doodle/level/chunk.go
Noah Petherbridge 97394f6cdb WIP Finishing Up Texture Caching System
Apart from putting the cached bitmaps in a better place, this about
finishes up the texture caching optimization and IT IS FAST!

When I spam drag a lot of pixels around the FPS may drop to the 40's but
once the caches are warmed up the FPS returns to 60 and stays there,
even if the screen is very busy with pixels.

An undocumented debug feature: set the environment variable
DEBUG_CHUNK_COLOR='#00FFFF' to set a bitmap background color besides
white to be used when caching the chunks. It helps to visualize where on
the screen the bitmaps are being used. May go away in the future.

Changes:

- Found that the old default chunk size of 1000 was slow to generate
  bitmap images to cache. The 100px test size was fast and 128 sounds
  like a good middle ground number to pick for now.
- Fixed all the problems with scroll behavior and offset by inverting
  the sign of the scroll behavior. Scrolling to the Right and Down
  actually subtracts X,Y values instead of adds them.
2018-10-17 23:01:21 -07:00

229 lines
5.0 KiB
Go

package level
import (
"encoding/json"
"fmt"
"image"
"math"
"os"
"git.kirsle.net/apps/doodle/balance"
"git.kirsle.net/apps/doodle/render"
"golang.org/x/image/bmp"
)
// Types of chunks.
const (
MapType int = iota
GridType
)
// Chunk holds a single portion of the pixel canvas.
type Chunk struct {
Type int // map vs. 2D array.
Accessor
// Values told to it from higher up, not stored in JSON.
Point render.Point
Size int
// Texture cache properties so we don't redraw pixel-by-pixel every frame.
texture render.Texturer
dirty bool
}
// JSONChunk holds a lightweight (interface-free) copy of the Chunk for
// unmarshalling JSON files from disk.
type JSONChunk struct {
Type int `json:"type"`
Data json.RawMessage `json:"data"`
}
// Accessor provides a high-level API to interact with absolute pixel coordinates
// while abstracting away the details of how they're stored.
type Accessor interface {
Inflate(*Palette) error
Iter() <-chan Pixel
IterViewport(viewport render.Rect) <-chan Pixel
Get(render.Point) (*Swatch, error)
Set(render.Point, *Swatch) error
Delete(render.Point) error
Len() int
MarshalJSON() ([]byte, error)
UnmarshalJSON([]byte) error
}
// NewChunk creates a new chunk.
func NewChunk() *Chunk {
return &Chunk{
Type: MapType,
Accessor: NewMapAccessor(),
}
}
// Texture will return a cached texture for the rendering engine for this
// chunk's pixel data. If the cache is dirty it will be rebuilt in this func.
func (c *Chunk) Texture(e render.Engine, name string) render.Texturer {
if c.texture == nil || c.dirty {
err := c.ToBitmap("/tmp/" + name + ".bmp")
if err != nil {
log.Error("Texture: %s", err)
}
tex, err := e.NewBitmap("/tmp/" + name + ".bmp")
if err != nil {
log.Error("Texture: %s", err)
}
c.texture = tex
c.dirty = false
}
return c.texture
}
// ToBitmap exports the chunk's pixels as a bitmap image.
func (c *Chunk) ToBitmap(filename string) error {
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++ {
img.Set(x, y, balance.DebugChunkBitmapBackground.ToColor())
}
}
// Pixel coordinate offset to map the Chunk World Position to the
// smaller image boundaries.
pointOffset := render.Point{
X: int32(c.Point.X * int32(c.Size)),
Y: int32(c.Point.Y * int32(c.Size)),
}
// Blot all the pixels onto it.
for px := range c.Iter() {
img.Set(
int(px.X-pointOffset.X),
int(px.Y-pointOffset.Y),
px.Swatch.Color.ToColor(),
)
}
fh, err := os.Create(filename)
if err != nil {
return err
}
defer fh.Close()
return bmp.Encode(fh, img)
}
// 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,
}
}
// 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)
}
}