Noah Petherbridge
ba97c81b55
* pkg/loadscreen implements a global Loading Screen for loading heavy levels for playing or editing. * All chunks in a level are pre-rendered to bitmap before gameplay begins, which reduces stutter as chunks were being lazily rendered on first appearance before. * The loading screen can be played with in the developer console: $ loadscreen.Show() $ loadscreen.Hide() Along with ShowWithProgress(), SetProgress(float64) and IsActive() * Chunker: separate the concerns between Bitmaps an (SDL2) Textures. * Chunker.Prerender() converts a chunk to a bitmap (a Go image.Image) and caches it, only re-rendering if marked as dirty. * Chunker.Texture() will use the pre-cached bitmap if available to immediately produce the SDL2 texture. Other miscellaneous changes: * Added to the Colored Pencil palette: Sandstone * Added "perlin noise" brush pattern
350 lines
8.7 KiB
Go
350 lines
8.7 KiB
Go
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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"git.kirsle.net/apps/doodle/pkg/log"
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"git.kirsle.net/go/render"
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"github.com/vmihailenco/msgpack"
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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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chunk.Point = coord
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chunk.Size = c.Size
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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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// 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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}
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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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// 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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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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// 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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// 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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// 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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size = c.Size
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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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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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// 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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// 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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// 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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// 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 {
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return chunk.Get(p)
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}
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return nil, fmt.Errorf("no chunk %s exists for point %s", coord, p)
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}
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// Set a pixel at the given coordinate.
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func (c *Chunker) Set(p render.Point, sw *Swatch) error {
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coord := c.ChunkCoordinate(p)
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chunk, ok := c.Chunks[coord]
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if !ok {
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chunk = NewChunk()
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c.Chunks[coord] = chunk
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chunk.Point = coord
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chunk.Size = c.Size
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}
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return chunk.Set(p, sw)
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}
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// SetRect sets a rectangle of pixels to a color all at once.
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func (c *Chunker) SetRect(r render.Rect, sw *Swatch) error {
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var (
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xMin = r.X
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yMin = r.Y
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xMax = r.X + r.W
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yMax = r.Y + r.H
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)
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for x := xMin; x < xMax; x++ {
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for y := yMin; y < yMax; y++ {
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c.Set(render.NewPoint(x, y), sw)
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}
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}
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return nil
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}
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// Delete a pixel at the given coordinate.
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func (c *Chunker) Delete(p render.Point) error {
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coord := c.ChunkCoordinate(p)
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defer c.pruneChunk(coord)
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if chunk, ok := c.Chunks[coord]; ok {
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return chunk.Delete(p)
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}
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return fmt.Errorf("no chunk %s exists for point %s", coord, p)
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}
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// DeleteRect deletes a rectangle of pixels between two points.
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// The rect is a relative one with a width and height, and the X,Y values are
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// an absolute world coordinate.
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func (c *Chunker) DeleteRect(r render.Rect) error {
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var (
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xMin = r.X
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yMin = r.Y
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xMax = r.X + r.W
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yMax = r.Y + r.H
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)
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for x := xMin; x < xMax; x++ {
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for y := yMin; y < yMax; y++ {
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c.Delete(render.NewPoint(x, y))
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}
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}
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return nil
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}
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// pruneChunk will remove an empty chunk from the chunk map, called after
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// delete operations.
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func (c *Chunker) pruneChunk(coord render.Point) {
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if chunk, ok := c.Chunks[coord]; ok {
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if chunk.Len() == 0 {
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log.Info("Chunker.pruneChunk: %s has become empty", coord)
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delete(c.Chunks, coord)
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}
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}
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}
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// ChunkCoordinate computes a chunk coordinate from an absolute coordinate.
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func (c *Chunker) ChunkCoordinate(abs render.Point) render.Point {
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if c.Size == 0 {
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return render.Point{}
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}
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size := float64(c.Size)
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return render.NewPoint(
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int(math.Floor(float64(abs.X)/size)),
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int(math.Floor(float64(abs.Y)/size)),
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)
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}
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// ChunkMap maps a chunk coordinate to its chunk data.
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type ChunkMap map[render.Point]*Chunk
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// MarshalJSON to convert the chunk map to JSON. This is needed for writing so
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// the JSON encoder knows how to serializes a `map[Point]*Chunk` but the inverse
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// is not necessary to implement.
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func (c ChunkMap) MarshalJSON() ([]byte, error) {
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dict := map[string]*Chunk{}
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for point, chunk := range c {
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dict[point.String()] = chunk
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}
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out, err := json.Marshal(dict)
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return out, err
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}
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// MarshalMsgpack to convert the chunk map to binary.
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func (c ChunkMap) MarshalMsgpack() ([]byte, error) {
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dict := map[string]*Chunk{}
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for point, chunk := range c {
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dict[point.String()] = chunk
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}
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out, err := msgpack.Marshal(dict)
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return out, err
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}
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