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