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:
Matthias Schiffer 2023-05-06 00:44:00 +02:00
parent 0b392d7a3a
commit 31eb92864c
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
4 changed files with 45 additions and 43 deletions

View file

@ -1,14 +1,18 @@
use std::path::{Path, PathBuf};
use minedmap::{types::*, world};
use serde::{Deserialize, Serialize};
use minedmap::{types::*, world::layer};
pub type RegionCoords = (i32, i32);
pub type ProcessedRegion = ChunkArray<
Option<(
Box<world::layer::BlockInfoArray>,
Box<world::layer::BiomeArray>,
)>,
>;
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ProcessedChunk {
pub blocks: Box<layer::BlockArray>,
pub biomes: Box<layer::BiomeArray>,
pub depths: Box<layer::DepthArray>,
}
pub type ProcessedRegion = ChunkArray<Option<ProcessedChunk>>;
pub struct Config {
pub region_dir: PathBuf,

View file

@ -6,7 +6,10 @@ use minedmap::{
io::storage,
resource,
types::*,
world::{self, layer::LayerData},
world::{
self,
layer::{self, LayerData},
},
};
use super::common::*;
@ -104,15 +107,19 @@ impl<'a> RegionProcessor<'a> {
minedmap::io::region::from_file(path)?.foreach_chunk(
|chunk_coords, data: world::de::Chunk| {
let Some(layer_data) = self
let Some(layer::LayerData{ blocks, biomes, block_light, depths }) = self
.process_chunk(data)
.with_context(|| format!("Failed to process chunk {:?}", chunk_coords))?
else {
return Ok(());
};
processed_region[chunk_coords] = Some((layer_data.blocks, layer_data.biomes));
processed_region[chunk_coords] = Some(ProcessedChunk {
blocks,
biomes,
depths,
});
let chunk_lightmap = Self::render_chunk_lightmap(layer_data.block_light);
let chunk_lightmap = Self::render_chunk_lightmap(block_light);
overlay_chunk(&mut lightmap, &chunk_lightmap, chunk_coords);
Ok(())

View file

@ -2,7 +2,7 @@ use std::fs;
use anyhow::{Context, Result};
use minedmap::{io::storage, resource::block_color, types::*, world};
use minedmap::{io::storage, resource::block_color, types::*};
use super::common::*;
@ -20,12 +20,7 @@ impl<'a> TileRenderer<'a> {
storage::read(&processed_path).context("Failed to load processed region data")
}
fn render_chunk(
image: &mut image::RgbaImage,
coords: ChunkCoords,
blocks: &world::layer::BlockInfoArray,
biomes: &world::layer::BiomeArray,
) {
fn render_chunk(image: &mut image::RgbaImage, coords: ChunkCoords, chunk: &ProcessedChunk) {
const N: u32 = BLOCKS_PER_CHUNK as u32;
let chunk_image = image::RgbaImage::from_fn(N, N, |x, z| {
@ -33,28 +28,29 @@ impl<'a> TileRenderer<'a> {
x: BlockX(x as u8),
z: BlockZ(z as u8),
};
image::Rgba(match (&blocks[coords], &biomes[coords]) {
(
world::layer::BlockInfo {
block_type: Some(block_type),
depth: Some(depth),
..
},
Some(biome),
) => block_color(*block_type, biome, depth.0 as f32),
_ => [0, 0, 0, 0],
})
image::Rgba(
match (
&chunk.blocks[coords],
&chunk.biomes[coords],
&chunk.depths[coords],
) {
(Some(block), Some(biome), Some(depth)) => {
block_color(*block, biome, depth.0 as f32)
}
_ => [0, 0, 0, 0],
},
)
});
overlay_chunk(image, &chunk_image, coords);
}
fn render_region(image: &mut image::RgbaImage, region: &ProcessedRegion) {
for (coords, chunk) in region.iter() {
let Some((blocks, biomes)) = chunk else {
let Some(chunk) = chunk else {
continue;
};
Self::render_chunk(image, coords, blocks, biomes);
Self::render_chunk(image, coords, chunk);
}
}

View file

@ -25,15 +25,10 @@ impl BlockHeight {
}
}
#[derive(Debug, Clone, Copy, Default, Serialize, Deserialize)]
pub struct BlockInfo {
pub block_type: Option<BlockType>,
pub depth: Option<BlockHeight>,
}
pub type BlockInfoArray = LayerBlockArray<BlockInfo>;
pub type BlockArray = LayerBlockArray<Option<BlockType>>;
pub type BiomeArray = LayerBlockArray<Option<Biome>>;
pub type BlockLightArray = LayerBlockArray<u8>;
pub type DepthArray = LayerBlockArray<Option<BlockHeight>>;
struct LayerEntry<'a> {
block: &'a mut Option<BlockType>,
@ -80,19 +75,19 @@ impl<'a> LayerEntry<'a> {
#[derive(Debug, Default)]
pub struct LayerData {
pub blocks: Box<BlockInfoArray>,
pub blocks: Box<BlockArray>,
pub biomes: Box<BiomeArray>,
pub block_light: Box<BlockLightArray>,
pub depths: Box<DepthArray>,
}
impl LayerData {
fn entry(&mut self, coords: LayerBlockCoords) -> LayerEntry {
let block_info = &mut self.blocks[coords];
LayerEntry {
block: &mut block_info.block_type,
block: &mut self.blocks[coords],
biome: &mut self.biomes[coords],
block_light: &mut self.block_light[coords],
depth: &mut block_info.depth,
depth: &mut self.depths[coords],
}
}
}
@ -116,7 +111,7 @@ pub fn top_layer(chunk: &Chunk) -> Result<Option<LayerData>> {
for section in chunk.sections().rev() {
for y in BlockY::iter().rev() {
for xz in BlockInfoArray::keys() {
for xz in LayerBlockArray::<()>::keys() {
let mut entry = ret.entry(xz);
if entry.done() {
continue;