Wplace-BlueMarble/src/Template.js
2026-02-17 01:24:36 -05:00

246 lines
12 KiB
JavaScript

import { uint8ToBase64 } from "./utils";
/** An instance of a template.
* Handles all mathematics, manipulation, and analysis regarding a single template.
* @class Template
* @since 0.65.2
*/
export default class Template {
/** The constructor for the {@link Template} class with enhanced pixel tracking.
* @param {Object} [params={}] - Object containing all optional parameters
* @param {string} [params.displayName='My template'] - The display name of the template
* @param {number} [params.sortID=0] - The sort number of the template for rendering priority
* @param {string} [params.authorID=''] - The user ID of the person who exported the template (prevents sort ID collisions)
* @param {string} [params.url=''] - The URL to the source image
* @param {File} [params.file=null] - The template file (pre-processed File or processed bitmap)
* @param {Array<number>} [params.coords=null] - The coordinates of the top left corner as (tileX, tileY, pixelX, pixelY)
* @param {Object} [params.chunked=null] - The affected chunks of the template, and their template for each chunk as a bitmap
* @param {Object} [params.chunked32={}] - The affected chunks of the template, and their template for each chunk as a Uint32Array
* @param {number} [params.tileSize=1000] - The size of a tile in pixels (assumes square tiles)
* @param {Object} [params.pixelCount={total:0, colors:Map}] - Total number of pixels in the template (calculated automatically during processing)
* @since 0.65.2
*/
constructor({
displayName = 'My template',
sortID = 0,
authorID = '',
url = '',
file = null,
coords = null,
chunked = null,
chunked32 = {},
tileSize = 1000,
} = {}) {
this.displayName = displayName;
this.sortID = sortID;
this.authorID = authorID;
this.url = url;
this.file = file;
this.coords = coords;
this.chunked = chunked;
this.chunked32 = chunked32;
this.tileSize = tileSize;
/** Total pixel count in template @type {{total: number, colors: Map<number, number>, correct?: Map<number, number>}} */
this.pixelCount = { total: 0, colors: new Map() };
}
/** Creates chunks of the template for each tile.
* @param {Number} tileSize - Size of the tile as determined by templateManager
* @param {Object} paletteBM - An collection of Uint32Arrays containing the palette BM uses
* @returns {Object} Collection of template bitmaps & buffers organized by tile coordinates
* @since 0.65.4
*/
async createTemplateTiles(tileSize, paletteBM) {
console.log('Template coordinates:', this.coords);
const shreadSize = 3; // Scale image factor for pixel art enhancement (must be odd)
const bitmap = await createImageBitmap(this.file); // Create efficient bitmap from uploaded file
const imageWidth = bitmap.width;
const imageHeight = bitmap.height;
this.tileSize = tileSize; // Tile size predetermined by the templateManager
const templateTiles = {}; // Holds the template tiles
const templateTilesBuffers = {}; // Holds the buffers of the template tiles
const canvas = new OffscreenCanvas(this.tileSize, this.tileSize);
const context = canvas.getContext('2d', { willReadFrequently: true });
// Prep the canvas for drawing the entire template (so we can find total pixels)
canvas.width = imageWidth;
canvas.height = imageHeight;
context.imageSmoothingEnabled = false; // Nearest neighbor
context.drawImage(bitmap, 0, 0); // Draws the template to the canvas
let timer = Date.now();
const totalPixelMap = this.#calculateTotalPixelsFromImageData(context.getImageData(0, 0, imageWidth, imageHeight), paletteBM); // Calculates total pixels from the template buffer retrieved from the canvas context image data
console.log(`Calculating total pixels took ${(Date.now() - timer) / 1000.0} seconds`);
let totalPixels = 0; // Will store the total amount of non-Transparent color pixels
const transparentColorID = 0; // Color ID for the Transparent color
// For each color in the total pixel Map...
