Noah Petherbridge
4851730ccf
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.
202 lines
4.3 KiB
Go
202 lines
4.3 KiB
Go
// Package rle contains support for Run-Length Encoding of level chunks.
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package rle
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import (
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"bytes"
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"encoding/binary"
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"errors"
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"strings"
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"git.kirsle.net/go/render"
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)
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const NullColor = 0xFFFF
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// Grid is a 2D array of nullable integers to store a flat bitmap of a chunk.
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type Grid [][]*uint64
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// NewGrid will return an initialized 2D grid of equal dimensions of the given size.
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//
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// The grid is indexed in [Y][X] notation, or: by row first and then column.
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func NewGrid(size int) (Grid, error) {
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if size == 0 {
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return nil, errors.New("no size given for RLE Grid: the chunker was probably not initialized")
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}
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var grid = make([][]*uint64, size)
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for i := 0; i < size; i++ {
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grid[i] = make([]*uint64, size)
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}
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return grid, nil
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}
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func MustGrid(size int) Grid {
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grid, err := NewGrid(size)
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if err != nil {
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panic(err)
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}
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return grid
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}
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type Pixel struct {
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Point render.Point
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Palette int
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}
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// Size of the grid.
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func (g Grid) Size() int {
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return len(g[0])
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}
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// Compress the grid into a byte stream of RLE compressed data.
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//
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// The compressed format is a stream of:
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//
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// - A Uvarint for the palette index (0-255) or 0xffff (65535) for null.
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// - A Uvarint for how many pixels to repeat that color.
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func (g Grid) Compress() ([]byte, error) {
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// log.Error("BEGIN Compress()")
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// log.Warn("Visualized:\n%s", g.Visualize())
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// Run-length encode the grid.
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var (
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compressed []byte // final result
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lastColor uint64 // last color seen (current streak)
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runLength uint64 // current streak for the last color
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buffering bool // detect end of grid
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// Flush the buffer
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flush = func() {
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// log.Info("flush: %d for %d length", lastColor, runLength)
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compressed = binary.AppendUvarint(compressed, lastColor)
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compressed = binary.AppendUvarint(compressed, runLength)
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}
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)
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for y, row := range g {
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for x, nullableIndex := range row {
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var index uint64
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if nullableIndex == nil {
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index = NullColor
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} else {
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index = *nullableIndex
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}
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// First color of the grid
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if y == 0 && x == 0 {
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// log.Info("First color @ %dx%d is %d", x, y, index)
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lastColor = index
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runLength = 1
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continue
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}
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// Buffer it until we get a change of color or EOF.
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if index != lastColor {
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// log.Info("Color %d streaks for %d until %dx%d", lastColor, runLength, x, y)
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flush()
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lastColor = index
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runLength = 1
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buffering = false
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continue
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}
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buffering = true
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runLength++
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}
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}
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// Flush the final buffer when we got to EOF on the grid.
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if buffering {
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flush()
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}
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// log.Error("RLE compressed: %v", compressed)
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return compressed, nil
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}
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// Decompress the RLE byte stream back into a populated 2D grid.
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func (g Grid) Decompress(compressed []byte) error {
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// log.Error("BEGIN Decompress() Length of stream: %d", len(compressed))
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// log.Warn("Visualized:\n%s", g.Visualize())
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// Prepare the 2D grid to decompress the RLE stream into.
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var (
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size = g.Size()
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x, y = -1, -1
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cursor int
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)
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var reader = bytes.NewBuffer(compressed)
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for {
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var (
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paletteIndexRaw, err1 = binary.ReadUvarint(reader)
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repeatCount, err2 = binary.ReadUvarint(reader)
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)
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if err1 != nil || err2 != nil {
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break
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}
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// Handle the null color.
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var paletteIndex *uint64
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if paletteIndexRaw != NullColor {
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paletteIndex = &paletteIndexRaw
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}
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// log.Warn("RLE index %v for %dpx - coord=%d,%d", paletteIndexRaw, repeatCount, x, y)
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for i := uint64(0); i < repeatCount; i++ {
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if cursor%size == 0 {
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y++
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x = 0
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}
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point := render.NewPoint(int(x), int(y))
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g[point.Y][point.X] = paletteIndex
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x++
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cursor++
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}
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}
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// log.Warn("Visualized:\n%s", g.Visualize())
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return nil
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}
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// Visualize the state of the 2D grid.
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func (g Grid) Visualize() string {
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var lines []string
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for _, row := range g {
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var line = "["
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for _, col := range row {
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if col == nil {
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line += " "
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} else {
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line += Alphabetize(col)
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}
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}
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lines = append(lines, line+"]")
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}
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return strings.Join(lines, "\n")
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}
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const alphabet = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
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// Alphabetize converts a palette index value into a single character for
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// Visualize to display.
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//
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// It supports up to 36 palette indexes before it will wrap back around and
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// begin reusing symbols.
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func Alphabetize(value *uint64) string {
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if value == nil {
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return " "
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}
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var i = int(*value)
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return string(alphabet[i%len(alphabet)])
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}
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