tely/asset: Add new sprite packer spec file support

This commit is contained in:
doyle 2023-09-24 11:34:04 +10:00
parent ebfcc899c1
commit 3f33b015ab
41 changed files with 168 additions and 71 deletions

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Data/Textures/sprite_spec.txt (Stored with Git LFS) Normal file

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Data/Textures/terry_movement.txt (Stored with Git LFS)

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2
External/tely vendored

@ -1 +1 @@
Subproject commit a3816ec63e2a930c067d2598e6c2f96815a4294c
Subproject commit f7b7d4f505c10ebd849793d9c3cf9c89fe696942

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@ -402,63 +402,83 @@ void TELY_DLL_Init(void *user_data)
TELY_AssetSpriteSheet *sheet = &game->protag_walk_sprite_sheet;
Dqn_Slice<TELY_AssetSpriteAnimation> *anims = &game->protag_walk_sprite_anims;
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_String8 sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/terry_movement.png", DQN_STRING_FMT(assets->textures_dir));
sheet->tex_handle = platform->func_load_texture(assets, DQN_STRING8("Terry Movement"), sheet_path);
sheet->sprite_count = 28;
sheet->sprites_per_row = 7;
sheet->sprite_size = Dqn_V2I_InitNx2(185, 170);
sheet->type = TELY_AssetSpriteSheetType_Rects;
struct LoadedSprite
{
Dqn_String8 name;
Dqn_Rect rect;
};
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
sheet->sprite_size = Dqn_V2I_InitNx2(185, 170);
sheet->type = TELY_AssetSpriteSheetType_Rects;
// NOTE: Load the sprite meta file =========================================================
{
Dqn_List<LoadedSprite> raw_sprites = Dqn_List_Init<LoadedSprite>(scratch.arena, 32);
Dqn_String8 sheet_meta_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/terry_movement.txt", DQN_STRING_FMT(assets->textures_dir));
Dqn_String8 sheet_meta_file = Dqn_Fs_Read(sheet_meta_path, scratch.allocator);
Dqn_String8 sprite_spec_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/terry_movement.txt", DQN_STRING_FMT(assets->textures_dir));
Dqn_String8 sprite_spec_buffer = platform->func_load_file(scratch.arena, sprite_spec_path);
Dqn_String8SplitAllocResult lines = Dqn_String8_SplitAlloc(scratch.allocator, sprite_spec_buffer, DQN_STRING8("\n"));
Dqn_usize sprite_rect_index = 0;
Dqn_usize sprite_anim_index = 0;
Dqn_String8BinarySplitResult split = {};
Dqn_String8 first = sheet_meta_file;
do {
split = Dqn_String8_BinarySplit(first, DQN_STRING8("\n"));
Dqn_String8BinarySplitResult name = Dqn_String8_BinarySplit(split.lhs, DQN_STRING8(";"));
Dqn_String8BinarySplitResult x = Dqn_String8_BinarySplit(name.rhs, DQN_STRING8(";"));
Dqn_String8BinarySplitResult y = Dqn_String8_BinarySplit(x.rhs, DQN_STRING8(";"));
Dqn_String8BinarySplitResult width = Dqn_String8_BinarySplit(y.rhs, DQN_STRING8(";"));
Dqn_String8BinarySplitResult height = Dqn_String8_BinarySplit(width.rhs, DQN_STRING8(";"));
DQN_FOR_UINDEX(line_index, lines.size) {
Dqn_String8 line = lines.data[line_index];
Dqn_String8SplitAllocResult line_splits = Dqn_String8_SplitAlloc(scratch.allocator, line, DQN_STRING8(";"));
LoadedSprite *loaded_anim = Dqn_List_Make(&raw_sprites, 1);
loaded_anim->name = name.lhs;
loaded_anim->rect.pos.x = DQN_CAST(Dqn_f32)Dqn_String8_ToU64(x.lhs, 0).value;
loaded_anim->rect.pos.y = DQN_CAST(Dqn_f32)Dqn_String8_ToU64(y.lhs, 0).value;
loaded_anim->rect.size.w = DQN_CAST(Dqn_f32)Dqn_String8_ToU64(width.lhs, 0).value;
loaded_anim->rect.size.h = DQN_CAST(Dqn_f32)Dqn_String8_ToU64(height.lhs, 0).value;
