Move compression helpers to common_net::msg::compression and experiment with more image formats at more site kinds.

This commit is contained in:
Avi Weinstock
2021-04-22 01:00:57 -04:00
parent 71220fd624
commit a9a943c19a
5 changed files with 720 additions and 442 deletions

View File

@ -0,0 +1,407 @@
use common::{
terrain::{chonk::Chonk, Block, BlockKind, SpriteKind},
vol::{BaseVol, IntoVolIterator, ReadVol, RectVolSize, SizedVol, WriteVol},
volumes::vol_grid_2d::VolGrid2d,
};
use hashbrown::HashMap;
use serde::{Deserialize, Serialize};
use std::{
fmt::Debug,
io::{Read, Write},
marker::PhantomData,
};
use tracing::trace;
use vek::*;
/// Wrapper for compressed, serialized data (for stuff that doesn't use the
/// default lz4 compression)
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct CompressedData<T> {
pub data: Vec<u8>,
compressed: bool,
_phantom: PhantomData<T>,
}
impl<T: Serialize> CompressedData<T> {
pub fn compress(t: &T, level: u32) -> Self {
use flate2::{write::DeflateEncoder, Compression};
let uncompressed = bincode::serialize(t)
.expect("bincode serialization can only fail if a byte limit is set");
if uncompressed.len() >= 32 {
const EXPECT_MSG: &str =
"compression only fails for fallible Read/Write impls (which Vec<u8> is not)";
let mut encoder = DeflateEncoder::new(Vec::new(), Compression::new(level));
encoder.write_all(&*uncompressed).expect(EXPECT_MSG);
let compressed = encoder.finish().expect(EXPECT_MSG);
trace!(
"compressed {}, uncompressed {}, ratio {}",
compressed.len(),
uncompressed.len(),
compressed.len() as f32 / uncompressed.len() as f32
);
CompressedData {
data: compressed,
compressed: true,
_phantom: PhantomData,
}
} else {
CompressedData {
data: uncompressed,
compressed: false,
_phantom: PhantomData,
}
}
}
}
impl<T: for<'a> Deserialize<'a>> CompressedData<T> {
pub fn decompress(&self) -> Option<T> {
if self.compressed {
let mut uncompressed = Vec::new();
flate2::read::DeflateDecoder::new(&*self.data)
.read_to_end(&mut uncompressed)
.ok()?;
bincode::deserialize(&*uncompressed).ok()
} else {
bincode::deserialize(&*self.data).ok()
}
}
}
/// Formula for packing voxel data into a 2d array
pub trait PackingFormula {
fn dimensions(&self, dims: Vec3<u32>) -> (u32, u32);
fn index(&self, dims: Vec3<u32>, x: u32, y: u32, z: u32) -> (u32, u32);
}
/// A tall, thin image, with no wasted space, but which most image viewers don't
/// handle well. Z levels increase from top to bottom, xy-slices are stacked
/// vertically.
pub struct TallPacking {
/// Making the borders go back and forth based on z-parity preserves spatial
/// locality better, but is more confusing to look at
pub flip_y: bool,
}
impl PackingFormula for TallPacking {
fn dimensions(&self, dims: Vec3<u32>) -> (u32, u32) { (dims.x, dims.y * dims.z) }
fn index(&self, dims: Vec3<u32>, x: u32, y: u32, z: u32) -> (u32, u32) {
let i = x;
let j0 = if self.flip_y {
if z % 2 == 0 { y } else { dims.y - y - 1 }
} else {
y
};
let j = z * dims.y + j0;
(i, j)
}
}
/// A grid of the z levels, left to right, top to bottom, like English prose.
/// Convenient for visualizing terrain, but wastes space if the number of z
/// levels isn't a perfect square.
