Noah Petherbridge
93623e4e8a
Especially to further optimize memory for large levels, Levels and Doodads can now read and write to a ZIP file format on disk with chunks in external files within the zip. Existing doodads and levels can still load as normal, and will be converted into ZIP files on the next save: * The Chunker.ChunkMap which used to hold ALL chunks in the main json/gz file, now becomes the cache of "hot chunks" loaded from ZIP. If there is a ZIP file, chunks not accessed recently are flushed from the ChunkMap to save on memory. * During save, the ChunkMap is flushed to ZIP along with any non-loaded chunks from a previous zipfile. So legacy levels "just work" when saving, and levels loaded FROM Zip will manage their ChunkMap hot memory more carefully. Memory savings observed on "Azulian Tag - Forest.level": * Before: 1716 MB was loaded from the old level format into RAM along with a slow load screen. * After: only 243 MB memory was used by the game and it loaded with a VERY FAST load screen. Updates to the F3 Debug Overlay: * "Chunks: 20 in 45 out 20 cached" shows the count of chunks inside the viewport (having bitmaps and textures loaded) vs. chunks outside which have their textures freed (but data kept), and the number of chunks currently hot cached in the ChunkMap. The `doodad` tool has new commands to "touch" your existing levels and doodads, to upgrade them to the new format (or you can simply open and re-save them in-game): doodad edit-level --touch ./example.level doodad edit-doodad --touch ./example.doodad The output from that and `doodad show` should say "File format: zipfile" in the headers section. To do: * File attachments should also go in as ZIP files, e.g. wallpapers
343 lines
8.8 KiB
Go
343 lines
8.8 KiB
Go
package commands
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import (
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"errors"
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"fmt"
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"image"
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"os"
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"path/filepath"
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"sort"
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"strings"
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"image/png"
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"git.kirsle.net/apps/doodle/pkg/branding"
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"git.kirsle.net/apps/doodle/pkg/doodads"
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"git.kirsle.net/apps/doodle/pkg/level"
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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"github.com/urfave/cli/v2"
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"golang.org/x/image/bmp"
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)
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// Convert between image files (png or bitmap) and Doodle drawing files (levels
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// and doodads)
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var Convert *cli.Command
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func init() {
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Convert = &cli.Command{
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Name: "convert",
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Usage: "convert between images and Doodle drawing files",
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ArgsUsage: "<input> <output>",
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Flags: []cli.Flag{
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&cli.StringFlag{
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Name: "key",
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Usage: "chroma key color for transparency on input image files",
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Value: "#ffffff",
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},
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&cli.StringFlag{
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Name: "title",
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Aliases: []string{"t"},
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Usage: "set the title of the level or doodad being created",
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},
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&cli.StringFlag{
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Name: "palette",
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Aliases: []string{"p"},
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Usage: "use a palette JSON to define color swatch properties",
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},
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},
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Action: func(c *cli.Context) error {
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if c.NArg() < 2 {
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return cli.Exit(
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"Usage: doodad convert <input.png...> <output.doodad>\n"+
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" Image file types: png, bmp\n"+
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" Drawing file types: level, doodad",
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1,
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)
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}
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// Parse the chroma key.
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chroma, err := render.HexColor(c.String("key"))
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if err != nil {
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return cli.Exit(
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"Chrome key not a valid color: "+err.Error(),
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1,
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)
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}
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args := c.Args().Slice()
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var (
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inputFiles = args[:len(args)-1]
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inputType = strings.ToLower(filepath.Ext(inputFiles[0]))
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outputFile = args[len(args)-1]
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outputType = strings.ToLower(filepath.Ext(outputFile))
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)
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if inputType == extPNG || inputType == extBMP {
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if outputType == extLevel || outputType == extDoodad {
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if err := imageToDrawing(c, chroma, inputFiles, outputFile); err != nil {
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return cli.Exit(err.Error(), 1)
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}
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return nil
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}
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return cli.Exit("Image inputs can only output to Doodle drawings", 1)
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} else if inputType == extLevel || inputType == extDoodad {
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if outputType == extPNG || outputType == extBMP {
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if err := drawingToImage(c, chroma, inputFiles, outputFile); err != nil {
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return cli.Exit(err.Error(), 1)
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}
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return nil
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}
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return cli.Exit("Doodle drawing inputs can only output to image files", 1)
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}
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return cli.Exit("File types must be: png, bmp, level, doodad", 1)
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},
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}
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}
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func imageToDrawing(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error {
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// Read the source images. Ensure they all have the same boundaries.
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var (
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imageBounds image.Point
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chunkSize int // the square shape for the Doodad chunk size
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images []image.Image
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)
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for i, filename := range inputFiles {
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reader, err := os.Open(filename)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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img, format, err := image.Decode(reader)
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log.Info("Parsed image %d of %d. Format: %s", i+1, len(inputFiles), format)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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// Get the bounding box information of the source image.
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var (
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bounds = img.Bounds()
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imageSize = bounds.Size()
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)
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// Validate all images are the same size.
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if i == 0 {
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imageBounds = imageSize
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if imageSize.X > imageSize.Y {
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chunkSize = imageSize.X
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} else {
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chunkSize = imageSize.Y
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}
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} else if imageSize != imageBounds {
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return cli.Exit("your source images are not all the same dimensions", 1)
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}
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images = append(images, img)
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}
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// Helper function to translate image filenames into layer names.
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toLayerName := func(filename string) string {
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ext := filepath.Ext(filename)
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return strings.TrimSuffix(filepath.Base(filename), ext)
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}
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// Generate the output drawing file.
