2018-09-23 22:20:45 +00:00
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package level
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import (
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"encoding/json"
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"fmt"
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WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
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"image"
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"math"
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2018-09-23 22:20:45 +00:00
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2019-04-10 00:35:44 +00:00
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"git.kirsle.net/apps/doodle/lib/render"
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"git.kirsle.net/apps/doodle/pkg/balance"
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"git.kirsle.net/apps/doodle/pkg/log"
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2019-06-27 18:57:26 +00:00
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"git.kirsle.net/apps/doodle/pkg/shmem"
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2019-12-22 22:11:01 +00:00
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"github.com/google/uuid"
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2019-05-05 21:03:20 +00:00
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"github.com/vmihailenco/msgpack"
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2018-09-23 22:20:45 +00:00
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)
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// Types of chunks.
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const (
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MapType int = iota
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GridType
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)
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// Chunk holds a single portion of the pixel canvas.
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type Chunk struct {
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Type int // map vs. 2D array.
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Accessor
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WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
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// Values told to it from higher up, not stored in JSON.
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Point render.Point
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Size int
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// Texture cache properties so we don't redraw pixel-by-pixel every frame.
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2019-04-19 05:02:59 +00:00
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uuid uuid.UUID
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texture render.Texturer
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textureMasked render.Texturer
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textureMaskedColor render.Color
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dirty bool
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2018-09-23 22:20:45 +00:00
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}
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// JSONChunk holds a lightweight (interface-free) copy of the Chunk for
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// unmarshalling JSON files from disk.
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type JSONChunk struct {
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2019-05-05 21:03:20 +00:00
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Type int `json:"type" msgpack:"0"`
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Data json.RawMessage `json:"data" msgpack:"-"`
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BinData interface{} `json:"-" msgpack:"1"`
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2018-09-23 22:20:45 +00:00
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}
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// Accessor provides a high-level API to interact with absolute pixel coordinates
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// while abstracting away the details of how they're stored.
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type Accessor interface {
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Inflate(*Palette) error
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Iter() <-chan Pixel
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IterViewport(viewport render.Rect) <-chan Pixel
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Get(render.Point) (*Swatch, error)
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Set(render.Point, *Swatch) error
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Delete(render.Point) error
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Len() int
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MarshalJSON() ([]byte, error)
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UnmarshalJSON([]byte) error
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2019-05-05 21:03:20 +00:00
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// MarshalMsgpack() ([]byte, error)
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// UnmarshalMsgpack([]byte) error
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// Serialize() interface{}
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2018-09-23 22:20:45 +00:00
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}
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// NewChunk creates a new chunk.
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func NewChunk() *Chunk {
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return &Chunk{
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Type: MapType,
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Accessor: NewMapAccessor(),
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}
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}
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WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
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// Texture will return a cached texture for the rendering engine for this
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// chunk's pixel data. If the cache is dirty it will be rebuilt in this func.
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2019-06-27 03:33:24 +00:00
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//
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// Texture cache can be disabled with balance.DisableChunkTextureCache=true.
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2018-10-20 22:42:49 +00:00
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func (c *Chunk) Texture(e render.Engine) render.Texturer {
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WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
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if c.texture == nil || c.dirty {
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2018-10-20 22:42:49 +00:00
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// Generate the normal bitmap and one with a color mask if applicable.
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2019-06-27 20:01:01 +00:00
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tex, err := c.toBitmap(render.Invisible)
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WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
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if err != nil {
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log.Error("Texture: %s", err)
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}
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2018-10-20 22:42:49 +00:00
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c.texture = tex
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c.textureMasked = nil // invalidate until next call
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c.dirty = false
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}
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return c.texture
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}
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// TextureMasked returns a cached texture with the ColorMask applied.
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func (c *Chunk) TextureMasked(e render.Engine, mask render.Color) render.Texturer {
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2019-04-19 05:02:59 +00:00
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if c.textureMasked == nil || c.textureMaskedColor != mask {
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2018-10-20 22:42:49 +00:00
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// Generate the normal bitmap and one with a color mask if applicable.
