Asset prog

This commit is contained in:
2025-08-25 10:16:55 -05:00
parent 947f21cac7
commit 8af2f044ed
23 changed files with 290 additions and 31 deletions

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@@ -25,7 +25,7 @@ set(DUSK_TEMP_DIR "${DUSK_BUILD_DIR}/temp")
set(DUSK_TOOLS_DIR "${DUSK_ROOT_DIR}/tools")
set(DUSK_DATA_DIR "${DUSK_ROOT_DIR}/data")
set(DUSK_ASSETS_DIR "${DUSK_ROOT_DIR}/assets")
set(DUSK_BUILT_ASSETS_DIR "${DUSK_BUILD_DIR}/assets" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_BUILT_ASSETS_DIR "${DUSK_BUILD_DIR}/built_assets" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_GENERATED_HEADERS_DIR "${DUSK_BUILD_DIR}/generated")
set(DUSK_TARGET_NAME "Dusk" CACHE INTERNAL ${DUSK_CACHE_TARGET})
set(DUSK_BUILD_BINARY ${DUSK_BUILD_DIR}/Dusk CACHE INTERNAL ${DUSK_CACHE_TARGET})

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@@ -3,4 +3,6 @@
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
add_asset(entities.tsx)
add_asset(test.palette.png)
# add_asset(first.palette.png)
# add_asset(entities.tsx)

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@@ -10,6 +10,7 @@ target_link_libraries(${DUSK_TARGET_NAME}
PUBLIC
m
cglm
zip
)
# Includes

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@@ -8,4 +8,10 @@ target_sources(${DUSK_TARGET_NAME}
PRIVATE
asset.c
assetsystem.c
)
# Compile definitions
target_compile_definitions(${DUSK_TARGET_NAME}
PRIVATE
ASSET_TYPE=wad
)

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@@ -7,11 +7,19 @@
#pragma once
#include "dusk.h"
#include <zip.h>
#define ASSET_FILENAME_MAX 256
typedef struct asset_s {
int32_t nothing;
const char_t *filename;
zip_file_t *fileHandle;
} asset_t;
void assetInit(void);
void assetInit(
const char_t *filename,
);
void assetDispose(void);

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@@ -7,8 +7,12 @@
#pragma once
#include "dusk.h"
#include "display/color.h"
#define ASSET_PALETTE_COLOR_COUNT_MAX 256
typedef struct {
const int32_t width;
const int32_t height;
} assetimage_t;
char_t header[3];
int32_t colorCount;
color4b_t colors[ASSET_PALETTE_COLOR_COUNT_MAX];
} assetpalette_t;

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@@ -7,14 +7,68 @@
#include "assetsystem.h"
#include "util/memory.h"
#include "console/console.h"
#define ASSET_SYSTEM_ASSET_FILE "dusk.dsk"
const char_t ASSET_SYSTEM_SEARCH_PATHS[][FILENAME_MAX] = {
"%s/%s",
"./%s",
"../%s",
"../../%s",
"data/%s",
"../data/%s",
};
#define ASSET_SYSTEM_SEARCH_PATHS_COUNT (\
sizeof(ASSET_SYSTEM_SEARCH_PATHS) / FILENAME_MAX\
)
assetsystem_t ASSET_SYSTEM;
void assetSystemInit(void) {
errorret_t assetSystemInit(void) {
memoryZero(&ASSET_SYSTEM, sizeof(assetsystem_t));
// threadInit(&ASSET_SYSTEM.thread, NULL);
// Open zip file
char_t searchPath[FILENAME_MAX];
consolevar_t *var = consoleVarGet("sys_path");
const char_t *sysPath = var ? var->value : ".";
for(int32_t i = 0; i < ASSET_SYSTEM_SEARCH_PATHS_COUNT; i++) {
sprintf(
searchPath,
ASSET_SYSTEM_SEARCH_PATHS[i],
sysPath,
ASSET_SYSTEM_ASSET_FILE
);
// Try open
ASSET_SYSTEM.zip = zip_open(searchPath, ZIP_RDONLY, NULL);
if(ASSET_SYSTEM.zip == NULL) continue;
consolePrint("Opened asset file: %s", searchPath);
break;
}
// Did we open the asset?
if(ASSET_SYSTEM.zip == NULL) errorThrow("Failed to open asset file.");
// Get "test.palette.dpf" file.
zip_file_t *file = zip_fopen(ASSET_SYSTEM.zip, "test.palette.dpf", 0);
if(file == NULL) errorThrow("Failed to open test.palette.dpf in asset file.");
// Read it
char_t buffer[256];
zip_int64_t n = zip_fread(file, buffer, 256);
if(n < 0) {
zip_fclose(file);
errorThrow("Failed to read test.palette.dpf in asset file.");
}
errorOk();
}
void assetSystemDispose(void) {
// threadDispose(&ASSET_SYSTEM.thread);
if(ASSET_SYSTEM.zip != NULL) {
zip_close(ASSET_SYSTEM.zip);
ASSET_SYSTEM.zip = NULL;
}
}