for (const [color, total] of totalPixelMap) {
if (color == transparentColorID) {continue;} // Skip Transparent color
totalPixels += total; // Adds the total amount for the pixel color to the total amount for all colors
}
this.pixelCount = { total: totalPixels, colors: totalPixelMap }; // Stores the total pixel count in the Template instance
timer = Date.now();
// Creates a mask where the middle pixel is white, and everything else is transparent
const canvasMask = new OffscreenCanvas(3, 3);
const contextMask = canvasMask.getContext("2d");
contextMask.clearRect(0, 0, 3, 3);
contextMask.fillStyle = "white";
contextMask.fillRect(1, 1, 1, 1);
// For every tile...
for (let pixelY = this.coords[3]; pixelY < imageHeight + this.coords[3]; ) {
// Draws the partial tile first, if any
// This calculates the size based on which is smaller:
// A. The top left corner of the current tile to the bottom right corner of the current tile
// B. The top left corner of the current tile to the bottom right corner of the image
const drawSizeY = Math.min(this.tileSize - (pixelY % this.tileSize), imageHeight - (pixelY - this.coords[3]));
console.log(`Math.min(${this.tileSize} - (${pixelY} % ${this.tileSize}), ${imageHeight} - (${pixelY - this.coords[3]}))`);
for (let pixelX = this.coords[2]; pixelX < imageWidth + this.coords[2];) {
console.log(`Pixel X: ${pixelX}\nPixel Y: ${pixelY}`);
// Draws the partial tile first, if any
// This calculates the size based on which is smaller:
// A. The top left corner of the current tile to the bottom right corner of the current tile
// B. The top left corner of the current tile to the bottom right corner of the image
const drawSizeX = Math.min(this.tileSize - (pixelX % this.tileSize), imageWidth - (pixelX - this.coords[2]));
console.log(`Math.min(${this.tileSize} - (${pixelX} % ${this.tileSize}), ${imageWidth} - (${pixelX - this.coords[2]}))`);
console.log(`Draw Size X: ${drawSizeX}\nDraw Size Y: ${drawSizeY}`);
// Change the canvas size and wipe the canvas
const canvasWidth = drawSizeX * shreadSize;// + (pixelX % this.tileSize) * shreadSize;
const canvasHeight = drawSizeY * shreadSize;// + (pixelY % this.tileSize) * shreadSize;
canvas.width = canvasWidth;
canvas.height = canvasHeight;
console.log(`Draw X: ${drawSizeX}\nDraw Y: ${drawSizeY}\nCanvas Width: ${canvasWidth}\nCanvas Height: ${canvasHeight}`);
context.imageSmoothingEnabled = false; // Nearest neighbor
console.log(`Getting X ${pixelX}-${pixelX + drawSizeX}\nGetting Y ${pixelY}-${pixelY + drawSizeY}`);
// Draws the template segment on this tile segment
context.clearRect(0, 0, canvasWidth, canvasHeight); // Clear any previous drawing (only runs when canvas size does not change)
context.drawImage(
bitmap, // Bitmap image to draw
pixelX - this.coords[2], // Coordinate X to draw from
pixelY - this.coords[3], // Coordinate Y to draw from
drawSizeX, // X width to draw from
drawSizeY, // Y height to draw from
0, // Coordinate X to draw at
0, // Coordinate Y to draw at
drawSizeX * shreadSize, // X width to draw at
drawSizeY * shreadSize // Y height to draw at
); // Coordinates and size of draw area of source image, then canvas
// const final = await canvas.convertToBlob({ type: 'image/png' });
// const url = URL.createObjectURL(final); // Creates a blob URL
// window.open(url, '_blank'); // Opens a new tab with blob
// setTimeout(() => URL.revokeObjectURL(url), 60000); // Destroys the blob 1 minute later
context.save(); // Saves the current context of the canvas
context.globalCompositeOperation = "destination-in"; // The existing canvas content is kept where both the new shape and existing canvas content overlap. Everything else is made transparent.
