doodle/pkg/level/chunk_rle.go
Noah Petherbridge 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.
2024-05-23 23:02:01 -07:00

175 lines
4.2 KiB
Go

package level
import (
"git.kirsle.net/SketchyMaze/doodle/pkg/level/rle"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/go/render"
)
// RLEAccessor implements a chunk accessor which stores its on-disk format using
// Run Length Encoding (RLE), but in memory behaves equivalently to the MapAccessor.
type RLEAccessor struct {
chunk *Chunk // parent Chunk, for its Size and Point
acc *MapAccessor
}
// NewRLEAccessor initializes a RLEAccessor.
func NewRLEAccessor(chunk *Chunk) *RLEAccessor {
return &RLEAccessor{
chunk: chunk,
acc: NewMapAccessor(chunk),
}
}
// Inflate the sparse swatches from their palette indexes.
func (a *RLEAccessor) Inflate(pal *Palette) error {
return a.acc.Inflate(pal)
}
// Len returns the current size of the map, or number of pixels registered.
func (a *RLEAccessor) Len() int {
return a.acc.Len()
}
// IterViewport returns a channel to loop over pixels in the viewport.
func (a *RLEAccessor) IterViewport(viewport render.Rect) <-chan Pixel {
return a.acc.IterViewport(viewport)
}
// Iter returns a channel to loop over all points in this chunk.
func (a *RLEAccessor) Iter() <-chan Pixel {
return a.acc.Iter()
}
// Get a pixel from the map.
func (a *RLEAccessor) Get(p render.Point) (*Swatch, error) {
return a.acc.Get(p)
}
// Set a pixel on the map.
func (a *RLEAccessor) Set(p render.Point, sw *Swatch) error {
return a.acc.Set(p, sw)
}
// Delete a pixel from the map.
func (a *RLEAccessor) Delete(p render.Point) error {
return a.acc.Delete(p)
}
/*
MarshalBinary converts the chunk data to a binary representation.
This accessor uses Run Length Encoding (RLE) in its binary format. Starting
with the top-left pixel of this chunk, the binary format is a stream of bytes
formatted as such:
- UVarint for the palette index number (0-255), with 0xFF meaning void
- UVarint for the length of repetition of that palette index
*/
func (a *RLEAccessor) MarshalBinary() ([]byte, error) {
// Flatten the chunk out into a full 2D array of all its points.
var (
size = int(a.chunk.Size)
grid, err = rle.NewGrid(size)
)
if err != nil {
return nil, err
}
// Populate the dense 2D array of its pixels.
for px := range a.Iter() {
var (
point = render.NewPoint(px.X, px.Y)
relative = RelativeCoordinate(point, a.chunk.Point, a.chunk.Size)
ptr = uint64(px.Swatch.Index())
)
// TODO: sometimes we get a -1 value in X or Y, not sure why.
if relative.X < 0 || relative.Y < 0 {
continue
}
grid[relative.Y][relative.X] = &ptr
}
return grid.Compress()
}
// UnmarshalBinary will decode a compressed RLEAccessor byte stream.
func (a *RLEAccessor) UnmarshalBinary(compressed []byte) error {
a.acc.mu.Lock()
defer a.acc.mu.Unlock()
// New format: decompress the byte stream.
log.Debug("RLEAccessor.Unmarshal: Reading %d bytes of compressed chunk data", len(compressed))
grid, err := rle.NewGrid(int(a.chunk.Size))
if err != nil {
return err
}
if err := grid.Decompress(compressed); err != nil {
return err
}
// Load the grid into our MapAccessor.
a.acc.Reset()
for y, row := range grid {
for x, col := range row {
if col == nil {
continue
}
// TODO: x-1 to avoid the level creeping to the right every save,
// not sure on the root cause! RLEAccessor Decompress?
abs := FromRelativeCoordinate(render.NewPoint(x, y), a.chunk.Point, a.chunk.Size)
abs.X -= 1
a.acc.grid[abs] = NewSparseSwatch(int(*col))
}
}
return nil
}
/*
// Prepare the 2D grid to decompress the RLE stream into.
var (
size = int(a.chunk.Size)
_, err = rle.NewGrid(size)
x, y, cursor int
)
if err != nil {
return err
}
var reader = bytes.NewBuffer(compressed)
for {
var (
paletteIndex, err1 = binary.ReadUvarint(reader)
repeatCount, err2 = binary.ReadUvarint(reader)
)
if err1 != nil || err2 != nil {
log.Error("reading Uvarints from compressed data: {%s, %s}", err1, err2)
break
}
log.Warn("RLE index %d for %dpx", paletteIndex, repeatCount)
for i := uint64(0); i < repeatCount; i++ {
cursor++
if cursor%size == 0 {
y++
x = 0
} else {
x++
}
point := render.NewPoint(int(x), int(y))
if paletteIndex != 0xFF {
a.acc.grid[point] = NewSparseSwatch(int(paletteIndex))
}
}
}
*/