Thanks to the Free PBR website for the textures used in this demo
In simple terms, Swizzler! can pack your textures channels together into a single output image.
Take as an example an asset containing an albedo map and an ambient occlusion map. The albedo is encoded on the RGB channels, and the ambient is encoded only on the R channel. It's thus possible to combine them into a single RGBA texture containing the albedo (in the RGB channels) and the ambient occlusion (in the A channel).
Swizzler! provides two modes:
- Manual ⟶ Generates a single output from multiple sources
- Session ⟶ Traverses a directory and automatically generates textures based on a predefined configuration
If you just need the CLI, you can download it directly in the Release Tab.
Alternatively, you can download, build, and install the CLI locally using:
$ cargo install --git https://github.com/albedo-engine/swizzler.git
Check that the installation was successful:
$ swizzler --version
swizzler-cli 0.1.0
Swizzler! can also be used programmatically. Simply add a dependency to Swizzler! in your Cargo.toml
:
[dependencies]
swizzler = { git = "https://github.com/albedo-engine/swizzler.git" }
You can manually generate a new texture by providing the channel to extract for each source:
$ swizzler manual -i ./source_1.png:0 -i ./source_2.png:0 ...
Each -i
argument takes a source image followed by the delimiting character :
and the channel to read.
The position of each -i
argument is used to select the destination channel.
For instance, if you have an RGB source image (source.png
), and you want to shuffle the channels as BGR, you simply need to run:
$ swizzler manual -i ./source.png:2 -i ./source.png:1 -i ./source.png:0
The number of arguments defines the number of channels of the output image. For instance, generating a grayscale image is done by using:
$ swizzler manual -i ./source.png:0
You can leave some channels empty by specifying the none
keyword for an input:
$ swizzler manual -i red.png:0 -i none -i none -i alpha.png:3
You may want to process a folder containing several textures. The Manual Command is handy but can be difficult to use when you need to find what files should be grouped together.
Let's see how you could process an entire folder of images. In this example, we
are going to generate a texture mixing the metalness in the red
channel, and
the roughness in the alpha
channel.
Let's assume we have some textures in a folder ./textures
:
$ ls ./textures
enemy_albedo.png enemy_metalness.png enemy_roughness.png
hero_albedo.png hero_metalness.png hero_roughness.png
We can define a configuration file to process those textures:
$ cat ./config.json
{
"base": "(.*)_.*",
"matchers": [
{ "id": "metalness", "matcher": "(?i)metal(ness)?" },
{ "id": "roughness", "matcher": "(?i)rough(ness)?" },
{ "id": "albedo", "matcher": "(?i)albedo" }
],
"targets": [
{
"name": "-metalness-roughness.png",
"output_format": "png",
"inputs": [
[ "metalness", 0 ],
null,
null,
[ "roughness", 0 ]
]
}
]
}
base
attribute is used to extract the name of the asset (here"hero"
or"enemy"
)matchers
attribute is used to identify the type of textures. Each entry will look for a particular matchtargets
attributes is used to generate new textures, using the files resolved by thematchers
.
To learn more about each attribute, please take a look at the Configuration File section.
We can now run the CLI on our textures
folder:
$ swizzler session --folder ./textures --config ./config.json
Alternatively, you can provide the config.json
file on STDIN:
$ cat ./config.json | swizzler session --folder ./textures
The results will be generated in the folder __swizzler_build
:
$ ls ./__swizzler_build
enemy-metalness-roughness.png hero-metalness-roughness.png
As you can see, the CLI extracted two kind of assets (hero
and enemy
), and
generated two textures. Each generated texture contains the metalness and the
roughness swizzled together.
{
"base": String,
"matchers": [
{ "id": String, "matcher": String },
...
],
"targets": [
{
"name": String,
"output_format": String,
"inputs": [
[ "metalness", 0 ],
...
]
}
]
}
The base
attribute describes how to extract the name of the asset from a path.
This has to be a Regular Expression with one capturing group.
Example:
"base": "(.*)_.*"
Captures everything before the last _
occurence.
The matchers
attribute provide a list of files to match under the same asset.
id
is used to identify mathched filesmatcher
provides a regular expression checking input files for a match.
Example:
"matchers": [
{ "id": "metalness", "matcher": "(?i)metal(ness)?" },
{ "id": "roughness", "matcher": "(?i)rough(ness)?" }
]
In this example, file containing "metalness" will be assigned the id 'metalness'
,
and files containing "roughness" will be assigned the id 'roughness'
.
The targets
attribute makes use of the matchers
list to generate a new texture.
name
gets appended to thebase
name of the assetoutput_format
chooses the encoding format of the generated texture. Take a look at the encoding formats for all available options.