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@@ -7,9 +7,16 @@
#pragma once
#include "asset.h"
#include "error/error.h"
#if ASSET_TYPE == wad
#else
#error "Unsupported ASSET_TYPE"
#endif
typedef struct {
int32_t nothing;
zip_t *zip;
} assetsystem_t;
extern assetsystem_t ASSET_SYSTEM;
@@ -17,7 +24,7 @@ extern assetsystem_t ASSET_SYSTEM;
/**
* Initializes the asset system.
*/
void assetSystemInit(void);
errorret_t assetSystemInit(void);
/**
* Disposes/cleans up the asset system.

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@@ -11,9 +11,10 @@
typedef struct assetimage_s assetimage_t;
typedef struct {
const int32_t tileWidth;
const int32_t tileHeight;
const int32_t tileCount;
const int32_t columns;
const assetimage_t *image;
char_t header[3];
int32_t tileWidth;
int32_t tileHeight;
int32_t tileCount;
int32_t columns;
char_t tilesetName[256];
} assettileset_t;

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@@ -18,6 +18,6 @@ add_subdirectory(cmd)
if(DUSK_TARGET_SYSTEM STREQUAL "linux")
target_compile_definitions(${DUSK_TARGET_NAME}
PRIVATE
DUSK_CONSOLE_POSIX=1
CONSOLE_POSIX=1
)
endif()

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@@ -45,11 +45,32 @@ consolevar_t * consoleRegVar(
const char_t *value,
consolevarchanged_t event
) {
consolevar_t *var = &CONSOLE.variables[CONSOLE.variableCount++];
consolevar_t *var;
// Existing?
var = consoleVarGet(name);
if(var != NULL) return var;
assertTrue(
CONSOLE.variableCount < CONSOLE_VARIABLES_MAX,
"Too many console variables registered."
);
// Create
var = &CONSOLE.variables[CONSOLE.variableCount++];
consoleVarInitListener(var, name, value, event);
return var;
}
consolevar_t * consoleVarGet(const char_t *name) {
assertNotNull(name, "name must not be NULL");
for(uint32_t i = 0; i < CONSOLE.variableCount; i++) {
consolevar_t *var = &CONSOLE.variables[i];
if(stringCompare(var->name, name) == 0) return var;
}
return NULL;
}
void consolePrint(const char_t *message, ...) {
char_t buffer[CONSOLE_LINE_MAX];

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@@ -85,6 +85,14 @@ consolevar_t * consoleRegVar(
consolevarchanged_t event
);
/**
* Gets a console variable by name.
*
* @param name The name of the variable.
* @return The variable, or NULL if not found.
*/
consolevar_t * consoleVarGet(const char_t *name);
/**
* Sets the value of a console variable.
*

