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package aseprite_file_handler_utility
import "base:runtime"
import "core:slice"
@require import "core:fmt"
@require import "core:log"
import ase ".."
create_sprite_sheet :: proc {
create_sprite_sheet_from_doc,
create_sprite_sheet_from_info,
}
/*
Creates internal allocation on `context.temp_allocator`, will attempt to clean up after itself.
*/
create_sprite_sheet_from_doc :: proc (
doc: ^ase.Document, s_info: Sprite_Info,
write_rules := DEFAULT_SPRITE_WRITE_RULES, alloc := context.allocator
) -> (res: Sprite_Sheet, err: Errors) {
runtime.DEFAULT_TEMP_ALLOCATOR_TEMP_GUARD(context.allocator == context.temp_allocator)
info: Info
get_info(doc, &info, context.temp_allocator) or_return
return create_sprite_sheet_from_info(info, s_info, write_rules, alloc)
}
/*
Creates internal allocation on `context.temp_allocator`, will attempt to clean up after itself.
*/
create_sprite_sheet_from_info :: proc (
info: Info, s_info: Sprite_Info,
write_rules := DEFAULT_SPRITE_WRITE_RULES, alloc := context.allocator
) -> (res: Sprite_Sheet, err: Errors) {
switch {
case write_rules.align < min(Sprite_Alignment) || max(Sprite_Alignment) < write_rules.align:
err = .Invalid_Alignment
return
case s_info.size.x < write_rules.offset.x || s_info.size.y < write_rules.offset.y:
err = .Invalid_Offset
return
case s_info.spacing.x < 0 || s_info.spacing.y < 0:
err = .Invalid_Spacing
return
case s_info.boarder.x < 0 || s_info.boarder.y < 0:
err = .Invalid_Boarder
return
case s_info.count <= 0:
err = .Invalid_Count
return
case (s_info.size.x * s_info.size.y) < (info.md.width * info.md.height):
if !write_rules.ingore_sprite_size {
err = .Sprite_Size_to_Small
return
}
// If `shrink_to_pixels` is set the new bounds may fit just fine.
// However it's not reasonable to check them all, instead we just assume they will be.
if !write_rules.shrink_to_pixels {
fast_log(.Warning, "Sprite smaller than Frame. Ingoring & continuing.")
}
}
// Note(blob):
// Gets the clostest multiple of `s_info.count` that's `>=` to `len(info.frames)`.
// Allows for `len(info.frames)` to not be a multiple of `s_info.count`;
// and still make a valid grid.
frame_count := len(info.frames) + (s_info.count - ((len(info.frames) - 1) %% s_info.count + 1))
y_count := max( 1, frame_count / s_info.count )
width := ( s_info.count * s_info.size.x ) + ( (s_info.count - 1) * s_info.spacing.x )
height := ( y_count * s_info.size.y ) + ( (y_count - 1) * s_info.spacing.y )
img_width := width + (s_info.boarder.x * 2)
img_height := height + (s_info.boarder.y * 2)
img_size := img_width * img_height * 4
res.info = s_info
res.img = {
width = img_width,
height = img_height,
bpp = .RGBA,
data = make([]u8, img_size, alloc) or_return,
}
defer {
if err != nil {
delete(res.img.data, alloc)
}
}
if write_rules.use_index_bg_colour && info.md.bpp == .Indexed && !info.layers[0].is_background {
img_p := slice.reinterpret([]Pixel, res.img.data)
c := info.palette[info.md.trans_idx].color
c.a = 0
slice.fill(img_p, c)
} else {
fill_colour(res.img.data, write_rules.background_colour)
}
runtime.DEFAULT_TEMP_ALLOCATOR_TEMP_GUARD(context.allocator == context.temp_allocator)
tileset_alloc := context.temp_allocator
sprite_pos: [2]int
sw, sh := s_info.size.x, s_info.size.y
for frame in info.frames {
defer {
sprite_pos.x += s_info.size.x + s_info.spacing.x
if width <= sprite_pos.x {
sprite_pos.x = 0
sprite_pos.y += s_info.size.y + s_info.spacing.y
}
if height + s_info.spacing.y < sprite_pos.y {
panic("Sprite Y Pos is OOB. This shouldn't happen... send help.")
}
}
if len(frame.cels) == 0 {
continue
}
if !slice.is_sorted_by(frame.cels, cel_less) {
slice.sort_by(frame.cels, cel_less)
}
fw, fh := info.md.width, info.md.height
fp: [2]int = 0
if write_rules.shrink_to_pixels {
min_pos := [2]int{fw, fh}
max_pos: [2]int
for cel in frame.cels {
layer := info.layers[cel.layer]
if !layer.visiable || layer.is_background { continue }
size := [2]int{cel.width, cel.height}
if cel.tilemap.tiles != nil {
ts := info.tilesets[layer.tileset]
size = {ts.width, ts.height}
}
min_pos = {
min(min_pos.x, cel.pos.x),
min(min_pos.y, cel.pos.y),
}
max_pos = {
max(max_pos.x, cel.pos.x + size.x),
max(max_pos.y, cel.pos.y + size.y),
}
}
frame_size := max_pos - min_pos
fw, fh = frame_size.x, frame_size.y
fp = min_pos
}
cel_offset := write_rules.offset + s_info.boarder + sprite_pos
alignment: [2]int
// Sprite Sheet Aligment https://www.desmos.com/geometry/miqzk9ijus
switch write_rules.align {
case .Top_Left: // Default Alignment
case .Top_Center: alignment.x = (sw - fw) / 2
case .Top_Right: alignment.x = (sw - fw)
case .Mid_Left: alignment.y = (sh - fh) / 2
case .Mid_Center: alignment = { (sw - fw) / 2, (sh - fh) / 2 }
case .Mid_Right: alignment = { (sw - fw), (sh - fh) / 2 }
case .Bot_Left: alignment.y = sh - fh
case .Bot_Center: alignment = { (sw - fw) / 2, sh - fh }
case .Bot_Right: alignment = { (sw - fw), sh - fh }
case:
err = .Invalid_Alignment
return
}
for cel in frame.cels {
layer := info.layers[cel.layer]
skip := (!layer.visiable) || (write_rules.ingore_bg_layers && layer.is_background)
if skip { continue }
s_cel := cel
if cel.tilemap.tiles != nil {
ts := info.tilesets[layer.tileset]
s_cel = cel_from_tileset(cel, ts, info.md.bpp, tileset_alloc) or_return
}
if layer.is_background {
// NOTE(blob):
// This isn't truly right & only for really works for solid colours.
