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1001b8ba4a
Author | SHA1 | Date |
---|---|---|
Mark | 1001b8ba4a | |
Mark | 797aa92374 | |
Mark | 4def821503 | |
Mark | b20ed2bfba | |
Mark | 769c74a22c |
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@ -610,6 +610,7 @@ version = "0.0.0"
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dependencies = [
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"anyhow",
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"cgmath",
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"galactica-packer",
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"image",
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"nalgebra",
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"serde",
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@ -627,6 +628,18 @@ dependencies = [
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"rand",
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]
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[[package]]
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name = "galactica-packer"
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version = "0.0.0"
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dependencies = [
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"anyhow",
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"galactica-constants",
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"image",
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"serde",
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"toml",
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"walkdir",
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]
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[[package]]
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name = "galactica-render"
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version = "0.0.0"
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@ -636,6 +649,7 @@ dependencies = [
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"cgmath",
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"galactica-constants",
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"galactica-content",
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"galactica-packer",
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"image",
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"rand",
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"wgpu",
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@ -49,6 +49,7 @@ galactica-world = { path = "crates/world" }
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galactica-behavior = { path = "crates/behavior" }
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galactica-gameobject = { path = "crates/gameobject" }
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galactica-ui = { path = "crates/ui" }
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galactica-packer = { path = "crates/packer" }
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galactica = { path = "crates/galactica" }
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image = { version = "0.24", features = ["png"] }
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4
TODO.md
4
TODO.md
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@ -80,6 +80,7 @@
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- Engine flares shouldn't be centered
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- Sprite optimization: do we need to allocate a new `Vec` every frame? Probably not.
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- Better error when run outside of directory
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- Documentation site & front page
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## Content
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- Angled engines
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@ -117,7 +118,7 @@
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- Nova dust parallax
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- Ship outlines in radar
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- Engine flare ease in/out
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- Lens flare
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## Write and Document
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- Parallax
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@ -132,6 +133,7 @@
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- Ship AI
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- Handles
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- Content specification and pipeline
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- How packer and optimizations work, and why
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## Ideas
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@ -38,8 +38,24 @@ file = "ui/center-arrow.png"
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duration = 0.15
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repeat = "once"
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frames = [
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"particle/blaster-01.png",
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"particle/blaster-02.png",
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"particle/blaster-03.png",
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"particle/blaster-04.png",
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"particle/blaster/01.png",
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"particle/blaster/02.png",
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"particle/blaster/03.png",
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"particle/blaster/04.png",
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]
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[texture."particle::explosion"]
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duration = 0.4
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repeat = "once"
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frames = [
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"particle/explosion-large/01.png",
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"particle/explosion-large/02.png",
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"particle/explosion-large/03.png",
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"particle/explosion-large/04.png",
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"particle/explosion-large/05.png",
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"particle/explosion-large/06.png",
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"particle/explosion-large/07.png",
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"particle/explosion-large/08.png",
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"particle/explosion-large/09.png",
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]
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@ -18,6 +18,7 @@ fn main() -> Result<()> {
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let content = content::Content::load_dir(
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PathBuf::from(galactica_constants::CONTENT_ROOT),
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PathBuf::from(galactica_constants::TEXTURE_ROOT),
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PathBuf::from("spriteatlas.toml"),
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galactica_constants::STARFIELD_TEXTURE_NAME.to_owned(),
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)?;
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@ -0,0 +1,30 @@
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[[bin]]
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name = "galactica-packer"
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path = "src/main.rs"
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[package]
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name = "galactica-packer"
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description = "Galactica's sprite packer"
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categories = { workspace = true }
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keywords = { workspace = true }
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version = { workspace = true }
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rust-version = { workspace = true }
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authors = { workspace = true }
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edition = { workspace = true }
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homepage = { workspace = true }
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repository = { workspace = true }
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license = { workspace = true }
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documentation = { workspace = true }
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readme = { workspace = true }
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[lints]
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workspace = true
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[dependencies]
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galactica-constants = { workspace = true }
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image = { workspace = true }
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toml = { workspace = true }
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serde = { workspace = true }
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anyhow = { workspace = true }
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walkdir = { workspace = true }
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@ -0,0 +1,201 @@
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use anyhow::{bail, Result};
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use galactica_packer::{SpriteAtlasImage, SpriteAtlasIndex};
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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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io::{Read, Write},
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path::{Path, PathBuf},
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};
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// TODO: article
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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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// 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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// sprite: a possibly animated texture
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pub struct AtlasSet {
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/// The width of each atlas
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texture_width: u32,
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/// The height of each atlas
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texture_height: u32,
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/// Make at most this many atlases
