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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"math"
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2019-07-17 05:10:18 +00:00
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"git.kirsle.net/apps/doodle/pkg/log"
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2019-12-28 03:16:34 +00:00
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"git.kirsle.net/go/render"
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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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// Chunker is the data structure that manages the chunks of a level, and
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// provides the API to interact with the pixels using their absolute coordinates
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// while abstracting away the underlying details.
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type Chunker struct {
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Size int `json:"size"`
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Chunks ChunkMap `json:"chunks"`
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}
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// NewChunker creates a new chunk manager with a given chunk size.
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func NewChunker(size int) *Chunker {
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return &Chunker{
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Size: size,
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Chunks: ChunkMap{},
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}
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}
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// Inflate iterates over the pixels in the (loaded) chunks and expands any
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// Sparse Swatches (which have only their palette index, from the file format
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// on disk) to connect references to the swatches in the palette.
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func (c *Chunker) Inflate(pal *Palette) error {
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for coord, chunk := range c.Chunks {
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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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chunk.Point = coord
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chunk.Size = c.Size
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2018-09-23 22:20:45 +00:00
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chunk.Inflate(pal)
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}
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return nil
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}
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// IterViewport returns a channel to iterate every point that exists within
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// the viewport rect.
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func (c *Chunker) IterViewport(viewport render.Rect) <-chan Pixel {
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pipe := make(chan Pixel)
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go func() {
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// Get the chunk box coordinates.
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var (
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topLeft = c.ChunkCoordinate(render.NewPoint(viewport.X, viewport.Y))
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bottomRight = c.ChunkCoordinate(render.Point{
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X: viewport.X + viewport.W,
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Y: viewport.Y + viewport.H,
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})
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)
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for cx := topLeft.X; cx <= bottomRight.X; cx++ {
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for cy := topLeft.Y; cy <= bottomRight.Y; cy++ {
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if chunk, ok := c.GetChunk(render.NewPoint(cx, cy)); ok {
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for px := range chunk.Iter() {
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2018-09-25 16:40:34 +00:00
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// Verify this pixel is also in range.
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if px.Point().Inside(viewport) {
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pipe <- px
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}
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2018-09-23 22:20:45 +00:00
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}
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}
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}
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}
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close(pipe)
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}()
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return pipe
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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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// IterViewportChunks returns a channel to iterate over the Chunk objects that
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// appear within the viewport rect, instead of the pixels in each chunk.
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func (c *Chunker) IterViewportChunks(viewport render.Rect) <-chan render.Point {
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pipe := make(chan render.Point)
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go func() {
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sent := make(map[render.Point]interface{})
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2018-10-18 06:01:21 +00:00
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2019-12-28 03:16:34 +00:00
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for x := viewport.X; x < viewport.W; x += (c.Size / 4) {
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for y := viewport.Y; y < viewport.H; y += (c.Size / 4) {
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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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// Constrain this chunksize step to a point within the bounds
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// of the viewport. This can yield partial chunks on the edges
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// of the viewport.
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point := render.NewPoint(x, y)
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if point.X < viewport.X {
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point.X = viewport.X
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} else if point.X > viewport.X+viewport.W {
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point.X = viewport.X + viewport.W
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}
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if point.Y < viewport.Y {
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point.Y = viewport.Y
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} else if point.Y > viewport.Y+viewport.H {
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point.Y = viewport.Y + viewport.H
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}
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// Translate to a chunk coordinate, dedupe and send it.
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coord := c.ChunkCoordinate(render.NewPoint(x, y))
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if _, ok := sent[coord]; ok {
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continue
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}
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sent[coord] = nil
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if _, ok := c.GetChunk(coord); ok {
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pipe <- coord
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}
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}
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}
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close(pipe)
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}()
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return pipe
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}
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2018-09-23 22:20:45 +00:00
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// IterPixels returns a channel to iterate over every pixel in the entire
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// chunker.
