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https://github.com/Dadido3/noita-mapcap.git
synced 2024-11-18 17:17:31 +00:00
Remove pre-render mode from stitcher & Cleanup
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parent
cd1428706e
commit
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3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@ -14,9 +14,11 @@
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"gridify",
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"hacky",
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"hilbertify",
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"Hitbox",
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"ipairs",
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"kbinani",
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"Lanczos",
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"lann",
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"ldflags",
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"linearize",
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"lowram",
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@ -25,7 +27,6 @@
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"nfnt",
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"noita",
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"polymorphed",
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"prerender",
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"promptui",
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"rasterizer",
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"savegames",
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@ -46,8 +46,6 @@ example list of files:
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Lower bound of the output rectangle. This coordinate is not included in the output.
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- `ymin int`
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Upper bound of the output rectangle. This coordinate is included in the output.
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- `prerender`
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Pre renders the image in RAM before saving. Can speed things up if you have enough RAM.
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- `cleanup float`
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Enables cleanup mode with the given float as threshold. This will **DELETE** images from the input folder; no stitching will be done in this mode. A good value to start with is `0.999`, which deletes images where the sum of the min-max difference of each sub-pixel overlapping with other images is less than 99.9%% of the maximum possible sum of pixel differences.
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@ -8,14 +8,13 @@ package main
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import (
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"encoding/json"
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"image/color"
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"log"
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"os"
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"github.com/tdewolff/canvas"
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)
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var entityDisplayFontFamily = canvas.NewFontFamily("times")
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var entityDisplayFontFace *canvas.FontFace
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//var entityDisplayFontFamily = canvas.NewFontFamily("times")
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//var entityDisplayFontFace *canvas.FontFace
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var entityDisplayAreaDamageStyle = canvas.Style{
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FillColor: color.RGBA{100, 0, 0, 100},
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@ -73,13 +72,13 @@ var entityDisplayCollisionTriggerStyle = canvas.Style{
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}
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func init() {
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fontName := "NimbusRoman-Regular"
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//fontName := "NimbusRoman-Regular"
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if err := entityDisplayFontFamily.LoadLocalFont(fontName, canvas.FontRegular); err != nil {
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log.Printf("Couldn't load font %q: %v", fontName, err)
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}
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//if err := entityDisplayFontFamily.LoadLocalFont(fontName, canvas.FontRegular); err != nil {
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// log.Printf("Couldn't load font %q: %v", fontName, err)
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//}
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entityDisplayFontFace = entityDisplayFontFamily.Face(48.0, canvas.White, canvas.FontRegular, canvas.FontNormal)
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//entityDisplayFontFace = entityDisplayFontFamily.Face(48.0, canvas.White, canvas.FontRegular, canvas.FontNormal)
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}
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type Entity struct {
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@ -146,6 +145,7 @@ func (e Entity) Draw(c *canvas.Context) {
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if member, ok := component.Members["circle_radius"]; ok {
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if radius, ok := member.(float64); ok && radius > 0 {
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// Theoretically we need to clip the damage area to the intersection of the AABB and the circle, but meh.
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// TODO: Clip the area to the intersection of the box and the circle
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cx, cy := (aabbMinX+aabbMaxX)/2, (aabbMinY+aabbMaxY)/2
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c.Style = entityDisplayAreaDamageStyle
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c.DrawPath(x+cx, y+cy, canvas.Circle(radius))
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@ -201,7 +201,7 @@ func (e Entity) Draw(c *canvas.Context) {
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c.DrawPath(x+aabbMinX, y+aabbMinY, canvas.Rectangle(aabbMaxX-aabbMinX, aabbMaxY-aabbMinY))
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}
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case "CollisionTriggerComponent": // Checks if another entity is inside the box with the given width and height.
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case "CollisionTriggerComponent": // Checks if another entity is inside the given radius and box with the given width and height.
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var width, height float64
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path := &canvas.Path{}
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if member, ok := component.Members["width"]; ok {
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@ -213,6 +213,8 @@ func (e Entity) Draw(c *canvas.Context) {
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if width > 0 && height > 0 {
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path = canvas.Rectangle(width, height).Translate(-width/2, -height/2)
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}
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// Theoretically we need to clip the area to the intersection of the box and the circle, but meh.
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// TODO: Clip the area to the intersection of the box and the circle
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//if member, ok := component.Members["radius"]; ok {
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// if radius, ok := member.(float64); ok && radius > 0 {
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// path = path.Append(canvas.Circle(radius))
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@ -76,7 +76,7 @@ func (mbi *MedianBlendedImage) At(x, y int) color.Color {
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// Opaque returns whether the image is fully opaque.
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//
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// For more speed and smaller filesizes, MedianBlendedImage will be marked as non-transparent.
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// For more speed and smaller file size, MedianBlendedImage will be marked as non-transparent.
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// This will speed up image saving by 2x, as there is no need to iterate over the whole image to find a single non opaque pixel.
