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bitmask-based optimizations
This commit is contained in:
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@ -33,6 +33,65 @@ class TexMemWatcher(DirectObject):
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self.cleanedUp = False
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self.top = 1.0
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# The textures managed by the TexMemWatcher are packed
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# arbitrarily into the canvas, which is the viewable region
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# that represents texture memory allocation. The packing
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# arrangement has no relation to actual layout within texture
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# memory (which we have no way to determine).
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# The visual size of each texture is chosen in proportion to
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# the total number of bytes of texture memory the texture
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# consumes. This includes mipmaps, and accounts for texture
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# compression. Visually, a texture with mipmaps will be
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# represented by a rectangle 33% larger than an
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# equivalent-sized texture without mipmaps. Of course, this
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# once again has little bearing to the way the textures are
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# actually arranged in memory; but it serves to give a visual
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# indication of how much texture memory each texture consumes.
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# There is an arbitrary limit, self.limit, which may have been
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# passed to the constructor, or which may be arbitrarily
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# determined. This represents the intended limit to texture
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# memory utilization. We (generously) assume that the
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# graphics card will implement a perfect texture packing
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# algorithm, so that as long as our total utilization <=
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# self.limit, it must fit within texture memory. We represent
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# this visually by aggressively packing textures within the
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# self.limit block so that they are guaranteed to fit, as long
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# as we do not exceed the total utilization. This may
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# sometimes mean distorting a texture block or even breaking
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# it into multiple pieces to get it to fit, clearly
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# fictionalizing whatever the graphics driver is actually
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# doing.
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# Internally, textures are packed into an integer grid of
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# Q-units. Q-units are in proportion to texture bytes.
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# Specifically, each Q-unit corresponds to a block of
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# self.quantize * self.quantize texture bytes in the Texture
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# Memory window. The Q-units are the smallest packable unit;
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# increasing self.quantize therefore reduces the visual
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# packing resolution correspondingly.
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# This number defines the size of a Q-unit square, in texture
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# bytes. It is automatically adjusted in repack().
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self.quantize = 1
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# This is the maximum number of bitmask rows (within
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# self.limit) to allocate for packing. This controls the
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# value assigned to self.quantize in repack().
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self.maxHeight = base.config.GetInt('tex-mem-max-height', 300)
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# The total number of texture bytes tracked, including overflow.
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self.totalSize = 0
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# The total number of texture bytes placed, not including
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# overflow (that is, within self.limit).
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self.placedSize = 0
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# The total number of Q-units placed, not including overflow.
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self.placedQSize = 0
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# If no GSG is specified, use the main GSG.
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if gsg is None:
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@ -87,6 +146,11 @@ class TexMemWatcher(DirectObject):
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self.win.setWindowEvent(eventName)
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self.accept(eventName, self.windowEvent)
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# Listen for this event so we can update appropriately, if
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# anyone changes the window's graphics memory limit,
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self.accept('graphics_memory_limit_changed',
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self.graphicsMemoryLimitChanged)
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# We'll need a mouse object to get mouse events.
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self.mouse = base.dataRoot.attachNewNode(MouseAndKeyboard(self.win, 0, '%s-mouse' % (self.name)))
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bt = ButtonThrower('%s-thrower' % (self.name))
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@ -106,8 +170,11 @@ class TexMemWatcher(DirectObject):
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self.isolate = None
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self.isolated = None
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self.needsRepack = False
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self.task = taskMgr.doMethodLater(0.5, self.updateTextures, 'TexMemWatcher')
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# How frequently should the texture memory window check for
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# state changes?
