Basic texture packing works and outputs a file

This commit is contained in:
Joseph Ferano 2023-10-08 21:15:03 +07:00
parent 21e7d15a1b
commit 6c23b1a0c7

View File

@ -6,6 +6,8 @@
#define STB_IMAGE_IMPLEMENTATION
#define STBI_FAILURE_USERMSG
#include "stb_image.h"
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
struct image {
char* filename;
@ -63,31 +65,18 @@ int main(int argc, char* argv[]) {
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;
unsigned char* buf = calloc(size*size*4, sizeof(char));
//-------------------------------------
// Now load each texture one by one, write to the new image buffer, and free, before
// loading the next one
// Now load the data into memory, for now, let's just load all images in one go,
// however, it would be more optimized if we loaded each image sequentially or
// better yet in parallel so that we can write to the different parts of the
// texture atlas concurrently
//-------------------------------------
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);
for (int i = 0; i < image_count; i++) {
int w,h,c;
images[i].image_data = (unsigned char*)stbi_load(images[i].filename, &w, &h, &c, 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());
@ -95,18 +84,40 @@ int main(int argc, char* argv[]) {
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;
// }
//-------------------------------------
// Just write the bytes directly for now, we don't have any "rect" data, which
// we need to make this work, since we're "hardcoding" the positions of the textures
//-------------------------------------
int atlasrow = 0;
for (int i = 0; i < image_count; i++) {
int width = images[i].width;
int length = images[i].width * images[i].height * images[i].channels;
int color_row = 0;
int color_col = 0;
int c = 0;
while (c < length) {
int bidx = atlasrow * maxw * 4 + color_row;
int iidx = color_col * width * 4 + color_row;
buf[bidx] = images[i].image_data[iidx];
color_row++;
if (color_row > width * 4) {
color_row = 0;
color_col += 1;
atlasrow += 1;
}
c++;
}
}
stbi_write_png("test.png", maxw, totalh, 4, buf, maxw * 4);
//-------------------------------------
// Free them all, but eventually we would free after we finished 1
//-------------------------------------
for (int i = 0; i < image_count; i++) {
stbi_image_free(images[i].image_data);
}
// for (int i = )
return 0;
}