if (line_index == 0) {
DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for @file lines");
DQN_ASSERT(Dqn_String8_StartsWith(line_splits.data[0], DQN_STRING8("@file"), Dqn_String8EqCase_Sensitive));
first = split.rhs;
} while (first.size);
// NOTE: Sprite sheet path
Dqn_String8 sprite_sheet_path = Dqn_FsPath_ConvertF(scratch.arena, "%.*s/%.*s", DQN_STRING_FMT(assets->textures_dir), DQN_STRING_FMT(line_splits.data[1]));
sheet->tex_handle = platform->func_load_texture(assets, DQN_STRING8("Terry Movement"), sprite_sheet_path);
DQN_ASSERTF(Dqn_Fs_Exists(sprite_sheet_path), "Required file does not exist '%.*s'", DQN_STRING_FMT(sprite_sheet_path));
// NOTE: Populate the sheet ============================================================
sheet->rects = Dqn_Slice_Alloc<Dqn_Rect>(&platform->arena, raw_sprites.count, Dqn_ZeroMem_No);
for (Dqn_ListIterator<LoadedSprite> it = {}; Dqn_List_Iterate(&raw_sprites, &it, 0); ) {
sheet->rects.data[it.index] = it.data->rect;
// NOTE: Total sprite frame count
Dqn_String8ToU64Result total_frame_count = Dqn_String8_ToU64(line_splits.data[2], 0);
DQN_ASSERT(total_frame_count.success);
sheet->rects = Dqn_Slice_Alloc<Dqn_Rect>(&platform->arena, total_frame_count.value, Dqn_ZeroMem_No);
// NOTE: Total animation count
Dqn_String8ToU64Result total_anim_count = Dqn_String8_ToU64(line_splits.data[3], 0);
DQN_ASSERT(total_anim_count.success);
*anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(&platform->arena, total_anim_count.value, Dqn_ZeroMem_No);
// TODO: Sprite size?
// TODO: Texture name?
continue;
}
if (Dqn_String8_StartsWith(line, DQN_STRING8("@anim"))) {
DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for @anim lines");
Dqn_String8 anim_name = line_splits.data[1];
Dqn_String8ToU64Result frames_per_second = Dqn_String8_ToU64(line_splits.data[2], 0);
Dqn_String8ToU64Result frame_count = Dqn_String8_ToU64(line_splits.data[3], 0);
DQN_ASSERT(anim_name.size);
DQN_ASSERT(frame_count.success);
DQN_ASSERT(frames_per_second.success);
TELY_AssetSpriteAnimation *anim = anims->data + sprite_anim_index++;
anim->label = Dqn_String8_Copy(platform->allocator, anim_name);
anim->index = DQN_CAST(uint16_t)sprite_rect_index;
anim->count = DQN_CAST(uint16_t)frame_count.value;
anim->seconds_per_frame = 1.f / frames_per_second.value;
} else {
DQN_ASSERTF(line_splits.size == 4, "Expected 4 splits for sprite frame lines");
Dqn_String8ToU64Result x = Dqn_String8_ToU64(line_splits.data[0], 0);
Dqn_String8ToU64Result y = Dqn_String8_ToU64(line_splits.data[1], 0);
Dqn_String8ToU64Result w = Dqn_String8_ToU64(line_splits.data[2], 0);
Dqn_String8ToU64Result h = Dqn_String8_ToU64(line_splits.data[3], 0);
DQN_ASSERT(x.success);
DQN_ASSERT(y.success);
DQN_ASSERT(w.success);
DQN_ASSERT(h.success);
sheet->rects.data[sprite_rect_index++] =
Dqn_Rect_InitNx4(DQN_CAST(Dqn_f32) x.value,
DQN_CAST(Dqn_f32) y.value,
DQN_CAST(Dqn_f32) w.value,
DQN_CAST(Dqn_f32) h.value);
}
}
TELY_AssetSpriteAnimation raw_anims[] = {
{DQN_STRING8("Walk down"), /*index*/ 0, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
{DQN_STRING8("Walk idle"), /*index*/ 7, /*count*/ 8, /*seconds_per_frame*/ 1 / 8.f},
{DQN_STRING8("Walk left"), /*index*/ 15, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
{DQN_STRING8("Walk right"), /*index*/ 22, /*count*/ 7, /*seconds_per_frame*/ 1 / 8.f},
{DQN_STRING8("Walk up"), /*index*/ 29, /*count*/ 6, /*seconds_per_frame*/ 1 / 8.f},
};
