Files
RobustToolbox/Robust.Client/Map/ClydeTileDefinitionManager.cs
metalgearsloth 9268c8629d Refactor TileEdgeOverlay (#5295)
* Refactor TileEdgeOverlay

* weh

* Updates

* exweh

* Stupid weh noises

* I am le stupid

* Add logging about tile atlas build time

Seems fine, but wanted to check.

* Don't over-allocate edge tile region array

* Add DirectionExtensions.AllDirections

* Clean up iteration in ClydeTileDefinitionManager

* Don't stackalloc large chunk edge buffers, other code cleanup.

* More release notes

---------

Co-authored-by: PJB3005 <pieterjan.briers+git@gmail.com>
2025-04-03 07:52:28 +02:00

281 lines
9.9 KiB
C#

using System;
using System.Collections.Frozen;
using System.Collections.Generic;
using System.Linq;
using Robust.Client.Graphics;
using Robust.Client.Utility;
using Robust.Shared.Console;
using Robust.Shared.ContentPack;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
using SixLabors.ImageSharp.Processing;
namespace Robust.Client.Map
{
internal sealed class ClydeTileDefinitionManager : TileDefinitionManager, IClydeTileDefinitionManager, IPostInjectInit
{
[Dependency] private readonly IPrototypeManager _protoManager = default!;
[Dependency] private readonly IReloadManager _reload = default!;
[Dependency] private readonly IResourceManager _manager = default!;
[Dependency] private readonly ILogManager _logManager = default!;
private ISawmill _sawmill = default!;
private Texture? _tileTextureAtlas;
public Texture TileTextureAtlas => _tileTextureAtlas ?? Texture.Transparent;
private FrozenDictionary<(int Id, Direction Direction), Box2[]> _tileRegions = FrozenDictionary<(int Id, Direction Direction), Box2[]>.Empty;
public Box2 ErrorTileRegion { get; private set; }
/// <inheritdoc />
public Box2[]? TileAtlasRegion(Tile tile)
{
return TileAtlasRegion(tile.TypeId);
}
/// <inheritdoc />
public Box2[]? TileAtlasRegion(int tileType)
{
return TileAtlasRegion(tileType, Direction.Invalid);
}
/// <inheritdoc />
public Box2[]? TileAtlasRegion(int tileType, Direction direction)
{
// ReSharper disable once CanSimplifyDictionaryTryGetValueWithGetValueOrDefault
if (_tileRegions.TryGetValue((tileType, direction), out var region))
{
return region;
}
return null;
}
public override void Initialize()
{
base.Initialize();
_protoManager.PrototypesReloaded += OnProtoReload;
_reload.Register("/Textures/Tiles", "*.png");
_reload.OnChanged += OnReload;
_genTextureAtlas();
}
private void OnProtoReload(PrototypesReloadedEventArgs obj)
{
if (!obj.WasModified<ITileDefinition>())
return;
_genTextureAtlas();
}
private void OnReload(ResPath obj)
{
if (obj.Extension != "png")
return;
if (!obj.TryRelativeTo(new ResPath("/Textures/Tiles"), out _))
return;
_genTextureAtlas();
}
internal void _genTextureAtlas()
{
var sw = RStopwatch.StartNew();
var tileRegs = new Dictionary<(int Id, Direction Direction), Box2[]>();
_tileTextureAtlas = null;
var defList = TileDefs.Where(t => t.Sprite != null).ToList();
// If there are no tile definitions, we do nothing.
if (defList.Count <= 0)
return;
const int tileSize = EyeManager.PixelsPerMeter;
var tileCount = defList.Select(x => x.Variants + x.EdgeSprites.Count).Sum() + 1;
var dimensionX = (int) Math.Ceiling(Math.Sqrt(tileCount));
var dimensionY = (int) Math.Ceiling((float) tileCount / dimensionX);
var imgWidth = dimensionX * tileSize;
var imgHeight = dimensionY * tileSize;
var sheet = new Image<Rgba32>(imgWidth, imgHeight);
var w = (float) sheet.Width;
var h = (float) sheet.Height;
// Add in the missing tile texture sprite as tile texture 0.
{
ErrorTileRegion = Box2.FromDimensions(
0, (h - EyeManager.PixelsPerMeter) / h,
tileSize / w, tileSize / h);
Image<Rgba32> image;