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2019-06-27 20:01:01 +00:00
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tex, err := c.toBitmap(mask)
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
if err != nil {
|
|
|
|
log.Error("Texture: %s", err)
|
|
|
|
}
|
|
|
|
|
2018-10-20 22:42:49 +00:00
|
|
|
c.textureMasked = tex
|
2019-04-19 05:02:59 +00:00
|
|
|
c.textureMaskedColor = mask
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
}
|
2018-10-20 22:42:49 +00:00
|
|
|
return c.textureMasked
|
|
|
|
}
|
|
|
|
|
|
|
|
// toBitmap puts the texture in a well named bitmap path in the cache folder.
|
2019-06-27 20:01:01 +00:00
|
|
|
func (c *Chunk) toBitmap(mask render.Color) (render.Texturer, error) {
|
|
|
|
// Generate a unique name for this chunk cache.
|
|
|
|
var name string
|
2018-10-20 22:42:49 +00:00
|
|
|
if c.uuid == uuid.Nil {
|
2019-12-22 22:11:01 +00:00
|
|
|
c.uuid = uuid.Must(uuid.NewRandom())
|
2018-10-20 22:42:49 +00:00
|
|
|
}
|
2019-06-27 20:01:01 +00:00
|
|
|
name = c.uuid.String()
|
2018-10-20 22:42:49 +00:00
|
|
|
|
|
|
|
if mask != render.Invisible {
|
2019-06-27 20:01:01 +00:00
|
|
|
name += fmt.Sprintf("-%02x%02x%02x%02x",
|
2018-10-20 22:42:49 +00:00
|
|
|
mask.Red, mask.Green, mask.Blue, mask.Alpha,
|
|
|
|
)
|
|
|
|
}
|
|
|
|
|
|
|
|
// Get the temp bitmap image.
|
2019-06-27 20:01:01 +00:00
|
|
|
return c.ToBitmap(name, mask)
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// ToBitmap exports the chunk's pixels as a bitmap image.
|
2019-06-27 20:01:01 +00:00
|
|
|
func (c *Chunk) ToBitmap(filename string, mask render.Color) (render.Texturer, error) {
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
canvas := c.SizePositive()
|
|
|
|
imgSize := image.Rectangle{
|
|
|
|
Min: image.Point{},
|
|
|
|
Max: image.Point{
|
|
|
|
X: c.Size,
|
|
|
|
Y: c.Size,
|
|
|
|
},
|
|
|
|
}
|
|
|
|
|
|
|
|
if imgSize.Max.X == 0 {
|
|
|
|
imgSize.Max.X = int(canvas.W)
|
|
|
|
}
|
|
|
|
if imgSize.Max.Y == 0 {
|
|
|
|
imgSize.Max.Y = int(canvas.H)
|
|
|
|
}
|
|
|
|
|
|
|
|
img := image.NewRGBA(imgSize)
|
|
|
|
|
|
|
|
// Blank out the pixels.
|
|
|
|
for x := 0; x < img.Bounds().Max.X; x++ {
|
|
|
|
for y := 0; y < img.Bounds().Max.Y; y++ {
|
2018-10-18 06:01:21 +00:00
|
|
|
img.Set(x, y, balance.DebugChunkBitmapBackground.ToColor())
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Pixel coordinate offset to map the Chunk World Position to the
|
|
|
|
// smaller image boundaries.
|
|
|
|
pointOffset := render.Point{
|
2018-10-18 06:01:21 +00:00
|
|
|
X: int32(c.Point.X * int32(c.Size)),
|
|
|
|
Y: int32(c.Point.Y * int32(c.Size)),
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Blot all the pixels onto it.
|
|
|
|
for px := range c.Iter() {
|
2018-10-20 22:42:49 +00:00
|
|
|
var color = px.Swatch.Color
|
|
|
|
if mask != render.Invisible {
|
Add Switches, Fire/Water Collision and Play Menu
* New doodads: Switches.
* They come in four varieties: wall switch (background element, with
"ON/OFF" text) and three side-profile switches for the floor, left
or right walls.
* On collision with the player, they flip their state from "OFF" to
"ON" or vice versa. If the player walks away and then collides
again, the switch flips again.
