Jylänki. This specific implementation is based heavily on
//! Nicolas P. Rougier's freetype-gl project as well as Jukka's C++
//! implementation: https://github.com/juj/RectangleBinPack
//!
//! Limitations that are easy to fix, but I didn't need them:
//!
//! * Written data must be packed, no support for custom strides.
//! * Texture is always a square, no ability to set width != height. Note
//! that regions written INTO the atlas do not have to be square, only
//! the full atlas texture itself.
//!
const Atlas = @This();
const std = @import("std");
const assert = std.debug.assert;
const Allocator = std.mem.Allocator;
const testing = std.testing;
/// Data is the raw texture data.
data: []u8,
/// Width and height of the atlas texture. The current implementation is
/// always square so this is both the width and the height.
size: u32 = 0,
/// The nodes (rectangles) of available space.
nodes: std.ArrayListUnmanaged(Node) = .{},
/// The format of the texture data being written into the Atlas. This must be
/// uniform for all textures in the Atlas. If you have some textures with
/// different formats, you must use multiple atlases or convert the textures.
format: Format = .greyscale,
/// This will be set to true when the atlas has data set on it. It is up
/// to the user of the atlas to set this to false when they observe the value.
/// This is a useful value to know if you need to send new data to the GPU or
/// not.
modified: bool = false,
/// This will be set to true when the atlas has been resized. It is up
/// to the user of the atlas to set this to false when they observe the value.
/// The resized value is useful for sending textures to the GPU to know if
/// a new texture needs to be allocated or if an existing one can be
/// updated in-place.
resized: bool = false,
pub const Format = enum {
greyscale,
rgb,
rgba,
pub fn depth(self: Format) u8 {
return switch (self) {
.greyscale => 1,
.rgb => 3,
.rgba => 4,
};
}
};
const Node = struct {
x: u32,
y: u32,
width: u32,
};
pub const Error = error{
/// Atlas cannot fit the desired region. You must enlarge the atlas.
AtlasFull,
};
/// A region within the texture atlas. These can be acquired using the
/// "reserve" function. A region reservation is required to write data.
pub const Region = struct {
x: u32,
y: u32,
width: u32,
height: u32,
};
pub fn init(alloc: Allocator, size: u32, format: Format) !Atlas {
var result = Atlas{
.data = try alloc.alloc(u8, size * size * format.depth()),
.size = size,
.nodes = .{},
.format = format,
};
errdefer result.deinit(alloc);
// TODO: figure out optimal prealloc based on real world usage
try result.nodes.ensureUnusedCapacity(alloc, 64);
// This sets up our initial state
result.clear();
result.modified = false;
return result;
}
pub fn deinit(self: *Atlas, alloc: Allocator) void {
self.nodes.deinit(alloc);
alloc.free(self.data);
self.* = undefined;
}
/// Reserve a region within the atlas with the given width and height.
///
/// May allocate to add a new rectangle into the internal list of rectangles.
/// This will not automatically enlarge the texture if it is full.
pub fn reserve(self: *Atlas, alloc: Allocator, width: u32, height: u32) !Region {
// x, y are populated within :best_idx below
var region: Region = .{ .x = 0, .y = 0, .width = width, .height = height };
// If our width/height are 0, then we return the region as-is. This
// may seem like an error case but it simplifies downstream callers who
// might be trying to write empty data.
if (width == 0 and height == 0) return region;
// Find the location in our nodes list to insert the new node for this region.
var best_idx: usize = best_idx: {
var best_height: u32 = std.math.maxInt(u32);
var best_width: u32 = best_height;
var chosen: ?usize = null;
var i: usize = 0;
while (i < self.nodes.items.len) : (i += 1) {
// Check if our region fits within this node.
const y = self.fit(i, width, height) orelse continue;
const node = self.nodes.items[i];
if ((y + height) < best_height or
((y + height) == best_height and
(node.width > 0 and node.width < best_width)))
{
chosen = i;
best_width = node.width;
best_height = y + height;
region.x = node.x;
region.y = y;
}
}
// If we never found a chosen index, the atlas cannot fit our region.