*anims = Dqn_Slice_Alloc<TELY_AssetSpriteAnimation>(&platform->arena, DQN_ARRAY_UCOUNT(raw_anims), Dqn_ZeroMem_No);
DQN_MEMCPY(anims->data, &raw_anims, sizeof(raw_anims[0]) * DQN_ARRAY_UCOUNT(raw_anims));
DQN_ASSERT(sheet->rects.size == sprite_rect_index);
DQN_ASSERT(anims->size == sprite_anim_index);
}
game->entities = Dqn_VArray_Init<FP_GameEntity>(&platform->arena, 1024 * 8);
@ -851,7 +871,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
if (action->state == FP_GameEntityState_Idle) {
if (action->flags & FP_GameEntityActionFlag_StateTransition) {
TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Walk idle")).index;
TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Walk_idle")).index;
FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, anim);
} else if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
@ -907,7 +927,7 @@ void FP_Update(TELY_Platform *platform, FP_Game *game, TELY_Renderer *renderer,
if (action->state == FP_GameEntityState_Run) {
if (action->flags & FP_GameEntityActionFlag_StateTransition) {
TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Walk right")).index;
TELY_AssetSpriteAnimation *anim = entity->sprite_anims.data + TELY_Asset_GetSpriteAnimation(entity->sprite_anims, DQN_STRING8("Walk_right")).index;
FP_Game_EntityActionReset(action, FP_GAME_ENTITY_ACTION_INFINITE_TIMER, anim);
} else if (we_are_clicked_entity) {
if (TELY_Platform_InputScanCodeIsPressed(input, TELY_PlatformInputScanCode_J)) {
@ -1076,17 +1096,16 @@ void FP_Render(FP_Game *game, TELY_Platform *platform, TELY_Renderer *renderer)
TELY_AssetSpriteAnimation const *sprite_anim = action->anim;
uint16_t anim_frame = DQN_CAST(uint16_t)(action->timer_s / sprite_anim->seconds_per_frame) % sprite_anim->count;
Dqn_usize sprite_index = sprite_anim->index + anim_frame;
Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row;
Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row;
Dqn_Rect src_rect = {};
Dqn_usize sprite_index = sprite_anim->index + anim_frame;
Dqn_Rect src_rect = {};
switch (sprite_sheet->type) {
case TELY_AssetSpriteSheetType_Uniform: {
src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w);
src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y);
src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w;
src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h;
Dqn_usize sprite_sheet_row = sprite_index / sprite_sheet->sprites_per_row;
Dqn_usize sprite_sheet_column = sprite_index % sprite_sheet->sprites_per_row;
src_rect.pos.x = DQN_CAST(Dqn_f32)(sprite_sheet_column * sprite_sheet->sprite_size.w);
src_rect.pos.y = DQN_CAST(Dqn_f32)(sprite_sheet_row * sprite_sheet->sprite_size.y);
src_rect.size.w = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.w;
src_rect.size.h = DQN_CAST(Dqn_f32)sprite_sheet->sprite_size.h;
} break;
case TELY_AssetSpriteSheetType_Rects: {

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@ -5,6 +5,7 @@
#define DQN_ONLY_V2
#define DQN_ONLY_SLICE
#define DQN_ONLY_SARRAY
#define DQN_ONLY_DSMAP
#define DQN_ONLY_LIST
#define DQN_ONLY_FS
#define _CRT_SECURE_NO_WARNINGS
@ -23,16 +24,52 @@ DQN_MSVC_WARNING_DISABLE(4244) // warning C4244: 'argument': conversion from 'in
#include "External/tely/external/stb/stb_image.h"
DQN_MSVC_WARNING_POP
struct SpriteSpecification
{
uint16_t frame_count;
uint16_t frames_per_second;
};
int main(int argc, char const *argv[])
{
if (argc != 2) {
Dqn_Log_InfoF("USAGE: feely_pona_sprite_packer \"<directory with sprites>\"");
if (argc != 3) {
