gui is annoying.

This commit is contained in:
yggdrasil75
2025-11-19 05:39:31 -05:00
parent 1b0a36b83a
commit 24637ead8a
3 changed files with 454 additions and 39 deletions

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@@ -9,7 +9,12 @@
#include "../util/output/aviwriter.hpp" #include "../util/output/aviwriter.hpp"
#include "../util/output/bmpwriter.hpp" #include "../util/output/bmpwriter.hpp"
#include "../util/timing_decorator.cpp" #include "../util/timing_decorator.cpp"
#include "../imgui/imgui.h" #include "../imgui/imgui.h"
#include "../imgui/backends/imgui_impl_glfw.h"
#include "../imgui/backends/imgui_impl_opengl3.h"
#include <GLFW/glfw3.h>
struct AnimationConfig { struct AnimationConfig {
int width = 1024; int width = 1024;
@@ -206,37 +211,62 @@ void mainLogic(){
} }
int main() { int main() {
static bool window = true; //static bool window = true;
ImGui::SetNextWindowSize(ImVec2(1110,667)); if (!glfwInit()) {
auto beg = ImGui::Begin("Gradient thing", &window); std::cerr << "gui stuff is dumb in c++." << std::endl;
if (beg) { glfwTerminate();
return 1;
}
//ImGui::SetNextWindowSize(ImVec2(1110,667));
//auto beg = ImGui::Begin("Gradient thing", &window);
//if (beg) {
std::cout << "stuff breaks at 220" << std::endl;
bool application_not_closed = true;
//IMGUI_CHECKVERSION(); //this was listed in imgui docs to add. dont know version strings to put here yet.
ImGui::CreateContext();
std::cout << "context created" << std::endl;
ImGuiIO& io = ImGui::GetIO();
std::cout << "io init?" << std::endl;
//float main_scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfwGetPrimaryMonitor());
GLFWwindow* window = glfwCreateWindow((int)(1280), (int)(800), "Dear ImGui GLFW+OpenGL3 example", nullptr, nullptr);
std::cout << "created glfw window" << std::endl;
ImGui_ImplGlfw_InitForOpenGL(window, true); // Second param install_callback=true will install GLFW callbacks and chain to existing ones.
ImGui_ImplOpenGL3_Init();
while (true) {
std::cout << "stuff breaks at 220" << std::endl;
ImGui::SetCursorPos(ImVec2(435.5,200)); ImGui::SetCursorPos(ImVec2(435.5,200));
ImGui::PushItemWidth(200); ImGui::PushItemWidth(200);
static int i1 = 123; static int i1 = 123;
ImGui::InputInt("Width", &i1); ImGui::InputInt("Width", &i1);
ImGui::PopItemWidth(); ImGui::PopItemWidth();
std::cout << "stuff breaks at 227" << std::endl;
ImGui::SetCursorPos(ImVec2(432,166)); ImGui::SetCursorPos(ImVec2(432,166));
ImGui::PushItemWidth(200); ImGui::PushItemWidth(200);
static int i2 = 123; static int i2 = 123;
ImGui::InputInt("Height", &i2); ImGui::InputInt("Height", &i2);
ImGui::PopItemWidth(); ImGui::PopItemWidth();
std::cout << "stuff breaks at 234" << std::endl;
ImGui::SetCursorPos(ImVec2(533.5,271)); ImGui::SetCursorPos(ImVec2(533.5,271));
ImGui::Button("Start", ImVec2(43,19)); //remove size argument (ImVec2) to auto-resize ImGui::Button("Start", ImVec2(43,19)); //remove size argument (ImVec2) to auto-resize
std::cout << "stuff breaks at 238" << std::endl;
ImGui::SetCursorPos(ImVec2(400.5,366)); ImGui::SetCursorPos(ImVec2(400.5,366));
ImGui::PushItemWidth(200); ImGui::PushItemWidth(200);
