summaryrefslogtreecommitdiffstats
path: root/Scripts
diff options
context:
space:
mode:
authoryum <yum.food.vr@gmail.com>2023-03-21 17:13:32 -0700
committeryum <yum.food.vr@gmail.com>2023-03-21 17:13:32 -0700
commit1f15133dd985442af20d42a96fbcd0007f03bd2b (patch)
tree15e32f494a1bab1c856f6c8561ed01e5bb436bf8 /Scripts
parent656d7c2092545b18d981acfac000c73fb2128e4a (diff)
Reduce texture memory usage for English speakersv0.10.0
We used to populate 7 4k textures + 1 2k texture for all users. Now if the user has configured `bytes_per_char=1` in the Unity panel, we just populate a single 512x512 texture containing the first 128 ASCII characters. This reduces texture memory usage by 99.74%, from 134.67 MB to 340 KB.
Diffstat (limited to 'Scripts')
-rw-r--r--Scripts/generate_fonts.py79
-rw-r--r--Scripts/generate_shader.py36
2 files changed, 80 insertions, 35 deletions
diff --git a/Scripts/generate_fonts.py b/Scripts/generate_fonts.py
index 931abfe..cf73e6a 100644
--- a/Scripts/generate_fonts.py
+++ b/Scripts/generate_fonts.py
@@ -114,36 +114,71 @@ def in_range(x, range_pair) -> bool:
max_char = max(allowlist)
print("max char: {}".format(max_char))
print("num chars: {}".format(len(allowlist)))
-total_rows = math.ceil(max_char / n_cols)
-print("total rows {}".format(total_rows))
-total_textures = math.ceil(total_rows / n_rows)
-print("total textures {}".format(total_textures))
-
-for nth_texture in range(0, total_textures):
- # Create an 8K grayscale ("L") or black and white ("1") image
- image = Image.new(mode="1", size=(8192,8192), color=0)
+
+def genUnicode():
+ total_rows = math.ceil(max_char / n_cols)
+ print("total rows {}".format(total_rows))
+ total_textures = math.ceil(total_rows / n_rows)
+ print("total textures {}".format(total_textures))
+
+ for nth_texture in range(0, total_textures):
+ # Create an 8K grayscale ("L") or black and white ("1") image
+ # Unity will re-encode b&w to grayscale, so using b&w just helps keep
+ # the package size low (we vendor these, we don't generate them
+ # client-side).
+ image = Image.new(mode="1", size=(8192,8192), color=0)
+ draw = ImageDraw.Draw(image)
+
+ row_begin = nth_texture * n_rows
+
+ for row in range(row_begin, row_begin + n_rows):
+ line = ""
+ for col in range(0, n_cols):
+ # Generate the unicode character for this spot.
+ n = row * n_cols + col
+ char = None
+ font_info = None
+ if n in allowlist.keys():
+ char = chr(n)
+ font_info = allowlist[n]
+ else:
+ char = " "
+ font_info = FontInfo(unifont, 0)
+ # Hack: Chinese, Japanese, and Korean characters are all double
+ # width and are all on textures [1,6]. To fit them in the same
+ # grid, we use a half-size font.
+ draw.text((col * font_pixels / 2, (row - row_begin) * font_pixels +
+ font_info.dy), char, font=font_info.font, fill=255)
+
+ image.save("Fonts/Bitmaps/font-%01d.png" % nth_texture)
+
+def genASCII():
+ # Create an 8k grayscale image. 16 glyphs wide, 8 glyphs tall.
+ # Only characters on the range [0, 128).
+ image = Image.new(mode="L", size=(8192,8192), color=0)
draw = ImageDraw.Draw(image)
+ n_rows = 8
+ n_cols = 16
- row_begin = nth_texture * n_rows
+ font = ImageFont.truetype(
+ "Fonts/Noto_Sans_Mono/static/NotoSansMono/NotoSansMono-Bold.ttf",
+ int((8192 / 8) * 0.75), index=0, layout_engine=layout_engine)
- for row in range(row_begin, row_begin + n_rows):
- line = ""
+ for row in range(0, n_rows):
for col in range(0, n_cols):
- # Generate the unicode character for this spot.
n = row * n_cols + col
char = None
font_info = None
if n in allowlist.keys():
char = chr(n)
- font_info = allowlist[n]
else:
char = " "
- font_info = FontInfo(unifont, 0)
- # Hack: Chinese, Japanese, and Korean characters are all double
- # width and are all on textures [1,6]. To fit them in the same
- # grid, we use a half-size font.