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updateInterval = base.config.GetDouble("tex-mem-update-interval", 0.5)
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self.task = taskMgr.doMethodLater(updateInterval, self.updateTextures, 'TexMemWatcher')
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self.setLimit(limit)
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@ -224,45 +291,58 @@ class TexMemWatcher(DirectObject):
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self.canvasBackground.setTexture(self.checkTex)
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def setLimit(self, limit):
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def setLimit(self, limit = None):
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""" Indicates the texture memory limit. If limit is None or
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unspecified, the limit is taken from the GSG, if any; or there
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is no limit. """
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self.__doSetLimit(limit)
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self.reconfigureWindow()
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def __doSetLimit(self, limit):
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""" Internal implementation of setLimit(). """
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self.limit = limit
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self.lruLimit = False
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self.dynamicLimit = False
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if limit is None:
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if not limit:
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# If no limit was specified, use the specified graphics
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# memory limit, if any.
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lruLimit = self.gsg.getPreparedObjects().getGraphicsMemoryLimit()
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if lruLimit < 2**32 - 1:
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# Got a real lruLimit. Use it.
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self.limit = lruLimit
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lruSize = self.gsg.getPreparedObjects().getGraphicsMemoryLimit()
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if lruSize and lruSize < 2**32 - 1:
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# Got a real lruSize. Use it.
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self.limit = lruSize
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self.lruLimit = True
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else:
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# No LRU limit either, so there won't be a practical
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# limit to the TexMemWatcher. We'll determine our
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# limit on-the-fly instead.
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self.dynamicLimit = True
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if not self.dynamicLimit:
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# Set our GSG to limit itself to no more textures than we
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# expect to display onscreen, so we don't go crazy with
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# texture memory.
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self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(self.limit)
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if self.dynamicLimit:
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# Choose a suitable limit by rounding to the next power of two.
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self.limit = Texture.upToPower2(self.totalSize)
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# Set our GSG to limit itself to no more textures than we
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# expect to display onscreen, so we don't go crazy with
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# texture memory.
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self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(self.limit)
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# The actual height of the canvas, including the overflow
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# area. The texture memory itself is restricted to (0..1)
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# vertically; anything higher than 1 is overflow.
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self.top = 1.25
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top = 1.25
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if self.dynamicLimit:
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# Actually, we'll never exceed texture memory, so never mind.
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self.top = 1
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self.makeCanvasBackground()
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top = 1
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if top != self.top:
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self.top = top
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self.makeCanvasBackground()
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self.canvasLens.setFilmSize(1, self.top)
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self.canvasLens.setFilmOffset(0.5, self.top / 2.0) # lens covers 0..1 in x and y
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self.reconfigureWindow()
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def cleanup(self):
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if not self.cleanedUp:
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self.cleanedUp = True
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@ -284,6 +364,10 @@ class TexMemWatcher(DirectObject):
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self.texRecordsByKey = {}
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self.texPlacements = {}
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def graphicsMemoryLimitChanged(self):
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if self.dynamicLimit or self.lruLimit:
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self.__doSetLimit(None)
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self.reconfigureWindow()
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def windowEvent(self, win):
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if win == self.win:
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@ -537,7 +621,7 @@ class TexMemWatcher(DirectObject):
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else:
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overflowCount = sum(map(lambda tp: tp.overflowed, self.texPlacements.keys()))
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if overflowCount:
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if totalSize <= self.limit and overflowCount:
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# Shouldn't be overflowing any more. Better repack.
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self.repack()
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@ -546,7 +630,7 @@ class TexMemWatcher(DirectObject):
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# Sort the regions from largest to smallest to maximize
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# packing effectiveness.
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texRecords.sort(key = lambda tr: (-tr.w, -tr.h))
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texRecords.sort(key = lambda tr: (tr.tw, tr.th), reverse = True)
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self.overflowing = False
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for tr in texRecords:
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@ -564,10 +648,13 @@ class TexMemWatcher(DirectObject):
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self.texRecordsByTex = {}
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self.texRecordsByKey = {}
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self.texPlacements = {}
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self.bitmasks = []
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self.mw.clearRegions()
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self.setRollover(None, None)
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self.w = 1
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self.h = 1
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self.placedSize = 0
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self.placedQSize = 0
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pgo = self.gsg.getPreparedObjects()
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totalSize = 0
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@ -589,14 +676,9 @@ class TexMemWatcher(DirectObject):
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if not self.totalSize:
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return
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if self.dynamicLimit:
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# Choose a suitable limit by rounding to the next power of two.