static int i6 = 123; static int i6 = 123;
ImGui::InputInt("number of Seeds", &i6); ImGui::InputInt("number of Seeds", &i6);
ImGui::PopItemWidth(); ImGui::PopItemWidth();
std::cout << "stuff breaks at 245" << std::endl;
} }
ImGui::End(); //ImGui::End();
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED); FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
return 0; return 0;
} }
//I need this: https://raais.github.io/ImStudio/ //I need this: https://raais.github.io/ImStudio/
// or this: https://github.com/tpecholt/imrad/ // or this: https://github.com/tpecholt/imrad/
// g++ -std=c++23 -O3 -march=native -o ./bin/g2gradc ./tests/g2chromatic2.cpp -I./imgui -L./imgui -limgui `pkg-config --cflags --libs glfw3` && ./bin/g2gradc // g++ -std=c++23 -O3 -march=native -o ./bin/g2gradc ./tests/g2chromatic2.cpp -I./imgui -L./imgui -limgui -lstb `pkg-config --cflags --libs glfw3` && ./bin/g2gradc

239
tests/spritegen.cpp Normal file
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@@ -0,0 +1,239 @@
#include <iostream>
#include <vector>
#include <random>
#include <algorithm>
#include <cmath>
#include <tuple>
#include <unordered_set>
#include "../util/grid/grid2.hpp"
#include "../util/output/aviwriter.hpp"
#include "../util/output/bmpwriter.hpp"
#include "../util/timing_decorator.cpp"
#include "../imgui/imgui.h"
struct AnimationConfig {
int width = 1024;
int height = 1024;
int totalFrames = 480;
float fps = 30.0f;
int numSeeds = 8;
};
Grid2 setup(AnimationConfig config) {
TIME_FUNCTION;
Grid2 grid;
std::vector<Vec2> pos;
std::vector<Vec4> colors;
std::vector<float> sizes;
for (int y = 0; y < config.height; ++y) {
for (int x = 0; x < config.width; ++x) {
float gradient = (x + y) / float(config.width + config.height - 2);
pos.push_back(Vec2(x,y));
colors.push_back(Vec4(gradient, gradient, gradient, 1.0f));
sizes.push_back(1.0f);
}
}
grid.bulkAddObjects(pos,colors,sizes);
return grid;
}
void Preview(Grid2 grid) {
TIME_FUNCTION;
int width;
int height;
//std::vector<uint8_t> rgbData;
frame rgbData = grid.getGridAsFrame(frame::colormap::RGB);
bool success = BMPWriter::saveBMP("output/grayscalesource.bmp", rgbData);
if (!success) {
std::cout << "yo! this failed in Preview" << std::endl;
}
}
std::vector<std::tuple<size_t, Vec2, Vec4>> pickSeeds(Grid2 grid, AnimationConfig config) {
TIME_FUNCTION;
std::random_device rd;
std::mt19937 gen(rd());
std::uniform_int_distribution<> xDist(0, config.width - 1);
std::uniform_int_distribution<> yDist(0, config.height - 1);
std::uniform_real_distribution<> colorDist(0.2f, 0.8f);
std::vector<std::tuple<size_t, Vec2, Vec4>> seeds;
for (int i = 0; i < config.numSeeds; ++i) {
Vec2 point(xDist(gen), yDist(gen));
Vec4 color(colorDist(gen), colorDist(gen), colorDist(gen), 255);
size_t id = grid.getPositionVec(point);
grid.setColor(id, color);
seeds.push_back(std::make_tuple(id,point, color));
}
return seeds;
}
void expandPixel(Grid2& grid, AnimationConfig config, std::vector<std::tuple<size_t, Vec2, Vec4>>& seeds) {
TIME_FUNCTION;
std::vector<std::tuple<size_t, Vec2, Vec4>> newseeds;
std::unordered_set<size_t> visitedThisFrame;
for (const auto& seed : seeds) {
