0

Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Andrew Chin
2011-06-28 18:47:28 -04:00
23 changed files with 481 additions and 283 deletions

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@@ -114,10 +114,10 @@ def get_tileentity_data(level):
return data return data
# This set holds blocks ids that can be seen through, for occlusion calculations # This set holds blocks ids that can be seen through, for occlusion calculations
transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 37, 38, 39, 40, transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 31, 32, 37, 38,
44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67, 68, 69, 39, 40, 44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67,
70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85, 90, 92, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85,
93, 94]) 90, 92, 93, 94, 96])
# This set holds block ids that are solid blocks # This set holds block ids that are solid blocks
solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,

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@@ -81,6 +81,10 @@ class ConfigOptionParser(object):
if os.path.exists(self.configFile): if os.path.exists(self.configFile):
execfile(self.configFile, g, l) execfile(self.configFile, g, l)
elif options.config_file:
# file does not exist, but *was* specified on the command line
logging.error("Could not open %s." % self.configFile)
sys.exit(1)
except NameError, ex: except NameError, ex:
import traceback import traceback
traceback.print_exc() traceback.print_exc()

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@@ -20,7 +20,7 @@ import sys
sys.path.insert(0,".") sys.path.insert(0,".")
import nbt import nbt
from chunk import get_blockarray_fromfile from chunk import get_blockarray_fromfile, get_blockarray
import os import os
import re import re

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@@ -19,7 +19,7 @@ import stat
import cPickle import cPickle
import Image import Image
import shutil import shutil
from time import strftime, gmtime from time import strftime, localtime
import json import json
import util import util
@@ -66,7 +66,8 @@ class MapGen(object):
image format, and world. image format, and world.
Note:tiledir for each quadtree should be unique. By default the tiledir is determined by the rendermode""" Note:tiledir for each quadtree should be unique. By default the tiledir is determined by the rendermode"""
self.skipjs = configInfo.get('skipjs', None) self.skipjs = configInfo.get('skipjs', False)
self.nosigns = configInfo.get('nosigns', False)
self.web_assets_hook = configInfo.get('web_assets_hook', None) self.web_assets_hook = configInfo.get('web_assets_hook', None)
self.web_assets_path = configInfo.get('web_assets_path', None) self.web_assets_path = configInfo.get('web_assets_path', None)
self.bg_color = configInfo.get('bg_color') self.bg_color = configInfo.get('bg_color')
@@ -131,7 +132,7 @@ class MapGen(object):
index = open(indexpath, 'r').read() index = open(indexpath, 'r').read()
index = index.replace( index = index.replace(
"{time}", str(strftime("%a, %d %b %Y %H:%M:%S +0000", gmtime()))) "{time}", str(strftime("%a, %d %b %Y %H:%M:%S %Z", localtime())))
index = index.replace("{version}", util.findGitVersion()) index = index.replace("{version}", util.findGitVersion())
with open(os.path.join(self.destdir, "index.html"), 'w') as output: with open(os.path.join(self.destdir, "index.html"), 'w') as output:
@@ -153,13 +154,18 @@ class MapGen(object):
# we need to merge self.world.POI with the persistant data in world.PersistentData # we need to merge self.world.POI with the persistant data in world.PersistentData
self.world.POI += filter(lambda x: x['type'] != 'spawn', self.world.persistentData['POI']) self.world.POI += filter(lambda x: x['type'] != 'spawn', self.world.persistentData['POI'])
if self.nosigns:
markers = filter(lambda x: x['type'] != 'sign', self.world.POI)
else:
markers = self.world.POI
# write out the default marker table # write out the default marker table
with open(os.path.join(self.destdir, "markers.js"), 'w') as output: with open(os.path.join(self.destdir, "markers.js"), 'w') as output:
output.write("overviewer.collections.markerDatas.push([\n") output.write("overviewer.collections.markerDatas.push([\n")
for marker in self.world.POI: for marker in markers:
output.write(json.dumps(marker)) output.write(json.dumps(marker))
if marker != self.world.POI[-1]: if marker != markers[-1]:
output.write(",") output.write(",")
output.write("\n") output.write("\n")
output.write("]);\n") output.write("]);\n")

