Improved image packer
parent
1001b8ba4a
commit
10f9776108
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@ -1,5 +1,5 @@
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use anyhow::{bail, Result};
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use galactica_packer::{SpriteAtlasImage, SpriteAtlasIndex};
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use anyhow::{bail, Context, Result};
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use galactica_packer::{SpriteAtlas, SpriteAtlasImage};
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use image::{imageops, ImageBuffer, Rgba, RgbaImage};
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use std::{
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fs::File,
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@ -11,6 +11,7 @@ use std::{
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// TODO: rework texturearray
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// TODO: reasonable sprite sizes
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// TODO: consistent naming
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// TODO: parallelize
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// spriteatlas: the big images
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// texture: the same, what we load to wgpu
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// image: a single file
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@ -28,13 +29,16 @@ pub struct AtlasSet {
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texture_limit: usize,
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/// Keeps track of image files
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index: SpriteAtlasIndex,
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index: SpriteAtlas,
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/// Array of textures, grows as needed
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texture_list: Vec<ImageBuffer<Rgba<u8>, Vec<u8>>>,
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/// The size of the smallest image that didn't fit in each texture
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image_max_sizes: Vec<u32>,
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image_max_sizes: Vec<[u32; 2]>,
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/// (y-value, image size)
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image_y_start: Vec<(u32, [u32; 2])>,
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/// A list of used regions in each texture
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/// Format: ([xpos, ypos], [width, height])
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@ -43,105 +47,137 @@ pub struct AtlasSet {
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/// Used to calculate packing efficiency
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used_area: f64,
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/// The root directory that contains all image files.
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/// Files outside this directory will not be packed.
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asset_root: PathBuf,
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}
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impl AtlasSet {
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pub fn new(texture_width: u32, texture_height: u32, texture_limit: usize) -> Self {
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pub fn new(
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texture_width: u32,
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texture_height: u32,
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texture_limit: usize,
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asset_root: &Path,
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) -> Self {
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Self {
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asset_root: asset_root.to_path_buf(),
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texture_width,
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texture_height,
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texture_limit,
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texture_list: Vec::new(),
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image_max_sizes: Vec::new(),
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used_regions: Vec::new(),
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index: SpriteAtlasIndex::new(),
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index: SpriteAtlas::new(),
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used_area: 0f64,
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image_y_start: Vec::new(),
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}
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}
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/// Returns true if new and fixed overlap,
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/// or if new exits the atlas.
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/// Parameters: ([xpos, ypos], [width, height])
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pub fn boxes_overlap(&self, fixed: ([u32; 2], [u32; 2]), new: ([u32; 2], [u32; 2])) -> bool {
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if new.0[0] + new.1[0] >= self.texture_width || new.0[1] + new.1[1] >= self.texture_height {
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return true;
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}
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return fixed.0[0] <= new.0[0] + new.1[0]
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&& fixed.0[0] + fixed.1[0] >= new.0[0]
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&& fixed.0[1] <= new.0[1] + new.1[1]
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&& fixed.0[1] + fixed.1[1] >= new.0[1];
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}
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/// Add a sprite to this atlas set
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pub fn write_image(&mut self, path: &Path, dim: [u32; 2]) -> Result<usize> {
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let mut f = File::open(&path)?;
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let mut bytes = Vec::new();
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f.read_to_end(&mut bytes)?;
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let img = image::load_from_memory(&bytes)?;
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let mut pixel_idx = 0;
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let mut atlas_idx = 0;
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// Find first available region, starting at top-left of atlas 0.
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// Includes a few speed optimizations
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loop {
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let mut x = 0;
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let mut y = 0;
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let mut final_atlas_idx = None;
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// Loop over atlas textures
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'outer: for atlas_idx in 0..self.texture_limit {
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if atlas_idx >= self.texture_list.len() {
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// We can't start another atlas, we're at the limit
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if atlas_idx >= self.texture_limit {
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// TODO: how does a user resolve this?
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bail!("Sprites didn't fit into atlas");
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}
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// Start a new atlas
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self.texture_list
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.push(RgbaImage::new(self.texture_width, self.texture_height));
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self.used_regions.push(Vec::new());
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self.image_max_sizes.push(u32::MAX)
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self.image_max_sizes.push([u32::MAX, u32::MAX]);
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self.image_y_start.push((0, [u32::MAX, u32::MAX]));
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}
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let x = pixel_idx % self.texture_width;
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let y = pixel_idx / self.texture_height;
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let new = ([x, y], dim);
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let mut used = false;
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for r in &self.used_regions[atlas_idx] {
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if self.boxes_overlap(*r, new) {
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// Speed boost: skip the whole box
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pixel_idx += new.1[0] - 1;
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used = true;
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break;
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// Optimization: save the smallest sprite that didn't fit in each atlas,
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// and don't try to add similarly-sized sprites.
