209 lines
6.7 KiB
Markdown
209 lines
6.7 KiB
Markdown
If you are looking for the old version of rectpack2D, it can still be found in [a legacy branch](https://github.com/TeamHypersomnia/rectpack2D/tree/legacy).
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# rectpack2D
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[![Build Status](https://travis-ci.org/TeamHypersomnia/rectpack2D.svg?branch=master)](https://travis-ci.org/TeamHypersomnia/rectpack2D)
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[![Appveyor Build Status](https://ci.appveyor.com/api/projects/status/aojyt3r6ysvadkgl?svg=true)](https://ci.appveyor.com/project/geneotech/rectpack2D)
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Table of contents:
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- [Benchmarks](#benchmarks)
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- [Usage](#usage)
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- [Building the example](#building-the-example)
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* [Windows](#windows)
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* [Linux](#linux)
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- [Algorithm](#algorithm)
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* [Insertion algorithm](#insertion-algorithm)
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* [Additional heuristics](#additional-heuristics)
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Rectangle packing library (no longer tiny!).
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This is a refactored and **highly optimized** branch of the original library which is easier to use and customize.
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![7](https://user-images.githubusercontent.com/3588717/42707552-d8b1c65e-86da-11e8-9412-54c580bd2696.jpg)
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## Benchmarks
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Tests were conducted on a ``Intel(R) Core(TM) i7-4770K CPU @ 3.50GHz``.
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The binary was built with ``clang 6.0.0``, using an -03 switch.
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### Arbitrary game sprites: 582 subjects.
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**Runtime: 0.8 ms**
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**Wasted pixels: 10982 (0.24% - equivalent of a 105 x 105 square)**
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Output (1896 x 2382):
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![1](images/atlas_small.png)
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In color:
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(black is wasted space)
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![2](images/atlas_small_color.png)
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### Arbitrary game sprites + Japanese glyphs: 3264 subjects.
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**Runtime: 4 ms**
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**Wasted pixels: 15538 (0.31% - equivalent of a 125 x 125 square)**
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Output (2116 x 2382):
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![3](images/atlas_big.png)
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In color:
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(black is wasted space)
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![4](images/atlas_big_color.png)
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### Japanese glyphs + some GUI sprites: 3122 subjects.
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**Runtime: 3.5 - 7 ms**
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**Wasted pixels: 9288 (1.23% - equivalent of a 96 x 96 square)**
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Output (866 x 871):
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![5](images/atlas_tiny.png)
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In color:
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(black is wasted space)
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![6](images/atlas_tiny_color.png)
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## Usage
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This is a header-only library.
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Just include the ``src/finders_interface.h`` and you should be good to go.
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For an example use, see ``example/main.cpp``.
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## Building the example
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### Windows
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From the repository's folder, run:
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```bash
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mkdir build
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cd build
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cmake -G "Visual Studio 15 2017 Win64" ..
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````
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Then just build the generated ``.sln`` file using the newest Visual Studio Preview.
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### Linux
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From the repository's folder, run:
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```bash
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cmake/build_example.sh Release gcc g++
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cd build/current
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ninja run
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````
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Or, if you want to use clang, run:
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```bash
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cmake/build_example.sh Release clang clang++
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cd build/current
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ninja run
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````
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## Algorithm
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### Insertion algorithm
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The library started as an implementation of this algorithm:
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http://blackpawn.com/texts/lightmaps/default.html
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The current version somewhat derives from the concept described there -
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however, it uses just a **vector of empty spaces, instead of a tree** - this turned out to be a performance breakthrough.
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Given
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```cpp
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struct rect_xywh {
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int x;
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int y;
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int w;
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int h;
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};
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````
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Let us create a vector and call it empty_spaces.
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```cpp
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std::vector<rect_xywh> empty_spaces;
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````
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Given a user-specified initial bin, which is a square of some size S, we initialize the first empty space.
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```cpp
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empty_spaces.push_back(rect_xywh(0, 0, S, S));
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````
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Now, we'd like to insert the first image rectangle.
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To do this, we iterate the vector of empty spaces **backwards** and look for an empty space into which the image can fit.
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For now, we only have the S x S square: let's save the index of this candidate empty space,
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which is ``candidate_space_index = 0;``
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If our image is strictly smaller than the candidate space, we have something like this:
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![diag01](images/diag01.png)
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The blue is our image rectangle.
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We now calculate the gray rectangles labeled as "bigger split" and "smaller split",
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and save them like this:
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```cpp
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// Erase the space that we've just inserted to, by swapping and popping.
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empty_spaces[candidate_space_index] = empty_spaces.back();
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empty_spaces.pop_back();
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// Save the resultant splits
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empty_spaces.push_back(bigger_split);
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empty_spaces.push_back(smaller_split);
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````
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Notice that we push the smaller split *after* the bigger one.
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This is fairly important, because later the candidate images will encounter the smaller splits first,
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which will make better use of empty spaces overall.
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#### Corner cases:
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- If the image dimensions equal the dimensions of the candidate empty space (image fits exactly),
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- we just delete the space and create no splits.
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- If the image fits into the candidate empty space, but exactly one of the image dimensions equals the respective dimension of the candidate empty space (e.g. image = 20x40, candidate space = 30x40)
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- we delete the space and create a single split. In this case a 10x40 space.
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To see the complete, modular procedure for calculating the splits (along with the corner cases),
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[see this source](src/insert_and_split.h).
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If the insertion fails, we also try the same procedure for a flipped image.
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### Additional heuristics
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Now we know how to insert individual images into a bin of a given initial size S.
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1. However, what S should be passed to the algorithm so that the rectangles end up wasting the least amount of space?
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- We perform a binary search.
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- We start with the size specified by the library user. Typically, it would be the maximum texture size allowed on a particular GPU.
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- If the packing was successful on the given bin size, decrease the size and try to pack again.
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- If the packing has failed on the given bin size - because some rectangles could not be further inserted - increase the size and try to pack again.
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- The search is aborted if we've successfully inserted into a bin and the dimensions of the next candidate would differ from the previous by less than ``discard_step``.
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- This variable exists so that we may easily trade accuracy for a speedup. ``discard_step = 1`` yields the highest accuracy. ``discard_step = 128`` will yield worse packings, but will be a lot faster, etc.
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- The search is performed first by decreasing the bin size by both width and height, keeping it in square shape.
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- Then we do the same, but only decreasing width.
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- Then we do the same, but only decreasing height.
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- The last two were a breakthrough in packing tightness. It turns out important to consider non-square bins.
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2. In what order should the rectangles be inserted so that they pack the tightest?
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- By default, the library tries 6 decreasing orders:
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- By area.
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- By perimeter.
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- By the bigger side.
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- By width.
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- By height.
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- By 'a pathological multiplier": ``max(w, h) / min(w, h) * w * h``
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- This makes some giant, irregular mutants always go first, which is good, because it doesn't shred our empty spaces to a lot of useless pieces.
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