* Can be used to open/close Electric Doors when turned on/off. Their
default state is "off"
* If a switch receives a power signal from another linked switch, it
sets its own state to match. So, two "on/off" switches that are
connected to a door AND to each other will both flip on/off when one
of them flips.
* Update the Level Collision logic to support Decoration, Fire and Water
pixel collisions.
* Previously, ALL pixels in the level were acting as though solid.
* Non-solid pixels don't count for collision detection, but their
attributes (fire and water) are collected and returned.
* Updated the MenuScene to support loading a map file in Play Mode
instead of Edit Mode. Updated the title screen menu to add a button
for playing levels instead of editing them.
* Wrote some documentation.
2019-07-07 01:30:03 +00:00
|
|
|
// A semi-transparent mask will overlay on top of the actual color.
|
|
|
|
if mask.Alpha < 255 {
|
|
|
|
color = color.AddColor(mask)
|
|
|
|
} else {
|
|
|
|
color = mask
|
|
|
|
}
|
2018-10-20 22:42:49 +00:00
|
|
|
}
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
img.Set(
|
|
|
|
int(px.X-pointOffset.X),
|
|
|
|
int(px.Y-pointOffset.Y),
|
2018-10-20 22:42:49 +00:00
|
|
|
color.ToColor(),
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
)
|
|
|
|
}
|
|
|
|
|
2019-06-27 18:57:26 +00:00
|
|
|
// Cache the texture data with the current renderer.
|
2019-06-27 20:01:01 +00:00
|
|
|
tex, err := shmem.CurrentRenderEngine.StoreTexture(filename, img)
|
|
|
|
return tex, err
|
WIP Texture Caching
NOTICE: Chunk size set to 100 for visual testing!
NOTICE: guitest references a bmp file that isn't checked in!
BUGS REMAINING:
- When scrolling the level in Edit Mode, some of the chunks will pop
out of existence randomly.
- When clicking-dragging to draw in Edit Mode, if the scroll position
is not at 0,0 then the pixels drawn will be offset from the cursor.
- These are to do with the Scroll position and chunk coordinate calc
functions probably.
Implements a texture caching interface to stop redrawing everything
pixel by pixel on every frame.
The texture caching workflow is briefly:
- The uix.Canvas widget's Present() function iterates over the list of
Chunk Coordinates that are visible inside of the current viewport
(i.e. viewable on screen)
- For each Chunk:
- Make it render and/or return its cached Texture object.
- Work out how much of the Chunk will be visible and how to crop the
boxes for the Copy()
- Copy the cached Texture instead of drawing all the pixels every
time like we were doing before.
- The Chunk.Texture() function that returns said Texture:
- It calls Chunk.ToBitmap() to save a bitmap on disk.
- It calls Engine.NewBitmap() to get a Texture it can hang onto.
- It hangs onto the Texture and returns it on future calls.
- Any call to Set() or Delete() a pixel will invalidate the cache
(mark the Chunk "dirty") and Texture() will rebuild next call.
The interface `render.Texturer` provides a way for rendering backends
(SDL2, OpenGL) to transport a "texture" of their own kind without
exposing the type details to the user.
The interface `render.Engine` adds two new methods:
* NewBitmap(filename string) (Texturer, error)
* Copy(t Texturer, src, dst Rect)
NewBitmap should open a bitmap image on disk and return it wrapped in a
Texturer (really it's an SDL2 Texture). This is for caching purposes.
Next the Copy() function blits the texture onto the screen renderer
using the source and destination rectangles.
The uix.Canvas widget orchestrates the caching for the drawing it's
responsible for. It queries which chunks are viewable in the Canvas
viewport (scroll and bounding boxes), has each chunk render out their
entire bitmap image to then cache them as SDL textures and then only
_those_ need to be copied out to the renderer each frame.
The frame rate now sits at a decent 60 FPS even when the drawing gets
messy and full of lines. Each unique version of each chunk needs to
render only one time and then it's a fast copy operation for future
ticks.
Other changes:
- Chunker now assigns each Chunk what their coordinate and size are, so
that the chunk can self reference that information. This info is
considered read-only but that isn't really enforced.
