250 lines
8.3 KiB
C
250 lines
8.3 KiB
C
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdbool.h>
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_events.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_render.h>
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#define STB_IMAGE_IMPLEMENTATION
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#define STBI_FAILURE_USERMSG
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#include "stb_image.h"
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include "stb_image_write.h"
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// #include "../libs/libcyaml/include/cyaml/cyaml.h"
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typedef struct Image {
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char* filename;
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unsigned char* imageData;
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int id, width, height, channels;
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} Image;
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typedef struct TexRect {
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Image* img;
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int x,y,w,h;
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} TexRect;
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typedef struct { Image* images; int imageCount; } ParseImages;
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ParseImages parseImages(int argc, char* argv[]) {
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Image* images = calloc(argc - 1, sizeof(Image));
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if (images == NULL) {
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fprintf(stderr, "Failed to alloc image data array");
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exit(-1);
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}
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int imageCount = argc - 1;
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for (int i = 0; i < imageCount; i++) {
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Image* img = &images[i];
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img->filename = argv[i+1];
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int result = stbi_info(img->filename, &img->width, &img->height, &img->channels);
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if (result != 1) {
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char *errorMsg = "Cannot load image '%s': %s\n";
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fprintf(stderr, errorMsg, img->filename, stbi_failure_reason());
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exit(-1);
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}
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}
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return (ParseImages) { images , imageCount };
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}
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typedef struct { int size; int totalHeight; int maxWidth; } PackTextures;
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PackTextures packTextures(Image images[], TexRect texRects[], int imageCount) {
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int totalh = 0, maxw = 0;
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for (int i = 0; i < imageCount; i++) {
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texRects[i] = (TexRect){
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&images[i],
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0, // Put them all on the 1st column for now
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totalh,
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images[i].width,
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images[i].height,
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};
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totalh += images[i].height;
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if (images[i].width > maxw) {
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maxw = images[i].width;
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}
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}
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int max = totalh > maxw ? totalh : maxw;
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int exp = (int)log2(max) + 1;
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int size = (int)pow(2, exp);
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return (PackTextures) { size , totalh , maxw };
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}
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int loadTexture(Image* img) {
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int w,h,c;
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img->imageData = (unsigned char*)stbi_load(img->filename, &w, &h, &c, 4);
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if (img->imageData == NULL) {
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char *errorMsg = "Could not load data for image '%s': %s";
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fprintf(stderr, errorMsg, img->filename, stbi_failure_reason());
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// QUESTION: Should we clean up here? Return -1 instead so parent can clean up
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exit(-1);
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}
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return 0;
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}
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void writeToAtlas(Image images[],
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int image_count,
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TexRect tex_rects[],
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unsigned char* buf,
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int maxw)
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{
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int channels = images[0].channels;
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for (int i = 0; i < image_count; i++) {
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TexRect rect = tex_rects[i];
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int buf_row = rect.y;
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int buf_col = rect.x;
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int img_row = 0;
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int img_col = 0;
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while (img_row < rect.h) {
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int buf_idx = (buf_row * maxw + buf_col) * channels;
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int img_idx = (img_row * rect.w + img_col) * channels;
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for (int j = 0; j < channels; j++) {
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buf[buf_idx + j] = images[i].imageData[img_idx + j];
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}
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img_col++; buf_col++;
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if (img_col >= rect.w) {
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img_col = buf_col = 0;
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img_row++; buf_row++;
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}
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}
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}
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}
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int sdlTest(Image* images, int image_count, TexRect* tex_rects) {
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SDL_Window* window = NULL;
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0) {
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printf("error initializing SDL: %s\n", SDL_GetError());
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return 1;
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}
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window = SDL_CreateWindow("SDL Tutorial",
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SDL_WINDOWPOS_UNDEFINED,
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SDL_WINDOWPOS_UNDEFINED,
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1024,
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1024,
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SDL_WINDOW_SHOWN );
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if (window == NULL) {
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printf( "Window could not be created! SDL_Error: %s\n", SDL_GetError() );
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return 1;
