New src/map.c (unity-build part) adds a map screen reached from the search bar's map button: - Fetches geotag markers (GET /api/map/markers), projects with Web Mercator. - Clusters markers into count "bubbles" in map space (anchored to the world, so panning translates them instead of reshuffling); pan (d-pad/touch), zoom (L/R/pinch). X or tap zooms into a cluster, or opens a lone/co-located photo — fetching that asset on demand if it isn't paged into the grid — and returns to the map on back. - Base map: a Web-Mercator LOD tile pyramid generated offline from a MapChart PNG (tools/png_to_tiles.py -> assets/maptiles.pak); the level matching the on-screen scale is drawn from 256px JPEG tiles decoded into pooled textures (the crash-safe path), with a coarse overview underneath so there are no gaps while tiles stream in. Georeferencing (full longitude, lat band) was fit from isolated-island centroids so markers land on land. main.c uses a larger vita2d vertex pool; app.c wires the mode in. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
79 lines
2.9 KiB
Python
79 lines
2.9 KiB
Python
#!/usr/bin/env python3
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"""Generate a Web-Mercator tile pyramid (LODs) from a MapChart world PNG and
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pack it into one file for the Vita map view.
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The source PNG covers the same cropped-Mercator region as before: longitude
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-180..180 across its full width, latitude band [MAP_IMG_MY0, MAP_IMG_MY1].
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Each LOD level is the source scaled to a width, padded to whole 256px tiles,
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and cut up; tiles are JPEG (decoded into pooled textures on device, the safe
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path). Everything goes into assets/maptiles.pak:
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magic 'MTIL' (4) u32 version u32 tile_size u32 nlevels
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per level: u32 imgW imgH cols rows
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u32 ntiles
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per tile: u16 level u16 col u16 row u32 offset u32 size
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<concatenated JPEG bytes>
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offsets are from the start of the JPEG blob.
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"""
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import sys, struct, io
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from PIL import Image
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SRC = sys.argv[1] if len(sys.argv) > 1 else '/home/sads/Desktop/MapChart_Map (3).png'
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OUT = sys.argv[2] if len(sys.argv) > 2 else '/home/sads/Code/vitaImmich/assets/maptiles.pak'
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TILE = 256
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QUALITY = 90
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# level widths (px) for the full map; last is ~native. heights follow aspect.
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WIDTHS = [512, 1024, 2048, 4096, 7000]
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src = Image.open(SRC).convert('RGB')
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SW, SH = src.size
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print('source', SW, SH, 'aspect', round(SW/SH, 4))
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levels = [] # (imgW,imgH,cols,rows,Image-padded)
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for w in WIDTHS:
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if w > SW:
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w = SW
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h = round(w * SH / SW)
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img = src.resize((w, h), Image.LANCZOS)
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cols = (w + TILE - 1) // TILE
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rows = (h + TILE - 1) // TILE
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# pad to whole tiles with the ocean colour so edge tiles aren't black
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bg = src.getpixel((4, SH // 2)) # a sea pixel (top-left corner area is sea)
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padded = Image.new('RGB', (cols * TILE, rows * TILE), bg)
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padded.paste(img, (0, 0))
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levels.append((w, h, cols, rows, padded))
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print('level', len(levels)-1, 'img', w, h, 'tiles', cols, 'x', rows, '=', cols*rows)
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# de-dup identical level widths (when native < a planned width)
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seen = set(); uniq = []
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for L in levels:
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if L[0] in seen:
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continue
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seen.add(L[0]); uniq.append(L)
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levels = uniq
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blob = io.BytesIO()
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index = [] # (level,col,row,offset,size)
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for li, (w, h, cols, rows, padded) in enumerate(levels):
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for r in range(rows):
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for c in range(cols):
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tile = padded.crop((c*TILE, r*TILE, c*TILE+TILE, r*TILE+TILE))
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b = io.BytesIO(); tile.save(b, 'JPEG', quality=QUALITY)
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data = b.getvalue()
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off = blob.tell(); blob.write(data)
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index.append((li, c, r, off, len(data)))
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with open(OUT, 'wb') as f:
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f.write(b'MTIL')
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f.write(struct.pack('<III', 1, TILE, len(levels)))
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for (w, h, cols, rows, _) in levels:
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f.write(struct.pack('<IIII', w, h, cols, rows))
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f.write(struct.pack('<I', len(index)))
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for (li, c, r, off, sz) in index:
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f.write(struct.pack('<HHHII', li, c, r, off, sz))
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f.write(blob.getvalue())
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import os
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print('levels', len(levels), 'tiles', len(index),
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'pak', round(os.path.getsize(OUT)/1e6, 2), 'MB')
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