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2023-03-11first implementation of tile hunter modeDaniel Schadt
This is a very basic idea, the downside is that you basically cannot "fix" the tilehunt overlay to a specific zoom level. It might be nice to get a second renderer that renders the tile hunt for a fixed zoom, and then adjusts the output tiles accordingly (then it also takes more space again though).
2023-03-11abstract away tile rendering logicDaniel Schadt
This is in prepration for the tilehunt mode, where we want to render tiles differently.
2023-01-18add some more docstringsDaniel Schadt
2023-01-18add support for SQLite outputDaniel Schadt
2023-01-17factor out saving logicDaniel Schadt
Since we want to support SQLite at some point, it makes sense to have the exact storage method abstracted away.
2023-01-17parallelize reading of GPX filesDaniel Schadt
This is another pretty CPU bound task (parsing the XML files), so it makes sense to parallelize. We already have rayon, we already have the setting to control parallelism, so let's use it and make hittekaart fast!
2023-01-17replace std::mpsc with crossbeam_channelDaniel Schadt
2023-01-16import modules from crate instead of re-definingDaniel Schadt
This is a bit more DRY, as we only have one place where we need to list all submodules. It does not give us the "unused function" warning anymore, but we can maybe find a different solution for that?
2023-01-16use a single thread to write out filesDaniel Schadt
It seems like this does not make the encoding slower, and the main point is that we might want to support SQLite storage for the tiles, in which case it might be good to have only one writer. Even with the FS-based approach, maybe it's good to have a single thread responsible for writing everything, and not hammer the OS with 16 write requests at once.
2023-01-14add support for reading brotli and gzip filesDaniel Schadt
2023-01-14add a cli option for the output directoryDaniel Schadt
2023-01-14make number of threads configurable per CLIDaniel Schadt
2023-01-14start on a proper CLIDaniel Schadt
This involves actual command line arguments, and more progress bars!
2023-01-12parallelize PNG encodingDaniel Schadt
This gives a massive speedup
2023-01-12clean up some unused codeDaniel Schadt
Some of it was written because it fit the API, but we didn't end up using it in main.rs.
2023-01-12make progress bars a bit nicerDaniel Schadt
2023-01-11add some first benchmarksDaniel Schadt
2023-01-10considerably speed up the rendering processDaniel Schadt
Most of the time was spent doing hashmap lookups because all of our operations were done pixel by pixel, and layer.get_pixel_mut always went through the hashmap lookup. This was true for render_circle, render_line *and* merge_heat_counter - the last of which iterated over the full layer every time. The biggest change now is that we try to do accesses tile-by-tile. For the drawing functions, this means that we render the image on a small patch locally, and then blit the image onto the base - tile by tile, instead of pixel by pixel. For merge_heat_counters, we do the same: We iterate over tiles first, keeping a reference, and then iterate over the tile's pixels - that way we get a *huge* speedup. I can now render level 19 in 9 seconds, compared to before when it took 20s for level 17. Another benefit now is that we save the heatmap as u8 instead of u32. For a single track, we could even use a single bit (though that brings other problems with it). For the complete heatmap, u8 is probably too small (having 256 tracks is realistic), but we can change the merged one to be u16 later. This allows us to cut down on the RAM the program needs considerably, as we basically only use a fourth of the space now. A bit of noise is introduced in this patch since I ran cargo fmt. Side note: The bottleneck now seems to be the PNG compression, so that would be the next area to improve upon. Either by toning down the compression ratio (at the cost of higher storage needs), or by leveraging multithreading to deal with that.
2023-01-08add a progress barDaniel Schadt
2023-01-08fix janky linesDaniel Schadt
Turns out there was a small copy-and-paste error that caused the polygons to not line up with the circles. The other change doesn't impact line rendering, but ensures that we stay in u64 territory as much as possible to avoid floating point imprecisions if the integers do get too big.
2023-01-08Initial commitDaniel Schadt