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https://github.com/sbrl/terrain50-cli.git
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Well, that was a failed experiment.
We will probably come back to multithreading the renderer here, but for now we don't actually need it I don't think.
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2 changed files with 15 additions and 7 deletions
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package-lock.json
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2
package-lock.json
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@ -1,6 +1,6 @@
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{
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{
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"name": "terrain50-cli",
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"name": "terrain50-cli",
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"version": "1.0.1",
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"version": "1.1.0",
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"lockfileVersion": 1,
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"lockfileVersion": 1,
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"requires": true,
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"requires": true,
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"dependencies": {
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"dependencies": {
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@ -6,7 +6,8 @@ import encode from 'image-encode';
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import l from '../../Helpers/Log.mjs';
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import l from '../../Helpers/Log.mjs';
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class Terrain50Renderer {
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class Terrain50Renderer {
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constructor(in_scale_factor) {
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constructor(in_scale_factor, in_domain = "auto") {
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this.colour_domain = in_domain;
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this.scale_factor = in_scale_factor;
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this.scale_factor = in_scale_factor;
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this.colour_scale = chroma.scale([
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this.colour_scale = chroma.scale([
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"#333333",
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"#333333",
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@ -26,15 +27,22 @@ class Terrain50Renderer {
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* @return {ArrayBuffer} A canvas with the image rendered on it.
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* @return {ArrayBuffer} A canvas with the image rendered on it.
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*/
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*/
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async do_render(terrain) {
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async do_render(terrain) {
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let min = terrain.min_value, max = terrain.max_value;
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let colour_domain = null;
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let colour_domain = this.colour_scale.domain([
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if(this.colour_domain === "auto") {
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min, max
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let min = terrain.min_value, max = terrain.max_value;
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]);
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colour_domain = this.colour_scale.domain([
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min, max
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]);
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l.log(`[Terrain50Renderer] Automatic colour domain: ${min} - ${max}`);
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}
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else {
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colour_domain = this.colour_scale.domain(this.colour_domain);
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l.log(`[Terrain50Renderer] Static colour domain: ${this.colour_domain[0]} - ${this.colour_domain[1]}`);
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}
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let width = Math.floor(terrain.meta.ncols / this.scale_factor),
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let width = Math.floor(terrain.meta.ncols / this.scale_factor),
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height = Math.floor(terrain.meta.nrows / this.scale_factor);
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height = Math.floor(terrain.meta.nrows / this.scale_factor);
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l.log(`[Terrain50Renderer] Colour domain: ${min} - ${max}`);
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l.log(`[Terrain50Renderer] Dimensions: ${width}x${height}`);
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l.log(`[Terrain50Renderer] Dimensions: ${width}x${height}`);
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// Create the image
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// Create the image
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