Compare commits

...

2 commits

Author SHA1 Message Date
0acf6bac7b
oops, didnt update readme/cargo 2023-10-11 17:41:32 -07:00
aadf5602f1
improve rendering speeds 100 fold /srs 2023-10-11 17:40:33 -07:00
5 changed files with 13 additions and 17 deletions

2
Cargo.lock generated
View file

@ -192,7 +192,7 @@ dependencies = [
[[package]]
name = "gd-icon-renderer"
version = "1.0.2"
version = "1.1.0"
dependencies = [
"image",
"imageproc",

View file

@ -1,7 +1,7 @@
[package]
name = "gd-icon-renderer"
description = "A tool to render Geometry Dash icons."
version = "1.0.2"
version = "1.1.0"
edition = "2021"
license-file = "LICENSE"
repository = "https://git.reidlab.online/reidlab/gd-icon-renderer"

View file

@ -42,7 +42,5 @@ Provide your `GJ_GameSheet02-uhd`, `GJ_GameSheetGlow-uhd`, `Robot_AnimDesc2`, an
## Todo
- Add examples to the repo.
- Swap to a custom `plist` parser. Current one is kinda slow.
- Stop the fucking cloning. Majority of speed lost from cloning is @ [`./src/renderer.rs:178`](./src/renderer.rs)
- Trim extra alpha space on the final result.
- 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).

View file

@ -2,6 +2,7 @@ use plist;
use std::collections::HashMap;
use image::GenericImageView;
use image::DynamicImage;
/// "{1,2}" -> `(1, 2)`
@ -195,11 +196,9 @@ pub fn load_animations(path: &str) -> Animations {
}
/// Trims out a sprite from an image according to a .plist spritesheet.
pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> Option<(DynamicImage, Sprite)> {
pub fn get_sprite(spritesheet: Spritesheet, img: &DynamicImage, key: String) -> Option<(DynamicImage, Sprite)> {
let sprite = spritesheet.sprites.get(&key);
let mut canvas = img;
if sprite.is_none() {
return None;
}
@ -212,7 +211,7 @@ pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> O
(left, top, width, height) = (left, top, height, width);
}
canvas = canvas.crop(left as u32, top as u32, width as u32, height as u32);
let mut canvas: DynamicImage = image::DynamicImage::ImageRgba8(img.view(left as u32, top as u32, width as u32, height as u32).to_image());
if sprite.rotated {
canvas = canvas.rotate270();
@ -225,8 +224,7 @@ pub fn get_sprite(spritesheet: Spritesheet, img: DynamicImage, key: String) -> O
}
/// Trims out a sprite from an image according to a LoadedSpritesheet object.
pub fn get_sprite_from_loaded(spritesheet: LoadedSpritesheet, key: String) -> Option<(DynamicImage, Sprite)> {
let texture = spritesheet.texture;
let sprite = get_sprite(spritesheet.spritesheet, texture, key);
pub fn get_sprite_from_loaded(spritesheet: &LoadedSpritesheet, key: String) -> Option<(DynamicImage, Sprite)> {
let sprite = get_sprite(spritesheet.spritesheet.clone(), &spritesheet.texture, key);
return sprite;
}

View file

@ -129,14 +129,14 @@ pub fn render_normal(basename: String, col1: [f32; 3], col2: [f32; 3], glow: boo
let layers = vec![
(if glow || (is_black(col1) && is_black(col2)) {
assets::get_sprite_from_loaded(game_sheet_glow, format!("{}_glow_001.png", basename))
assets::get_sprite_from_loaded(&game_sheet_glow, format!("{}_glow_001.png", basename))
} else {
None
}),
assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_2_001.png", basename)),
assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_3_001.png", basename)),
assets::get_sprite_from_loaded(game_sheet_02.clone(), format!("{}_001.png", basename)),
assets::get_sprite_from_loaded(game_sheet_02, format!("{}_extra_001.png", basename))
assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_2_001.png", basename)),
assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_3_001.png", basename)),
assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_001.png", basename)),
assets::get_sprite_from_loaded(&game_sheet_02, format!("{}_extra_001.png", basename))
];
let colors: Vec<Option<[f32; 3]>> = vec![
@ -203,7 +203,7 @@ pub fn render_zany(basename: String, col1: [f32; 3], col2: [f32; 3], glow: bool,
layers.extend(names.iter().enumerate().map(|(i, v)| {
(
assets::get_sprite_from_loaded(game_sheet_02.clone(), v.clone()),
assets::get_sprite_from_loaded(&game_sheet_02, v.clone()),
a.position,
flip(a.scale, a.flipped),
a.rotation,