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/
ImagePacker.go
188 lines (153 loc) · 4.67 KB
/
ImagePacker.go
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package glSpriteSheet
import (
"errors"
"fmt"
"github.com/go-gl/gl"
"image"
"image/draw"
"image/png"
"os"
)
type ImagePacker struct {
images []sizedImage
sprites []*Sprite
}
type sizedImage struct {
w, h int
image image.Image
}
func (i *ImagePacker) AddFromFile(filename string) (*Sprite, error) {
// Open the file
file, err := os.Open(filename)
if err != nil {
return nil, err
}
defer file.Close()
// Decode the image.
m, err := png.Decode(file)
if err != nil {
fmt.Println("decoding error")
return nil, err
}
bounds := m.Bounds()
size := bounds.Max.Sub(bounds.Min)
i.images = append(i.images, sizedImage{size.X, size.Y, m})
i.sprites = append(i.sprites, new(Sprite))
return i.sprites[len(i.sprites)-1], nil
}
func (i *ImagePacker) Pack() (SpriteSheet, error) {
maxTexSize := getMaxTextureSize()
var sheet SpriteSheet
var err error
for size := 16; size <= maxTexSize; size *= 2 {
sheet, err = i.pack(size)
fmt.Println(size, err)
if err == nil {
break
}
}
if err != nil {
return SpriteSheet{}, err
}
return sheet, err
}
// Packs image into a texture of size * size dimensions
func (i *ImagePacker) pack(size int) (SpriteSheet, error) {
rootNode := newNode(size, size)
for v, img := range i.images {
err := rootNode.recInsert(img.w, img.h, v)
if err != nil {
return SpriteSheet{}, err
}
}
nodeImage := image.NewRGBA(image.Rect(0, 0, size, size))
traverseNodes(rootNode, func(nd node) {
draw.Draw(nodeImage, image.Rect(nd.rc.left, nd.rc.top, nd.rc.right, nd.rc.bottom), i.images[nd.id].image, image.ZP, draw.Src)
i.sprites[nd.id].left = float32(nd.rc.left) / float32(size)
i.sprites[nd.id].top = float32(nd.rc.bottom) / float32(size)
i.sprites[nd.id].right = float32(nd.rc.right) / float32(size)
i.sprites[nd.id].bottom = float32(nd.rc.top) / float32(size)
i.sprites[nd.id].W = float32(nd.rc.right - nd.rc.left)
i.sprites[nd.id].H = float32(nd.rc.bottom - nd.rc.top)
})
texture := gl.GenTexture()
texture.Bind(gl.TEXTURE_2D)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE)
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA, size, size, 0, gl.RGBA, gl.UNSIGNED_BYTE, nodeImage.Pix)
texture.Unbind(gl.TEXTURE_2D)
spriteSheet := NewSpriteSheet(texture, size, size)
return spriteSheet, nil
}
func traverseNodes(root node, do func(node)) {
// only 'do' if the node has been assigned an id (id == -1 if not assigned)
if root.id > -1 {
do(root)
}
for _, child := range root.child {
traverseNodes(child, do)
}
}
func getMaxTextureSize() int {
maxTexSize := make([]int32, 1)
gl.GetIntegerv(gl.MAX_TEXTURE_SIZE, maxTexSize)
return int(maxTexSize[0])
}
// Node image packing taken from http://www.blackpawn.com/texts/lightmaps/
type node struct {
child []node
rc rectangle
id int
}
func newNode(width, height int) node {
return node{nil, rectangle{width, height, 0, 0, width, height}, -1}
}
type rectangle struct {
w, h, left, top, right, bottom int
}
func newRectangle(left, top, right, bottom int) rectangle {
return rectangle{right - left, bottom - top, left, top, right, bottom}
}
// recursive insert operation, returns inserted node (nil if no insertion)
func (n *node) recInsert(w, h int, id int) error {
if len(n.child) != 0 {
// try inserting into first child
if err := n.child[0].recInsert(w, h, id); err == nil {
return err
} else { // no room, insert into second
return n.child[1].recInsert(w, h, id)
}
} else {
// if there's already a lightmap here, return (-1 is id for empty)
if n.id > -1 {
return errors.New("Could not insert image")
}
// if we're too small, return
if n.rc.w < w || n.rc.h < h {
return errors.New("Could not insert image")
}
// if we're just right, accept
if n.rc.w == w && n.rc.h == h {
n.id = id
return nil
}
n.child = make([]node, 2, 2)
// otherwise, gotta split this node and create some kids
n.child[0] = node{id: -1}
n.child[1] = node{id: -1}
// decide which way to split
dw := n.rc.w - w
dh := n.rc.h - h
if dw > dh { // divide the node into left and right segments
n.child[0].rc = newRectangle(n.rc.left, n.rc.top, n.rc.left+w, n.rc.bottom)
n.child[1].rc = newRectangle(n.rc.left+w, n.rc.top, n.rc.right, n.rc.bottom)
} else { // divide the node into top and bottom segments
n.child[0].rc = newRectangle(n.rc.left, n.rc.top, n.rc.right, n.rc.top+h)
n.child[1].rc = newRectangle(n.rc.left, n.rc.top+h, n.rc.right, n.rc.bottom)
}
// insert into the first child we created
return n.child[0].recInsert(w, h, id)
}
}