implement aseprite file format parsing for animations

This commit is contained in:
Tuomas Katajisto 2025-10-29 22:58:53 +02:00
parent 83fa57906e
commit 56e6884e8b
7 changed files with 81 additions and 229 deletions

View File

@ -1,144 +0,0 @@
#scope_file
current_sheet : s32 = 0;
current_sheet_last_frame : s32 = -1;
current_sheet_ptr : *Spritesheet;
step_offset_y : s32 = 0;
scale : float = 5;
#scope_export
tick_animation_studio :: () {
if input_button_states[Key_Code.ARROW_UP] & .START {
step_offset_y -= 1;
}
if input_button_states[Key_Code.ARROW_DOWN] & .START {
step_offset_y += 1;
}
scale += mouse_delta_z;
scale = clamp(scale, 1, 10);
}
add_anim :: (name: string) {
anim_name := sprint("%", name);
animation := Animation.{
name = anim_name,
spritesheet = current_sheet_ptr.name,
fps = 1
};
table_add(*g_animations, sprint("%", anim_name), animation);
} @Command
sanim :: () {
Jaison :: #import "Jaison";
anims : [..]Animation;
anims.allocator = temp;
for v : g_animations {
array_add(*anims, v);
}
#if OS != .WASM {
file :: #import "File";
json := Jaison.json_write_string(anims, " ",, temp);
file.write_entire_file("./game/resources/animations.json", json);
}
} @Command
lanim :: () {
Jaison :: #import "Jaison";
s := load_string_from_pack("./game/resources/animations.json");
success, anims := Jaison.json_parse_string(s, [..]Animation,, temp);
if !success then return;
for anims {
print("Loaded %\n", it.name);
ids : [..]u32;
for id : it.ids {
array_add(*ids, id);
}
name_cpy := sprint("%", it.name);
newAnimation := Animation.{
name = name_cpy,
fps = it.fps,
spritesheet = sprint("%", it.spritesheet),
ids = ids
};
table_add(*g_animations, name_cpy, newAnimation);
}
} @Command
draw_animation_picker :: (theme: *GR.Overall_Theme) {
r := GR.get_rect(ui_w(80,0), ui_h(5,0), ui_w(20, 0), ui_h(95, 0));
ui_add_mouse_occluder(r);
draw_bg_rectangle(r, theme);
r.h = ui_h(5,0);
i := 0;
for v : g_animations {
GR.button(r, v.name, *theme.button_theme, i);
r.y += r.h;
i += 1;
}
}
draw_animation_studio_ui :: (theme: *GR.Overall_Theme) {
if g_spritesheets.count < 1 then return;
r := GR.get_rect(0, ui_h(5,0), ui_w(20, 0), ui_h(95, 0));
ui_add_mouse_occluder(r);
draw_bg_rectangle(r, theme);
sheets : [..]string;
sheets.allocator = temp;
for v : g_spritesheets {
array_add(*sheets, v.name);
}
r2 := r;
r2.h = ui_h(5,0);
r2.w = r.w;
GR.dropdown(r2, sheets, *current_sheet, *theme.dropdown_theme);
if current_sheet != current_sheet_last_frame {
current_sheet_ptr = table_find_pointer(*g_spritesheets, sheets[current_sheet]);
}
number_theme : GR.Number_Input_Theme;
r2.y += r2.h * 1.1;
GR.label(r2, "Step X", *theme.label_theme);
r2.y += r2.h * 1.1;
GR.number_input(r2, tprint("%", current_sheet_ptr.step_x), *current_sheet_ptr.step_x, 0, 128, *number_theme);
r2.y += r2.h * 1.1;
GR.label(r2, "Step Y", *theme.label_theme);
r2.y += r2.h * 1.1;
GR.number_input(r2, tprint("%", current_sheet_ptr.step_y), *current_sheet_ptr.step_y, 0, 128, *number_theme);
r2.y += r2.h * 1.1;
GR.label(r2, "Frames", *theme.label_theme);
r2.y += r2.h * 1.1;
GR.label(r2, "FPS", *theme.label_theme);
uiTex := New(Ui_Texture ,,temp);
uiTex.tex = current_sheet_ptr.sheet;
if uiTex.tex.id != INVALID_ID {
menu_offset := Vector2.{ui_w(20,0), ui_h(5,0)};
zone_r := GR.get_rect(menu_offset.x, menu_offset.y, ui_w(80,0), ui_h(95,0));
draw_rectangle(zone_r, .{1.0, 0.0, 1.0, 1.0});
set_shader_for_images(uiTex);
img_r := zone_r;
img_r.y -= step_offset_y * cast(s32)current_sheet_ptr.step_y * scale;
img_r.w = current_sheet_ptr.w * scale;
img_r.h = current_sheet_ptr.h * scale;
immediate_quad(.{img_r.x, img_r.y}, .{img_r.x + img_r.w, img_r.y}, .{img_r.x + img_r.w, img_r.y + img_r.h}, .{img_r.x, img_r.y + img_r.h});
set_shader_for_color();
}
draw_animation_picker(theme);
}

