Noah Petherbridge
5654145fd8
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.
190 lines
4.0 KiB
Go
190 lines
4.0 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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"fmt"
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"strings"
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"git.kirsle.net/SketchyMaze/doodle/pkg/log"
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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+1)
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for i := 0; i < size+1; i++ {
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grid[i] = make([]*uint64, size+1)
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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()")
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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, 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", paletteIndexRaw, repeatCount)
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for i := uint64(0); i < repeatCount; i++ {
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cursor++
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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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if point.Y >= size || point.X >= size {
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continue
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}
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g[point.Y][point.X] = paletteIndex
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x++
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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 += fmt.Sprintf("%x", *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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