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func (c *Chunker) IterPixels() <-chan Pixel {
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pipe := make(chan Pixel)
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go func() {
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for _, chunk := range c.Chunks {
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for px := range chunk.Iter() {
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pipe <- px
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}
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}
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close(pipe)
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}()
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return pipe
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}
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2018-10-16 16:20:25 +00:00
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// WorldSize returns the bounding coordinates that the Chunker has chunks to
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// manage: the lowest pixels from the lowest chunks to the highest pixels of
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// the highest chunks.
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func (c *Chunker) WorldSize() render.Rect {
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// Lowest and highest chunks.
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var (
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chunkLowest render.Point
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chunkHighest render.Point
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2019-12-28 03:16:34 +00:00
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size = c.Size
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2018-10-16 16:20:25 +00:00
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)
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for coord := range c.Chunks {
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if coord.X < chunkLowest.X {
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chunkLowest.X = coord.X
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}
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if coord.Y < chunkLowest.Y {
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chunkLowest.Y = coord.Y
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}
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if coord.X > chunkHighest.X {
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chunkHighest.X = coord.X
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}
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if coord.Y > chunkHighest.Y {
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chunkHighest.Y = coord.Y
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}
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}
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return render.Rect{
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X: chunkLowest.X * size,
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Y: chunkLowest.Y * size,
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W: (chunkHighest.X * size) + (size - 1),
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H: (chunkHighest.Y * size) + (size - 1),
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}
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}
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// WorldSizePositive returns the WorldSize anchored to 0,0 with only positive
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// coordinates.
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func (c *Chunker) WorldSizePositive() render.Rect {
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S := c.WorldSize()
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return render.Rect{
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X: 0,
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Y: 0,
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2019-12-28 03:16:34 +00:00
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W: int(math.Abs(float64(S.X))) + S.W,
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H: int(math.Abs(float64(S.Y))) + S.H,
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2018-10-16 16:20:25 +00:00
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}
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}
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2018-09-23 22:20:45 +00:00
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// GetChunk gets a chunk at a certain position. Returns false if not found.
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func (c *Chunker) GetChunk(p render.Point) (*Chunk, bool) {
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chunk, ok := c.Chunks[p]
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return chunk, ok
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}
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2020-07-10 02:38:37 +00:00
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// Redraw marks every chunk as dirty and invalidates all their texture caches,
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// forcing the drawing to re-generate from scratch.
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func (c *Chunker) Redraw() {
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for _, chunk := range c.Chunks {
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chunk.SetDirty()
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}
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}
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2021-07-19 03:04:24 +00:00
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// Prerender visits every chunk and fetches its texture, in order to pre-load
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// the whole drawing for smooth gameplay rather than chunks lazy rendering as
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// they enter the screen.
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func (c *Chunker) Prerender() {
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for _, chunk := range c.Chunks {
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_ = chunk.CachedBitmap(render.Invisible)
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}
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}
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// PrerenderN will pre-render the texture for N number of chunks and then
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// yield back to the caller. Returns the number of chunks that still need
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// textures rendered; zero when the last chunk has been prerendered.
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func (c *Chunker) PrerenderN(n int) (remaining int) {
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var (
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total int // total no. of chunks available
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totalRendered int // no. of chunks with textures
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modified int // number modified this call
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)
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for _, chunk := range c.Chunks {
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total++
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if chunk.bitmap != nil {
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totalRendered++
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continue
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}
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if modified < n {
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_ = chunk.CachedBitmap(render.Invisible)
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totalRendered++
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modified++
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}
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}
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remaining = total - totalRendered
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return
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}
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2018-09-23 22:20:45 +00:00
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// Get a pixel at the given coordinate. Returns the Palette entry for that
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// pixel or else returns an error if not found.
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func (c *Chunker) Get(p render.Point) (*Swatch, error) {
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// Compute the chunk coordinate.