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self.limit = Texture.upToPower2(self.totalSize)
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# Set our GSG to limit itself to no more textures than we
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# expect to display onscreen, so we don't go crazy with
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# texture memory.
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self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(self.limit)
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if self.dynamicLimit or self.lruLimit:
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# Adjust the limit to ensure we keep tracking the lru size.
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self.__doSetLimit(None)
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# Now make that into a 2-D rectangle of the appropriate shape,
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# such that w * h == limit.
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@ -613,8 +695,28 @@ class TexMemWatcher(DirectObject):
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# Region size
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w = math.sqrt(self.limit) / math.sqrt(r)
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h = w * r
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# Now choose self.quantize so that we don't exceed
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# self.maxHeight.
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if h > self.maxHeight:
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self.quantize = int(math.ceil(h / self.maxHeight))
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else:
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self.quantize = 1
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w = max(int(w / self.quantize + 0.5), 1)
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h = max(int(h / self.quantize + 0.5), 1)
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self.w = w
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self.h = h
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self.area = self.w * self.h
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# We store a bitarray for each row, for fast lookup for
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# unallocated space on the canvas. Each pixel on the row
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# corresponds to a bit in the bitarray, where bit 0 is pixel
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# 0, bit 1 is pixel 1, and so on. If the bit is set, the
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# space is occupied.
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self.bitmasks = []
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for i in range(self.h):
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self.bitmasks.append(BitArray())
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self.canvas.setScale(1.0 / w, 1.0, 1.0 / h)
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self.mw.setFrame(0, w, 0, h * self.top)
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@ -622,7 +724,7 @@ class TexMemWatcher(DirectObject):
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# Sort the regions from largest to smallest to maximize
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# packing effectiveness.
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texRecords = self.texRecordsByTex.values()
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texRecords.sort(key = lambda tr: (tr.w, tr.h), reverse = True)
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texRecords.sort(key = lambda tr: (tr.tw, tr.th), reverse = True)
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self.overflowing = False
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for tr in texRecords:
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@ -644,34 +746,35 @@ class TexMemWatcher(DirectObject):
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def unplaceTexture(self, tr):
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""" Removes the texture from its place on the canvas. """
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for tp in tr.placements:
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tp.clearBitmasks(self.bitmasks)
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if not tp.overflowed:
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self.placedQSize -= tp.area
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del self.texPlacements[tp]
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tr.placements = []
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tr.clearCard(self)
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if not tp.overflowed:
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self.placedSize -= tr.size
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def placeTexture(self, tr):
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""" Places the texture somewhere on the canvas where it will
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fit. """
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if not self.overflowing:
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tp = self.findHole(tr.w, tr.h)
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if tp:
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tr.placements = [tp]
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tr.makeCard(self)
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self.texPlacements[tp] = tr
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return
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tr.computePlacementSize(self)
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# Couldn't find a hole; can we fit it if we rotate?
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tp = self.findHole(tr.h, tr.w)
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if tp:
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tp.rotated = True
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tr.placements = [tp]
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tr.makeCard(self)
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self.texPlacements[tp] = tr
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return
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# Couldn't find a hole of the right shape; can we find a
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# single rectangular hole of the right area, but of any shape?
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tp = self.findArea(tr.w, tr.h)
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shouldFit = False
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availableSize = self.limit - self.placedSize
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if availableSize >= tr.size:
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shouldFit = True
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availableQSize = self.area - self.placedQSize
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if availableQSize < tr.area:
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# The texture should fit, but won't, due to roundoff
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# error. Make it correspondingly smaller, so we can
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# place it anyway.
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tr.area = availableQSize
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if shouldFit:
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# Look for a single rectangular hole to hold this piece.
