Noah Petherbridge
9e4f34864d
* Clean up unused msgpack code for levels and doodads * Fix the cosmetic bug where actors in your level would display wrongly when scrolling off the top/left edges of the screen: they used to anchor at their own 0,0 coordinate and crop their width/height leading to a 'scrolling' effect that didn't happen on the right/bottom edges.
311 lines
7.8 KiB
Go
311 lines
7.8 KiB
Go
package level
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import (
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"encoding/json"
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"fmt"
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"image"
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"math"
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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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"git.kirsle.net/apps/doodle/pkg/pattern"
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"git.kirsle.net/apps/doodle/pkg/shmem"
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"git.kirsle.net/go/render"
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"github.com/google/uuid"
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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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// 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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uuid uuid.UUID
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bitmap image.Image
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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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}
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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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Type int `json:"type"`
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Data json.RawMessage `json:"data"`
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BinData interface{} `json:"-"`
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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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}
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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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// 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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//
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// Texture cache can be disabled with balance.DisableChunkTextureCache=true.
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func (c *Chunk) Texture(e render.Engine) render.Texturer {
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if c.texture == nil || c.dirty {
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// Generate the normal bitmap and one with a color mask if applicable.
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tex, err := c.generateTexture(render.Invisible)
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if err != nil {
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log.Error("Texture: %s", err)
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}
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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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if c.textureMasked == nil || c.textureMaskedColor != mask {
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// Force regenerate with the new mask color.
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c.dirty = true
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tex, err := c.generateTexture(mask)
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if err != nil {
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log.Error("Texture: %s", err)
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}
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c.textureMasked = tex
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c.textureMaskedColor = mask
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}
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return c.textureMasked
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}
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// SetDirty sets the `dirty` flag to true and forces the texture to be
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// re-computed next frame.
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func (c *Chunk) SetDirty() {
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c.dirty = true
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}
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// CachedBitmap returns a cached render of the chunk as a bitmap image.
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//
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// This is like Texture() but skips the step of actually producing an
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// (SDL2) texture. The benefit of this is that you can call it from
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// your non-main threads and offload the bitmap work into background
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// tasks, then when SDL2 needs the Texture, the cached bitmap is
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// immediately there saving time on the main thread.
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func (c *Chunk) CachedBitmap(mask render.Color) image.Image {
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if c.bitmap == nil || c.dirty {
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c.bitmap = c.ToBitmap(mask)
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}
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return c.bitmap
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}
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// generateTexture takes the chunk's Bitmap, turns it into an (SDL2)
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// texture, and caches the texture in memory until the chunk is marked
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// as dirty.
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func (c *Chunk) generateTexture(mask render.Color) (render.Texturer, error) {
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// Generate a unique name for this chunk cache.
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var name string
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if c.uuid == uuid.Nil {
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c.uuid = uuid.Must(uuid.NewUUID())
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}
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name = c.uuid.String()
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if mask != render.Invisible {
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name += fmt.Sprintf("-%02x%02x%02x%02x",
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mask.Red, mask.Green, mask.Blue, mask.Alpha,
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)
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}
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// Get (and/or cache) the chunk to a bitmap image.
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// Note: the 1st call to Bitmap or after SetDirty will
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// generate the image and store it cached.
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bitmap := c.CachedBitmap(mask)
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// Cache the texture data with the current renderer.
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tex, err := shmem.CurrentRenderEngine.StoreTexture(name, bitmap)
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return tex, err
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}
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// ToBitmap exports the chunk's pixels as a bitmap image.
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// NOT CACHED! This will always run the logic. Use Bitmap() if you
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// want a cached bitmap image that only generates itself once, and
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// again when marked dirty.
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func (c *Chunk) ToBitmap(mask render.Color) image.Image {
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canvas := c.SizePositive()
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imgSize := image.Rectangle{
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Min: image.Point{},
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Max: image.Point{
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X: c.Size,
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Y: c.Size,
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},
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}
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if imgSize.Max.X == 0 {
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imgSize.Max.X = int(canvas.W)
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}
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if imgSize.Max.Y == 0 {
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imgSize.Max.Y = int(canvas.H)
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}
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img := image.NewRGBA(imgSize)
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// Blank out the pixels.
