trim atlas of excess transparent pixels

This commit is contained in:
2026-08-01 12:34:11 -07:00
parent 49a3b8a682
commit d488161433
5 changed files with 407 additions and 341 deletions
+19 -6
View File
@@ -210,6 +210,22 @@ character_clip :: proc(data: ^Character_Data, clip_name: string) -> (clip: Clip_
return character, true
}
character_frame :: proc(
data: ^Character_Data,
clip_name: string,
frame_index: int,
) -> (
frame: Frame_Def,
ok: bool,
) {
if data == nil do return {}, false
clip, found := data.def.clips[clip_name]
if !found || frame_index < 0 || frame_index >= len(clip.frames) {
return {}, false
}
return clip.frames[frame_index], true
}
character_frame_rect :: proc(
data: ^Character_Data,
clip_name: string,
@@ -218,10 +234,7 @@ character_frame_rect :: proc(
rect: [4]int,
ok: bool,
) {
clip, found := data.def.clips[clip_name]
if !found || frame_index < 0 || frame_index >= len(clip.frames) {
return {}, false
}
return clip.frames[frame_index].rect, true
frame, found := character_frame(data, clip_name, frame_index)
if !found do return {}, false
return frame.rect, true
}
+30 -16
View File
@@ -84,7 +84,7 @@ to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
if app.cmd == nil || app.swapchain_texture == nil {
return // begin_frame may have skipped (minimized window, etc.)
return
}
if sprite == nil || sprite.data == nil || sprite.data.texture == nil {
return
@@ -93,37 +93,51 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
return
}
rect, ok := character_frame_rect(sprite.data, sprite.clip, sprite.frame)
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
if !ok {
return
}
fw := f32(rect[2])
fh := f32(rect[3])
src_w := f32(frame.source_size[0])
src_h := f32(frame.source_size[1])
if src_w <= 0 do src_w = f32(frame.rect[2])
if src_h <= 0 do src_h = f32(frame.rect[3])
fw := f32(frame.rect[2])
fh := f32(frame.rect[3])
trim_x := f32(frame.trim_offset[0])
trim_y := f32(frame.trim_offset[1])
pivot := sprite.data.def.pivot
origin := sprite_quad_origin(sprite.position, {fw, fh}, pivot)
x0_px := origin.x
y0_px := origin.y
canvas_top := sprite.position.y - src_h * pivot[1]
x0_px, y0_px: f32
if sprite.flip_x {
canvas_left := sprite.position.x - (1.0 - pivot[0]) * src_w
x0_px = canvas_left + (src_w - trim_x - fw)
y0_px = canvas_top + trim_y
} else {
canvas_left := sprite.position.x - src_w * pivot[0]
x0_px = canvas_left + trim_x
y0_px = canvas_top + trim_y
}
x1_px := x0_px + fw
y1_px := y0_px + fh
sw := f32(app.swapchain_w)
sh := f32(app.swapchain_h)
p0 := to_clip(x0_px, y0_px, sw, sh) // top-left
p1 := to_clip(x1_px, y0_px, sw, sh) // top-right
p2 := to_clip(x1_px, y1_px, sw, sh) // bottom-right
p3 := to_clip(x0_px, y1_px, sw, sh) // bottom-left
p0 := to_clip(x0_px, y0_px, sw, sh)
p1 := to_clip(x1_px, y0_px, sw, sh)
p2 := to_clip(x1_px, y1_px, sw, sh)
p3 := to_clip(x0_px, y1_px, sw, sh)
tex_w := f32(sprite.data.width)
tex_h := f32(sprite.data.height)
u0 := f32(rect[0]) / tex_w
v0 := f32(rect[1]) / tex_h
u1 := f32(rect[0] + rect[2]) / tex_w
v1 := f32(rect[1] + rect[3]) / tex_h
u0 := f32(frame.rect[0]) / tex_w
v0 := f32(frame.rect[1]) / tex_h
u1 := f32(frame.rect[0] + frame.rect[2]) / tex_w
v1 := f32(frame.rect[1] + frame.rect[3]) / tex_h
if sprite.flip_x do u0, u1 = u1, u0
// Two triangles: (0,1,2) and (0,2,3)
verts := [SPRITE_VERT_COUNT]Vertex {
{pos = p0, uv = {u0, v0}},
{pos = p1, uv = {u1, v0}},