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tp = self.findHole(tr.area, tr.w, tr.h)
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if tp:
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texCmp = cmp(tr.w, tr.h)
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holeCmp = cmp(tp.p[1] - tp.p[0], tp.p[3] - tp.p[2])
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@ -679,13 +782,16 @@ class TexMemWatcher(DirectObject):
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tp.rotated = True
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tr.placements = [tp]
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tr.makeCard(self)
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tp.setBitmasks(self.bitmasks)
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self.placedQSize += tp.area
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self.texPlacements[tp] = tr
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self.placedSize += tr.size
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return
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# Couldn't find a single rectangular hole. We'll have to
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# divide the texture up into several smaller pieces to cram it
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# in.
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tpList = self.findHolePieces(tr.h * tr.w)
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tpList = self.findHolePieces(tr.area)
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if tpList:
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texCmp = cmp(tr.w, tr.h)
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tr.placements = tpList
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@ -693,79 +799,50 @@ class TexMemWatcher(DirectObject):
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holeCmp = cmp(tp.p[1] - tp.p[0], tp.p[3] - tp.p[2])
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if texCmp != 0 and holeCmp != 0 and texCmp != holeCmp:
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tp.rotated = True
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tp.setBitmasks(self.bitmasks)
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self.placedQSize += tp.area
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self.texPlacements[tp] = tr
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self.placedSize += tr.size
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tr.makeCard(self)
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return
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# Just let it overflow.
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self.overflowing = True
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tp = self.findHole(tr.w, tr.h, allowOverflow = True)
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tp = self.findOverflowHole(tr.area, tr.w, tr.h)
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if tp:
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if tp.p[1] > self.w or tp.p[3] > self.h:
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tp.overflowed = 1
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while len(self.bitmasks) <= tp.p[3]:
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self.bitmasks.append(BitArray())
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tr.placements = [tp]
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tr.makeCard(self)
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tp.setBitmasks(self.bitmasks)
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if not tp.overflowed:
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self.placedQSize += tp.area
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self.placedSize += tr.size
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self.texPlacements[tp] = tr
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return
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# Something went wrong.
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assert False
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def findHole(self, w, h, allowOverflow = False):
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""" Searches for a hole large enough for (w, h). If one is
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found, returns an appropriate TexPlacement; otherwise, returns
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None. """
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if w > self.w:
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# It won't fit within the row at all.
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if not allowOverflow:
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return None
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# Just stack it on the top.
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y = 0
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if self.texPlacements:
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y = max(map(lambda tp: tp.p[3], self.texPlacements.keys()))
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tp = TexPlacement(0, w, y, y + h)
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return tp
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y = 0
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while y + h <= self.h or allowOverflow:
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nextY = None
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# Scan along the row at 'y'.
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x = 0
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while x + w <= self.w:
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# Consider the spot at x, y.
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tp = TexPlacement(x, x + w, y, y + h)
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overlap = self.findOverlap(tp)
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if not overlap:
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# Hooray!
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return tp
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nextX = overlap.p[1]
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if nextY is None:
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nextY = overlap.p[3]
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else:
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nextY = min(nextY, overlap.p[3])
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assert nextX > x
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x = nextX
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assert nextY > y
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y = nextY
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# Nope, wouldn't fit anywhere.
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return None
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def findArea(self, w, h):
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def findHole(self, area, w, h):
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""" Searches for a rectangular hole that is at least area
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square units big, regardless of its shape, but attempt to find
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one that comes close to the right shape, at least. If one is
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found, returns an appropriate TexPlacement; otherwise, returns
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None. """
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aspect = float(min(w, h)) / float(max(w, h))
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area = w * h
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holes = self.findAvailableHoles(area)
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if area == 0:
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tp = TexPlacement(0, 0, 0, 0)
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return tp
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# Rotate the hole to horizontal first.
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w, h = max(w, h), min(w, h)
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aspect = float(w) / float(h)
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holes = self.findAvailableHoles(area, w, h)
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# Walk through the list and find the one with the best aspect
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# match.