visitedThisFrame.insert(std::get<0>(seed));
}
//#pragma omp parallel for
for (const std::tuple<size_t, Vec2, Vec4>& seed : seeds) {
size_t id = std::get<0>(seed);
Vec2 seedPOS = std::get<1>(seed);
Vec4 seedColor = std::get<2>(seed);
std::vector<size_t> neighbors = grid.getNeighbors(id);
//grid.setSize(id, grid.getSize(id)+4);
for (size_t neighbor : neighbors) {
if (visitedThisFrame.count(neighbor)) {
continue;
}
visitedThisFrame.insert(neighbor);
Vec2 neipos = grid.getPositionID(neighbor);
Vec4 neighborColor = grid.getColor(neighbor);
float distance = seedPOS.distance(neipos);
float angle = seedPOS.directionTo(neipos);
float normalizedAngle = (angle + M_PI) / (2.0f * M_PI);
float blendFactor = 0.3f + 0.4f * std::sin(normalizedAngle * 2.0f * M_PI);
blendFactor = std::clamp(blendFactor, 0.1f, 0.9f);
Vec4 newcolor = Vec4(
seedColor.r * blendFactor + neighborColor.r * (1.0f - blendFactor),
seedColor.g * (1.0f - blendFactor) + neighborColor.g * blendFactor,
seedColor.b * (0.5f + 0.5f * std::sin(normalizedAngle * 4.0f * M_PI)),
1.0f
);
newcolor = newcolor.clamp(0.0f, 1.0f);
grid.setColor(neighbor, newcolor);
newseeds.emplace_back(neighbor, neipos, newcolor);
}
}
seeds.clear();
seeds.shrink_to_fit();
seeds = std::move(newseeds);
}
//bool exportavi(std::vector<std::vector<uint8_t>> frames, AnimationConfig config) {
bool exportavi(std::vector<frame> frames, AnimationConfig config) {
TIME_FUNCTION;
std::string filename = "output/chromatic_transformation.avi";
std::cout << "Frame count: " << frames.size() << std::endl;
// Log compression statistics for all frames
std::cout << "\n=== Frame Compression Statistics ===" << std::endl;
size_t totalOriginalSize = 0;
size_t totalCompressedSize = 0;
for (int i = 0; i < frames.size(); ++i) {
totalOriginalSize += frames[i].getSourceSize();
totalCompressedSize += frames[i].getTotalCompressedSize();
}
double overallRatio = static_cast<double>(totalOriginalSize) / totalCompressedSize;
double overallSavings = (1.0 - 1.0/overallRatio) * 100.0;
std::cout << "\n=== Overall Compression Summary ===" << std::endl;
std::cout << "Total frames: " << frames.size() << std::endl;
std::cout << "Compressed frames: " << frames.size() << std::endl;
std::cout << "Total original size: " << totalOriginalSize << " bytes ("
<< std::fixed << std::setprecision(2) << (totalOriginalSize / (1024.0 * 1024.0)) << " MB)" << std::endl;
std::cout << "Total compressed size: " << totalCompressedSize << " bytes ("
<< std::fixed << std::setprecision(2) << (totalCompressedSize / (1024.0 * 1024.0)) << " MB)" << std::endl;
std::cout << "Overall compression ratio: " << std::fixed << std::setprecision(2) << overallRatio << ":1" << std::endl;
std::cout << "Overall space savings: " << std::fixed << std::setprecision(1) << overallSavings << "%" << std::endl;
std::filesystem::path dir = "output";
if (!std::filesystem::exists(dir)) {
if (!std::filesystem::create_directories(dir)) {
std::cout << "Failed to create output directory!" << std::endl;
return false;
}
}
bool success = AVIWriter::saveAVIFromCompressedFrames(filename, frames, frames[0].getWidth(), frames[0].getHeight(), config.fps);
if (success) {
