Predefine rects where we're going to place the textures
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@ -9,13 +9,16 @@
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#define STB_IMAGE_WRITE_IMPLEMENTATION
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#include "stb_image_write.h"
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struct image {
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typedef struct image_t {
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char* filename;
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unsigned char* image_data;
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int width;
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int height;
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int channels;
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};
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int id, width, height, channels;
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} image_t;
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typedef struct tex_rect_t {
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image_t* img;
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int x,y,w,h;
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} tex_rect_t;
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int main(int argc, char* argv[]) {
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if (argc == 1) {
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@ -26,7 +29,7 @@ int main(int argc, char* argv[]) {
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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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struct image* images = calloc(argc - 1, sizeof(struct image));
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image_t* images = calloc(argc - 1, sizeof(image_t));
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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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@ -36,7 +39,7 @@ int main(int argc, char* argv[]) {
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//-------------------------------------
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int image_count = argc - 1;
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for (int i = 0; i < argc - 1; i++) {
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struct image* img = &images[i];
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image_t* 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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@ -47,16 +50,20 @@ int main(int argc, char* argv[]) {
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}
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}
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//-------------------------------------
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// Now run the packing algorithm
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// Note: How to get the minimum power of 2 texture size. Note that this is still
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// very inefficient because we're just naively putting them all at 0
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// x = log2(max(width, height))
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// width or height = 2 ** (x + 1)
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// This is super inefficient texture packing but I just want to get it working first
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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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tex_rect_t* tex_rects = calloc(image_count, sizeof(tex_rect_t));
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int totalh = 0, maxw = 0;
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for (int i = 0; i < image_count; i++) {
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tex_rects[i] = (tex_rect_t){
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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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@ -65,7 +72,6 @@ int main(int argc, char* argv[]) {
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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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unsigned char* buf = calloc(size*size*4, sizeof(char));
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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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@ -90,24 +96,25 @@ int main(int argc, char* argv[]) {
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// we need to make this work, since we're "hardcoding" the positions of the textures
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//-------------------------------------
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int atlasrow = 0;
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unsigned char* buf = calloc(size*size*4, sizeof(char));
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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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int width = images[i].width;
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int length = images[i].width * images[i].height * images[i].channels;
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int color_row = 0;
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int color_col = 0;
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int c = 0;
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while (c < length) {
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int bidx = atlasrow * maxw * 4 + color_row;
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int iidx = color_col * width * 4 + color_row;
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buf[bidx] = images[i].image_data[iidx];
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color_row++;
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if (color_row > width * 4) {
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color_row = 0;
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color_col += 1;
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atlasrow += 1;
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tex_rect_t 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].image_data[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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c++;
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}
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}
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