// `write_cel` would need to rewrite support both arbitrary reads & writes.
s_cel.pos += cel_offset
s_cel.width = s_info.size.x
s_cel.height = s_info.size.y
write_cel(res.img.data, s_cel, layer, res.img.md, info.palette) or_return
continue
}
s_cel.pos += alignment + cel_offset - fp
// Make sure we don't pass a negitive position.
s_cel.pos = { max(0, s_cel.pos.x), max(0, s_cel.pos.y) }
write_cel(res.img.data, s_cel, layer, res.img.md, info.palette) or_return
}
}
return
}
// Finds the smallest Sprite size need to fit all visable pixels.
// Ingores Background Layers
find_min_sprite_size :: proc(info: Info, make_square := true) -> (res: [2]int) {
for frame in info.frames {
for cel in frame.cels {
layer := info.layers[cel.layer]
if !layer.visiable || layer.is_background { continue }
size := [2]int{ cel.width, cel.height }
if cel.tilemap.tiles != nil {
ts := info.tilesets[layer.tileset]
size = {ts.width, ts.height}
}
res.x = max(res.x, size.x)
res.y = max(res.y, size.y)
}
}
if make_square {
res = max(res.x, res.y)
}
return
}
draw_sheet_grid :: proc(sheet: ^Sprite_Sheet, colour: [4]u8) {
draw_sheet_spacing(sheet, colour, true)
}
draw_sheet_spacing :: proc(sheet: ^Sprite_Sheet, colour: [4]u8, always_draw: bool) {
img := sheet.img
info := sheet.info
assert(img.bpp == .RGBA)
raw := slice.reinterpret([][4]u8, img.data)
row_count := (img.height - info.size.y - (info.boarder.y * 2)) / ( info.size.y + info.spacing.y )
if 0 < row_count {
row_block := img.width * info.size.y
row_space := img.width * info.spacing.y
row_step := row_block + row_space
row_fill := always_draw ? max(img.width, row_space) : row_space
row_offset := row_block + img.width * info.boarder.x
base := raw[row_offset:][:row_fill]
slice.fill(base, colour)
for row in 1..<row_count {
start := row_step * row + row_offset
copy(raw[start:], base)
}
}
col_count := info.count - 1
if 0 < col_count {
col_block := info.size.x + info.spacing.x
col_fill := always_draw ? max(1, info.spacing.y) : info.spacing.y
col_offset := info.size.x + info.boarder.x
base := raw[col_offset:][:col_fill]
slice.fill(base, colour)
for col in 1..<col_count {
pos := col_block * col + col_offset
copy(raw[pos:], base)
}
for y in 1..<img.height {
start := img.width * y + col_offset
for col in 0..<col_count {
pos := col_block * col + start
copy(raw[pos:], base)
}
}
}
return
}
draw_sheet_boarder :: proc(sheet: ^Sprite_Sheet, colour: [4]u8) {
img := sheet.img
info := sheet.info
assert(img.bpp == .RGBA)
raw := slice.reinterpret([][4]u8, img.data)
if 0 < info.boarder.y {
base := raw[:img.width * info.boarder.y]
slice.fill(base, colour)
copy(raw[(img.height - info.boarder.y) * img.width:], base)
}
if 0 < info.boarder.x {
base_start := img.width * info.boarder.y
base := raw[base_start:][:info.boarder.x]
count := img.height - (info.boarder.y * 2)
slice.fill(base, colour)
copy(raw[base_start + img.width - info.boarder.x:], base)
for pos in 0..<count {
start := base_start + (img.width * pos)
copy(raw[start:], base)
copy(raw[start + img.width - info.boarder.x:], base)
}
}
return
}
find_pixel_bounds :: proc(img: Image, bg_colour: [4]u8 = 0, check_trans := true) -> (bounds: Bounds) {
assert(img.md.bpp == .RGBA)
raw := slice.reinterpret([][4]u8, img.data)
min_pos, max_pos := find_pixel_bounds_min_max(raw, img.width, img.height, bg_colour, check_trans)
return { pos = min_pos, width = max_pos.x - min_pos.x, height = max_pos.y - min_pos.y }
}
find_pixel_bounds_min_max :: proc(img: [][4]u8, width, height: int, bg_colour: [4]u8, check_trans: bool) -> (min_pos, max_pos: [2]int) {
min_pos = { width, height }
max_pos = { 0, 0 }
for y in 0..<height {
for x in 0..<width {
pix := img[y * width + x]
if (pix.a == 0 && check_trans) || pix == bg_colour {
continue
}
min_pos = { min(x, min_pos.x), min(y, min_pos.y) }
max_pos = { max(x, max_pos.x), max(y, max_pos.y) }
}
}
max_pos += 1
return
}
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