break :best_idx chosen orelse return Error.AtlasFull;
};
// Insert our new node for this rectangle at the exact best index
try self.nodes.insert(alloc, best_idx, .{
.x = region.x,
.y = region.y + height,
.width = width,
});
// Optimize our rectangles
var i: usize = best_idx + 1;
while (i < self.nodes.items.len) : (i += 1) {
const node = &self.nodes.items[i];
const prev = self.nodes.items[i - 1];
if (node.x < (prev.x + prev.width)) {
const shrink = prev.x + prev.width - node.x;
node.x += shrink;
node.width -|= shrink;
if (node.width <= 0) {
_ = self.nodes.orderedRemove(i);
i -= 1;
continue;
}
}
break;
}
self.merge();
return region;
}
/// Attempts to fit a rectangle of width x height into the node at idx.
/// The return value is the y within the texture where the rectangle can be
/// placed. The x is the same as the node.
fn fit(self: Atlas, idx: usize, width: u32, height: u32) ?u32 {
// If the added width exceeds our texture size, it doesn't fit.
const node = self.nodes.items[idx];
if ((node.x + width) > (self.size - 1)) return null;
// Go node by node looking for space that can fit our width.
var y = node.y;
var i = idx;
var width_left = width;
while (width_left > 0) : (i += 1) {
const n = self.nodes.items[i];
if (n.y > y) y = n.y;
// If the added height exceeds our texture size, it doesn't fit.
if ((y + height) > (self.size - 1)) return null;
width_left -|= n.width;
}
return y;
}
/// Merge adjacent nodes with the same y value.
fn merge(self: *Atlas) void {
var i: usize = 0;
while (i < self.nodes.items.len - 1) {
const node = &self.nodes.items[i];
const next = self.nodes.items[i + 1];
if (node.y == next.y) {
node.width += next.width;
_ = self.nodes.orderedRemove(i + 1);
continue;
}
i += 1;
}
}
/// Set the data associated with a reserved region. The data is expected
/// to fit exactly within the region. The data must be formatted with the
/// proper bpp configured on init.
pub fn set(self: *Atlas, reg: Region, data: []const u8) void {
assert(reg.x < (self.size - 1));
assert((reg.x + reg.width) <= (self.size - 1));
assert(reg.y < (self.size - 1));
assert((reg.y + reg.height) <= (self.size - 1));
const depth = self.format.depth();
var i: u32 = 0;
while (i < reg.height) : (i += 1) {
const tex_offset = (((reg.y + i) * self.size) + reg.x) * depth;
const data_offset = i * reg.width * depth;
std.mem.copy(
u8,
self.data[tex_offset..],
data[data_offset .. data_offset + (reg.width * depth)],
);
}
self.modified = true;
}
// Grow the texture to the new size, preserving all previously written data.
pub fn grow(self: *Atlas, alloc: Allocator, size_new: u32) Allocator.Error!void {
assert(size_new >= self.size);
if (size_new == self.size) return;
// Preserve our old values so we can copy the old data
const data_old = self.data;
const size_old = self.size;
// Allocate our new data
self.data = try alloc.alloc(u8, size_new * size_new * self.format.depth());
defer alloc.free(data_old);
errdefer {
alloc.free(self.data);
self.data = data_old;
}
// Add our new rectangle for our added righthand space. We do this
// right away since its the only operation that can fail and we want
// to make error cleanup easier.
try self.nodes.append(alloc, .{
.x = size_old - 1,
.y = 1,
.width = size_new - size_old,
});
// If our allocation and rectangle add succeeded, we can go ahead
// and persist our new size and copy over the old data.
self.size = size_new;
std.mem.set(u8, self.data, 0);
self.set(.{
.x = 0, // don't bother skipping border so we can avoid strides
.y = 1, // skip the first border row
.width = size_old,
.height = size_old - 2, // skip the last border row
}, data_old[size_old * self.format.depth() ..]);
// We are both modified and resized
self.modified = true;
self.resized = true;
}
// Empty the atlas. This doesn't reclaim any previously allocated memory.