// Check if file actually exists
if (std::filesystem::exists(filename)) {
auto file_size = std::filesystem::file_size(filename);
std::cout << "\nAVI file created successfully: " << filename
<< " (" << file_size << " bytes, "
<< std::fixed << std::setprecision(2) << (file_size / (1024.0 * 1024.0)) << " MB)" << std::endl;
}
} else {
std::cout << "Failed to save AVI file!" << std::endl;
}
return success;
}
void mainLogic(){
AnimationConfig config;
// std::cout << "g2c2175" << std::endl;
Grid2 grid = setup(config);
// std::cout << "g2c2178" << std::endl;
Preview(grid);
std::vector<std::tuple<size_t, Vec2, Vec4>> seeds = pickSeeds(grid,config);
std::vector<frame> frames;
for (int i = 0; i < config.totalFrames; ++i){
expandPixel(grid,config,seeds);
// Print compression info for this frame
if (i % 10 == 0 ) {
frame bgrframe;
std::cout << "Processing frame " << i + 1 << "/" << config.totalFrames << std::endl;
bgrframe = grid.getGridAsFrame(frame::colormap::BGR);
bgrframe.printCompressionStats();
//(bgrframe, i + 1);
frames.push_back(bgrframe);
//bgrframe.decompress();
//BMPWriter::saveBMP(std::format("output/grayscalesource.{}.bmp", i), bgrframe);
bgrframe.compressFrameLZ78();
}
}
exportavi(frames,config);
}
int main() {
static bool window = true;
ImGui::SetNextWindowSize(ImVec2(1110,667));
auto beg = ImGui::Begin("Gradient thing", &window);
if (beg) {
ImGui::SetCursorPos(ImVec2(435.5,200));
ImGui::PushItemWidth(200);
static int i1 = 123;
ImGui::InputInt("Width", &i1);
ImGui::PopItemWidth();
ImGui::SetCursorPos(ImVec2(432,166));
ImGui::PushItemWidth(200);
static int i2 = 123;
ImGui::InputInt("Height", &i2);
ImGui::PopItemWidth();
ImGui::SetCursorPos(ImVec2(533.5,271));
ImGui::Button("Start", ImVec2(43,19)); //remove size argument (ImVec2) to auto-resize
ImGui::SetCursorPos(ImVec2(400.5,366));
ImGui::PushItemWidth(200);
static int i6 = 123;
ImGui::InputInt("number of Seeds", &i6);
ImGui::PopItemWidth();
}
ImGui::End();
FunctionTimer::printStats(FunctionTimer::Mode::ENHANCED);
return 0;
}

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@@ -6,20 +6,20 @@
class SpriteMap2 : public Grid2 { class SpriteMap2 : public Grid2 {
private: private:
// id, sprite // id, sprite
std::unordered_map<size_t, frame> spritesComped; std::unordered_map<size_t, frame> spritesComped;
std::unordered_map<size_t, int> Layers; std::unordered_map<size_t, int> Layers;
std::unordered_map<size_t, float> Orientations; std::unordered_map<size_t, float> Orientations;
public: public:
using Grid2::Grid2; using Grid2::Grid2;
size_t addSprite(const Vec2& pos, frame sprite, int layer = 0, float orientation = 0.0f) { size_t addSprite(const Vec2& pos, frame sprite, int layer = 0, float orientation = 0.0f) {
size_t id = addObject(pos, Vec4(0,0,0,0)); size_t id = addObject(pos, Vec4(0,0,0,0));
spritesComped[id] = sprite; spritesComped[id] = sprite;
Layers[id] = layer; Layers[id] = layer;
Orientations[id] = orientation; Orientations[id] = orientation;
return id;
} }
frame getSprite(size_t id) { frame getSprite(size_t id) {
@@ -42,13 +42,15 @@ public:
float getOrientation(size_t id) { float getOrientation(size_t id) {