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coord := c.ChunkCoordinate(p)
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|
|
|
if chunk, ok := c.Chunks[coord]; ok {
|
|
|
|
return chunk.Get(p)
|
|
|
|
}
|
|
|
|
return nil, fmt.Errorf("no chunk %s exists for point %s", coord, p)
|
|
|
|
}
|
|
|
|
|
|
|
|
// Set a pixel at the given coordinate.
|
|
|
|
func (c *Chunker) Set(p render.Point, sw *Swatch) error {
|
|
|
|
coord := c.ChunkCoordinate(p)
|
|
|
|
chunk, ok := c.Chunks[coord]
|
|
|
|
if !ok {
|
|
|
|
chunk = NewChunk()
|
|
|
|
c.Chunks[coord] = chunk
|
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
|
|
|
chunk.Point = coord
|
|
|
|
chunk.Size = c.Size
|
2018-09-23 22:20:45 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
return chunk.Set(p, sw)
|
|
|
|
}
|
|
|
|
|
Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
to control the brush size.
* Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
you change them, so that Undo will set them back how they were instead
of deleting the pixel entirely. Due to performance issues, this only
happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
an int reference.
Aforementioned performance issues:
* When we try to remember whole rects of pixels for drawing thick
shapes, it requires a ton of scanning for each step of the shape. Even
de-duplicating pixel checks, tons of extra reads are constantly
checked.
* The Eraser is the only tool that absolutely needs to be able to
remember wiped pixels AND have large brush sizes. The performance
sucks and lags a bit if you erase a lot all at once, but it's a
trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
thick brushes, so the Undo action will simply delete your pixels and not
reset them. Only the Eraser can bring back pixels.
2019-07-12 02:07:46 +00:00
|
|
|
// SetRect sets a rectangle of pixels to a color all at once.
|
|
|
|
func (c *Chunker) SetRect(r render.Rect, sw *Swatch) error {
|
|
|
|
var (
|
|
|
|
xMin = r.X
|
|
|
|
yMin = r.Y
|
|
|
|
xMax = r.X + r.W
|
|
|
|
yMax = r.Y + r.H
|
|
|
|
)
|
|
|
|
for x := xMin; x < xMax; x++ {
|
|
|
|
for y := yMin; y < yMax; y++ {
|
|
|
|
c.Set(render.NewPoint(x, y), sw)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2018-09-23 22:20:45 +00:00
|
|
|
// Delete a pixel at the given coordinate.
|
|
|
|
func (c *Chunker) Delete(p render.Point) error {
|
|
|
|
coord := c.ChunkCoordinate(p)
|
2019-07-17 05:10:18 +00:00
|
|
|
defer c.pruneChunk(coord)
|
|
|
|
|
2018-09-23 22:20:45 +00:00
|
|
|
if chunk, ok := c.Chunks[coord]; ok {
|
|
|
|
return chunk.Delete(p)
|
|
|
|
}
|
|
|
|
return fmt.Errorf("no chunk %s exists for point %s", coord, p)
|
|
|
|
}
|
|
|
|
|
Eraser Tool, Brush Sizes
* Implement Brush Sizes for drawtool.Stroke and add a UI to the tools panel
to control the brush size.
* Brush sizes: 1, 2, 4, 8, 16, 24, 32, 48, 64
* Add the Eraser Tool to editor mode. It uses a default brush size of 16
and a max size of 32 due to some performance issues.
* The Undo/Redo system now remembers the original color of pixels when
you change them, so that Undo will set them back how they were instead
of deleting the pixel entirely. Due to performance issues, this only
happens when your Brush Size is 0 (drawing single-pixel shapes).
* UI: Add an IntVariable option to ui.Label to bind showing the value of
an int reference.
Aforementioned performance issues:
* When we try to remember whole rects of pixels for drawing thick
shapes, it requires a ton of scanning for each step of the shape. Even
de-duplicating pixel checks, tons of extra reads are constantly
checked.