pub fn clear(self: *Atlas) void {
self.modified = true;
std.mem.set(u8, self.data, 0);
self.nodes.clearRetainingCapacity();
// Add our initial rectangle. This is the size of the full texture
// and is the initial rectangle we fit our regions in. We keep a 1px border
// to avoid artifacting when sampling the texture.
self.nodes.appendAssumeCapacity(.{ .x = 1, .y = 1, .width = self.size - 2 });
}
test "exact fit" {
const alloc = testing.allocator;
var atlas = try init(alloc, 34, .greyscale); // +2 for 1px border
defer atlas.deinit(alloc);
_ = try atlas.reserve(alloc, 32, 32);
try testing.expect(!atlas.modified);
try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
}
test "doesnt fit" {
const alloc = testing.allocator;
var atlas = try init(alloc, 32, .greyscale);
defer atlas.deinit(alloc);
// doesn't fit due to border
try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 32, 32));
}
test "fit multiple" {
const alloc = testing.allocator;
var atlas = try init(alloc, 32, .greyscale);
defer atlas.deinit(alloc);
_ = try atlas.reserve(alloc, 15, 30);
_ = try atlas.reserve(alloc, 15, 30);
try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
}
test "writing data" {
const alloc = testing.allocator;
var atlas = try init(alloc, 32, .greyscale);
defer atlas.deinit(alloc);
const reg = try atlas.reserve(alloc, 2, 2);
try testing.expect(!atlas.modified);
atlas.set(reg, &[_]u8{ 1, 2, 3, 4 });
try testing.expect(atlas.modified);
// 33 because of the 1px border and so on
try testing.expectEqual(@as(u8, 1), atlas.data[33]);
try testing.expectEqual(@as(u8, 2), atlas.data[34]);
try testing.expectEqual(@as(u8, 3), atlas.data[65]);
try testing.expectEqual(@as(u8, 4), atlas.data[66]);
}
test "grow" {
const alloc = testing.allocator;
var atlas = try init(alloc, 4, .greyscale); // +2 for 1px border
defer atlas.deinit(alloc);
const reg = try atlas.reserve(alloc, 2, 2);
try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
// Write some data so we can verify that growing doesn't mess it up
atlas.set(reg, &[_]u8{ 1, 2, 3, 4 });
try testing.expectEqual(@as(u8, 1), atlas.data[5]);
try testing.expectEqual(@as(u8, 2), atlas.data[6]);
try testing.expectEqual(@as(u8, 3), atlas.data[9]);
try testing.expectEqual(@as(u8, 4), atlas.data[10]);
// Reset our state
atlas.modified = false;
atlas.resized = false;
// Expand by exactly 1 should fit our new 1x1 block.
try atlas.grow(alloc, atlas.size + 1);
try testing.expect(atlas.modified);
try testing.expect(atlas.resized);
_ = try atlas.reserve(alloc, 1, 1);
// Ensure our data is still set. Not the offsets change due to size.