pub struct GridLtrPacking;
impl PackingFormula for GridLtrPacking {
fn dimensions(&self, dims: Vec3<u32>) -> (u32, u32) {
let rootz = (dims.z as f64).sqrt().ceil() as u32;
(dims.x * rootz, dims.y * rootz)
}
fn index(&self, dims: Vec3<u32>, x: u32, y: u32, z: u32) -> (u32, u32) {
let rootz = (dims.z as f64).sqrt().ceil() as u32;
let i = x + (z % rootz) * dims.x;
let j = y + (z / rootz) * dims.y;
(i, j)
}
}
pub trait VoxelImageEncoding {
type Workspace;
type Output;
fn create(width: u32, height: u32) -> Self::Workspace;
fn put_solid(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, rgb: Rgb<u8>);
fn put_sprite(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, sprite: SpriteKind, ori: Option<u8>);
fn finish(ws: &Self::Workspace) -> Self::Output;
}
pub struct PngEncoding;
impl VoxelImageEncoding for PngEncoding {
type Output = Vec<u8>;
type Workspace = image::ImageBuffer<image::Rgba<u8>, Vec<u8>>;
fn create(width: u32, height: u32) -> Self::Workspace {
use image::{ImageBuffer, Rgba};
ImageBuffer::<Rgba<u8>, Vec<u8>>::new(width, height)
}
fn put_solid(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, rgb: Rgb<u8>) {
ws.put_pixel(x, y, image::Rgba([rgb.r, rgb.g, rgb.b, 255 - kind as u8]));
}
fn put_sprite(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, sprite: SpriteKind, ori: Option<u8>) {
ws.put_pixel(x, y, image::Rgba([kind as u8, sprite as u8, ori.unwrap_or(0), 255]));
}
fn finish(ws: &Self::Workspace) -> Self::Output {
use image::codecs::png::{CompressionType, FilterType};
let mut buf = Vec::new();
let png = image::codecs::png::PngEncoder::new_with_quality(
&mut buf,
CompressionType::Fast,
FilterType::Up,
);
png.encode(
&*ws.as_raw(),
ws.width(),
ws.height(),
image::ColorType::Rgba8,
)
.unwrap();
buf
}
}
pub struct JpegEncoding;
impl VoxelImageEncoding for JpegEncoding {
type Output = Vec<u8>;
type Workspace = image::ImageBuffer<image::Rgba<u8>, Vec<u8>>;
fn create(width: u32, height: u32) -> Self::Workspace {
use image::{ImageBuffer, Rgba};
ImageBuffer::<Rgba<u8>, Vec<u8>>::new(width, height)
}
fn put_solid(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, rgb: Rgb<u8>) {
ws.put_pixel(x, y, image::Rgba([rgb.r, rgb.g, rgb.b, 255 - kind as u8]));
}
fn put_sprite(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, sprite: SpriteKind, _: Option<u8>) {
ws.put_pixel(x, y, image::Rgba([kind as u8, sprite as u8, 255, 255]));
}
fn finish(ws: &Self::Workspace) -> Self::Output {
let mut buf = Vec::new();
let mut jpeg = image::codecs::jpeg::JpegEncoder::new_with_quality(&mut buf, 1);
jpeg.encode_image(ws).unwrap();
buf
}
}
pub struct MixedEncoding;
impl VoxelImageEncoding for MixedEncoding {
type Output = (Vec<u8>, [usize; 3]);
type Workspace = (
image::ImageBuffer<image::Luma<u8>, Vec<u8>>,
image::ImageBuffer<image::Luma<u8>, Vec<u8>>,
image::ImageBuffer<image::Luma<u8>, Vec<u8>>,
image::ImageBuffer<image::Rgb<u8>, Vec<u8>>,
);
fn create(width: u32, height: u32) -> Self::Workspace {
use image::ImageBuffer;
(
ImageBuffer::new(width, height),
ImageBuffer::new(width, height),
ImageBuffer::new(width, height),
ImageBuffer::new(width, height),
)
}
fn put_solid(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, rgb: Rgb<u8>) {
ws.0.put_pixel(x, y, image::Luma([kind as u8]));
ws.1.put_pixel(x, y, image::Luma([0]));
ws.2.put_pixel(x, y, image::Luma([0]));
ws.3.put_pixel(x, y, image::Rgb([rgb.r, rgb.g, rgb.b]));
}
fn put_sprite(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, sprite: SpriteKind, ori: Option<u8>) {
ws.0.put_pixel(x, y, image::Luma([kind as u8]));
ws.1.put_pixel(x, y, image::Luma([sprite as u8]));
ws.2.put_pixel(x, y, image::Luma([ori.unwrap_or(0)]));
ws.3.put_pixel(x, y, image::Rgb([0; 3]));
}
fn finish(ws: &Self::Workspace) -> Self::Output {
let mut buf = Vec::new();
use image::codecs::png::{CompressionType, FilterType};
let mut indices = [0; 3];
let mut f = |x: &image::ImageBuffer<_, Vec<u8>>, i| {