- Add Chunker.IterViewportChunks() that returns a channel of Chunk
Coordinates that are visible in your viewport, rather than iterating
over all of the pixels in all of those chunks.
- Add Chunk.ToBitmap(filename) that causes a Chunk to render its pixels
to a bitmap image on disk. SDL2 can natively speak Bitmaps for texture
caching. Currently these go to files in /tmp but will soon go into your
$XDG_CACHE_FOLDER instead.
- Add Chunk.Texture() that causes a Chunk to render and then return a
cached bitmap texture of the pixels it's responsible for. The texture
is cached until the Chunk is next modified with Set() or Delete().
- UI: add an Image widget that currently just shows a bitmap image. It
was the first test for caching bitmap images for efficiency. Can show
any *.bmp file on disk!
- Editor UI: make the StatusBar boxes dynamically build from an array
of string pointers to make it SUPER EASY to add/remove labels.
2018-10-18 03:52:14 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
// Set proxies to the accessor and flags the texture as dirty.
|
|
|
|
func (c *Chunk) Set(p render.Point, sw *Swatch) error {
|
|
|
|
c.dirty = true
|
|
|
|
return c.Accessor.Set(p, sw)
|
|
|
|
}
|
|
|
|
|
|
|
|
// Delete proxies to the accessor and flags the texture as dirty.
|
|
|
|
func (c *Chunk) Delete(p render.Point) error {
|
|
|
|
c.dirty = true
|
|
|
|
return c.Accessor.Delete(p)
|
|
|
|
}
|
|
|
|
|
|
|
|
// Rect returns the bounding coordinates that the Chunk has pixels for.
|
|
|
|
func (c *Chunk) Rect() render.Rect {
|
|
|
|
// Lowest and highest chunks.
|
|
|
|
var (
|
|
|
|
lowest render.Point
|
|
|
|
highest render.Point
|
|
|
|
)
|
|
|
|
|
|
|
|
for coord := range c.Iter() {
|
|
|
|
if coord.X < lowest.X {
|
|
|
|
lowest.X = coord.X
|
|
|
|
}
|
|
|
|
if coord.Y < lowest.Y {
|
|
|
|
lowest.Y = coord.Y
|
|
|
|
}
|
|
|
|
|
|
|
|
if coord.X > highest.X {
|
|
|
|
highest.X = coord.X
|
|
|
|
}
|
|
|
|
if coord.Y > highest.Y {
|
|
|
|
highest.Y = coord.Y
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return render.Rect{
|
|
|
|
X: lowest.X,
|
|
|
|
Y: lowest.Y,
|
|
|
|
W: highest.X,
|
|
|
|
H: highest.Y,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// SizePositive returns the Size anchored to 0,0 with only positive
|
|
|
|
// coordinates.
|
|
|
|
func (c *Chunk) SizePositive() render.Rect {
|
|
|
|
S := c.Rect()
|
|
|
|
return render.Rect{
|
|
|
|
W: int32(math.Abs(float64(S.X))) + S.W,
|
|
|
|
H: int32(math.Abs(float64(S.Y))) + S.H,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-09-23 22:20:45 +00:00
|
|
|
// Usage returns the percent of free space vs. allocated pixels in the chunk.
|
|
|
|
func (c *Chunk) Usage(size int) float64 {
|
|
|
|
return float64(c.Len()) / float64(size)
|
|
|
|
}
|
|
|
|
|
|
|
|
// MarshalJSON writes the chunk to JSON.
|
|
|
|
func (c *Chunk) MarshalJSON() ([]byte, error) {
|
|
|
|
data, err := c.Accessor.MarshalJSON()
|
|
|
|
if err != nil {
|
|
|
|
return []byte{}, err
|
|
|
|
}
|
|
|
|
|
|
|
|
generic := &JSONChunk{
|
|
|
|
Type: c.Type,
|
|
|
|
Data: data,
|
|
|
|
}
|
|
|
|
b, err := json.Marshal(generic)
|
|
|
|
return b, err
|
|
|
|
}
|
|
|
|
|
|
|
|
// UnmarshalJSON loads the chunk from JSON and uses the correct accessor to
|
|
|
|
// parse the inner details.