try testing.expectEqual(@as(u8, 1), atlas.data[atlas.size + 1]);
try testing.expectEqual(@as(u8, 2), atlas.data[atlas.size + 2]);
try testing.expectEqual(@as(u8, 3), atlas.data[atlas.size * 2 + 1]);
try testing.expectEqual(@as(u8, 4), atlas.data[atlas.size * 2 + 2]);
}
test "writing RGB data" {
const alloc = testing.allocator;
var atlas = try init(alloc, 32, .rgb);
defer atlas.deinit(alloc);
// This is RGB so its 3 bpp
const reg = try atlas.reserve(alloc, 1, 2);
atlas.set(reg, &[_]u8{
1, 2, 3,
4, 5, 6,
});
// 33 because of the 1px border and so on
const depth = @intCast(usize, atlas.format.depth());
try testing.expectEqual(@as(u8, 1), atlas.data[33 * depth]);
try testing.expectEqual(@as(u8, 2), atlas.data[33 * depth + 1]);
try testing.expectEqual(@as(u8, 3), atlas.data[33 * depth + 2]);
try testing.expectEqual(@as(u8, 4), atlas.data[65 * depth]);
try testing.expectEqual(@as(u8, 5), atlas.data[65 * depth + 1]);
try testing.expectEqual(@as(u8, 6), atlas.data[65 * depth + 2]);
}
test "grow RGB" {
const alloc = testing.allocator;
// Atlas is 4x4 so its a 1px border meaning we only have 2x2 available
var atlas = try init(alloc, 4, .rgb);
defer atlas.deinit(alloc);
// Get our 2x2, which should be ALL our usable space
const reg = try atlas.reserve(alloc, 2, 2);
try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
// This is RGB so its 3 bpp
atlas.set(reg, &[_]u8{
10, 11, 12, // (0, 0) (x, y) from top-left
13, 14, 15, // (1, 0)
20, 21, 22, // (0, 1)
23, 24, 25, // (1, 1)
});
// Our top left skips the first row (size * depth) and the first
// column (depth) for the 1px border.
const depth = @intCast(usize, atlas.format.depth());
var tl = (atlas.size * depth) + depth;
try testing.expectEqual(@as(u8, 10), atlas.data[tl]);
try testing.expectEqual(@as(u8, 11), atlas.data[tl + 1]);
try testing.expectEqual(@as(u8, 12), atlas.data[tl + 2]);
try testing.expectEqual(@as(u8, 13), atlas.data[tl + 3]);
try testing.expectEqual(@as(u8, 14), atlas.data[tl + 4]);
try testing.expectEqual(@as(u8, 15), atlas.data[tl + 5]);
try testing.expectEqual(@as(u8, 0), atlas.data[tl + 6]); // border
tl += (atlas.size * depth); // next row
try testing.expectEqual(@as(u8, 20), atlas.data[tl]);
try testing.expectEqual(@as(u8, 21), atlas.data[tl + 1]);
try testing.expectEqual(@as(u8, 22), atlas.data[tl + 2]);
try testing.expectEqual(@as(u8, 23), atlas.data[tl + 3]);
try testing.expectEqual(@as(u8, 24), atlas.data[tl + 4]);
try testing.expectEqual(@as(u8, 25), atlas.data[tl + 5]);
try testing.expectEqual(@as(u8, 0), atlas.data[tl + 6]); // border
// Expand by exactly 1 should fit our new 1x1 block.
try atlas.grow(alloc, atlas.size + 1);
// Data should be in same place accounting for the new size
tl = (atlas.size * depth) + depth;
try testing.expectEqual(@as(u8, 10), atlas.data[tl]);
try testing.expectEqual(@as(u8, 11), atlas.data[tl + 1]);
try testing.expectEqual(@as(u8, 12), atlas.data[tl + 2]);
try testing.expectEqual(@as(u8, 13), atlas.data[tl + 3]);
try testing.expectEqual(@as(u8, 14), atlas.data[tl + 4]);
try testing.expectEqual(@as(u8, 15), atlas.data[tl + 5]);
try testing.expectEqual(@as(u8, 0), atlas.data[tl + 6]); // border
tl += (atlas.size * depth); // next row
try testing.expectEqual(@as(u8, 20), atlas.data[tl]);
try testing.expectEqual(@as(u8, 21), atlas.data[tl + 1]);
try testing.expectEqual(@as(u8, 22), atlas.data[tl + 2]);
try testing.expectEqual(@as(u8, 23), atlas.data[tl + 3]);
try testing.expectEqual(@as(u8, 24), atlas.data[tl + 4]);
try testing.expectEqual(@as(u8, 25), atlas.data[tl + 5]);
try testing.expectEqual(@as(u8, 0), atlas.data[tl + 6]); // border
// Should fit the new blocks around the edges
_ = try atlas.reserve(alloc, 1, 3);
_ = try atlas.reserve(alloc, 2, 1);
try testing.expectError(Error.AtlasFull, atlas.reserve(alloc, 1, 1));
}