return Orientations.at(id); return Orientations.at(id);
} }
size_t setOrientation(size_t id, float orientation) { size_t setOrientation(size_t id, float orientation) {
Orientations[id] = orientation; Orientations[id] = orientation;
return id;
} }
void getGridRegionAsBGR(const Vec2& minCorner, const Vec2& maxCorner, int& width, int& height, std::vector<uint8_t>& rgbData) const { void getGridRegionAsBGR(const Vec2& minCorner, const Vec2& maxCorner, int& width, int& height, std::vector<uint8_t>& rgbData) const {
TIME_FUNCTION; TIME_FUNCTION;
// std::cout << "excessdebug g2.483" << std::endl;
// Calculate dimensions // Calculate dimensions
width = static_cast<int>(maxCorner.x - minCorner.x); width = static_cast<int>(maxCorner.x - minCorner.x);
height = static_cast<int>(maxCorner.y - minCorner.y); height = static_cast<int>(maxCorner.y - minCorner.y);
@@ -59,17 +61,105 @@ public:
rgbData.shrink_to_fit(); rgbData.shrink_to_fit();
return; return;
} }
// std::cout << "excessdebug g2.494" << std::endl;
// Initialize RGB data (3 bytes per pixel: R, G, B) // Initialize RGBA buffer for compositing
std::vector<Vec4> rgbaBuffer(width * height, Vec4(0.0f, 0.0f, 0.0f, 0.0f)); std::vector<Vec4> rgbaBuffer(width * height, Vec4(0.0f, 0.0f, 0.0f, 0.0f));
// For each position in the grid, find the corresponding pixel // Group sprites by layer for proper rendering order
std::vector<std::pair<int, size_t>> layeredSprites;
for (const auto& [id, pos] : Positions) { for (const auto& [id, pos] : Positions) {
// std::cout << "excessdebug g2.501." << id << std::endl; if (spritesComped.find(id) != spritesComped.end()) {
layeredSprites.emplace_back(Layers.at(id), id);
}
}
// Sort by layer (lower layers first)
std::sort(layeredSprites.begin(), layeredSprites.end(),
[](const auto& a, const auto& b) { return a.first < b.first; });
// Render each sprite in layer order
for (const auto& [layer, id] : layeredSprites) {
const Vec2& pos = Positions.at(id);
const frame& sprite = spritesComped.at(id);
float orientation = Orientations.at(id);
// Decompress sprite if needed
frame decompressedSprite = sprite;
if (sprite.isCompressed()) {
decompressedSprite.decompress();
}
const std::vector<uint8_t>& spriteData = decompressedSprite.getData();
size_t spriteWidth = decompressedSprite.getWidth();
size_t spriteHeight = decompressedSprite.getHeight();
if (spriteData.empty() || spriteWidth == 0 || spriteHeight == 0) {
continue;
}
// Calculate sprite bounds in world coordinates
float halfWidth = spriteWidth / 2.0f;
float halfHeight = spriteHeight / 2.0f;
// Apply rotation if needed
// TODO: Implement proper rotation transformation
int pixelXm = static_cast<int>(pos.x - halfWidth - minCorner.x);
int pixelXM = static_cast<int>(pos.x + halfWidth - minCorner.x);
int pixelYm = static_cast<int>(pos.y - halfHeight - minCorner.y);
int pixelYM = static_cast<int>(pos.y + halfHeight - minCorner.y);
// Clamp to output bounds
pixelXm = std::max(0, pixelXm);
pixelXM = std::min(width - 1, pixelXM);
pixelYm = std::max(0, pixelYm);
pixelYM = std::min(height - 1, pixelYM);
// Skip if completely outside bounds
if (pixelXm >= width || pixelXM < 0 || pixelYm >= height || pixelYM < 0) {