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@ -779,22 +856,24 @@ class TexMemWatcher(DirectObject):
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# we have to squish it?
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if tw < w:
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# We'd have to make it taller.
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nh = area / tw
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assert nh <= th
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nh = min(area / tw, th)
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th = nh
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elif th < h:
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# We'd have to make it narrower.
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nw = area / th
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assert nw <= tw
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nw = min(area / th, tw)
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tw = nw
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else:
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# We don't have to squish it? Shouldn't have gotten
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# here.
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assert False
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# Hey, we don't have to squish it after all! Just
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||||
# return this hole.
|
||||
tw = w
|
||||
th = h
|
||||
|
||||
# Make a new tp that has the right area.
|
||||
tp = TexPlacement(l, l + tw, b, b + th)
|
||||
ta = float(min(tw, th)) / float(max(tw, th))
|
||||
|
||||
ta = float(max(tw, th)) / float(min(tw, th))
|
||||
if ta == aspect:
|
||||
return tp
|
||||
|
||||
match = min(ta, aspect) / max(ta, aspect)
|
||||
matches.append((match, tp))
|
||||
@ -803,58 +882,6 @@ class TexMemWatcher(DirectObject):
|
||||
return max(matches)[1]
|
||||
return None
|
||||
|
||||
def findAllArea(self, area):
|
||||
""" Searches for a rectangular hole that is at least area
|
||||
square units big, regardless of its shape. Returns a list of
|
||||
all such holes found. """
|
||||
|
||||
result = []
|
||||
|
||||
y = 0
|
||||
while y < self.h:
|
||||
nextY = self.h
|
||||
|
||||
# Scan along the row at 'y'.
|
||||
x = 0
|
||||
while x < self.w:
|
||||
nextX = self.w
|
||||
|
||||
# Consider the spot at x, y.
|
||||
|
||||
# How wide can we go? Start by trying to go all the
|
||||
# way to the edge of the region.
|
||||
tpw = self.w - x
|
||||
|
||||
# Now, given this particular width, how tall do we
|
||||
# need to go?
|
||||
tph = area / tpw
|
||||
|
||||
while y + tph < self.h:
|
||||
tp = TexPlacement(x, x + tpw, y, y + tph)
|
||||
overlap = self.findOverlap(tp)
|
||||
if not overlap:
|
||||
result.append(tp)
|
||||
|
||||
nextX = min(nextX, overlap.p[1])
|
||||
nextY = min(nextY, overlap.p[3])
|
||||
|
||||
# Shorten the available region.
|
||||
tpw0 = overlap.p[0] - x
|
||||
if tpw0 <= 0.0:
|
||||
break
|
||||
if x + tpw0 == x + tpw:
|
||||
tpw0 *= 0.999 # imprecision hack
|
||||
tpw = tpw0
|
||||
tph = area / tpw
|
||||
|
||||
assert nextX > x
|
||||
x = nextX
|
||||
|
||||
assert nextY > y
|
||||
y = nextY
|
||||
|
||||
return result
|
||||
|
||||
def findHolePieces(self, area):
|
||||
""" Returns a list of holes whose net area sums to the given
|
||||
area, or None if there are not enough holes. """
|
||||
@ -862,10 +889,19 @@ class TexMemWatcher(DirectObject):
|
||||
# First, save the original value of self.texPlacements, since
|
||||
# we will be modifying that during this search.
|
||||
savedTexPlacements = copy.copy(self.texPlacements)
|
||||
savedBitmasks = []
|
||||
for ba in self.bitmasks:
|
||||
savedBitmasks.append(BitArray(ba))
|
||||
|
||||
result = []
|
||||
|
||||
while area > 0:
|
||||
|
||||
# We have to call findLargestHole() each time through this
|
||||
# loop, instead of just walking through
|
||||
# findAvailableHoles() in order, because
|
||||
# findAvailableHoles() might return a list of overlapping
|
||||
# holes.
|
||||
tp = self.findLargestHole()
|
||||
if not tp:
|
||||
break
|
||||
@ -875,18 +911,23 @@ class TexMemWatcher(DirectObject):
|
||||
if tpArea >= area:
|
||||
# we're done.
|
||||
shorten = (tpArea - area) / (r - l)
|
||||
tp.p = (l, r, b, t - shorten)
|
||||
t -= shorten
|
||||
tp.p = (l, r, b, t)
|
||||
tp.area = (r - l) * (t - b)
|
||||
result.append(tp)
|
||||
self.texPlacements = savedTexPlacements
|
||||
self.bitmasks = savedBitmasks
|
||||
return result
|
||||
|
||||
# Keep going.
|
||||
area -= tpArea
|
||||
result.append(tp)
|
||||
tp.setBitmasks(self.bitmasks)
|
||||
self.texPlacements[tp] = None
|
||||
|
||||
# Huh, not enough room, or no more holes.
|
||||
self.texPlacements = savedTexPlacements
|
||||
self.bitmasks = savedBitmasks
|
||||
return None
|
||||
|
||||
def findLargestHole(self):
|
||||
@ -895,83 +936,149 @@ class TexMemWatcher(DirectObject):
|
||||
return max(holes)[1]
|
||||
return None
|
||||
|
||||
def findAvailableHoles(self, area):
|
||||
def findAvailableHoles(self, area, w = None, h = None):
|
||||
""" Finds a list of available holes, of at least the indicated
|
||||
area. Returns a list of tuples, where each tuple is of the
|
||||
form (area, tp)."""
|
||||
form (area, tp).
|
||||
|
||||
If w and h are non-None, this will short-circuit on the first
|
||||
hole it finds that fits w x h, and return just that hole in a
|
||||
singleton list.
|
||||
"""
|
||||
|
||||
holes = []
|
||||
|
||||
y = 0
|
||||
while y < self.h:
|
||||
nextY = self.h
|
||||
lastTuples = set()
|
||||
lastBitmask = None
|
||||
b = 0
|
||||
while b < self.h:
|
||||
# Separate this row into (l, r) tuples.
|
||||
bm = self.bitmasks[b]
|
||||
if bm == lastBitmask:
|
||||
# This row is exactly the same as the row below; no
|
||||
# need to reexamine.
|
||||
b += 1
|
||||
continue
|
||||
|
||||
# Scan along the row at 'y'.
|
||||
x = 0
|
||||
while x < self.w:
|
||||
nextX = self.w
|
||||
|
||||
# Consider the spot at x, y.
|
||||
|
||||
# How wide can we go? Start by trying to go all the
|
||||
# way to the edge of the region.
|
||||
tpw = self.w - x
|
||||
|
||||
# And how tall can we go? Start by trying to go to
|
||||
# the top of the region.
|
||||
tph = self.h - y
|
||||
|
||||
while tpw > 0.0 and tph > 0.0:
|
||||
tp = TexPlacement(x, x + tpw, y, y + tph)
|
||||
overlap = self.findOverlap(tp)
|
||||
if not overlap:
|
||||
# Here's a hole.
|
||||
tarea = tpw * tph
|
||||
if tarea >= area:
|
||||
holes.append((tarea, tp))
|
||||
break
|
||||
|
||||
nextX = min(nextX, overlap.p[1])
|
||||
nextY = min(nextY, overlap.p[3])
|
||||
|
||||
# We've been intersected either on the top or the
|
||||
# right. We need to shorten either width or
|
||||
# height. Which way results in the largest
|
||||
# remaining area?
|
||||
|
||||
tpw0 = overlap.p[0] - x
|
||||
tph0 = overlap.p[2] - y
|
||||
|
||||
if tpw0 * tph > tpw * tph0:
|
||||
# Shortening width results in larger.
|
||||
if x + tpw == x + tpw0:
|
||||
tpw0 *= 0.999 # imprecision hack
|
||||
tpw = tpw0
|
||||
else:
|
||||
# Shortening height results in larger.
|
||||
if y + tph == y + tph0:
|
||||
tph0 *= 0.999 # imprecision hack
|
||||
tph = tph0
|
||||
#print "x = %s, y = %s, tpw = %s, tph = %s" % (x, y, tpw, tph)
|
||||
lastBitmask = bm
|
||||
|
||||
assert nextX > x
|
||||
x = nextX
|
||||
tuples = self.findEmptyRuns(bm)
|
||||
newTuples = tuples.difference(lastTuples)
|
||||
|
||||
assert nextY > y
|
||||
y = nextY
|
||||
for l, r in newTuples:
|
||||
# Find out how high we can go with this bitmask.
|
||||
mask = BitArray.range(l, r - l)
|
||||
t = b + 1
|
||||
while t < self.h and (self.bitmasks[t] & mask).isZero():
|
||||
t += 1
|
||||
|
||||
tpw = (r - l)
|
||||
tph = (t - b)
|
||||
tarea = tpw * tph
|
||||
assert tarea > 0
|
||||
if tarea >= area:
|
||||
tp = TexPlacement(l, r, b, t)
|
||||
if w and h and \
|
||||
((tpw >= w and tph >= h) or \
|
||||
(tph >= w and tpw >= h)):
|
||||
# This hole is big enough; short circuit.
|
||||
return [(tarea, tp)]
|
||||
|
||||
holes.append((tarea, tp))
|
||||
|
||||
lastTuples = tuples
|
||||
b += 1
|
||||
|
||||
return holes
|
||||
|
||||
def findOverlap(self, tp):
|
||||
""" If there is another placement that overlaps the indicated
|
||||
TexPlacement, returns it. Otherwise, returns None. """
|
||||
def findOverflowHole(self, area, w, h):
|
||||
""" Searches for a hole large enough for (w, h), in the
|
||||
overflow space. Since the overflow space is infinite, this
|
||||
will always succeed. """
|
||||
|
||||
for other in self.texPlacements.keys():
|
||||
if other.intersects(tp):
|
||||
return other
|
||||
if w > self.w:
|
||||
# It won't fit within the margins at all; just stack it on
|
||||
# the top.
|
||||
|
||||
return None
|
||||
|
||||
# Scan down past all of the empty bitmasks that may be
|
||||
# stacked on top.
|
||||
b = len(self.bitmasks)
|
||||
while b > self.h and self.bitmasks[b - 1].isZero():
|
||||
b -= 1
|
||||
|
||||
tp = TexPlacement(0, w, b, b + h)
|
||||
return tp
|
||||
|
||||
# It fits within the margins; find the first row with enough
|
||||
# space for it.
|
||||
|
||||
lastTuples = set()
|
||||
lastBitmask = None
|
||||
b = self.h
|
||||
while True:
|
||||
if b >= len(self.bitmasks):
|
||||
# Off the top. Just leave it here.
|
||||
tp = TexPlacement(0, w, b, b + h)
|
||||
return tp
|
||||
|
||||
# Separate this row into (l, r) tuples.
|
||||
bm = self.bitmasks[b]
|
||||
if bm == lastBitmask:
|
||||
# This row is exactly the same as the row below; no
|
||||
# need to reexamine.
|
||||
b += 1
|
||||
continue
|
||||
|
||||
lastBitmask = bm
|
||||
|
||||
tuples = self.findEmptyRuns(bm)
|
||||
newTuples = tuples.difference(lastTuples)
|
||||
|
||||
for l, r in newTuples:
|
||||
# Is this region wide enough?
|
||||
if r - l < w:
|
||||
continue
|
||||
|
||||
# Is it tall enough?
|
||||
r = l + w
|
||||
mask = BitArray.range(l, r - l)
|
||||
|
||||
t = b + 1
|
||||
while t < b + h and \
|
||||
(t > len(self.bitmasks) or (self.bitmasks[t] & mask).isZero()):
|
||||
t += 1
|
||||
|
||||
if t < b + h:
