Predefine rects where we're going to place the textures

This commit is contained in:
Joseph Ferano 2023-10-11 22:49:49 +07:00
parent 7cc36d4f54
commit 8326b110df

View File

@ -9,13 +9,16 @@
#define STB_IMAGE_WRITE_IMPLEMENTATION
#include "stb_image_write.h"
struct image {
typedef struct image_t {
char* filename;
unsigned char* image_data;
int width;
int height;
int channels;
};
int id, width, height, channels;
} image_t;
typedef struct tex_rect_t {
image_t* img;
int x,y,w,h;
} tex_rect_t;
int main(int argc, char* argv[]) {
if (argc == 1) {
@ -26,7 +29,7 @@ int main(int argc, char* argv[]) {
fprintf(stderr, "Please provide at least 2 images to pack");
exit(-1);
}
struct image* images = calloc(argc - 1, sizeof(struct image));
image_t* images = calloc(argc - 1, sizeof(image_t));
if (images == NULL) {
fprintf(stderr, "Failed to alloc image data array");
exit(-1);
@ -36,7 +39,7 @@ int main(int argc, char* argv[]) {
//-------------------------------------
int image_count = argc - 1;
for (int i = 0; i < argc - 1; i++) {
struct image* img = &images[i];
image_t* img = &images[i];
img->filename = argv[i+1];
int result = stbi_info(img->filename, &img->width, &img->height, &img->channels);
@ -47,16 +50,20 @@ int main(int argc, char* argv[]) {
}
}
//-------------------------------------
// 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
// Now run the packing algorithm. This is super inefficient
// texture packing but I just want to get it working first
//-------------------------------------
tex_rect_t* tex_rects = calloc(image_count, sizeof(tex_rect_t));
int totalh = 0, maxw = 0;
for (int i = 0; i < image_count; i++) {
tex_rects[i] = (tex_rect_t){
&images[i],
0, // Put them all on the 1st column for now
totalh,
images[i].width,
images[i].height,
};
totalh += images[i].height;
if (images[i].width > maxw) {
maxw = images[i].width;
@ -65,7 +72,6 @@ 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*4, sizeof(char));
//-------------------------------------
// Now load the data into memory, for now, let's just load all images in one go,
@ -90,24 +96,25 @@ int main(int argc, char* argv[]) {
// we need to make this work, since we're "hardcoding" the positions of the textures
//-------------------------------------
int atlasrow = 0;
unsigned char* buf = calloc(size*size*4, sizeof(char));
int channels = images[0].channels;
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;
tex_rect_t rect = tex_rects[i];
int buf_row = rect.y;
int buf_col = rect.x;
int img_row = 0;
int img_col = 0;
while (img_row < rect.h) {
int buf_idx = (buf_row * maxw + buf_col) * channels;
int img_idx = (img_row * rect.w + img_col) * channels;
for (int j = 0; j < channels; j++) {
buf[buf_idx + j] = images[i].image_data[img_idx + j];
}
img_col++; buf_col++;
if (img_col > rect.w) {
img_col = buf_col = 0;
img_row++; buf_row++;
}
c++;
}
}