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/// Probably determined by the GPU
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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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/// 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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/// A list of used regions in each texture
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/// Format: ([xpos, ypos], [width, height])
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/// in pixels, with (0, 0) at top left
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used_regions: Vec<Vec<([u32; 2], [u32; 2])>>,
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/// Used to calculate packing efficiency
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used_area: f64,
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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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Self {
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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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used_area: 0f64,
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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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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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}
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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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}
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}
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if !used {
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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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// 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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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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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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y: y as f32 / self.texture_height as f32,
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w: dim[0] as f32 / self.texture_width as f32,
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h: dim[1] as f32 / self.texture_height as f32,
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},
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);
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return Ok(atlas_idx);
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}
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pub fn save_files<F>(self, atlas_path: F, index_path: &Path) -> Result<()>
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where
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F: Fn(usize) -> PathBuf,
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{
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// Save atlases
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for i in 0..self.texture_list.len() {
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self.texture_list[i].save(atlas_path(i))?;
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}
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// Save index
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let toml = toml::to_string(&self.index)?;
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let mut f = File::create(index_path)?;
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f.write_all(toml.as_bytes())?;
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return Ok(());
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}
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/*
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pub fn get_width(&self) -> u32 {
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self.texture_width
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}
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pub fn get_height(&self) -> u32 {
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self.texture_height
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}
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pub fn get_limit(&self) -> usize {
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self.texture_limit
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}
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pub fn get_used_area(&self) -> f64 {
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self.used_area
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}
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pub fn num_textures(&self) -> usize {
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self.texture_list.len()
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}
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*/
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pub fn get_efficiency(&self) -> f64 {
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self.used_area
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/ (self.texture_height as f64
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* self.texture_width as f64
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* self.texture_list.len() as f64)
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}
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}
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@ -0,0 +1,61 @@
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#![warn(missing_docs)]
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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 serde::{Deserialize, Serialize};
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/// The location of a single image in a sprite atlas
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#[derive(Debug, Serialize, Deserialize, Clone)]
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pub struct SpriteAtlasImage {
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/// The index of the atlas this image is in
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pub atlas: usize,
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/// x-position of this image
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/// (between 0 and 1, using wgpu texture coordinates)
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pub x: f32,
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/// y-position of this image
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/// (between 0 and 1, using wgpu texture coordinates)
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pub y: f32,
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/// Width of this image
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/// (between 0 and 1, using wgpu texture coordinates)
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pub w: f32,
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/// Height of this image
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/// (between 0 and 1, using wgpu texture coordinates)
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pub h: f32,
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}
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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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}
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impl SpriteAtlasIndex {
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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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/// 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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|
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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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@ -0,0 +1,86 @@
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mod atlasset;
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|
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use atlasset::AtlasSet;
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|
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use anyhow::Result;
|
||||
use image::io::Reader;
|
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use std::path::PathBuf;
|
||||
use walkdir::WalkDir;
|
||||
|
||||
// TODO: procedural sun coloring
|
||||
// TODO: transparency buffer
|
||||
// TODO: don't re-encode. Direct to gpu?
|
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// (maybe not, tiling is slow. Make it work with files first.)
|
||||
// TODO: path for atlas files
|
||||
// TODO: rework texturearray
|
||||
// TODO: reasonable sprite sizes (especially ui, document rules)
|
||||
// TODO: consistent naming
|
||||
// TODO: dynamic packing (for plugins)
|
||||
// spriteatlas: the set of textures
|
||||
// texture: a single plane of many images, what we load to wgpu
|
||||
// image: a single file
|
||||
// sprite: a possibly animated texture
|
||||
|
||||
fn main() -> Result<()> {
|
||||
let mut files = Vec::new();
|
||||
|
||||
for e in WalkDir::new("./assets/render")
|
||||
.into_iter()
|
||||
.filter_map(|e| e.ok())
|
||||
{
|
||||
if e.metadata().unwrap().is_file() {
|
||||
// TODO: better warnings
|
||||
match e.path().extension() {
|
||||
Some(t) => {
|
||||
if t.to_str() != Some("png") {
|
||||
println!("[WARNING] {e:#?} is not a png file, skipping.");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
None => {
|
||||
println!("[WARNING] {e:#?} is not a png file, skipping.");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
let path = e.path().to_path_buf();
|
||||
let reader = Reader::open(&path)?;
|
||||
let dim = reader.into_dimensions()?;
|
||||
files.push((path, [dim.0, dim.1]))
|
||||
}
|
||||
}
|
||||
|
||||
// Sort by image size
|
||||
files.sort_by(|a, b| {
|
||||
let a = a.1[0] * a.1[1];
|
||||
let b = b.1[0] * b.1[1];
|
||||
b.cmp(&a)
|
||||
});
|
||||
|
||||
// Create atlas set
|
||||
let mut atlas_set = AtlasSet::new(8192, 8192, 16);
|
||||
let total = files.len();
|
||||
let mut i = 0;
|
||||
for (path, dim) in files {
|
||||
i += 1;
|
||||
let atlas_idx = atlas_set.write_image(&path, dim)?;
|
||||
println!(
|
||||
"({i} of {total}, atlas {atlas_idx}, efficiency {:.02}%) Added {}",
|
||||
100.0 * atlas_set.get_efficiency(),
|
||||
path.display()
|
||||
);
|
||||
}
|
||||
|
||||
println!(
|
||||
"Packing efficiency: {:.02}%",
|
||||
100.0 * atlas_set.get_efficiency()
|
||||
);
|
||||
|
||||
println!("Saving files...");
|
||||
atlas_set.save_files(
|
||||
|x| PathBuf::from(format!("atlas-{x:0.2}.png")),
|
||||
&PathBuf::from("spriteatlas.toml"),
|
||||
)?;
|
||||
|
||||
return Ok(());
|
||||
}
|
|
@ -19,6 +19,7 @@ workspace = true
|
|||
[dependencies]
|
||||
galactica-content = { workspace = true }
|
||||
galactica-constants = { workspace = true }
|
||||
galactica-packer = { workspace = true }
|
||||
|
||||
anyhow = { workspace = true }
|
||||
cgmath = { workspace = true }
|
||||
|
|
Loading…
Reference in New Issue