|
|
|
|
func (c *Chunk) UnmarshalJSON(b []byte) error {
|
|
|
|
// Parse it generically so we can hand off the inner "data" object to the
|
|
|
|
// right accessor for unmarshalling.
|
|
|
|
generic := &JSONChunk{}
|
|
|
|
err := json.Unmarshal(b, generic)
|
|
|
|
if err != nil {
|
|
|
|
return fmt.Errorf("Chunk.UnmarshalJSON: failed to unmarshal into generic JSONChunk type: %s", err)
|
|
|
|
}
|
|
|
|
|
|
|
|
switch c.Type {
|
|
|
|
case MapType:
|
|
|
|
c.Accessor = NewMapAccessor()
|
|
|
|
return c.Accessor.UnmarshalJSON(generic.Data)
|
|
|
|
default:
|
|
|
|
return fmt.Errorf("Chunk.UnmarshalJSON: unsupported chunk type '%d'", c.Type)
|
|
|
|
}
|
|
|
|
}
|
2019-05-05 21:03:20 +00:00
|
|
|
|
|
|
|
func (c *Chunk) EncodeMsgpack(enc *msgpack.Encoder) error {
|
|
|
|
data := c.Accessor
|
|
|
|
|
|
|
|
generic := &JSONChunk{
|
|
|
|
Type: c.Type,
|
|
|
|
BinData: data,
|
|
|
|
}
|
|
|
|
|
|
|
|
return enc.Encode(generic)
|
|
|
|
}
|
|
|
|
|
|
|
|
func (c *Chunk) DecodeMsgpack(dec *msgpack.Decoder) error {
|
|
|
|
generic := &JSONChunk{}
|
|
|
|
err := dec.Decode(generic)
|
|
|
|
if err != nil {
|
|
|
|
return fmt.Errorf("Chunk.DecodeMsgpack: %s", err)
|
|
|
|
}
|
|
|
|
|
|
|
|
switch c.Type {
|
|
|
|
case MapType:
|
|
|
|
c.Accessor = generic.BinData.(MapAccessor)
|
|
|
|
default:
|
|
|
|
return fmt.Errorf("Chunk.DecodeMsgpack: unsupported chunk type '%d'", c.Type)
|
|
|
|
}
|
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
|
|
|
// // MarshalMsgpack writes the chunk to msgpack format.
|
|
|
|
// func (c *Chunk) MarshalMsgpack() ([]byte, error) {
|
|
|
|
// // data, err := c.Accessor.MarshalMsgpack()
|
|
|
|
// // if err != nil {
|
|
|
|
// // return []byte{}, err
|
|
|
|
// // }
|
|
|
|
// data := c.Accessor
|
|
|
|
//
|
|
|
|
// generic := &JSONChunk{
|
|
|
|
// Type: c.Type,
|
|
|
|
// BinData: data,
|
|
|
|
// }
|
|
|
|
// b, err := msgpack.Marshal(generic)
|
|
|
|
// return b, err
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// // UnmarshalMsgpack loads the chunk from msgpack format.
|
|
|
|
// func (c *Chunk) UnmarshalMsgpack(b []byte) error {
|
|
|
|
// // Parse it generically so we can hand off the inner "data" object to the
|
|
|
|
// // right accessor for unmarshalling.
|
|
|
|
// generic := &JSONChunk{}
|
|
|
|
// err := msgpack.Unmarshal(b, generic)
|
|
|
|
// if err != nil {
|
|
|
|
// return fmt.Errorf("Chunk.UnmarshalMsgpack: failed to unmarshal into generic JSONChunk type: %s", err)
|
|
|
|
// }
|
|
|
|
//
|
|
|
|
// switch c.Type {
|
|
|
|
// case MapType:
|
|
|
|
// c.Accessor = NewMapAccessor()
|
|
|
|
// return c.Accessor.UnmarshalMsgpack(generic.Data)
|
|
|
|
// default:
|
|
|
|
// return fmt.Errorf("Chunk.UnmarshalMsgpack: unsupported chunk type '%d'", c.Type)
|
|
|
|
// }
|
|
|
|
// }
|