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https://github.com/neocturne/MinedMap.git
synced 2025-03-04 17:23:33 +01:00
Split up BlockInfo type
By storing block types and depth values separately, the processed world data can be compressed better, decreasing data size by ~10%.
This commit is contained in:
parent
0b392d7a3a
commit
31eb92864c
4 changed files with 45 additions and 43 deletions
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@ -1,14 +1,18 @@
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use std::path::{Path, PathBuf};
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use minedmap::{types::*, world};
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use serde::{Deserialize, Serialize};
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use minedmap::{types::*, world::layer};
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pub type RegionCoords = (i32, i32);
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pub type ProcessedRegion = ChunkArray<
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Option<(
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Box<world::layer::BlockInfoArray>,
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Box<world::layer::BiomeArray>,
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)>,
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>;
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#[derive(Debug, Clone, Serialize, Deserialize)]
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pub struct ProcessedChunk {
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pub blocks: Box<layer::BlockArray>,
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pub biomes: Box<layer::BiomeArray>,
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pub depths: Box<layer::DepthArray>,
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}
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pub type ProcessedRegion = ChunkArray<Option<ProcessedChunk>>;
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pub struct Config {
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pub region_dir: PathBuf,
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@ -6,7 +6,10 @@ use minedmap::{
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io::storage,
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resource,
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types::*,
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world::{self, layer::LayerData},
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world::{
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self,
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layer::{self, LayerData},
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},
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};
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use super::common::*;
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@ -104,15 +107,19 @@ impl<'a> RegionProcessor<'a> {
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minedmap::io::region::from_file(path)?.foreach_chunk(
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|chunk_coords, data: world::de::Chunk| {
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let Some(layer_data) = self
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let Some(layer::LayerData{ blocks, biomes, block_light, depths }) = self
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.process_chunk(data)
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.with_context(|| format!("Failed to process chunk {:?}", chunk_coords))?
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else {
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return Ok(());
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};
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processed_region[chunk_coords] = Some((layer_data.blocks, layer_data.biomes));
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processed_region[chunk_coords] = Some(ProcessedChunk {
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blocks,
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biomes,
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depths,
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});
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let chunk_lightmap = Self::render_chunk_lightmap(layer_data.block_light);
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let chunk_lightmap = Self::render_chunk_lightmap(block_light);
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overlay_chunk(&mut lightmap, &chunk_lightmap, chunk_coords);
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Ok(())
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@ -2,7 +2,7 @@ use std::fs;
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use anyhow::{Context, Result};
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use minedmap::{io::storage, resource::block_color, types::*, world};
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use minedmap::{io::storage, resource::block_color, types::*};
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use super::common::*;
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@ -20,12 +20,7 @@ impl<'a> TileRenderer<'a> {
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storage::read(&processed_path).context("Failed to load processed region data")
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}
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fn render_chunk(
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image: &mut image::RgbaImage,
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coords: ChunkCoords,
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blocks: &world::layer::BlockInfoArray,
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biomes: &world::layer::BiomeArray,
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) {
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fn render_chunk(image: &mut image::RgbaImage, coords: ChunkCoords, chunk: &ProcessedChunk) {
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const N: u32 = BLOCKS_PER_CHUNK as u32;
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let chunk_image = image::RgbaImage::from_fn(N, N, |x, z| {
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@ -33,28 +28,29 @@ impl<'a> TileRenderer<'a> {
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x: BlockX(x as u8),
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z: BlockZ(z as u8),
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};
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image::Rgba(match (&blocks[coords], &biomes[coords]) {
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(
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world::layer::BlockInfo {
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block_type: Some(block_type),
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depth: Some(depth),
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..
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},
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Some(biome),
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) => block_color(*block_type, biome, depth.0 as f32),
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_ => [0, 0, 0, 0],
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})
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image::Rgba(
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match (
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&chunk.blocks[coords],
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&chunk.biomes[coords],
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&chunk.depths[coords],
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) {
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(Some(block), Some(biome), Some(depth)) => {
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block_color(*block, biome, depth.0 as f32)
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}
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_ => [0, 0, 0, 0],
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},
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)
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});
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overlay_chunk(image, &chunk_image, coords);
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}
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fn render_region(image: &mut image::RgbaImage, region: &ProcessedRegion) {
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for (coords, chunk) in region.iter() {
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let Some((blocks, biomes)) = chunk else {
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let Some(chunk) = chunk else {
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continue;
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};
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Self::render_chunk(image, coords, blocks, biomes);
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Self::render_chunk(image, coords, chunk);
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}
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}
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@ -25,15 +25,10 @@ impl BlockHeight {
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}
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}
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#[derive(Debug, Clone, Copy, Default, Serialize, Deserialize)]
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pub struct BlockInfo {
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pub block_type: Option<BlockType>,
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pub depth: Option<BlockHeight>,
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}
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pub type BlockInfoArray = LayerBlockArray<BlockInfo>;
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pub type BlockArray = LayerBlockArray<Option<BlockType>>;
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pub type BiomeArray = LayerBlockArray<Option<Biome>>;
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pub type BlockLightArray = LayerBlockArray<u8>;
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pub type DepthArray = LayerBlockArray<Option<BlockHeight>>;
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struct LayerEntry<'a> {
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block: &'a mut Option<BlockType>,
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@ -80,19 +75,19 @@ impl<'a> LayerEntry<'a> {
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#[derive(Debug, Default)]
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pub struct LayerData {
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pub blocks: Box<BlockInfoArray>,
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pub blocks: Box<BlockArray>,
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pub biomes: Box<BiomeArray>,
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pub block_light: Box<BlockLightArray>,
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pub depths: Box<DepthArray>,
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}
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impl LayerData {
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fn entry(&mut self, coords: LayerBlockCoords) -> LayerEntry {
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let block_info = &mut self.blocks[coords];
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LayerEntry {
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block: &mut block_info.block_type,
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block: &mut self.blocks[coords],
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biome: &mut self.biomes[coords],
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block_light: &mut self.block_light[coords],
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depth: &mut block_info.depth,
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depth: &mut self.depths[coords],
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}
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}
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}
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@ -116,7 +111,7 @@ pub fn top_layer(chunk: &Chunk) -> Result<Option<LayerData>> {
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for section in chunk.sections().rev() {
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for y in BlockY::iter().rev() {
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for xz in BlockInfoArray::keys() {
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for xz in LayerBlockArray::<()>::keys() {
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let mut entry = ret.entry(xz);
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if entry.done() {
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continue;
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