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@@ -28,7 +28,7 @@ def check_programs(level):
result = filter(lambda x: os.path.exists(os.path.join(x, prog)), path) result = filter(lambda x: os.path.exists(os.path.join(x, prog)), path)
return len(result) != 0 return len(result) != 0
for prog,l in [(pngcrush,1), (optipng,2), (advdef,2)]: for prog,l in [(pngcrush,1), (advdef,2)]:
if l <= level: if l <= level:
if (not exists_in_path(prog)) and (not exists_in_path(prog + ".exe")): if (not exists_in_path(prog)) and (not exists_in_path(prog + ".exe")):
raise Exception("Optimization prog %s for level %d not found!" % (prog, l)) raise Exception("Optimization prog %s for level %d not found!" % (prog, l))
@@ -45,8 +45,8 @@ def optimize_image(imgpath, imgformat, optimizeimg):
os.rename(imgpath+".tmp", imgpath) os.rename(imgpath+".tmp", imgpath)
if optimizeimg >= 2: if optimizeimg >= 2:
subprocess.Popen([optipng, imgpath], stderr=subprocess.STDOUT, # the "-nc" it's needed to no broke the transparency of tiles
stdout=subprocess.PIPE).communicate()[0] recompress_option = "-z2" if optimizeimg == 2 else "-z4"
subprocess.Popen([advdef, "-z4",imgpath], stderr=subprocess.STDOUT, subprocess.Popen([advdef, recompress_option,imgpath], stderr=subprocess.STDOUT,
stdout=subprocess.PIPE).communicate()[0] stdout=subprocess.PIPE).communicate()[0]