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@ -3,7 +3,6 @@
#load "picker.jai"; #load "picker.jai";
#load "trile_editor.jai"; #load "trile_editor.jai";
#load "level_editor.jai"; #load "level_editor.jai";
#load "animation_studio.jai";
} }
#if HAS_TACOMA { #load "tacoma.jai"; } #if HAS_TACOMA { #load "tacoma.jai"; }
#load "console.jai"; #load "console.jai";
@ -15,7 +14,6 @@ Editor_View :: enum {
Closed_Editor; Closed_Editor;
Trile_Editor; Trile_Editor;
Level_Editor; Level_Editor;
Animation_Editor;
Material_Editor; Material_Editor;
}; };
@ -52,10 +50,6 @@ draw_editor_ui :: (theme: *GR.Overall_Theme) {
if GR.button(r, "Trile studio", *t_button_selectable(theme, current_editor_view == .Trile_Editor)) if GR.button(r, "Trile studio", *t_button_selectable(theme, current_editor_view == .Trile_Editor))
then current_editor_view = .Trile_Editor; then current_editor_view = .Trile_Editor;
r.x -= r.w;
if GR.button(r, "Animation studio", *t_button_selectable(theme, current_editor_view == .Animation_Editor))
then current_editor_view = .Animation_Editor;
r.x -= r.w; r.x -= r.w;
if GR.button(r, "Material studio", *t_button_selectable(theme, current_editor_view == .Material_Editor)) if GR.button(r, "Material studio", *t_button_selectable(theme, current_editor_view == .Material_Editor))
then current_editor_view = .Material_Editor; then current_editor_view = .Material_Editor;
@ -66,8 +60,6 @@ draw_editor_ui :: (theme: *GR.Overall_Theme) {
draw_trile_editor_ui(theme); draw_trile_editor_ui(theme);
case .Level_Editor; case .Level_Editor;
draw_level_editor_ui(theme); draw_level_editor_ui(theme);
case .Animation_Editor;
draw_animation_studio_ui(theme);
} }
} }
draw_profiler(); draw_profiler();
@ -88,7 +80,6 @@ draw_editor :: () {
draw_trile_editor(); draw_trile_editor();
case .Level_Editor; case .Level_Editor;
draw_level_editor(); draw_level_editor();
case .Animation_Editor;
} }
} }
} }
@ -105,8 +96,6 @@ tick_editor_ui :: () {
tick_trile_editor(); tick_trile_editor();
case .Level_Editor; case .Level_Editor;
tick_level_editor(); tick_level_editor();
case .Animation_Editor;
tick_animation_studio();
} }
} }
} }