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if dim[0] >= self.image_max_sizes[atlas_idx][0]
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&& dim[1] >= self.image_max_sizes[atlas_idx][1]
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{
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continue 'outer;
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}
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x = 0;
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y = 0;
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if self.image_y_start.len() != 0 {
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let (sy, sd) = self.image_y_start[atlas_idx];
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if dim[0] >= sd[0] || dim[1] >= sd[1] {
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y = sy;
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}
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} else {
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self.image_y_start.push((0, [u32::MAX, u32::MAX]));
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}
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let mut free = false;
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let mut new;
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'inner: while y < self.texture_height && !free {
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new = ([x, y], dim);
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free = true;
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for r in &self.used_regions[atlas_idx] {
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// If boxes overlap...
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if r.0[0] < new.0[0] + new.1[0]
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&& r.0[0] + r.1[0] > new.0[0]
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&& r.0[1] < new.0[1] + new.1[1]
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&& r.0[1] + r.1[1] > new.0[1]
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{
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// Skip the whole occupied area
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x = r.1[0] + r.0[0];
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if x + dim[0] >= self.texture_width {
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y += 1;
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x = 0;
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}
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free = false;
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continue 'inner;
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}
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}
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}
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if !used {
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if y + dim[1] >= self.texture_height {
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// This sprite didn't fit, move on to the next atlas
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self.image_max_sizes[atlas_idx] = [dim[0] / 2, dim[1] / 2];
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} else if free {
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final_atlas_idx = Some(atlas_idx);
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break;
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}
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pixel_idx += 1;
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// Speed boost: save the smallest sprite that didn't fit in each atlas,
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// and don't even try to add bigger sprite.
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if dim[0] * dim[1] >= self.image_max_sizes[atlas_idx] {
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atlas_idx += 1;
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pixel_idx = 0;
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}
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// This sprite didn't fit, move on to the next atlas
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if pixel_idx >= self.texture_width * self.texture_height {
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self.image_max_sizes[atlas_idx] = dim[0] * dim[1];
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atlas_idx += 1;
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pixel_idx = 0;
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}
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}
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let atlas_idx = match final_atlas_idx {
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None => bail!("textures didn't fit!"),
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Some(s) => s,
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};
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// We found a spot for this image, write it.
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let x = pixel_idx % self.texture_width;
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let y = pixel_idx / self.texture_height;
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//let img = RgbaImage::from_pixel(dim[0], dim[1], Rgba([0, 0, 0, 255]));
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imageops::overlay(&mut self.texture_list[atlas_idx], &img, x.into(), y.into());
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self.used_regions[atlas_idx].push(([x, y], dim));
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self.used_area += dim[0] as f64 * dim[1] as f64;
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self.index.insert(
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path.to_path_buf(),
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let (sy, sd) = self.image_y_start[atlas_idx];
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if dim[0] <= sd[0] && dim[1] <= sd[1] {
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// Reset start y if both dimensions of this texture are smaller than the previous smallest texture
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// We check for both, because that ensures that the smaller texture can tile the previous largest one.
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self.image_y_start[atlas_idx] = (0, [dim[0] / 2, dim[1] / 2]);
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} else {
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self.image_y_start[atlas_idx] = (y.max(sy), sd);
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}
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let p = path.strip_prefix(&self.asset_root).with_context(|| {
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format!(
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"path `{}` is not relative to asset root `{}`",
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path.display(),
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self.asset_root.display()
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)
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})?;
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self.index.index.insert(
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p.to_path_buf(),
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SpriteAtlasImage {
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atlas: atlas_idx,
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x: x as f32 / self.texture_width as f32,
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@ -3,10 +3,7 @@
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//! This crate creates texture atlases from an asset tree.
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//! The main interface for this crate is ... TODO
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use std::{
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collections::HashMap,
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path::{Path, PathBuf},
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};
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use std::{collections::HashMap, path::PathBuf};
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use serde::{Deserialize, Serialize};
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@ -36,26 +33,16 @@ pub struct SpriteAtlasImage {
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/// A map between file paths (relative to the root asset dir)
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/// and [`AtlasTexture`]s.