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@@ -94,18 +94,20 @@ def main():
parser.add_option("-z", "--zoom", dest="zoom", help="Sets the zoom level manually instead of calculating it. This can be useful if you have outlier chunks that make your world too big. This value will make the highest zoom level contain (2**ZOOM)^2 tiles", action="store", type="int", configFileOnly=True) parser.add_option("-z", "--zoom", dest="zoom", help="Sets the zoom level manually instead of calculating it. This can be useful if you have outlier chunks that make your world too big. This value will make the highest zoom level contain (2**ZOOM)^2 tiles", action="store", type="int", configFileOnly=True)
parser.add_option("-d", "--delete", dest="delete", help="Clear all caches. Next time you render your world, it will have to start completely over again. This is probably not a good idea for large worlds. Use this if you change texture packs and want to re-render everything.", action="store_true", commandLineOnly=True) parser.add_option("-d", "--delete", dest="delete", help="Clear all caches. Next time you render your world, it will have to start completely over again. This is probably not a good idea for large worlds. Use this if you change texture packs and want to re-render everything.", action="store_true", commandLineOnly=True)
parser.add_option("--regionlist", dest="regionlist", help="A file containing, on each line, a path to a regionlist to update. Instead of scanning the world directory for regions, it will just use this list. Normal caching rules still apply.") parser.add_option("--regionlist", dest="regionlist", help="A file containing, on each line, a path to a regionlist to update. Instead of scanning the world directory for regions, it will just use this list. Normal caching rules still apply.")
parser.add_option("--forcerender", dest="forcerender", help="Force re-rendering the entire map (or the given regionlist). Useful for re-rendering without deleting the entire map with --delete.", action="store_true")
parser.add_option("--rendermodes", dest="rendermode", help="Specifies the render types, separated by commas. Use --list-rendermodes to list them all.", type="choice", choices=avail_rendermodes, required=True, default=avail_rendermodes[0], listify=True) parser.add_option("--rendermodes", dest="rendermode", help="Specifies the render types, separated by commas. Use --list-rendermodes to list them all.", type="choice", choices=avail_rendermodes, required=True, default=avail_rendermodes[0], listify=True)
parser.add_option("--list-rendermodes", dest="list_rendermodes", action="store_true", help="List available render modes and exit.", commandLineOnly=True) parser.add_option("--list-rendermodes", dest="list_rendermodes", action="store_true", help="List available render modes and exit.", commandLineOnly=True)
parser.add_option("--imgformat", dest="imgformat", help="The image output format to use. Currently supported: png(default), jpg.", configFileOnly=True ) parser.add_option("--imgformat", dest="imgformat", help="The image output format to use. Currently supported: png(default), jpg.", configFileOnly=True )
parser.add_option("--imgquality", dest="imgquality", default=95, help="Specify the quality of image output when using imgformat=\"jpg\".", type="int", configFileOnly=True) parser.add_option("--imgquality", dest="imgquality", default=95, help="Specify the quality of image output when using imgformat=\"jpg\".", type="int", configFileOnly=True)
parser.add_option("--bg_color", dest="bg_color", help="Configures the background color for the GoogleMap output. Specify in #RRGGBB format", configFileOnly=True, type="string", default="#1A1A1A") parser.add_option("--bg_color", dest="bg_color", help="Configures the background color for the GoogleMap output. Specify in #RRGGBB format", configFileOnly=True, type="string", default="#1A1A1A")
parser.add_option("--optimize-img", dest="optimizeimg", help="If using png, perform image file size optimizations on the output. Specify 1 for pngcrush, 2 for pngcrush+optipng+advdef. This may double (or more) render times, but will produce up to 30% smaller images. NOTE: requires corresponding programs in $PATH or %PATH%", configFileOnly=True) parser.add_option("--optimize-img", dest="optimizeimg", help="If using png, perform image file size optimizations on the output. Specify 1 for pngcrush, 2 for pngcrush+advdef and 3 for pngcrush-advdef with more agressive settings. This may double (or more) render times, but will produce up to 30% smaller images. NOTE: requires corresponding programs in $PATH or %PATH%", configFileOnly=True)
parser.add_option("--web-assets-hook", dest="web_assets_hook", help="If provided, run this function after the web assets have been copied, but before actual tile rendering begins. It should accept a QuadtreeGen object as its only argument.", action="store", metavar="SCRIPT", type="function", configFileOnly=True) parser.add_option("--web-assets-hook", dest="web_assets_hook", help="If provided, run this function after the web assets have been copied, but before actual tile rendering begins. It should accept a QuadtreeGen object as its only argument.", action="store", metavar="SCRIPT", type="function", configFileOnly=True)
parser.add_option("--web-assets-path", dest="web_assets_path", help="Specifies a non-standard web_assets directory to use. Files here will overwrite the default web assets.", metavar="PATH", type="string", configFileOnly=True) parser.add_option("--web-assets-path", dest="web_assets_path", help="Specifies a non-standard web_assets directory to use. Files here will overwrite the default web assets.", metavar="PATH", type="string", configFileOnly=True)
parser.add_option("--textures-path", dest="textures_path", help="Specifies a non-standard textures path, from which terrain.png and other textures are loaded.", metavar="PATH", type="string", configFileOnly=True) parser.add_option("--textures-path", dest="textures_path", help="Specifies a non-standard textures path, from which terrain.png and other textures are loaded.", metavar="PATH", type="string", configFileOnly=True)
parser.add_option("-q", "--quiet", dest="quiet", action="count", default=0, help="Print less output. You can specify this option multiple times.") parser.add_option("-q", "--quiet", dest="quiet", action="count", default=0, help="Print less output. You can specify this option multiple times.")
parser.add_option("-v", "--verbose", dest="verbose", action="count", default=0, help="Print more output. You can specify this option multiple times.") parser.add_option("-v", "--verbose", dest="verbose", action="count", default=0, help="Print more output. You can specify this option multiple times.")
parser.add_option("--skip-js", dest="skipjs", action="store_true", help="Don't output marker.js or regions.js") parser.add_option("--skip-js", dest="skipjs", action="store_true", help="Don't output marker.js or regions.js")
parser.add_option("--no-signs", dest="nosigns", action="store_true", help="Don't output signs to markers.js")
parser.add_option("--display-config", dest="display_config", action="store_true", help="Display the configuration parameters, but don't render the map. Requires all required options to be specified", commandLineOnly=True) parser.add_option("--display-config", dest="display_config", action="store_true", help="Display the configuration parameters, but don't render the map. Requires all required options to be specified", commandLineOnly=True)
#parser.add_option("--write-config", dest="write_config", action="store_true", help="Writes out a sample config file", commandLineOnly=True) #parser.add_option("--write-config", dest="write_config", action="store_true", help="Writes out a sample config file", commandLineOnly=True)
@@ -231,7 +233,7 @@ def main():
# create the quadtrees # create the quadtrees
# TODO chunklist # TODO chunklist
q = [] q = []
qtree_args = {'depth' : options.zoom, 'imgformat' : imgformat, 'imgquality' : options.imgquality, 'optimizeimg' : optimizeimg, 'bgcolor' : bgcolor} qtree_args = {'depth' : options.zoom, 'imgformat' : imgformat, 'imgquality' : options.imgquality, 'optimizeimg' : optimizeimg, 'bgcolor' : bgcolor, 'forcerender' : options.forcerender}
for rendermode in options.rendermode: for rendermode in options.rendermode:
if rendermode == 'normal': if rendermode == 'normal':
qtree = quadtree.QuadtreeGen(w, destdir, rendermode=rendermode, tiledir='tiles', **qtree_args) qtree = quadtree.QuadtreeGen(w, destdir, rendermode=rendermode, tiledir='tiles', **qtree_args)