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@ -178,7 +178,7 @@ draw_tacoma_tab :: (theme: *GR.Overall_Theme, total_r: GR.Rect) {
#if HAS_TACOMA { #if HAS_TACOMA {
if GR.button(r, "Render with Tacoma", *theme.button_theme) { if GR.button(r, "Render with Tacoma", *theme.button_theme) {
cam := get_level_editor_camera(); cam := get_level_editor_camera();
gen_reference(tacomaResolution, tacomaResolution, .{tacomaExposure, tacomaContrast, tacomaSaturation, 1.0, 1.0}, .{cam.target, cam.position, tacomaSamples, true}, curworld.world.*); gen_reference(tacomaResolution, tacomaResolution, .{cam.target, cam.position, tacomaSamples, true}, curworld.world.*);
} }
r.y += r.h; r.y += r.h;
if current_screenshot.valid { if current_screenshot.valid {

View File

@ -14,32 +14,7 @@ Tacoma_Screenshot :: struct {
current_screenshot : Tacoma_Screenshot; current_screenshot : Tacoma_Screenshot;
post_process_pipeline :: (color: Vector3, post_process: Post_Process) -> Vector3 { gen_reference :: (w: s32, h: s32, conf: Tacoma.Gen_Config, world: World) {
vec3 :: (f: float) -> Vector3 {
return .{f,f,f};
}
v := color;
v *= pow(2.0, post_process.exposure);
v *= 0.6;
a : float = 2.51;
b : float = 0.03;
c : float = 2.43;
d : float = 0.59;
e : float = 0.14;
pre_clamp := (v*(a*v+vec3(b)))/(v*(c*v+vec3(d))+vec3(e));
sdr : Vector3;
sdr.x = clamp(pre_clamp.x, 0.0, 1.0);
sdr.y = clamp(pre_clamp.y, 0.0, 1.0);
sdr.z = clamp(pre_clamp.z, 0.0, 1.0);
sdr = vec3(0.5) + post_process.contrast * (sdr - vec3(0.5));
LUMINANCE := Vector3.{0.2126, 0.7152, 0.0722};
grayscale := dot(sdr, LUMINANCE);
return lerp(vec3(grayscale), sdr, post_process.saturation);
}
gen_reference :: (w: s32, h: s32, postprocess: Post_Process, conf: Tacoma.Gen_Config, world: World) {
// Trile BLASes. // Trile BLASes.
trile_list : [..]Tacoma.Trile_Data; trile_list : [..]Tacoma.Trile_Data;
trile_list.allocator = temp; trile_list.allocator = temp;
@ -100,8 +75,6 @@ gen_reference :: (w: s32, h: s32, postprocess: Post_Process, conf: Tacoma.Gen_Co
color.y = data[it * 4 + 1]; color.y = data[it * 4 + 1];
color.z = data[it * 4 + 2]; color.z = data[it * 4 + 2];
color = post_process_pipeline(color, postprocess);
data[it * 4 + 0] = color.x; data[it * 4 + 0] = color.x;
data[it * 4 + 1] = color.y; data[it * 4 + 1] = color.y;
data[it * 4 + 2] = color.z; data[it * 4 + 2] = color.z;

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@ -120,7 +120,6 @@ init_after_asset_pack :: () {
init_editor(); init_editor();
lworlds(); lworlds();
init_spritesheets(); init_spritesheets();
lanim();
init_rendering(); init_rendering();
load_color_lut_images(); load_color_lut_images();
load_post_process_from_pack(); load_post_process_from_pack();

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@ -1,3 +1,16 @@
should_ignore_file :: (name: string) -> bool {
#import "String";
ok, left, right := split_from_right(name, #char ".");
if right == "aseprite" {
print("Ignoring % as aseprite file...\n", name);
return true;
}
return false;
}
create_pack :: () { create_pack :: () {
#import "Simple_Package"; #import "Simple_Package";
#import "File"; #import "File";
@ -13,6 +26,7 @@ create_pack :: () {
for files_to_pack { for files_to_pack {
if should_ignore_file(it) then continue;
file, ok := read_entire_file(it); file, ok := read_entire_file(it);
if !ok { if !ok {
print("Failed in loading file to pack: %\n", it); print("Failed in loading file to pack: %\n", it);
@ -25,6 +39,7 @@ create_pack :: () {
} }
for files_to_pack_game { for files_to_pack_game {
if should_ignore_file(it) then continue;
file, ok := read_entire_file(it); file, ok := read_entire_file(it);
if !ok { if !ok {
print("Failed in loading file to pack: %\n", it); print("Failed in loading file to pack: %\n", it);