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switch strings.ToLower(filepath.Ext(outputFile)) {
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case extDoodad:
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log.Info("Output is a Doodad file (chunk size %d): %s", chunkSize, outputFile)
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doodad := doodads.New(chunkSize)
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doodad.GameVersion = branding.Version
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doodad.Title = c.String("title")
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if doodad.Title == "" {
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doodad.Title = "Converted Doodad"
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}
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doodad.Author = os.Getenv("USER")
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// Write the first layer and gather its palette.
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log.Info("Converting first layer to drawing and getting the palette")
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palette, layer0 := imageToChunker(images[0], chroma, nil, chunkSize)
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doodad.Palette = palette
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doodad.Layers[0].Chunker = layer0
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doodad.Layers[0].Name = toLayerName(inputFiles[0])
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// Write any additional layers.
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if len(images) > 1 {
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for i := 1; i < len(images); i++ {
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img := images[i]
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log.Info("Converting extra layer %d", i)
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_, chunker := imageToChunker(img, chroma, palette, chunkSize)
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doodad.AddLayer(toLayerName(inputFiles[i]), chunker)
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}
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}
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err := doodad.WriteJSON(outputFile)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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case extLevel:
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log.Info("Output is a Level file: %s", outputFile)
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if len(images) > 1 {
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log.Warn("Notice: levels only support one layer so only your first image will be used")
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}
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lvl := level.New()
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lvl.GameVersion = branding.Version
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lvl.Title = c.String("title")
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if lvl.Title == "" {
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lvl.Title = "Converted Level"
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}
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lvl.Author = os.Getenv("USER")
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palette, chunker := imageToChunker(images[0], chroma, nil, lvl.Chunker.Size)
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lvl.Palette = palette
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lvl.Chunker = chunker
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err := lvl.WriteJSON(outputFile)
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if err != nil {
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return cli.Exit(err.Error(), 1)
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}
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default:
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return cli.Exit("invalid output file: not a Doodle drawing", 1)
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}
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return nil
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}
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func drawingToImage(c *cli.Context, chroma render.Color, inputFiles []string, outputFile string) error {
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var palette *level.Palette
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var chunker *level.Chunker
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inputFile := inputFiles[0]
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switch strings.ToLower(filepath.Ext(inputFile)) {
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case extLevel:
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log.Info("Load Level: %s", inputFile)
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m, err := level.LoadJSON(inputFile)
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if err != nil {
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return fmt.Errorf("load level: %s", err.Error())
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}
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chunker = m.Chunker
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palette = m.Palette
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case extDoodad:
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log.Info("Load Doodad: %s", inputFile)
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d, err := doodads.LoadJSON(inputFile)
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if err != nil {
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return fmt.Errorf("load doodad: %s", err.Error())
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}
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chunker = d.Layers[0].Chunker // TODO: layers
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palette = d.Palette
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default:
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return fmt.Errorf("%s: not a level or doodad file", inputFile)
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}
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_ = chunker
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_ = palette
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// Create an image for the full world size.
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canvas := chunker.WorldSizePositive()
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img := image.NewRGBA(image.Rectangle{
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Min: image.Point{
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X: int(canvas.X),
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Y: int(canvas.Y),
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},
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Max: image.Point{
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X: int(canvas.W),
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Y: int(canvas.H),
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},
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})
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// Blank out the pixels.
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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, render.White.ToColor())
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}
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}
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// Transcode all pixels onto it.
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for px := range chunker.IterPixels() {
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img.Set(int(px.X), int(px.Y), px.Swatch.Color.ToColor())
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}
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// Write the output file.
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switch strings.ToLower(filepath.Ext(outputFile)) {
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case ".png":
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fh, err := os.Create(outputFile)
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if err != nil {
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return err
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}
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defer fh.Close()
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return png.Encode(fh, img)
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case ".bmp":
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fh, err := os.Create(outputFile)
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if err != nil {
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return err
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}
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defer fh.Close()
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return bmp.Encode(fh, img)
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}
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return errors.New("not valid output image type")
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}
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// imageToChunker implements a generic transcoding of an image.Image to a Chunker
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// and returns the Palette, ready to plug into a Doodad or Level drawing.
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//
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// img: input image like a PNG
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// chroma: transparent color
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func imageToChunker(img image.Image, chroma render.Color, palette *level.Palette, chunkSize int) (*level.Palette, *level.Chunker) {
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var (
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chunker = level.NewChunker(chunkSize)
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bounds = img.Bounds()
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)
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if palette == nil {
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palette = level.NewPalette()
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}
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// Cache a palette of unique colors as we go.
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var uniqueColor = map[string]*level.Swatch{}
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var newColors = map[string]*level.Swatch{} // new ones discovered this time
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for _, swatch := range palette.Swatches {
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uniqueColor[swatch.Color.String()] = swatch
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}
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for x := bounds.Min.X; x < bounds.Max.X; x++ {
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for y := bounds.Min.Y; y < bounds.Max.Y; y++ {
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px := img.At(x, y)
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color := render.FromColor(px)
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if color == chroma || color.Transparent() { // invisible pixel
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continue
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}
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// New color for the palette?
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swatch, ok := uniqueColor[color.String()]
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if !ok {
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log.Info("New color: %s", color)
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swatch = &level.Swatch{
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Name: color.String(),
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Color: color,
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}
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uniqueColor[color.String()] = swatch
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newColors[color.String()] = swatch
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}
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chunker.Set(render.NewPoint(x, y), swatch)
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}
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}
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// Order the palette.
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var sortedColors []string
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for k := range uniqueColor {
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sortedColors = append(sortedColors, k)
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}
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sort.Strings(sortedColors)
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for _, hex := range sortedColors {
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if _, ok := newColors[hex]; ok {
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palette.Swatches = append(palette.Swatches, uniqueColor[hex])
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}
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}
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palette.Inflate()
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return palette, chunker
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}
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