texturepacker: Check if files provided can be loaded as images

This commit is contained in:
Joseph Ferano 2023-10-06 10:40:44 +07:00
parent f22c3ecf98
commit 21e7d15a1b
3 changed files with 105 additions and 1 deletions

1
.gitignore vendored
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@ -1,3 +1,4 @@
/libs/glad/glad.o
/opengl
/game/main
/game/texturepacker

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@ -10,6 +10,10 @@ RM=rm -vf
build: clean
$(CC) $(CFLAGS) $(LDLIBS) $(INCLUDES) $(OBJECTS) $(P).c -o $(P)
.PHONY: texturepacker
texturepacker:
$(CC) $(CFLAGS) $(LDLIBS) $(INCLUDES) $(OBJECTS) tools/texturepacker.c -o texturepacker
.PHONY: run
run: build
./$(P)

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@ -1,13 +1,112 @@
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#define STB_IMAGE_IMPLEMENTATION
#define STBI_FAILURE_USERMSG
#include "stb_image.h"
int main(void) {
struct image {
char* filename;
unsigned char* image_data;
int width;
int height;
int channels;
};
int main(int argc, char* argv[]) {
if (argc == 1) {
fprintf(stderr, "Must provide image files to pack");
exit(-1);
}
if (argc == 2) {
fprintf(stderr, "Please provide at least 2 images to pack");
exit(-1);
}
struct image* images = calloc(argc - 1, sizeof(struct image));
if (images == NULL) {
fprintf(stderr, "Failed to alloc image data array");
exit(-1);
}
//-------------------------------------
// First get the image info, make sure the file is an image and it exists
//-------------------------------------
int image_count = argc - 1;
for (int i = 0; i < argc - 1; i++) {
struct image* img = &images[i];
img->filename = argv[i+1];
int result = stbi_info(img->filename, &img->width, &img->height, &img->channels);
if (result != 1) {
char *errorMsg = "Cannot load image '%s': %s\n";
fprintf(stderr, errorMsg, img->filename, stbi_failure_reason());
exit(-1);
}
}
//-------------------------------------
// Now run the packing algorithm
// Note: How to get the minimum power of 2 texture size. Note that this is still
// very inefficient because we're just naively putting them all at 0
// x = log2(max(width, height))
// width or height = 2 ** (x + 1)
// This is super inefficient texture packing but I just want to get it working first
//-------------------------------------
int totalh = 0, maxw = 0;
for (int i = 0; i < image_count; i++) {
totalh += images[i].height;
if (images[i].width > maxw) {
maxw = images[i].width;
}
}
int max = totalh > maxw ? totalh : maxw;
int exp = (int)log2(max) + 1;
int size = (int)pow(2, exp);
unsigned char* buf = calloc(size*size, sizeof(char));
(void)buf;
//-------------------------------------
// Now load each texture one by one, write to the new image buffer, and free, before
// loading the next one
//-------------------------------------
for (int i = 0; i < argc - 1; i++) {
images[i].filename = argv[i+1];
// int width, height, channels;
// images[i].image_data = (unsigned char*)stbi_load(images[i].filename,
// &width,
// &height,
// &channels,
// 4);
// images[i].width = (short)width;
// images[i].height = (short)height;
// images[i].channels = (char)channels;
images[i].image_data = (unsigned char*)stbi_load(images[i].filename,
&images[i].width,
&images[i].height,
&images[i].channels,
4);
if (images[i].image_data == NULL) {
char *errorMsg = "Could not load data for image '%s': %s";
fprintf(stderr, errorMsg, images[i].filename, stbi_failure_reason());
// QUESTION: Should we clean up here?
exit(-1);
}
}
// unsigned char* image_bytes = images[0].image_data;
// int b = 0;
// while (image_bytes) {
// if (image_bytes[b]) {
// printf("R:%u G:%u B:%u A:%u\n", image_bytes[b], image_bytes[b+1], image_bytes[b+2], image_bytes[b+3]);
// }
// b += 4;
// image_bytes += 4;
// }
for (int i = 0; i < image_count; i++) {
stbi_image_free(images[i].image_data);
}
// for (int i = )
return 0;
}