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0acf6bac7b
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0acf6bac7b | |||
aadf5602f1 |
5 changed files with 13 additions and 17 deletions
2
Cargo.lock
generated
2
Cargo.lock
generated
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@ -192,7 +192,7 @@ dependencies = [
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[[package]]
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[[package]]
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name = "gd-icon-renderer"
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name = "gd-icon-renderer"
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version = "1.0.2"
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version = "1.1.0"
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dependencies = [
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dependencies = [
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"image",
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"image",
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"imageproc",
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"imageproc",
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@ -1,7 +1,7 @@
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[package]
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[package]
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name = "gd-icon-renderer"
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name = "gd-icon-renderer"
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description = "A tool to render Geometry Dash icons."
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description = "A tool to render Geometry Dash icons."
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version = "1.0.2"
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version = "1.1.0"
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edition = "2021"
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edition = "2021"
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license-file = "LICENSE"
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license-file = "LICENSE"
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repository = "https://git.reidlab.online/reidlab/gd-icon-renderer"
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repository = "https://git.reidlab.online/reidlab/gd-icon-renderer"
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@ -42,7 +42,5 @@ Provide your `GJ_GameSheet02-uhd`, `GJ_GameSheetGlow-uhd`, `Robot_AnimDesc2`, an
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## Todo
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## Todo
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- Add examples to the repo.
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- Add examples to the repo.
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- Swap to a custom `plist` parser. Current one is kinda slow.
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- Stop the fucking cloning. Majority of speed lost from cloning is @ [`./src/renderer.rs:178`](./src/renderer.rs)
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- Trim extra alpha space on the final result.
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- Trim extra alpha space on the final result.
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- I think theres some weird shifting and offsets going on, please investigate 🥺. Really big on `spider_16` for some reason?? Related issue on the inspired project [here](https://github.com/oatmealine/gd-icon-renderer/issues/2).
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- I think theres some weird shifting and offsets going on, please investigate 🥺. Really big on `spider_16` for some reason?? Related issue on the inspired project [here](https://github.com/oatmealine/gd-icon-renderer/issues/2).
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@ -2,6 +2,7 @@ use plist;
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use std::collections::HashMap;
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use std::collections::HashMap;
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use image::GenericImageView;
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use image::DynamicImage;
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use image::DynamicImage;
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/// "{1,2}" -> `(1, 2)`
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/// "{1,2}" -> `(1, 2)`
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@ -195,11 +196,9 @@ pub fn load_animations(path: &str) -> Animations {
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}
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}
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/// Trims out a sprite from an image according to a .plist spritesheet.
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/// Trims out a sprite from an image according to a .plist spritesheet.
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pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> Option<(DynamicImage, Sprite)> {
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pub fn get_sprite(spritesheet: Spritesheet, img: &DynamicImage, key: String) -> Option<(DynamicImage, Sprite)> {
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let sprite = spritesheet.sprites.get(&key);
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let sprite = spritesheet.sprites.get(&key);
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let mut canvas = img;
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if sprite.is_none() {
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if sprite.is_none() {
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return None;
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return None;
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}
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}
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@ -212,7 +211,7 @@ pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> O
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(left, top, width, height) = (left, top, height, width);
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(left, top, width, height) = (left, top, height, width);
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}
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}
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canvas = canvas.crop(left as u32, top as u32, width as u32, height as u32);
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let mut canvas: DynamicImage = image::DynamicImage::ImageRgba8(img.view(left as u32, top as u32, width as u32, height as u32).to_image());
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if sprite.rotated {
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if sprite.rotated {
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canvas = canvas.rotate270();
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canvas = canvas.rotate270();
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@ -225,8 +224,7 @@ pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> O
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}
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}
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/// Trims out a sprite from an image according to a LoadedSpritesheet object.
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/// Trims out a sprite from an image according to a LoadedSpritesheet object.
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pub fn get_sprite_from_loaded(spritesheet: LoadedSpritesheet, key: String) -> Option<(DynamicImage, Sprite)> {
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pub fn get_sprite_from_loaded(spritesheet: &LoadedSpritesheet, key: String) -> Option<(DynamicImage, Sprite)> {
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let texture = spritesheet.texture;
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let sprite = get_sprite(spritesheet.spritesheet.clone(), &spritesheet.texture, key);
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let sprite = get_sprite(spritesheet.spritesheet, texture, key);
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return sprite;
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return sprite;
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}
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}
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@ -129,14 +129,14 @@ pub fn render_normal(basename: String, col1: [f32; 3], col2: [f32; 3], glow: boo
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let layers = vec![
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let layers = vec![
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(if glow || (is_black(col1) && is_black(col2)) {
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(if glow || (is_black(col1) && is_black(col2)) {
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assets::get_sprite_from_loaded(game_sheet_glow, format!("{}_glow_001.png", basename))
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assets::get_sprite_from_loaded(&game_sheet_glow, format!("{}_glow_001.png", basename))
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} else {
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} else {
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None
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None
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}),
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}),
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assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_2_001.png", basename)),
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assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_2_001.png", basename)),
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assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_3_001.png", basename)),
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assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_3_001.png", basename)),
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assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_001.png", basename)),
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assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_001.png", basename)),
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assets::get_sprite_from_loaded(game_sheet_02, format!("{}_extra_001.png", basename))
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assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_extra_001.png", basename))
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];
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];
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let colors: Vec<Option<[f32; 3]>> = vec![
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let colors: Vec<Option<[f32; 3]>> = vec![
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@ -203,7 +203,7 @@ pub fn render_zany(basename: String, col1: [f32; 3], col2: [f32; 3], glow: bool,
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layers.extend(names.iter().enumerate().map(|(i, v)| {
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layers.extend(names.iter().enumerate().map(|(i, v)| {
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(
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(
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assets::get_sprite_from_loaded(game_sheet_02.clone(), v.clone()),
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assets::get_sprite_from_loaded(&game_sheet_02, v.clone()),
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a.position,
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a.position,
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flip(a.scale, a.flipped),
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flip(a.scale, a.flipped),
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a.rotation,
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a.rotation,
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