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}
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SDL_Renderer* renderer = SDL_CreateRenderer(window, 0, SDL_RENDERER_ACCELERATED);
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SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0");
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SDL_Texture* texture = SDL_CreateTexture(renderer,
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SDL_PIXELFORMAT_RGBA8888,
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SDL_TEXTUREACCESS_STREAMING,
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512, 512);
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SDL_Event e;
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bool quit = false;
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unsigned int* pixels = calloc(512 * 512, sizeof(unsigned int));
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int img_row = 0;
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int img_col = 0;
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int buf_row = 0;
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int channels = images[0].channels;
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int i = 0;
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while (quit == false) {
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while (SDL_PollEvent( &e)) {
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if (e.type == SDL_QUIT) {
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quit = true;
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}
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}
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// for (int i = 0; i < image_count; i++) {
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SDL_RenderClear(renderer);
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if (i < image_count) {
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for (int s = 0; s < 8; s++) {
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TexRect rect = tex_rects[i];
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unsigned char* img = images[i].imageData;
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int img_idx = (img_row * rect.w + img_col) * channels;
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int color = ((unsigned int)img[img_idx + 0]) << 24
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| ((unsigned int)img[img_idx + 1]) << 16
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| ((unsigned int)img[img_idx + 2]) << 8
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| ((unsigned int)img[img_idx + 3]);
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pixels[buf_row * 512 + img_col] = color;
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img_col++;
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if (img_col >= rect.w) {
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img_col = 0;
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img_row++; buf_row++;
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}
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if (img_row >= rect.h) {
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i++;
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img_row = 0;
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}
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}
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}
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SDL_UpdateTexture(texture, NULL, pixels, 512 * sizeof(unsigned int));
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SDL_SetTextureBlendMode( texture, SDL_BLENDMODE_BLEND );
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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free(pixels);
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return 0;
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}
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int main(int argc, char* argv[]) {
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if (argc == 1) {
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fprintf(stderr, "Must provide image files to pack");
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exit(-1);
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}
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if (argc == 2) {
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fprintf(stderr, "Please provide at least 2 images to pack");
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exit(-1);
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}
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//-------------------------------------
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// First get the image info, make sure the file is an image and it exists
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//-------------------------------------
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ParseImages pi = parseImages(argc, argv);
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Image* images = pi.images;
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int imageCount = pi.imageCount;
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//-------------------------------------
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// Now run the packing algorithm. This is super inefficient
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// texture packing but I just want to get it working first
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//-------------------------------------
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TexRect* texRects = calloc(imageCount, sizeof(TexRect));
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// int max = pack_textures(images, tex_rects, image_count, &size, &totalh, &maxw);
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PackTextures pt = packTextures(images, texRects, imageCount);
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int size = pt.size;
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//-------------------------------------
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// Now load the data into memory, for now, let's just load all images in one go,
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// however, it would be more optimized if we loaded each image sequentially or
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// better yet in parallel so that we can write to the different parts of the
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// texture atlas concurrently
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//-------------------------------------
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for (int i = 0; i < imageCount; i++) {
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int result = loadTexture(&images[i]);
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if (result != 0) {
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// It's going to exit() inside the load_texture function for now
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printf("Something went wrong\n");
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}
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}
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//-------------------------------------
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// For each texture rect, draw the corresponding pixels on the atlas
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//-------------------------------------
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unsigned char* buf = calloc(size*size*4, sizeof(char));
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writeToAtlas(images, imageCount, texRects, buf, size);
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stbi_write_png("test.png", size, size, 4, buf, size * 4);
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// sdlTest(images, imageCount, texRects);
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//-------------------------------------
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// Free them all, but eventually we would free after we finished writing them individually
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//-------------------------------------
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for (int i = 0; i < imageCount; i++) {
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stbi_image_free(images[i].imageData);
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}
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free(buf);
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free(images);
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free(texRects);
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return 0;
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}
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