doodle/pkg/level/rle/rle.go
Noah Petherbridge 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.
2024-05-24 13:54:41 -07:00

202 lines
4.3 KiB
Go

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