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#[derive(Debug, Serialize, Deserialize, Clone)]
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pub struct SpriteAtlasIndex {
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pub(crate) index: HashMap<PathBuf, SpriteAtlasImage>,
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pub struct SpriteAtlas {
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/// The images in this atlas
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pub index: HashMap<PathBuf, SpriteAtlasImage>,
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}
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impl SpriteAtlasIndex {
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impl SpriteAtlas {
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/// Make an empty [`SpriteAtlasIndex`]
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pub fn new() -> Self {
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Self {
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index: HashMap::new(),
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}
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}
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/// Make an empty [`SpriteAtlasIndex`]
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pub fn insert(&mut self, path: PathBuf, atlasimage: SpriteAtlasImage) {
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self.index.insert(path, atlasimage);
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}
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/// Get an [`AtlasImage`] for a file `p`.
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/// Paths must be relative to the root of the asset directory.
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pub fn get(&self, p: &Path) -> Option<&SpriteAtlasImage> {
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self.index.get(p)
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}
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}
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@ -2,13 +2,14 @@ mod atlasset;
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use atlasset::AtlasSet;
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use anyhow::Result;
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use anyhow::{bail, Result};
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use image::io::Reader;
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use std::path::PathBuf;
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use std::path::{Path, PathBuf};
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use walkdir::WalkDir;
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// TODO: procedural sun coloring
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// TODO: transparency buffer
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// TODO: gap between sprites?
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// TODO: warning when images have extra transparency
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// TODO: don't re-encode. Direct to gpu?
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// (maybe not, tiling is slow. Make it work with files first.)
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// TODO: path for atlas files
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@ -24,15 +25,17 @@ use walkdir::WalkDir;
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fn main() -> Result<()> {
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let mut files = Vec::new();
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for e in WalkDir::new("./assets/render")
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.into_iter()
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.filter_map(|e| e.ok())
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{
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let asset_root = Path::new("./assets/render");
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// Total number of pixels we want to add
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let mut total_dim = 0f64;
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for e in WalkDir::new(&asset_root).into_iter().filter_map(|e| e.ok()) {
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if e.metadata().unwrap().is_file() {
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// TODO: better warnings
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match e.path().extension() {
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Some(t) => {
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if t.to_str() != Some("png") {
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if t.to_str() != Some("png") && t.to_str() != Some("jpg") {
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println!("[WARNING] {e:#?} is not a png file, skipping.");
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continue;
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}
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@ -46,7 +49,8 @@ fn main() -> Result<()> {
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let path = e.path().to_path_buf();
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let reader = Reader::open(&path)?;
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let dim = reader.into_dimensions()?;
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files.push((path, [dim.0, dim.1]))
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files.push((path, [dim.0, dim.1]));
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total_dim += dim.0 as f64 * dim.1 as f64;
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}
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}
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@ -57,10 +61,19 @@ fn main() -> Result<()> {
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b.cmp(&a)
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});
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// Make sure we have enough pixels.
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// This check is conservative and imperfect:
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// Our tiling algorithm usually has efficiency better than 80% (~90%, as of writing)
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// We need room for error, though, since this check doesn't guarante success.
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if total_dim / 0.80 >= (8192.0 * 8192.0 * 16.0) {
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bail!("Texture atlas is too small")
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}
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// Create atlas set
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let mut atlas_set = AtlasSet::new(8192, 8192, 16);
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let mut atlas_set = AtlasSet::new(8192, 8192, 16, &asset_root);
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let total = files.len();
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let mut i = 0;
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let mut peak_efficiency = 0f64;
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for (path, dim) in files {
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i += 1;
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let atlas_idx = atlas_set.write_image(&path, dim)?;
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@ -69,6 +82,7 @@ fn main() -> Result<()> {
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100.0 * atlas_set.get_efficiency(),
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path.display()
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);
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peak_efficiency = peak_efficiency.max(atlas_set.get_efficiency());
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}
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println!(
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@ -76,9 +90,11 @@ fn main() -> Result<()> {
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100.0 * atlas_set.get_efficiency()
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);
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println!("Peak efficiency: {:.02}%", 100.0 * peak_efficiency);
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println!("Saving files...");
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atlas_set.save_files(
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|x| PathBuf::from(format!("atlas-{x:0.2}.png")),
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|x| PathBuf::from(format!("atlas-{x:0.2}.bmp")),
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&PathBuf::from("spriteatlas.toml"),
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)?;
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