using (var stream = _manager.ContentFileRead("/Textures/noTile.png"))
{
image = Image.Load<Rgba32>(stream);
}
image.Blit(new UIBox2i(0, 0, tileSize, tileSize), sheet, Vector2i.Zero);
}
if (imgWidth >= 2048 || imgHeight >= 2048)
{
// Sanity warning, some machines don't have textures larger than this and need multiple atlases.
_sawmill.Warning($"Tile texture atlas is ({imgWidth} x {imgHeight}), larger than 2048 x 2048. If you really need {tileCount} tiles, file an issue on RobustToolbox.");
}
var column = 1;
var row = 0;
foreach (var def in defList)
{
Image<Rgba32> image;
// Already know it's not null above
var path = def.Sprite!.Value;
using (var stream = _manager.ContentFileRead(path))
{
image = Image.Load<Rgba32>(stream);
}
if (image.Width != (tileSize * def.Variants) || image.Height != tileSize)
{
throw new NotSupportedException(
$"Unable to load {path}, due to being unable to use tile texture with a dimension other than {tileSize}x({tileSize} * Variants).");
}
var regionList = new Box2[def.Variants];
for (var j = 0; j < def.Variants; j++)
{
var point = new Vector2i(column * tileSize, row * tileSize);
var box = new UIBox2i(0, 0, tileSize, tileSize).Translated(new Vector2i(j * tileSize, 0));
image.Blit(box, sheet, point);
regionList[j] = Box2.FromDimensions(
point.X / w, (h - point.Y - EyeManager.PixelsPerMeter) / h,
tileSize / w, tileSize / h);
BumpColumn(ref row, ref column, dimensionX);
}
tileRegs.Add((def.TileId, Direction.Invalid), regionList);
// Edges
if (def.EdgeSprites.Count <= 0)
continue;
foreach (var direction in DirectionExtensions.AllDirections)
{
if (!def.EdgeSprites.TryGetValue(direction, out var edge))
continue;
using (var stream = _manager.ContentFileRead(edge))
{
image = Image.Load<Rgba32>(stream);
}
if (image.Width != tileSize || image.Height != tileSize)
{
throw new NotSupportedException(
$"Unable to load {path}, due to being unable to use tile textures with a dimension other than {tileSize}x{tileSize}.");
}
Angle angle = Angle.Zero;
switch (direction)
{
// Corner sprites
case Direction.SouthEast:
break;
case Direction.NorthEast:
angle = new Angle(MathF.PI / 2f);
break;
case Direction.NorthWest:
angle = new Angle(MathF.PI);
break;
case Direction.SouthWest:
angle = new Angle(MathF.PI * 1.5f);
break;
// Edge sprites
case Direction.South:
break;
case Direction.East:
angle = new Angle(MathF.PI / 2f);
break;
case Direction.North:
angle = new Angle(MathF.PI);
break;
case Direction.West:
angle = new Angle(MathF.PI * 1.5f);
break;
}
if (angle != Angle.Zero)
{
image.Mutate(o => o.Rotate((float)-angle.Degrees));
}
var point = new Vector2i(column * tileSize, row * tileSize);
var box = new UIBox2i(0, 0, tileSize, tileSize);
image.Blit(box, sheet, point);
// If you ever need edge variants then you could just bump this.
var edgeList = new Box2[1];
edgeList[0] = Box2.FromDimensions(
point.X / w, (h - point.Y - EyeManager.PixelsPerMeter) / h,
tileSize / w, tileSize / h);
tileRegs.Add((def.TileId, direction), edgeList);
BumpColumn(ref row, ref column, dimensionX);
}
}
_tileRegions = tileRegs.ToFrozenDictionary();
_tileTextureAtlas = Texture.LoadFromImage(sheet, "Tile Atlas");
_sawmill.Debug($"Tile atlas took {sw.Elapsed} to build");
}
private void BumpColumn(ref int row, ref int column, int dimensionX)
{
column++;
if (column >= dimensionX)
{
column = 0;
row++;
}
}
void IPostInjectInit.PostInject()
{
_sawmill = _logManager.GetSawmill("clyde");
}
}
public sealed class ReloadTileTexturesCommand : LocalizedCommands
{
[Dependency] private readonly ClydeTileDefinitionManager _tile = default!;
public override string Command => "reloadtiletextures";
public override void Execute(IConsoleShell shell, string argStr, string[] args)
{
_tile._genTextureAtlas();
}
}
}