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@ -1,65 +1,85 @@
g_spritesheets : Table(string, Spritesheet);
g_animations: Table(string, Animation); g_animations: Table(string, Animation);
String :: #import "String"; String :: #import "String";
Spritesheet :: struct { Frame :: struct {
name : string; x: s32;
step_x : u32 = 32; y: s32;
step_y : u32 = 32; w: s32;
w : s32 = 0; h: s32;
h : s32 = 0; duration_ms : s32;
sheet : sg_image;
} }
Animation :: struct { Animation :: struct {
name : string; name : string;
spritesheet : string; sheet : sg_image;
ids : [..]u32; sheet_w : s32;
fps : float; sheet_h : s32;
frames : [..]Frame;
} }
load_spritesheets :: () { Aseprite_Frame_Data :: struct {
Jaison :: #import "Jaison"; x: s32;
s := load_string_from_pack("./game/resources/spritesheets.json"); y: s32;
success, sheets := Jaison.json_parse_string(s, [..]Spritesheet,, temp); w: s32;
if !success then return; h: s32;
for sheets {
print("Loaded %\n", it.name);
img, w, h := create_texture_from_pack(tprint("./game/resources/sprites/%", it.name));
name_cpy := sprint("%", it.name);
newSheet := Spritesheet.{
name = name_cpy,
step_x = it.step_x,
step_y = it.step_y,
sheet = img,
w = w,
h = h,
};
table_add(*g_spritesheets, name_cpy, newSheet);
} }
Aseprite_Frame :: struct {
duration : s32;
frame : Aseprite_Frame_Data;
}
Aseprite_Frame_Tag :: struct {
name : string;
from : s32;
to : s32;
}
Aseprite_Sheet_Info :: struct {
frameTags : [..]Aseprite_Frame_Tag;
}
Aseprite_Sheet :: struct {
frames : [..]Aseprite_Frame;
meta : Aseprite_Sheet_Info;
} }
init_spritesheets :: () { init_spritesheets :: () {
load_spritesheets();
add_new_spritesheets_from_pack(); add_new_spritesheets_from_pack();
} }
add_new_spritesheets_from_pack :: () { add_new_spritesheets_from_pack :: () {
for v : g_asset_pack.lookup { for v : g_asset_pack.lookup {
isSpritesheet, remainder := String.contains(v.name, "/sprites/"); isSpritesheet, remainder := String.contains(v.name, "/sprites/");
if isSpritesheet { isData := String.contains(remainder, ".json");
ok, sheet := table_find_new(*g_spritesheets, remainder); if isSpritesheet && isData {
if !ok {
print("Adding sheet: %\n", remainder); print("Adding sheet: %\n", remainder);
img, w, h := create_texture_from_pack(v.name); is_ok, name_without_fileformat := split_from_right(v.name, #char ".");
newSheet := Spritesheet.{ sheet_image_name := sprint("%.png", name_without_fileformat);
name = remainder, sheet_image, sheet_w, sheet_h := create_texture_from_pack(sheet_image_name);
sheet = img,
w = w,
h = h, s := load_string_from_pack(v.name);
}; success, sheet := Jaison.json_parse_string(s, Aseprite_Sheet,, temp);
table_add(*g_spritesheets, remainder, newSheet);
for sheet.meta.frameTags {
anim : Animation;
anim.name = sprint("%", it.name);
anim.sheet = sheet_image;
anim.sheet_w = sheet_w;
anim.sheet_h = sheet_h;
for idx : it.from..it.to {
frameData := sheet.frames[idx];
array_add(*anim.frames, Frame.{
frameData.frame.x,
frameData.frame.y,
frameData.frame.w,
frameData.frame.h,
frameData.duration
});
}
table_add(*g_animations, anim.name, anim);
} }
} }
} }