continue;
}
// Render sprite pixels
for (int py = pixelYm; py <= pixelYM; ++py) {
for (int px = pixelXm; px <= pixelXM; ++px) {
// Calculate sprite-relative coordinates
int spriteX = px - pixelXm;
int spriteY = py - pixelYm;
// Skip if outside sprite bounds
if (spriteX < 0 || spriteX >= spriteWidth || spriteY < 0 || spriteY >= spriteHeight) {
continue;
}
// Get sprite pixel color based on color format
Vec4 spriteColor = getSpritePixelColor(spriteData, spriteX, spriteY, spriteWidth, spriteHeight, decompressedSprite.colorFormat);
// Alpha blending
int bufferIndex = py * width + px;
Vec4& dest = rgbaBuffer[bufferIndex];
float srcAlpha = spriteColor.a;
if (srcAlpha > 0.0f) {
float invSrcAlpha = 1.0f - srcAlpha;
dest.r = spriteColor.r * srcAlpha + dest.r * invSrcAlpha;
dest.g = spriteColor.g * srcAlpha + dest.g * invSrcAlpha;
dest.b = spriteColor.b * srcAlpha + dest.b * invSrcAlpha;
dest.a = srcAlpha + dest.a * invSrcAlpha;
}
}
}
}
// Also render regular colored objects (from base class)
for (const auto& [id, pos] : Positions) {
// Skip if this is a sprite (already rendered above)
if (spritesComped.find(id) != spritesComped.end()) {
continue;
}
size_t size = Sizes.at(id); size_t size = Sizes.at(id);
// Calculate pixel coordinates // Calculate pixel coordinates for colored objects
int pixelXm = static_cast<int>(pos.x - size/2 - minCorner.x); int pixelXm = static_cast<int>(pos.x - size/2 - minCorner.x);
int pixelXM = static_cast<int>(pos.x + size/2 - minCorner.x); int pixelXM = static_cast<int>(pos.x + size/2 - minCorner.x);
int pixelYm = static_cast<int>(pos.y - size/2 - minCorner.y); int pixelYm = static_cast<int>(pos.y - size/2 - minCorner.y);
@@ -79,42 +169,36 @@ public:
pixelXM = std::min(width - 1, pixelXM); pixelXM = std::min(width - 1, pixelXM);
pixelYm = std::max(0, pixelYm); pixelYm = std::max(0, pixelYm);
pixelYM = std::min(height - 1, pixelYM); pixelYM = std::min(height - 1, pixelYM);
// std::cout << "excessdebug g2.514." << id << std::endl;
// Ensure within bounds // Ensure within bounds
if (pixelXM >= minCorner.x && pixelXm < width && pixelYM >= minCorner.y && pixelYm < height) { if (pixelXM >= minCorner.x && pixelXm < width && pixelYM >= minCorner.y && pixelYm < height) {
// std::cout << "excessdebug g2.518." << id << " - (" << pixelXm << "," << pixelYM << ")" << std::endl;
const Vec4& color = Colors.at(id); const Vec4& color = Colors.at(id);
float srcAlpha = color.a; float srcAlpha = color.a;
float invSrcAlpha = 1.0f - srcAlpha;
for (int py = pixelYm; py <= pixelYM; ++py) { for (int py = pixelYm; py <= pixelYM; ++py) {
for (int px = pixelXm; px <= pixelXM; ++px) { for (int px = pixelXm; px <= pixelXM; ++px) {
// std::cout << "excessdebug g2.524." << id << " - (" << py << "," << px << ")" << std::endl; int index = py * width + px;
int index = (py * width + px); Vec4& dest = rgbaBuffer[index];
Vec4 dest = rgbaBuffer[index];
dest.r = color.r * srcAlpha + dest.r; // * invSrcAlpha; float invSrcAlpha = 1.0f - srcAlpha;
dest.g = color.g * srcAlpha + dest.g; // * invSrcAlpha; dest.r = color.r * srcAlpha + dest.r * invSrcAlpha;