// For our purposes, this means any non-transparent pixels on the mask will be kept
// Fills the canvas with the mask
context.fillStyle = context.createPattern(canvasMask, "repeat");
context.fillRect(0, 0, canvasWidth, canvasHeight);
context.restore(); // Restores the context of the canvas to the previous save
const imageData = context.getImageData(0, 0, canvasWidth, canvasHeight); // Data of the image on the canvas
console.log(`Shreaded pixels for ${pixelX}, ${pixelY}`, imageData);
context.putImageData(imageData, 0, 0);
// Creates the "0000,0000,000,000" key name
const templateTileName = `${
(this.coords[0] + Math.floor(pixelX / 1000)).toString().padStart(4, '0')},${
(this.coords[1] + Math.floor(pixelY / 1000)).toString().padStart(4, '0')},${
(pixelX % 1000).toString().padStart(3, '0')},${
(pixelY % 1000).toString().padStart(3, '0')
}`;
this.chunked32[templateTileName] = new Uint32Array(context.getImageData(0, 0, canvasWidth, canvasHeight)); // Creates the Uint32Array
templateTiles[templateTileName] = await createImageBitmap(canvas); // Creates the bitmap
const canvasBlob = await canvas.convertToBlob();
const canvasBuffer = await canvasBlob.arrayBuffer();
const canvasBufferBytes = Array.from(new Uint8Array(canvasBuffer));
templateTilesBuffers[templateTileName] = uint8ToBase64(canvasBufferBytes); // Stores the buffer
console.log(templateTiles);
pixelX += drawSizeX;
}
pixelY += drawSizeY;
}
console.log(`Parsing template took ${(Date.now() - timer) / 1000.0} seconds`);
console.log('Template Tiles: ', templateTiles);
console.log('Template Tiles Buffers: ', templateTilesBuffers);
console.log('Template Tiles Uint32Array: ', this.chunked32);
return { templateTiles, templateTilesBuffers };
}
/** Calculates the total pixels for each color for the image.
*
* @param {ImageData} imageData - The pre-shreaded image "casted" onto a canvas
* @param {Object} paletteBM - The palette Blue Marble uses for colors
* @param {Number} paletteTolerance - How close an RGB color has to be in order to be considered a palette color. A tolerance of "3" means the sum of the RGB can be up to 3 away from the actual value.
* @returns {Map<Number, Number>} A map where the key is the color ID, and the value is the total pixels for that color ID
* @since 0.88.6
*/
#calculateTotalPixelsFromImageData(imageData, paletteBM) {
const buffer32Arr = new Uint32Array(imageData.data.buffer); // RGB values as a Uint32Array. Each index represents 1 pixel.
const { palette: _, LUT: lookupTable } = paletteBM; // Obtains the palette and LUT
// Makes a copy of the color palette Blue Marble uses, turns it into a Map, and adds data to count the amount of each color
const _colorpalette = new Map(); // Temp color palette
// For every pixel...
for (let pixelIndex = 0; pixelIndex < buffer32Arr.length; pixelIndex++) {
const pixel = buffer32Arr[pixelIndex]; // Current pixel to check
let bestColorID = -2; // Will eventually store the best match for color ID
// If the pixel is transparent...
if ((pixel >>> 24) == 0) {
bestColorID = 0; // Set the color ID to 0
} else {
// Else, look up the color ID in the "cube" LUT. If none is found, fallback to -2 ("Other")
bestColorID = lookupTable.get(pixel) ?? -2;
}
// Increments the count by 1 for the best matching color ID (which can be negative).
// If the color ID has not been counted yet, default to 1
const colorIDcount = _colorpalette.get(bestColorID);
_colorpalette.set(bestColorID, colorIDcount ? colorIDcount + 1 : 1);
}
console.log(_colorpalette);
return _colorpalette;
}
}