let png = image::codecs::png::PngEncoder::new_with_quality(
&mut buf,
CompressionType::Fast,
FilterType::Up,
);
png.encode(
&*x.as_raw(),
x.width(),
x.height(),
image::ColorType::L8,
)
.unwrap();
indices[i] = buf.len();
};
f(&ws.0, 0);
f(&ws.1, 1);
f(&ws.2, 2);
let mut jpeg = image::codecs::jpeg::JpegEncoder::new_with_quality(&mut buf, 1);
jpeg.encode_image(&ws.3).unwrap();
(buf, indices)
}
}
pub fn image_terrain_chonk<S: RectVolSize, M: Clone, P: PackingFormula, VIE: VoxelImageEncoding>(
vie: VIE,
packing: P,
chonk: &Chonk<Block, S, M>,
) -> VIE::Output {
image_terrain(
vie,
packing,
chonk,
Vec3::new(0, 0, chonk.get_min_z() as u32),
Vec3::new(S::RECT_SIZE.x, S::RECT_SIZE.y, chonk.get_max_z() as u32),
)
}
pub fn image_terrain_volgrid<
S: RectVolSize + Debug,
M: Clone + Debug,
P: PackingFormula,
VIE: VoxelImageEncoding,
>(
vie: VIE,
packing: P,
volgrid: &VolGrid2d<Chonk<Block, S, M>>,
) -> VIE::Output {
let mut lo = Vec3::broadcast(i32::MAX);
let mut hi = Vec3::broadcast(i32::MIN);
for (pos, chonk) in volgrid.iter() {
lo.x = lo.x.min(pos.x * S::RECT_SIZE.x as i32);
lo.y = lo.y.min(pos.y * S::RECT_SIZE.y as i32);
lo.z = lo.z.min(chonk.get_min_z());
hi.x = hi.x.max((pos.x + 1) * S::RECT_SIZE.x as i32);
hi.y = hi.y.max((pos.y + 1) * S::RECT_SIZE.y as i32);
hi.z = hi.z.max(chonk.get_max_z());
}
image_terrain(vie, packing, volgrid, lo.as_(), hi.as_())
}
pub fn image_terrain<
V: BaseVol<Vox = Block> + ReadVol,
P: PackingFormula,
VIE: VoxelImageEncoding,
>(
_: VIE,
packing: P,
vol: &V,
lo: Vec3<u32>,
hi: Vec3<u32>,
) -> VIE::Output {
let dims = hi - lo;
let (width, height) = packing.dimensions(dims);
let mut image = VIE::create(width, height);
for z in 0..dims.z {
for y in 0..dims.y {
for x in 0..dims.x {
let (i, j) = packing.index(dims, x, y, z);
let block = *vol
.get(Vec3::new(x + lo.x, y + lo.y, z + lo.z).as_())
.unwrap_or(&Block::empty());
match (block.get_color(), block.get_sprite()) {
(Some(rgb), None) => {
VIE::put_solid(&mut image, i, j, *block, rgb);
},
(None, Some(sprite)) => {
VIE::put_sprite(&mut image, i, j, *block, sprite, block.get_ori());
},
_ => panic!(
"attr being used for color vs sprite is mutually exclusive (and that's \
required for this translation to be lossless), but there's no way to \
guarantee that at the type level with Block's public API"
),
}
}
}
}
VIE::finish(&image)
}
pub struct MixedEncodingDenseSprites;
impl VoxelImageEncoding for MixedEncodingDenseSprites {
type Output = (Vec<u8>, [usize; 3]);
type Workspace = (
image::ImageBuffer<image::Luma<u8>, Vec<u8>>,
Vec<u8>,
Vec<u8>,
image::ImageBuffer<image::Rgb<u8>, Vec<u8>>,
);
fn create(width: u32, height: u32) -> Self::Workspace {
use image::ImageBuffer;
(
ImageBuffer::new(width, height),
Vec::new(),
Vec::new(),
ImageBuffer::new(width, height),
)
}
fn put_solid(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, rgb: Rgb<u8>) {
ws.0.put_pixel(x, y, image::Luma([kind as u8]));
ws.3.put_pixel(x, y, image::Rgb([rgb.r, rgb.g, rgb.b]));
}
fn put_sprite(ws: &mut Self::Workspace, x: u32, y: u32, kind: BlockKind, sprite: SpriteKind, ori: Option<u8>) {
ws.0.put_pixel(x, y, image::Luma([kind as u8]));
ws.1.push(sprite as u8);
ws.2.push(ori.unwrap_or(0));
ws.3.put_pixel(x, y, image::Rgb([0; 3]));
}
fn finish(ws: &Self::Workspace) -> Self::Output {
let mut buf = Vec::new();
use image::codecs::png::{CompressionType, FilterType};
let mut indices = [0; 3];
let mut f = |x: &image::ImageBuffer<_, Vec<u8>>, i| {
let png = image::codecs::png::PngEncoder::new_with_quality(
&mut buf,
CompressionType::Fast,
FilterType::Up,
);
png.encode(
&*x.as_raw(),
x.width(),
x.height(),
image::ColorType::L8,
)
.unwrap();
indices[i] = buf.len();
};
f(&ws.0, 0);
let mut g = |x: &[u8], i| {
buf.extend_from_slice(&*CompressedData::compress(&x, 4).data);
indices[i] = buf.len();
};
g(&ws.1, 1);
g(&ws.2, 2);
let mut jpeg = image::codecs::jpeg::JpegEncoder::new_with_quality(&mut buf, 1);
jpeg.encode_image(&ws.3).unwrap();
(buf, indices)
}
}