Dqn_Log_InfoF("USAGE: feely_pona_sprite_packer <sprite_spec.txt> <sprite directory>");
return -1;
}
Dqn_Library_Init();
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_String8 dir = Dqn_String8_InitCString8(argv[1]);
Dqn_ThreadScratch scratch = Dqn_Thread_GetScratch(nullptr);
Dqn_String8 sprite_spec_path = Dqn_String8_InitCString8(argv[1]);
Dqn_String8 dir = Dqn_String8_InitCString8(argv[2]);
// NOTE: Parse the sprite specifications =======================================================
if (!Dqn_Fs_Exists(sprite_spec_path)) {
Dqn_Log_ErrorF("Sprite specification file does not exist, we tried to find \"%.*s\" but it does not exist", DQN_STRING_FMT(sprite_spec_path));
return -1;
}
Dqn_DSMap<SpriteSpecification> sprite_spec_table = Dqn_DSMap_Init<SpriteSpecification>(1024);
{
Dqn_ThreadScratch inner_scratch = Dqn_Thread_GetScratch(scratch.arena);
Dqn_String8 sprite_spec_buffer = Dqn_Fs_Read(sprite_spec_path, inner_scratch.allocator);
Dqn_String8SplitAllocResult sprite_spec_lines = Dqn_String8_SplitAlloc(inner_scratch.allocator, sprite_spec_buffer, DQN_STRING8("\n"));
DQN_FOR_UINDEX(line_index, sprite_spec_lines.size) {
Dqn_String8 line = sprite_spec_lines.data[line_index];
Dqn_String8SplitAllocResult line_parts = Dqn_String8_SplitAlloc(inner_scratch.allocator, line, DQN_STRING8(";"));
DQN_ASSERTF(line_parts.size == 2, "Line must have 2 parts in the sprite specification\n"
"\n"
"<animation name>;<frames per second>\\n\n"
"\n"
"Line was '%.*s' loaded from '%.*s'", DQN_STRING_FMT(line), sprite_spec_path);
Dqn_String8 anim_name = line_parts.data[0];
Dqn_String8ToU64Result frames_per_second = Dqn_String8_ToU64(line_parts.data[1], 0);
DQN_ASSERTF(frames_per_second.success, "Frames per second was not a convertible number, line was '%.*s'", line);
Dqn_DSMapResult<SpriteSpecification> slot = Dqn_DSMap_MakeKeyString8Copy(&sprite_spec_table, scratch.allocator, anim_name);
slot.value->frames_per_second = DQN_CAST(uint16_t)frames_per_second.value;
}
}
// NOTE: Get the list of files =================================================================
Dqn_List<Dqn_String8> file_list = Dqn_List_Init<Dqn_String8>(scratch.arena, 128);
@ -49,7 +86,7 @@ int main(int argc, char const *argv[])
stbrp_context pack_context = {};
stbrp_init_target(&pack_context, atlas_size, atlas_size, nodes, DQN_CAST(int)file_list.count);
// NOTE: Load the sprites to determine their dimensions for rect packing
// NOTE: Load the sprites to determine their dimensions for rect packing =======================
Dqn_SArray<stbrp_rect> rects = Dqn_SArray_Init<stbrp_rect>(scratch.arena, file_list.count, Dqn_ZeroMem_Yes);
for (Dqn_ListIterator<Dqn_String8> it = {}; Dqn_List_Iterate<Dqn_String8>(&file_list, &it, 0);) {
int x = 0, y = 0, channels_in_file = 0;
@ -57,11 +94,32 @@ int main(int argc, char const *argv[])
DQN_ASSERT(pixels);
stbi_image_free(pixels);
// NOTE: Add a rect to the packing context
// NOTE: Add a rect to the packing context =================================================
stbrp_rect *rect = Dqn_SArray_Make(&rects, Dqn_ZeroMem_Yes);
rect->w = x;
rect->h = y;
// NOTE: Enumerate the number of frames for this animation =================================
Dqn_String8 file_name = Dqn_String8_FileNameFromPath(*it.data);
Dqn_String8 file_name_without_extension = Dqn_String8_BinarySplit(file_name, DQN_STRING8(".")).lhs;
Dqn_String8BinarySplitResult split = Dqn_String8_BinarySplitReverse(file_name_without_extension, DQN_STRING8("_"));
Dqn_String8 anim_prefix = split.lhs;
