RLE Compression for File Formats #95

Merged
kirsle merged 6 commits from rle-compression into master 2024-05-24 23:48:00 +00:00

This adds a new RLEAccessor type of chunk accessor which stores drawing data with RLE (Run Length Encoding) compression.

On average it results in file size savings of 90+% especially for levels having large blocks of colors.

This adds a new RLEAccessor type of chunk accessor which stores drawing data with RLE (Run Length Encoding) compression. On average it results in file size savings of 90+% especially for levels having large blocks of colors.
kirsle added the
enhancement
label 2024-05-24 23:28:11 +00:00
kirsle added 5 commits 2024-05-24 23:28:12 +00:00
5654145fd8 (Experimental) Run Length Encoding for Levels
Finally add a second option for Chunk MapAccessor implementation besides the
MapAccessor. The RLEAccessor is basically a MapAccessor that will compress
your drawing with Run Length Encoding (RLE) in the on-disk format in the ZIP
file.

This slashes the file sizes of most levels:

* Shapeshifter: 21.8 MB -> 8.1 MB
* Jungle: 10.4 MB -> 4.1 MB
* Zoo: 2.8 MB -> 1.3 MB

Implementation details:

* The RLE binary format for Chunks is a stream of Uvarint pairs storing the
  palette index number and the number of pixels to repeat it (along the Y,X
  axis of the chunk).
    * Null colors are represented by a Uvarint that decodes to 0xFFFF
      or 65535 in decimal.
    * Gameplay logic currently limits maps to 256 colors.
* The default for newly created chunks in-game will be RLE by default.
* Its in-memory representation is still a MapAccessor (a map of absolute
  world coordinates to palette index).
* The game can still open and play legacy MapAccessor maps.
* On save in the editor, the game will upgrade/convert MapAccessor chunks over
  to RLEAccessors, improving on your level's file size with a simple re-save.

Current Bugs

* On every re-save to RLE, one pixel is lost in the bottom-right corner of
  each chunk. Each subsequent re-save loses one more pixel to the left, so what
  starts as a single pixel per chunk slowly evolves into a horizontal line.
* Some pixels smear vertically as well.
* Off-by-negative-one errors when some chunks Iter() their pixels but compute
  a relative coordinate of (-1,0)! Some mismatch between the stored world coords
  of a pixel inside the chunk vs. the chunk's assigned coordinate by the Chunker:
  certain combinations of chunk coord/abs coord.

To Do

* The `doodad touch` command should re-save existing levels to upgrade them.
4851730ccf Fix RLE Encoding Off-by-One Errors [PTO]
Levels can now be converted to RLE encoded chunk accessors and be re-saved
continuously without any loss of information.

Off-by-one errors resolved:

* The rle.NewGrid() was adding a +1 everywhere making the 2D grids have 129
  elements to a side for a 128 chunk size.
* In rle.Decompress() the cursor value and translation to X,Y coordinates is
  fixed to avoid a pixel going missing at the end of the first row (128,0)
* The abs.X-- hack in UnmarshalBinary is no longer needed to prevent the
  chunks from scooting a pixel to the right on every save.

Doodad tool updates:

* Remove unused CLI flags in `doodad resave` (actors, chunks, script,
  attachment, verbose) and add a `--output` flag to save to a different file
  name to the original.
* Update `doodad show` to allow debugging of RLE compressed chunks:
    * CLI flag `--chunk=1,2` to specify a single chunk coordinate to debug
    * CLI flag `--visualize-rle` will Visualize() RLE compressed chunks in
      their 2D grid form in your terminal window (VERY noisy for large
      levels! Use the --chunk option to narrow to one chunk).

Bug fixes and misc changes:

* Chunk.Usage() to return a better percentage of chunk utilization.
* Chunker.ChunkFromZipfile() was split out into two functions:
    * RawChunkFromZipfile retrieves the raw bytes of the chunk as well as the
      file extension discovered (.bin or .json) so the caller can interpret
      the bytes correctly.
    * ChunkFromZipfile calls the former function and then depending on file
      extension, unmarshals from binary or json.
    * The Raw function enables the `doodad show` command to debug and visualize
      the raw contents of the RLE compressed chunks.
* Updated the Visualize() function for the RLE encoder: instead of converting
  palette indexes to hex (0-F) which would begin causing problems for palette
  indexes above 16 (as they would use two+ characters), indexes are mapped to
  a wider range of symbols (0-9A-Z) and roll over if you have more than 36
  colors on your level. This at least keeps the Visualize() grid an easy to
  read 128x128 characters in your terminal.
6be2f86b58 RLE Encoding Code Cleanup [PTO]
* For the doodad tool: skip the assets embed folder, the doodad binary doesn't
  need to include all the game's doodads/levelpacks/etc. and can save on file
  size.
* In `doodad resave`, .doodad files with Vacuum() and upgrade their chunker from
  the MapAccessor to the RLEAccessor.
* Fix a rare concurrent map read/write error in OptimizeChunkerAccessors.
c7a3c7a797 Remove never-used GridType accessor + documentation [PTO]
* Add documentation for the game's file formats and RLE encoding
* Remove the never-used GridType Chunk Accessor constant
kirsle added 1 commit 2024-05-24 23:43:21 +00:00
kirsle merged commit 57b757a378 into master 2024-05-24 23:48:00 +00:00
kirsle deleted branch rle-compression 2024-05-24 23:48:00 +00:00
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Reference: SketchyMaze/doodle#95
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