Example:
"targets": [
{
"name": "-metalness-roughness.png",
"output_format": "png",
"inputs": [
[ "metalness", 0 ],
null,
null,
[ "roughness", 0 ]
]
}
]
Here, this target configuration will create a texture with the name '{base}-metalness-roughness.png'
, for each asset containing a match for a
metalness
and roughness
source.
Usage:
$ swizzler manual [-i PATH] ... [-i PATH]
Argument | Value | Description |
---|---|---|
-o, --output | Path | Relative path to which output the texture |
-i, --input | Path | Relative path to the texture source to use |
-f, --format | String | Format to use for saving. Default to the extension format if not provided |
Usage:
$ swizzler session --folder PATH [--config PATH_TO_CONFIG]
Argument | Value | Description |
---|---|---|
-f, --folder | Path | Relative path to the folder to process |
-o, --output | [Path] | Relative path to the folder in which to output files |
-c, --config | [Path] | Relative path to the config to use |
-n, --num_threads | [Number] | Number of threads to use. Default to the number of logical core of the machine |
png
jpg
tga
tif
pnm
ico
bmp
Those formats can be used directly on the CLI using the manual
command, or via
a configuration file (for session
run).
You can generate a new texture from those descriptors using:
to_luma()
⟶ swizzle inputs into a Grayscale imageto_luma_a()
⟶ swizzle inputs into a Grayscale-Alpha imageto_rgb()
⟶ swizzle inputs into a RGB imageto_rgba()
⟶ swizzle inputs into a RGBA image
Those functions use descriptors (ChannelDescriptor
) to generate the final
texture.
There are several ways to create descriptors:
use swizzler::{ChannelDescriptor};
// From a string.
let descriptor = ChannelDescriptor::from_description("./my_input.png:0").unwrap();
// From path + channel
let path = std::Path::PathBuf::from("./my_input.png");
let descriptor = ChannelDescriptor::from_path(path, 0).unwrap();
// From an image + channel
let descriptor = ChannelDescriptor::from_path(my_image, 0).unwrap();
Example generating a RGBA texture:
use swizzler::{to_rgba};
let r_channel = ChannelDescriptor::from_path(..., ...).unwrap();
let a_channel = ChannelDescriptor::from_path(..., ...).unwrap();
// Generates a RGBA image with two descriptors. The output image `green`
// and `blue` channels are left empty.
let result = to_rgba(Some(r_channel), None, None, Some(a_channel)).unwrap();
NOTE: you can use
None
to leave a channel empty.
The result image is an ImageBuffer
from the image crate, that you can manipulate like any other image:
result.save("./output.png").unwrap();
You can run a session programmatically by creating an AssetReader
(A.K.A a "resolver"),
and a Session
.
use regex::Regex;
use swizzler::session::{
GenericAssetReader
GenericTarget,
RegexMatcher,
Session,
};
// Creates a resolver and add matcher to it. Remember that matchers
// are used to group files together under a common asset.
let resolver = GenericAssetReader::new()
.set_base(Regex::new("(.*)_.*").unwrap())
.add_matcher(
Box::new(RegexMatcher::new("metalness", Regex::new(r"(?i)metal(ness)?").unwrap()))
)
.add_matcher(
Box::new(RegexMatcher::new("roughness", Regex::new(r"(?i)rough(ness)?").unwrap()))
)
// Creates a target. Each target describes a texture to generate.
let metal_roughness_target = GenericTarget::new(vec![
("metalness", 0),
None,
None,
("roughness", 0),
])
// The `Session` will generate images using multiple threads, and save them
// to disk.
let session = Session::new()
.set_output_folder(...)
.set_max_threads_nb(...)
.add_target(metal_roughness_target);
// Reads all assets on the main thread, using our assets reader.
let assets = match resolve_assets_dir(&command.folder, &resolver) {
Some(list) => list,
Err(error) => eprintln!("Error reading folder: {:?}", error),
};
// Goes through all assets, load all sources, swizzle the textures and save them
// to disk.
let errors = session.run(&assets);
for e in &errors {
eprintln!("Error processing file: {:?}", e);
}
Contributions are welcome and appreciated!
This CLI has been written as a project to learn Rust. It's the first piece of Rust code I've ever written, and it's likely that I made wrong design decisions.
If you have any ideas about how to improve the architecture or the performance, please feel to contribute by raising an issue or creating a pull request.
When contributing to the library, please ensure that all the tests pass using:
$ cargo test
The library is formatted using rustfmt. You can run the formatter by using:
cargo fmt
Swizzler! being my first Rust project, I needed a template source code for inspiration on best practices.
This CLI is heavily inspired by Texture Synthesis from the EmbarkStudios team. Thanks for their open source contributions!