Dqn_DSMapResult<SpriteSpecification> slot = Dqn_DSMap_FindKeyString8(&sprite_spec_table, anim_prefix);
DQN_ASSERTF(slot.found,
"\n\nSprite frame loaded from file\n"
" '%.*s'\n"
"\n"
"however there's no corresponding entry in the specification file loaded at\n"
" '%.*s'\n"
"\n"
"Add a line in format of <animation name>;<frames_per_second> to the file, e.g.\n"
" %.*s;8\n",
DQN_STRING_FMT(*it.data),
DQN_STRING_FMT(sprite_spec_path),
DQN_STRING_FMT(anim_prefix));
slot.value->frame_count++;
Dqn_Log_InfoF("Packing sprite: %.*s", DQN_STRING_FMT(*it.data));
}
@ -78,12 +136,19 @@ int main(int argc, char const *argv[])
int final_bpp = 4;
int final_image_stride = atlas_size * final_bpp;
char *final_image = Dqn_Arena_NewArray(scratch.arena, char, atlas_size * final_image_stride, Dqn_ZeroMem_Yes);
Dqn_String8 atlas_path = Dqn_String8_InitF(scratch.allocator, "%.*s.png", DQN_STRING_FMT(dir));
// NOTE: Generate the meta file ================================================================
Dqn_String8 meta_path = Dqn_String8_InitF(scratch.allocator, "%.*s.txt", DQN_STRING_FMT(dir));
Dqn_FsFile meta_file = Dqn_Fs_OpenFile(meta_path, Dqn_FsFileOpen_CreateAlways, Dqn_FsFileAccess_Write);
Dqn_Fs_WriteFileF(&meta_file,
"@file;%.*s;%d;%d\n",
DQN_STRING_FMT(Dqn_String8_FileNameFromPath(atlas_path)),
DQN_CAST(int) file_list.count,
DQN_CAST(int) sprite_spec_table.occupied - 1);
Dqn_Log_InfoF("Generating meta file: %.*s", DQN_STRING_FMT(meta_path));
Dqn_String8 anim_prefix = {};
for (Dqn_ListIterator<Dqn_String8> it = {}; Dqn_List_Iterate<Dqn_String8>(&file_list, &it, 0);) {
int w, h, channels_in_file;
stbi_uc *loaded_image = stbi_load(it.data->data, &w, &h, &channels_in_file, 4 /*desired_channels*/);
@ -105,15 +170,25 @@ int main(int argc, char const *argv[])
stbi_image_free(loaded_image);
// NOTE: Write the sprite and the rects to the sheet
Dqn_String8 file_name = Dqn_String8_FileNameFromPath(*it.data);
Dqn_String8 file_name = Dqn_String8_FileNameFromPath(*it.data);
Dqn_String8 file_name_without_extension = Dqn_String8_BinarySplit(file_name, DQN_STRING8(".")).lhs;
Dqn_Fs_WriteFileF(&meta_file, "%.*s;%d;%d;%d;%d", DQN_STRING_FMT(file_name_without_extension), packed_rect.x, packed_rect.y, packed_rect.w, packed_rect.h);
// NOTE: Detect what animation we are currently processing =================================
if (anim_prefix.size == 0 || !Dqn_String8_StartsWith(file_name_without_extension, anim_prefix)) {
// NOTE: Anim prefix is different, we are starting a new animation- mark it accordingly
Dqn_String8BinarySplitResult split = Dqn_String8_BinarySplitReverse(file_name_without_extension, DQN_STRING8("_"));
anim_prefix = split.lhs;
Dqn_DSMapResult<SpriteSpecification> slot = Dqn_DSMap_FindKeyString8(&sprite_spec_table, anim_prefix);
Dqn_Fs_WriteFileF(&meta_file, "@anim;%.*s;%u;%u\n", DQN_STRING_FMT(anim_prefix), slot.value->frames_per_second, slot.value->frame_count);
}
// NOTE: Write the sprite rectangles in ====================================================
Dqn_Fs_WriteFileF(&meta_file, "%d;%d;%d;%d", packed_rect.x, packed_rect.y, packed_rect.w, packed_rect.h);
if (it.index != (file_list.count - 1))
Dqn_Fs_WriteFileF(&meta_file, "\n");
}
Dqn_String8 atlas_path = Dqn_String8_InitF(scratch.allocator, "%.*s.png", DQN_STRING_FMT(dir));
Dqn_Log_InfoF("Generating atlas: %.*s", DQN_STRING_FMT(atlas_path));
stbi_write_png(atlas_path.data, atlas_size, atlas_size, 4, final_image, final_image_stride);
return 0;

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