/* date = March 31st 2022 8:30 pm */ #ifndef LUMENARIUM_TEXTURE_ATLAS_CPP #define LUMENARIUM_TEXTURE_ATLAS_CPP typedef struct Texture_Atlas_Sprite Texture_Atlas_Sprite; struct Texture_Atlas_Sprite { u16 min_x; u16 min_y; u16 max_x; u16 max_y; v2 draw_offset; }; typedef struct Texture_Atlas Texture_Atlas; struct Texture_Atlas { u8* pixels; u32 width; u32 height; u32 next_x; u32 next_y; u32 y_used; u32* ids; Texture_Atlas_Sprite* sprites; u32 cap; u32 used; }; internal Texture_Atlas texture_atlas_create(u32 width, u32 height, u32 cap, Allocator* allocator) { Texture_Atlas result = {}; result.pixels = allocator_alloc_array(allocator, u8, width * height * 4); result.width = (u16)width; result.height = (u16)height; for (u32 i = 0; i < width * height; i++) { u8* base = result.pixels + (i * 4); *(u32*)base = 0xFF00FFFF; } result.ids = allocator_alloc_array(allocator, u32, cap); result.sprites = allocator_alloc_array(allocator, Texture_Atlas_Sprite, cap); result.cap = cap; hash_table_init(result.ids, cap); return result; } enum Texture_Atlas_Registration_Flags { TextureAtlasRegistration_None = 0, TextureAtlasRegistration_PixelFormat_RGBA = 1, TextureAtlasRegistration_PixelFormat_Alpha = 2, }; internal void texture_atlas_register(Texture_Atlas* ta, u8* pixels, u32 width, u32 height, u32 id, v2 draw_offset, u32 flags) { if (ta->next_x > ta->width || (ta->next_x + width + 2) > ta->width) { ta->next_x = 0; ta->next_y = ta->y_used; } u32 min_x = ta->next_x + 1; u32 min_y = ta->next_y + 1; u32 max_x = min_x + width; u32 max_y = min_y + height; // copy the data if (has_flag(flags, TextureAtlasRegistration_PixelFormat_RGBA)) { for (u32 y = 0; y < height; y++) { u32 src_row = (y * width) * 4; u32 dst_row = (((y + min_y) * ta->width) + min_x) * 4; for (u32 x = 0; x < width; x++) { ta->pixels[dst_row++] = pixels[src_row++]; ta->pixels[dst_row++] = pixels[src_row++]; ta->pixels[dst_row++] = pixels[src_row++]; ta->pixels[dst_row++] = pixels[src_row++]; } } } else if (has_flag(flags, TextureAtlasRegistration_PixelFormat_Alpha)) { for (u32 y = 0; y < height; y++) { u32 src_row = y * width; u32 dst_row = (((y + min_y) * ta->width) + min_x) * 4; for (u32 x = 0; x < width; x++) { ta->pixels[dst_row++] = 0xFF; ta->pixels[dst_row++] = 0xFF; ta->pixels[dst_row++] = 0xFF; ta->pixels[dst_row++] = pixels[src_row++]; } } } // copy nearest pixels to the border u32 pi_width = ta->width; u32 pi_stride = 4; #define PIXEL_INDEX(x,y) ((((y) * pi_width) + (x)) * pi_stride) #define COPY_PIXEL(db,sb) \ ta->pixels[(db) + 0] = ta->pixels[(sb) + 0]; \ ta->pixels[(db) + 1] = ta->pixels[(sb) + 1]; \ ta->pixels[(db) + 2] = ta->pixels[(sb) + 2]; \ ta->pixels[(db) + 3] = ta->pixels[(sb) + 3]; for (u32 x = 0; x < width; x++) { u32 top = PIXEL_INDEX(min_x + x, min_y - 1); u32 top_near = PIXEL_INDEX(min_x + x, min_y); u32 bot = PIXEL_INDEX(min_x + x, max_y); u32 bot_near = PIXEL_INDEX(min_x + x, max_y - 1); COPY_PIXEL(top, top_near); COPY_PIXEL(bot, bot_near); } for (u32 y = 0; y < height + 2; y++) { u32 left = PIXEL_INDEX(min_x - 1, min_y + y - 1); u32 left_near = PIXEL_INDEX(min_x, min_y + y - 1); u32 right = PIXEL_INDEX(max_x, min_y + y - 1); u32 right_near = PIXEL_INDEX(max_x - 1, min_y + y - 1); COPY_PIXEL(left, left_near); COPY_PIXEL(right, right_near); } #undef PIXEL_INDEX #undef COPY_PIXEL // register a new slot u32 index = hash_table_register(ta->ids, ta->cap, id); Texture_Atlas_Sprite* sprite = ta->sprites + index; sprite->min_x = (u16)min_x; sprite->min_y = (u16)min_y; sprite->max_x = (u16)max_x; sprite->max_y = (u16)max_y; sprite->draw_offset = draw_offset; // Prepare for next registration if (max_y > ta->y_used) { ta->y_used = max_y + 2; } ta->next_x = max_x + 2; } internal Texture_Atlas_Sprite texture_atlas_sprite_get(Texture_Atlas* ta, u32 id) { Texture_Atlas_Sprite result = {}; u32 index = hash_table_find(ta->ids, ta->cap, id); if (index == ta->cap) return result; result = ta->sprites[index]; return result; } internal v4 texture_atlas_sprite_get_uvs(Texture_Atlas* ta, Texture_Atlas_Sprite sprite) { v4 result = {}; // uv min result.x = (r32)sprite.min_x / (r32)ta->width; result.y = (r32)sprite.min_y / (r32)ta->height; // uv max result.z = (r32)sprite.max_x / (r32)ta->width; result.w = (r32)sprite.max_y / (r32)ta->height; return result; } internal v4 texture_atlas_sprite_id_get_uvs(Texture_Atlas* ta, u32 id) { Texture_Atlas_Sprite sprite = texture_atlas_sprite_get(ta, id); return texture_atlas_sprite_get_uvs(ta, sprite); } #endif //LUMENARIUM_TEXTURE_ATLAS_CPP