dest.b = color.b * srcAlpha + dest.b; // * invSrcAlpha; dest.g = color.g * srcAlpha + dest.g * invSrcAlpha;
dest.a = srcAlpha + dest.a; // * invSrcAlpha; dest.b = color.b * srcAlpha + dest.b * invSrcAlpha;
rgbaBuffer[index] = dest; dest.a = srcAlpha + dest.a * invSrcAlpha;
} }
} }
} }
} }
// Convert RGBA buffer to BGR output
rgbData.resize(rgbaBuffer.size() * 3); rgbData.resize(rgbaBuffer.size() * 3);
for (int i = 0; i < rgbaBuffer.size(); ++i) { for (size_t i = 0; i < rgbaBuffer.size(); ++i) {
const Vec4& color = rgbaBuffer[i]; const Vec4& color = rgbaBuffer[i];
int bgrIndex = i * 3; size_t bgrIndex = i * 3;
// Convert from [0,1] to [0,255] and store as RGB
// rgbData.push_back(color.r);
// rgbData.push_back(color.g);
// rgbData.push_back(color.b);
rgbData[bgrIndex + 2] = static_cast<unsigned char>(color.r * 255);
rgbData[bgrIndex + 1] = static_cast<unsigned char>(color.g * 255);
rgbData[bgrIndex + 0] = static_cast<unsigned char>(color.b * 255);
// Convert from [0,1] to [0,255] and store as BGR
rgbData[bgrIndex + 2] = static_cast<uint8_t>(color.r * 255); // R -> third position
rgbData[bgrIndex + 1] = static_cast<uint8_t>(color.g * 255); // G -> second position
rgbData[bgrIndex + 0] = static_cast<uint8_t>(color.b * 255); // B -> first position
} }
} }
@@ -156,6 +240,68 @@ public:
return spritesComped.size(); return spritesComped.size();
} }
private:
// Helper function to extract pixel color from sprite data based on color format
Vec4 getSpritePixelColor(const std::vector<uint8_t>& spriteData,
int x, int y,
size_t spriteWidth, size_t spriteHeight,
frame::colormap format) const {
size_t pixelIndex = y * spriteWidth + x;
size_t channels = 3; // Default to RGB
switch (format) {
case frame::colormap::RGB:
channels = 3;
if (pixelIndex * channels + 2 < spriteData.size()) {
return Vec4(spriteData[pixelIndex * channels] / 255.0f,
spriteData[pixelIndex * channels + 1] / 255.0f,
spriteData[pixelIndex * channels + 2] / 255.0f,
1.0f);
}
break;
case frame::colormap::RGBA:
channels = 4;
if (pixelIndex * channels + 3 < spriteData.size()) {
return Vec4(spriteData[pixelIndex * channels] / 255.0f,
spriteData[pixelIndex * channels + 1] / 255.0f,
spriteData[pixelIndex * channels + 2] / 255.0f,
spriteData[pixelIndex * channels + 3] / 255.0f);
}
break;
case frame::colormap::BGR:
channels = 3;
if (pixelIndex * channels + 2 < spriteData.size()) {
return Vec4(spriteData[pixelIndex * channels + 2] / 255.0f, // BGR -> RGB
spriteData[pixelIndex * channels + 1] / 255.0f,
spriteData[pixelIndex * channels] / 255.0f,
1.0f);
}
break;
case frame::colormap::BGRA:
channels = 4;
if (pixelIndex * channels + 3 < spriteData.size()) {
return Vec4(spriteData[pixelIndex * channels + 2] / 255.0f, // BGRA -> RGBA
spriteData[pixelIndex * channels + 1] / 255.0f,
spriteData[pixelIndex * channels] / 255.0f,
spriteData[pixelIndex * channels + 3] / 255.0f);
}
break;
case frame::colormap::B:
channels = 1;
if (pixelIndex < spriteData.size()) {
float value = spriteData[pixelIndex] / 255.0f;
return Vec4(value, value, value, 1.0f);
}
break;
}
// Return transparent black if out of bounds
return Vec4(0.0f, 0.0f, 0.0f, 0.0f);
}
}; };
#endif #endif