* The Eraser is the only tool that absolutely needs to be able to
remember wiped pixels AND have large brush sizes. The performance
sucks and lags a bit if you erase a lot all at once, but it's a
trade-off for now.
* So pixels aren't remembered when drawing lines in your level with
thick brushes, so the Undo action will simply delete your pixels and not
reset them. Only the Eraser can bring back pixels.
2019-07-12 02:07:46 +00:00
|
|
|
// DeleteRect deletes a rectangle of pixels between two points.
|
|
|
|
// The rect is a relative one with a width and height, and the X,Y values are
|
|
|
|
// an absolute world coordinate.
|
|
|
|
func (c *Chunker) DeleteRect(r render.Rect) error {
|
|
|
|
var (
|
|
|
|
xMin = r.X
|
|
|
|
yMin = r.Y
|
|
|
|
xMax = r.X + r.W
|
|
|
|
yMax = r.Y + r.H
|
|
|
|
)
|
|
|
|
for x := xMin; x < xMax; x++ {
|
|
|
|
for y := yMin; y < yMax; y++ {
|
|
|
|
c.Delete(render.NewPoint(x, y))
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return nil
|
|
|
|
}
|
|
|
|
|
2019-07-17 05:10:18 +00:00
|
|
|
// pruneChunk will remove an empty chunk from the chunk map, called after
|
|
|
|
// delete operations.
|
|
|
|
func (c *Chunker) pruneChunk(coord render.Point) {
|
|
|
|
if chunk, ok := c.Chunks[coord]; ok {
|
|
|
|
if chunk.Len() == 0 {
|
|
|
|
log.Info("Chunker.pruneChunk: %s has become empty", coord)
|
|
|
|
delete(c.Chunks, coord)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2018-09-23 22:20:45 +00:00
|
|
|
// ChunkCoordinate computes a chunk coordinate from an absolute coordinate.
|
|
|
|
func (c *Chunker) ChunkCoordinate(abs render.Point) render.Point {
|
|
|
|
if c.Size == 0 {
|
|
|
|
return render.Point{}
|
|
|
|
}
|
|
|
|
|
|
|
|
size := float64(c.Size)
|
|
|
|
return render.NewPoint(
|
2019-12-28 03:16:34 +00:00
|
|
|
int(math.Floor(float64(abs.X)/size)),
|
|
|
|
int(math.Floor(float64(abs.Y)/size)),
|
2018-09-23 22:20:45 +00:00
|
|
|
)
|
|
|
|
}
|
|
|
|
|
|
|
|
// ChunkMap maps a chunk coordinate to its chunk data.
|
|
|
|
type ChunkMap map[render.Point]*Chunk
|
|
|
|
|
|
|
|
// MarshalJSON to convert the chunk map to JSON. This is needed for writing so
|
|
|
|
// the JSON encoder knows how to serializes a `map[Point]*Chunk` but the inverse
|
|
|
|
// is not necessary to implement.
|
|
|
|
func (c ChunkMap) MarshalJSON() ([]byte, error) {
|
|
|
|
dict := map[string]*Chunk{}
|
|
|
|
for point, chunk := range c {
|
|
|
|
dict[point.String()] = chunk
|
|
|
|
}
|
|
|
|
|
|
|
|
out, err := json.Marshal(dict)
|
|
|
|
return out, err
|
|
|
|
}
|
2019-05-05 21:03:20 +00:00
|
|
|
|
|
|
|
// MarshalMsgpack to convert the chunk map to binary.
|
|
|
|
func (c ChunkMap) MarshalMsgpack() ([]byte, error) {
|
|
|
|
dict := map[string]*Chunk{}
|
|
|
|
for point, chunk := range c {
|
|
|
|
dict[point.String()] = chunk
|
|
|
|
}
|
|
|
|
|
|
|
|
out, err := msgpack.Marshal(dict)
|
|
|
|
return out, err
|
|
|
|
}
|