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@@ -26,7 +26,7 @@ errorret_t engineInit(void) {
timeInit();
consoleInit();
ecsSystemInit();
assetSystemInit();
errorChain(assetSystemInit());
errorChain(displayInit());
sceneTestAdd();

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@@ -115,7 +115,7 @@ errorret_t errorPrint(const errorret_t retval);
#define errorThrow(message, ...) \
return errorThrowImpl(\
&ERROR_STATE, ERROR_NOT_OK, __FILE__, __func__, __LINE__, (message), \
__VA_ARGS__ \
##__VA_ARGS__ \
)
/**

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@@ -6,6 +6,7 @@
*/
#include "engine/engine.h"
#include "console/console.h"
// PSP_MODULE_INFO("Dusk", 0, 1, 0);
// PSP_MAIN_THREAD_ATTR(PSP_THREAD_ATTR_USER | THREAD_ATTR_VFPU);
@@ -14,6 +15,9 @@ int main(int argc, char **argv) {
errorret_t ret;
ret = engineInit();
// Set console variable
if(argc > 0) consoleRegVar("sys_path", argv[0], NULL);
if(ret.code != ERROR_OK) {
errorCatch(errorPrint(ret));
return ret.code;

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@@ -4,3 +4,7 @@ from args import args
def getAssetRelativePath(fullPath):
# Get the relative path to the asset
return os.path.relpath(fullPath, start=args.assets).replace('\\', '/')
def getBuiltAssetsRelativePath(fullPath):
# Get the relative path to the built asset
return os.path.relpath(fullPath, start=args.output_assets).replace('\\', '/')

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@@ -1,6 +1,8 @@
import sys, os
from args import inputAssets
from args import inputAssets, args
from processasset import processAsset
from assethelpers import getBuiltAssetsRelativePath
import zipfile
# Setup headers directory.
# setOutputDir(args.output)
@@ -10,5 +12,29 @@ from processasset import processAsset
# if not os.path.exists(args.output):
# os.makedirs(args.output)
files = []
for asset in inputAssets:
processAsset(asset)
asset = processAsset(asset)
files.extend(asset['files'])
# Take assets and add to a zip archive.
outputFileName = args.output_file
print(f"Creating output file: {outputFileName}")
with zipfile.ZipFile(outputFileName, 'w') as zipf:
for file in files:
relativeOutputPath = getBuiltAssetsRelativePath(file)
zipf.write(file, arcname=relativeOutputPath)
# Finalize build
if args.build_type == 'header':
print("Error: Header build not implemented yet.")
sys.exit(1)
elif args.build_type == 'wad':
# Nothing to do, already created above!
pass
else:
print("Error: Unknown build type.")
sys.exit(1)

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@@ -0,0 +1 @@
ASSET_FILE_NAME_MAX_LENGTH = 256

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@@ -1,4 +1,5 @@
from processtileset import processTileset
from processimage import processPalette, processImage
processedAssets = []
@@ -10,5 +11,9 @@ def processAsset(assetPath):
# Handle tiled tilesets
if assetPath.endswith('.tsx'):
processTileset(assetPath)
return
return processTileset(assetPath)
elif assetPath.endswith('.png'):
if assetPath.endswith('.palette.png'):
return processPalette(assetPath)
else:
return processImage(assetPath)