- draw.text((col * font_pixels / 2, (row - row_begin) * font_pixels +
- font_info.dy), char, font=font_info.font, fill=255)
-
- image.save("Fonts/Bitmaps/font-%01d.png" % nth_texture)
-
+ draw.text((col * font_pixels * 8 / 2, row * font_pixels * 8 - 20),
+ char, font=font, fill=255)
+ image.save("Fonts/Bitmaps/font-ascii.png")
+
+if __name__ == "__main__":
+ print("Generating unicode fonts")
+ genUnicode()
+ print("Generating ASCII fonts")
+ genASCII()
diff --git a/Scripts/generate_shader.py b/Scripts/generate_shader.py
index cf46533..2348141 100644
--- a/Scripts/generate_shader.py
+++ b/Scripts/generate_shader.py
@@ -37,12 +37,15 @@ def generateCgParams(nbytes: int, nrows: int, ncols: int, prefix: str = "") -> s
# uniform int BYTES_PER_CHAR = $nbytes;
# uniform int NROWS = $nrows;
# uniform int NCOLS = $ncols;
-def generateCgConstants(nbytes: int, nrows: int, ncols: int, prefix: str = "") -> str:
+def generateCgConstants(nbytes: int, board_nrows: int, board_ncols: int,
+ texture_nrows: int, texture_ncols: int, prefix: str = "") -> str:
lines = []
lines.append(prefix + "// BEGIN GENERATED CODE BLOCK")
lines.append(prefix + "#define BYTES_PER_CHAR {}".format(nbytes))
- lines.append(prefix + "#define NROWS {}".format(nrows))
- lines.append(prefix + "#define NCOLS {}".format(ncols))
+ lines.append(prefix + "#define BOARD_NROWS {}".format(board_nrows))
+ lines.append(prefix + "#define BOARD_NCOLS {}".format(board_ncols))
+ lines.append(prefix + "#define TEXTURE_NROWS {}".format(texture_nrows))
+ lines.append(prefix + "#define TEXTURE_NCOLS {}".format(texture_ncols))
lines.append(prefix + "// END GENERATED CODE BLOCK")
return '\n'.join(lines)
@@ -117,37 +120,44 @@ if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument("--bytes_per_char", type=str, help="The number of bytes to use to represent each character")
- parser.add_argument("--rows", type=str, help="The number of rows on the board")
- parser.add_argument("--cols", type=str, help="The number of columns on the board")
+ parser.add_argument("--board_rows", type=str, help="The number of rows on the board")
+ parser.add_argument("--board_cols", type=str, help="The number of columns on the board")
+ parser.add_argument("--texture_rows", type=str, help="The number of rows on the font textures")
+ parser.add_argument("--texture_cols", type=str, help="The number of columns on the font textures")
parser.add_argument("--shader_template", type=str, help="The path to the shader template")
parser.add_argument("--shader_path", type=str, help="The path where the generated shader will be written")
args = parser.parse_args()
- if not args.bytes_per_char or not args.rows or not args.cols \
+ if not args.bytes_per_char or not args.board_rows or not args.board_cols \
+ or not args.texture_rows or not args.texture_cols \
or not args.shader_template or not args.shader_path:
- print("--bytes_per_char, --rows, --cols, --shader_template, --shader_path required", file=sys.stderr)
+ print(("--bytes_per_char, --board_rows, --board_cols, --texture_rows, "
+ "--texture_cols, --shader_template, --shader_path required"), file=sys.stderr)
sys.exit(1)
nbytes = int(args.bytes_per_char)
- nrows = int(args.rows)
- ncols = int(args.cols)
+ board_nrows = int(args.board_rows)
+ board_ncols = int(args.board_cols)
+ texture_nrows = int(args.texture_rows)
+ texture_ncols = int(args.texture_cols)
- replacement = generateUnityParams(nbytes, nrows, ncols, prefix = "")
+ replacement = generateUnityParams(nbytes, board_nrows, board_ncols, prefix = "")
#print(replacement)
macro = "// %TEMPLATE__UNITY_ROW_COL_PARAMS%"
applyLineMacro(args.shader_template, args.shader_path, macro, replacement)
- replacement = generateCgParams(nbytes, nrows, ncols, prefix = " ")
+ replacement = generateCgParams(nbytes, board_nrows, board_ncols, prefix = " ")
#print(replacement)
macro = "// %TEMPLATE__CG_ROW_COL_PARAMS%"
applyLineMacro(args.shader_path, args.shader_path, macro, replacement)
- replacement = generateCgConstants(nbytes, nrows, ncols, prefix = " ")
+ replacement = generateCgConstants(nbytes, board_nrows, board_ncols,
+ texture_nrows, texture_ncols, prefix = " ")
#print(replacement)
macro = "// %TEMPLATE__CG_ROW_COL_CONSTANTS%"
applyLineMacro(args.shader_path, args.shader_path, macro, replacement)
- replacement = generateLetterAccessor(nbytes, nrows, ncols, prefix = " ")
+ replacement = generateLetterAccessor(nbytes, board_nrows, board_ncols, prefix = " ")
#print(replacement)
macro = "// %TEMPLATE__CG_LETTER_ACCESSOR%"
applyLineMacro(args.shader_path, args.shader_path, macro, replacement)