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func (mbi *MedianBlendedImage) Opaque() bool {
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return true
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@ -21,15 +21,14 @@ import (
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)
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var flagInputPath = flag.String("input", filepath.Join(".", "..", "..", "output"), "The source path of the image tiles to be stitched.")
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var flagEntitiesInputPath = flag.String("entities", filepath.Join(".", "..", "..", "output", "entities.json"), "The source path of the entities.json file.")
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var flagPlayerPathInputPath = flag.String("player-path", filepath.Join(".", "..", "..", "output", "player-path.json"), "The source path of the player-path.json file.")
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var flagEntitiesInputPath = flag.String("entities", filepath.Join(".", "..", "..", "output", "entities.json"), "The path to the entities.json file.")
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var flagPlayerPathInputPath = flag.String("player-path", filepath.Join(".", "..", "..", "output", "player-path.json"), "The path to the player-path.json file.")
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var flagOutputPath = flag.String("output", filepath.Join(".", "output.png"), "The path and filename of the resulting stitched image.")
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var flagScaleDivider = flag.Int("divide", 1, "A downscaling factor. 2 will produce an image with half the side lengths.")
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var flagXMin = flag.Int("xmin", 0, "Left bound of the output rectangle. This coordinate is included in the output.")
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var flagYMin = flag.Int("ymin", 0, "Upper bound of the output rectangle. This coordinate is included in the output.")
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var flagXMax = flag.Int("xmax", 0, "Right bound of the output rectangle. This coordinate is not included in the output.")
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var flagYMax = flag.Int("ymax", 0, "Lower bound of the output rectangle. This coordinate is not included in the output.")
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var flagPrerender = flag.Bool("prerender", false, "Pre renders the image in RAM before saving. Can speed things up if you have enough RAM.")
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var flagCleanupThreshold = flag.Float64("cleanup", 0, "Enable cleanup mode with the given threshold. This will DELETE images from the input folder, no stitching will be done in this mode. A good value to start with is 0.999, which deletes images where the sum of the min-max difference of each sub-pixel overlapping with other images is less than 99.9%% of the maximum possible sum of pixel differences.")
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func main() {
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@ -272,18 +271,6 @@ func main() {
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var wg sync.WaitGroup
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done := make(chan bool)
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if *flagPrerender {
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log.Printf("Creating output image with a size of %v", outputRect.Size())
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tempImage := image.NewRGBA(outputRect)
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log.Printf("Stitching %v tiles into an image at %v", len(tiles), tempImage.Bounds())
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if err := StitchGrid(tiles, tempImage, 512, bar); err != nil {
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log.Panic(err)
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}
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bar.Finish()
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outputImage = tempImage
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} else {
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tempImage := NewMedianBlendedImage(tiles, outputRect)
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_, max := tempImage.Progress()
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bar.SetTotal(int64(max)).Start().SetRefreshRate(1 * time.Second)
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@ -308,7 +295,6 @@ func main() {
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}()
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outputImage = tempImage
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}
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log.Printf("Creating output file \"%v\"", *flagOutputPath)
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f, err := os.Create(*flagOutputPath)
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@ -321,10 +307,8 @@ func main() {
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log.Panic(err)
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}
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if !*flagPrerender {
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done <- true
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wg.Wait()
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}
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if err := f.Close(); err != nil {
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log.Panic(err)
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@ -8,15 +8,10 @@ package main
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import (
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"fmt"
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"image"
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"image/color"
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"math"
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"os"
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"sort"
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"golang.org/x/image/font"
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"golang.org/x/image/font/basicfont"
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"golang.org/x/image/math/fixed"
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"github.com/google/hilbert"
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)
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@ -103,36 +98,6 @@ func hilbertifyRectangle(rect image.Rectangle, gridSize int) ([]image.Rectangle,
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return grid, nil
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}
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func drawLabel(img *image.RGBA, x, y int, label string) {
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col := color.RGBA{200, 100, 0, 255}
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point := fixed.Point26_6{X: fixed.Int26_6(x * 64), Y: fixed.Int26_6(y * 64)}
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d := &font.Drawer{
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Dst: img,
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Src: image.NewUniform(col),
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Face: basicfont.Face7x13,
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Dot: point,
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}
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d.DrawString(label)
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}
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func intAbs(x int) int {
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if x < 0 {
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return -x
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}
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return x
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}
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func pointAbs(p image.Point) image.Point {
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if p.X < 0 {
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p.X = -p.X
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}
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if p.Y < 0 {
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p.Y = -p.Y
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}
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return p
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}
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// Integer division that rounds to the next integer towards negative infinity.
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func divideFloor(a, b int) int {
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temp := a / b
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@ -154,10 +119,3 @@ func divideCeil(a, b int) int {
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return temp
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}
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func maxInt(x, y int) int {
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if x > y {
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return x
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}
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return y
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}
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