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@@ -0,0 +1,64 @@
import os
from args import args
from PIL import Image
def extractPaletteFromImage(image):
# goes through and finds all unique colors in the image
if image.mode != 'RGBA':
image = image.convert('RGBA')
pixels = list(image.getdata())
uniqueColors = []
for color in pixels:
if color not in uniqueColors:
uniqueColors.append(color)
return uniqueColors
def savePalette(pixels, outputFilePath):
# Pixels is a list of (R, G, B, A) tuples
data = "DPF" # Header for Dusk Palette Format
# Count of colors (int32_t)
colorCount = len(pixels)
data += colorCount.to_bytes(4, byteorder='little').decode('latin1')
for r, g, b, a in pixels:
data += bytes([r, g, b, a]).decode('latin1')
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, 'wb') as f:
f.write(data.encode('latin1'))
def processPalette(assetPath):
# Process the image file
print(f"Processing palette: {assetPath}")
# Load the image
image = Image.open(assetPath)
pixels = extractPaletteFromImage(image)
# Save the processed image to the output directory
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFilePath = os.path.join(args.output_assets, f"{fileNameWithoutExt}.dpf")
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
savePalette(pixels, outputFilePath)
outputRelative = os.path.relpath(outputFilePath, args.output_assets)
return {
"outputFile": outputRelative,
"paletteColors": len(pixels),
"files": [ outputFilePath ]
}
def processImage(assetPath):
print(f"Processing image: {assetPath}")
# Load the image
image = Image.open(assetPath)
pixels = extractPaletteFromImage(image)
return {
# "outputFile": os.path.relpath(assetPath, args.input_assets),
# "paletteColors": len(pixels),
"files": [ assetPath ]
}

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@@ -1,6 +1,9 @@
import sys, os
import xml.etree.ElementTree as ET
from assethelpers import getAssetRelativePath
from args import args
from constants import ASSET_FILE_NAME_MAX_LENGTH
from processimage import processPalette, processImage
def processTileset(assetPath):
# Process the tileset file
@@ -25,18 +28,58 @@ def processTileset(assetPath):
return
# Exactly one image element is required
images = root.findall('image')
if len(images) != 1:
imagesNode = root.findall('image')
if len(imagesNode) != 1:
print(f"Error: Tileset {assetPath} must have exactly one image element.")
return
image = images[0]
if 'source' not in image.attrib:
imageNode = imagesNode[0]
if 'source' not in imageNode.attrib:
print(f"Error: Tileset {assetPath} is missing image source.")
return
imageSource = image.attrib['source']
imageSource = imageNode.attrib['source']
directory = os.path.dirname(assetPath)
image = processImage(os.path.join(directory, imageSource))
# Build
relative = getAssetRelativePath(assetPath)
print(f"Relative path: {relative}")
relativeFile = getAssetRelativePath(assetPath)
relativeDir = os.path.dirname(relativeFile)
data = "DTF" # Header for Dusk Tileset Format
# Write width (int32_t)
data += tilewidth.to_bytes(4, byteorder='little').decode('latin1')
# Write height (int32_t)
data += tileheight.to_bytes(4, byteorder='little').decode('latin1')
# Write tilecount (int32_t)
data += tilecount.to_bytes(4, byteorder='little').decode('latin1')
# Write column count (int32_t)
data += columns.to_bytes(4, byteorder='little').decode('latin1')
# Write row count (int32_t)
rows = (tilecount + columns - 1) // columns
data += rows.to_bytes(4, byteorder='little').decode('latin1')
# Write image source file name, padd to ASSET_FILE_NAME_MAX_LENGTH
imageSourceBytes = image["outputFile"].encode('utf-8')
data += len(imageSourceBytes).to_bytes(4, byteorder='little').decode('latin1')
data += imageSourceBytes.decode('latin1')
paddingLength = max(0, ASSET_FILE_NAME_MAX_LENGTH - len(imageSourceBytes))
data += '\x00' * paddingLength
# Write to output file
fileNameWithoutExt = os.path.splitext(os.path.basename(assetPath))[0]
outputFilePath = os.path.join(args.output_assets, relativeDir, f"{fileNameWithoutExt}.dtf")
os.makedirs(os.path.dirname(outputFilePath), exist_ok=True)
with open(outputFilePath, 'wb') as f:
f.write(data.encode('latin1'))
return {
"outputFile": os.path.relpath(outputFilePath, args.output_assets),
"tileWidth": tilewidth,
"tileHeight": tileheight,
"tileCount": tilecount,
"columns": columns,
"rows": rows,
"image": image
}