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
335 lines
8.2 KiB
Go
335 lines
8.2 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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// Teardown the chunk and free (SDL2) texture memory in ways Go can not by itself.
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// Returns the number of textures freed.
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func (c *Chunk) Teardown() int {
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var freed int
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if c.bitmap != nil {
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c.bitmap = nil
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}
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if c.texture != nil {
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c.texture.Free()
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c.texture = nil // NPE <- here
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freed++
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}
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if c.textureMasked != nil {
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c.textureMasked.Free()
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c.textureMasked = nil
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freed++
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}
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return freed
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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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