ugui/lib/ugui.c3l/src/ugui_atlas.c3
Alessandro Mauri 712ce50631 A lot of work
* moved all ugui code to lib/ugui.c3l and made it a library/module
* started work on a sdl3 renderer, with shaders etc
* added the new sdl3.c3l library as a dependency
* makefile is for the renderer
2025-06-01 16:44:31 +02:00

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module ugui;
import std::io;
faultdef CANNOT_PLACE, INVALID_TYPE;
enum AtlasType {
ATLAS_GRAYSCALE,
ATLAS_R8G8B8A8,
}
// black and white atlas
struct Atlas {
AtlasType type;
Id id;
ushort width, height;
char[] buffer;
Point row;
ushort row_h;
}
// bytes per pixel
macro usz AtlasType.bpp(type)
{
switch (type) {
case ATLAS_GRAYSCALE: return 1;
case ATLAS_R8G8B8A8: return 4;
}
}
macro typeid AtlasType.underlying(type)
{
switch (type) {
case ATLAS_GRAYSCALE: return char;
case ATLAS_R8G8B8A8: return uint;
}
}
/*
// FIXME: in and out types are not always known at compile time
macro @pixel_convert(p, AtlasType $in, AtlasType $out)
{
$if $in == $out:
return p;
$else
$switch
$case $in == ATLAS_R8G8B8A8 && $out == ATLAS_GRAYSCALE:
var r = ((p >> 0) & 0xff);
var g = ((p >> 8) & 0xff);
var b = ((p >> 16) & 0xff);
var a = ((p >> 24) & 0xff);
if (a == 0) return (char)0;
return (ATLAS_GRAYSCALE.underlying())(((float)r+g+b) / 3.0f);
$case $in == ATLAS_GRAYSCALE && $out == ATLAS_R8G8B8A8:
var x = (char)(p/3.0);
return (ATLAS_R8G8B8A8.underlying())(x|(x<<8)|(x<<16)|(255<<24));
$default: $error "Unimplemented pixel format conversion";
$endswitch
$endif
}
*/
fn void? Atlas.new(&atlas, Id id, AtlasType type, ushort width, ushort height)
{
atlas.id = id;
atlas.type = type;
atlas.width = width;
atlas.height = height;
atlas.buffer = mem::new_array(char, (usz)atlas.width*atlas.height*type.bpp());
}
fn void Atlas.free(&atlas)
{
free(atlas.buffer);
}
/*
* pixels -> +--------------+-----+
* | | | h
* | | | e
* | | | i
* | | | g
* | | | h
* | | | t
* +--------------+-----+
* |<--- width -->|
* |<----- stride ----->|
* bytes per pixels are inferred and have to be the same
* as the atlas type
*/
// place a rect inside the atlas
// uses a row first algorithm
// TODO: use a skyline algorithm https://jvernay.fr/en/blog/skyline-2d-packer/implementation/
fn Point? Atlas.place(&atlas, char[] pixels, ushort w, ushort h, ushort stride)
{
Point p;
if (atlas.row.x + w <= atlas.width && atlas.row.y + h <= atlas.height) {
p = atlas.row;
} else {
atlas.row.x = 0;
atlas.row.y = atlas.row.y + atlas.row_h;
atlas.row_h = 0;
if (atlas.row.x + w <= atlas.width && atlas.row.y + h <= atlas.height) {
p = atlas.row;
} else {
return CANNOT_PLACE?;
}
}
usz bpp = atlas.type.bpp();
for (usz y = 0; y < h; y++) {
for (usz x = 0; x < w; x++) {
char[] buf = atlas.buffer[(usz)(p.y+y)*atlas.width*bpp + (p.x+x)*bpp ..];
char[] pix = pixels[(usz)y*stride*bpp + x*bpp ..];
buf[0..bpp-1] = pix[0..bpp-1];
}
}
atlas.row.x += w;
if (h > atlas.row_h) {
atlas.row_h = h;
}
return p;
}