|
||||
# Not tall enough.
|
||||
continue
|
||||
|
||||
tp = TexPlacement(l, r, b, t)
|
||||
return tp
|
||||
|
||||
lastTuples = tuples
|
||||
b += 1
|
||||
|
||||
def findEmptyRuns(self, bm):
|
||||
""" Separates a bitmask into a list of (l, r) tuples,
|
||||
corresponding to the empty regions in the row between 0 and
|
||||
self.w. """
|
||||
|
||||
tuples = set()
|
||||
l = bm.getLowestOffBit()
|
||||
assert l != -1
|
||||
if l < self.w:
|
||||
r = bm.getNextHigherDifferentBit(l)
|
||||
if r == l or r >= self.w:
|
||||
r = self.w
|
||||
tuples.add((l, r))
|
||||
l = bm.getNextHigherDifferentBit(r)
|
||||
while l != r and l < self.w:
|
||||
r = bm.getNextHigherDifferentBit(l)
|
||||
if r == l or r >= self.w:
|
||||
r = self.w
|
||||
tuples.add((l, r))
|
||||
l = bm.getNextHigherDifferentBit(r)
|
||||
|
||||
return tuples
|
||||
|
||||
|
||||
class TexRecord:
|
||||
@ -991,12 +1098,14 @@ class TexRecord:
|
||||
y = self.tex.getYSize()
|
||||
r = float(y) / float(x)
|
||||
|
||||
# Card size
|
||||
w = math.sqrt(self.size) / math.sqrt(r)
|
||||
h = w * r
|
||||
# Card size, in unscaled texel units.
|
||||
self.tw = math.sqrt(self.size) / math.sqrt(r)
|
||||
self.th = self.tw * r
|
||||
|
||||
self.w = w
|
||||
self.h = h
|
||||
def computePlacementSize(self, tmw):
|
||||
self.w = max(int(self.tw / tmw.quantize + 0.5), 1)
|
||||
self.h = max(int(self.th / tmw.quantize + 0.5), 1)
|
||||
self.area = self.w * self.h
|
||||
|
||||
|
||||
def setActive(self, flag):
|
||||
@ -1100,6 +1209,7 @@ class TexRecord:
|
||||
class TexPlacement:
|
||||
def __init__(self, l, r, b, t):
|
||||
self.p = (l, r, b, t)
|
||||
self.area = (r - l) * (t - b)
|
||||
self.rotated = False
|
||||
self.overflowed = 0
|
||||
|
||||
@ -1113,3 +1223,36 @@ class TexPlacement:
|
||||
return (tl < mr and tr > ml and
|
||||
tb < mt and tt > mb)
|
||||
|
||||
def setBitmasks(self, bitmasks):
|
||||
""" Sets all of the appropriate bits to indicate this region
|
||||
is taken. """
|
||||
|
||||
l, r, b, t = self.p
|
||||
mask = BitArray.range(l, r - l)
|
||||
|
||||
for yi in range(b, t):
|
||||
assert (bitmasks[yi] & mask).isZero()
|
||||
bitmasks[yi] |= mask
|
||||
|
||||
def clearBitmasks(self, bitmasks):
|
||||
""" Clears all of the appropriate bits to indicate this region
|
||||
is available. """
|
||||
|
||||
l, r, b, t = self.p
|
||||
mask = ~BitArray.range(l, r - l)
|
||||
|
||||
for yi in range(b, t):
|
||||
assert (bitmasks[yi] | mask).isAllOn()
|
||||
bitmasks[yi] &= mask
|
||||
|
||||
def hasOverlap(self, bitmasks):
|
||||
""" Returns true if there is an overlap with this region and
|
||||
any other region, false otherwise. """
|
||||
|
||||
l, r, b, t = self.p
|
||||
mask = BitArray.range(l, r - l)
|
||||
|
||||
for yi in range(b, t):
|
||||
if not (bitmasks[yi] & mask).isZero():
|
||||
return True
|
||||
return False
|
||||
|
Loading…
x
Reference in New Issue
Block a user