2 releases
0.1.1 | Nov 18, 2021 |
---|---|
0.1.0 | Oct 2, 2021 |
#839 in Images
31KB
717 lines
Tatlap
A texture atlas packer library/CLI tool.
I know there are a lot of these out there, but I didn't find one that did
everything I wanted it to:
- Trim off transparent borders
- Remove duplicates
- Handle non-4-channel images
I also wanted a project to learn Rust with, and making a command-line tool was a perfect candidate.
Examples
Combine three images into a texture atlas:
$ tatlap sprite1.png sprite2.png sprite3.png
You can specify the output name (defaults to out
):
$ tatlap --out sprites data/*.png
If you have a lot of images to pack you can put their names in a file:
$ tatlap --file list_of_sprites.txt
Or pass them through standard input:
$ echo 'sprite1.png sprite2.png sprite3.png' | tatlap --stdin
Actually I'm sure sure why I have the --file
option anymore, since you could
do this instead:
$ tatlap < list_of_sprites.txt
You can also load images from a texture atlas you created previously:
$ tatlap --atlas out newsprite.png
You can also remove duplicate images from the atlas:
$ tatlap *.png --dedup
Output
Tatlap will output an out.txt
file, an out.bin
file, and several outN.png
files where N
is the number of channels the image contains.
The .txt
output file contains locations of the packed sprites.
For example:
4 459 638 45 37 69 53 192 192
4
- This represent the number of color channels this image has.459 638
- These are the x and y pixel coordinates where the sprite was packed into the resulting texture atlas45 37
- This is the dimensions of the sprite after the transparent borders were trimmed off67 53
- This is how many pixels from the left and top were trimmed off192 192
- The dimensions of the image before it was trimmed
The .bin
output file contains the same data as the .txt
output, but contains
the values in serialized in a binary file. The first value (bytes per pixel) is
a single byte, but the others are 16-bit unsigned integers (in little endian),
so each image takes 17 bytes.
How you use the .txt
and .bin
is up to you; I find the .bin
more useful
for loading the sprites. Here is an example of how to would load it in C:
FILE* fp = fopen("out.bin");
uint8_t bpp;
fread(&bpp 1, 1, fp);
uint16_t d[8];
fread(&xywh, 2, 8, fp); // Note that this won't work on big-endian systems
// Extract the sprite based on d[0-4]
// Calculate where to draw the sprite centered on `x` and `y`
// x - half uncropped width + cropped offset
int draw_x = x - d[6]/2 + d[4];
int draw_y = y - d[7]/2 + d[5];
Dependencies
~9.5MB
~148K SLoC