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// TODO PERF: may be slow?
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for x := 0; x < img.Bounds().Max.X; x++ {
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for y := 0; y < img.Bounds().Max.Y; y++ {
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img.Set(x, y, balance.DebugChunkBitmapBackground.ToColor())
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}
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}
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// Pixel coordinate offset to map the Chunk World Position to the
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// smaller image boundaries.
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pointOffset := render.Point{
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X: c.Point.X * c.Size,
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Y: c.Point.Y * c.Size,
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}
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// Blot all the pixels onto it.
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for px := range c.Iter() {
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var color = px.Swatch.Color
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// If the swatch has a pattern, mesh it in.
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if px.Swatch.Pattern != "" {
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color = pattern.SampleColor(px.Swatch.Pattern, color, px.Point())
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}
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if mask != render.Invisible {
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// A semi-transparent mask will overlay on top of the actual color.
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if mask.Alpha < 255 {
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color = color.AddColor(mask)
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} else {
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color = mask
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}
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}
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img.Set(
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px.X-pointOffset.X,
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px.Y-pointOffset.Y,
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color.ToColor(),
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)
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}
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return img
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}
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// Set proxies to the accessor and flags the texture as dirty.
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func (c *Chunk) Set(p render.Point, sw *Swatch) error {
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c.dirty = true
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return c.Accessor.Set(p, sw)
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}
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// Delete proxies to the accessor and flags the texture as dirty.
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func (c *Chunk) Delete(p render.Point) error {
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c.dirty = true
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return c.Accessor.Delete(p)
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}
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// Rect returns the bounding coordinates that the Chunk has pixels for.
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func (c *Chunk) Rect() render.Rect {
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// Lowest and highest chunks.
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var (
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lowest render.Point
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highest render.Point
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)
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for coord := range c.Iter() {
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if coord.X < lowest.X {
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lowest.X = coord.X
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}
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if coord.Y < lowest.Y {
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lowest.Y = coord.Y
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}
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if coord.X > highest.X {
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highest.X = coord.X
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}
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if coord.Y > highest.Y {
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highest.Y = coord.Y
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}
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}
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return render.Rect{
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X: lowest.X,
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Y: lowest.Y,
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W: highest.X,
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H: highest.Y,
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}
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}
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// SizePositive returns the Size anchored to 0,0 with only positive
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// coordinates.
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func (c *Chunk) SizePositive() render.Rect {
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S := c.Rect()
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return render.Rect{
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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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}
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}
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// Usage returns the percent of free space vs. allocated pixels in the chunk.
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func (c *Chunk) Usage(size int) float64 {
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return float64(c.Len()) / float64(size)
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}
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// MarshalJSON writes the chunk to JSON.
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func (c *Chunk) MarshalJSON() ([]byte, error) {
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data, err := c.Accessor.MarshalJSON()
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if err != nil {
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return []byte{}, err
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}
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generic := &JSONChunk{
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Type: c.Type,
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Data: data,
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}
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b, err := json.Marshal(generic)
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return b, err
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}
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// UnmarshalJSON loads the chunk from JSON and uses the correct accessor to
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// parse the inner details.
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func (c *Chunk) UnmarshalJSON(b []byte) error {
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// Parse it generically so we can hand off the inner "data" object to the
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// right accessor for unmarshalling.
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generic := &JSONChunk{}
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err := json.Unmarshal(b, generic)
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if err != nil {
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return fmt.Errorf("Chunk.UnmarshalJSON: failed to unmarshal into generic JSONChunk type: %s", err)
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}
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switch c.Type {
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case MapType:
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c.Accessor = NewMapAccessor()
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return c.Accessor.UnmarshalJSON(generic.Data)
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default:
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return fmt.Errorf("Chunk.UnmarshalJSON: unsupported chunk type '%d'", c.Type)
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}
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}
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