opengl-playground/game/tools/texturepacker.c

124 lines
4.2 KiB
C

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
#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;
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*4, sizeof(char));
//-------------------------------------
// 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 < 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());
// QUESTION: Should we clean up here?
exit(-1);
}
}
//-------------------------------------
// 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);
}
return 0;
}