Lumenarium/src_v2/lumenarium_texture_atlas.cpp

129 lines
2.9 KiB
C++

/* date = March 31st 2022 8:30 pm */
#ifndef LUMENARIUM_TEXTURE_ATLAS_CPP
#define LUMENARIUM_TEXTURE_ATLAS_CPP
struct Texture_Atlas_Sprite
{
u16 min_x;
u16 min_y;
u16 max_x;
u16 max_y;
};
struct Texture_Atlas
{
u8* pixels;
u16 width;
u16 height;
u16 next_x;
u16 next_y;
u16 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 = 0xFFFFFFFF;
}
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;
}
internal void
texture_atlas_register(Texture_Atlas* ta, u8* pixels, u32 width, u32 height, u32 id)
{
u16 min_x = ta->next_x;
u16 min_y = ta->next_y;
u16 max_x = min_x + (u16)width;
u16 max_y = min_y + (u16)height;
// TODO(PS): if the sprite won't fit in this row, then we need to shift it to
// the next one
// copy the data
for (u16 y = 0; y < height; y++)
{
u16 src_row = (y * (u16)width) * 4;
u16 dst_row = (((y + min_y) * ta->width) + min_x) * 4;
for (u16 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++];
}
}
// register a new slot
u32 index = hash_table_register(ta->ids, ta->cap, id);
Texture_Atlas_Sprite* sprite = ta->sprites + index;
sprite->min_x = min_x;
sprite->min_y = min_y;
sprite->max_x = max_x;
sprite->max_y = max_y;
// Prepare for next registration
if (max_y > ta->y_used)
{
ta->y_used = max_y;
}
ta->next_x = max_x + 1;
if (ta->next_x > ta->width)
{
ta->next_x = 0;
ta->next_y = ta->y_used;
}
}
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, u32 id)
{
Texture_Atlas_Sprite sprite = texture_atlas_sprite_get(ta, id);
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;
// inset
v2 half_texel = v2{1.0f / ta->width, 1.0f / ta->height};
result.xy += half_texel;
result.zw -= half_texel;
return result;
}
#endif //LUMENARIUM_TEXTURE_ATLAS_CPP