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@@ -49,7 +49,7 @@ def iterate_base4(d):
return itertools.product(xrange(4), repeat=d) return itertools.product(xrange(4), repeat=d)
class QuadtreeGen(object): class QuadtreeGen(object):
def __init__(self, worldobj, destdir, bgcolor, depth=None, tiledir=None, imgformat=None, imgquality=95, optimizeimg=None, rendermode="normal"): def __init__(self, worldobj, destdir, bgcolor, depth=None, tiledir=None, forcerender=False, imgformat=None, imgquality=95, optimizeimg=None, rendermode="normal"):
"""Generates a quadtree from the world given into the """Generates a quadtree from the world given into the
given dest directory given dest directory
@@ -60,6 +60,7 @@ class QuadtreeGen(object):
""" """
assert(imgformat) assert(imgformat)
self.forcerender = forcerender
self.imgformat = imgformat self.imgformat = imgformat
self.imgquality = imgquality self.imgquality = imgquality
self.optimizeimg = optimizeimg self.optimizeimg = optimizeimg
@@ -425,13 +426,21 @@ class QuadtreeGen(object):
needs_rerender = False needs_rerender = False
get_region_mtime = world.get_region_mtime get_region_mtime = world.get_region_mtime
for col, row, chunkx, chunky, regionfile in chunks: for col, row, chunkx, chunky, regionfile in chunks:
# bail early if forcerender is set
if self.forcerender:
needs_rerender = True
break
# check region file mtime first. # check region file mtime first.
region,regionMtime = get_region_mtime(regionfile) region,regionMtime = get_region_mtime(regionfile)
if self.world.regionlist and region._filename not in self.world.regionlist:
continue
if regionMtime <= tile_mtime: if regionMtime <= tile_mtime:
continue continue
# don't even check if it's not in the regionlist
if self.world.regionlist and os.path.abspath(region._filename) not in self.world.regionlist:
continue
# checking chunk mtime # checking chunk mtime
if region.get_chunk_timestamp(chunkx, chunky) > tile_mtime: if region.get_chunk_timestamp(chunkx, chunky) > tile_mtime:
needs_rerender = True needs_rerender = True

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@@ -6,7 +6,7 @@
# provide examples of interesting things you can do with the settings file. Most # provide examples of interesting things you can do with the settings file. Most
# of the time, a simple 'setting_name = value' will work. # of the time, a simple 'setting_name = value' will work.
# This file is a python script, so you can import and python module you wish or # This file is a python script, so you can import any python module you wish or
# use any built-in python function, though this is not normally necessary # use any built-in python function, though this is not normally necessary
# Lines that start with a hash mark are comments # Lines that start with a hash mark are comments
@@ -50,10 +50,13 @@ zoom = 9
## Example: Dynamically create regionlist of only regions older than 2 days ## Example: Dynamically create regionlist of only regions older than 2 days
import os, time import os, time
# the following two lines are needed to the lambda to work
globals()['os'] = os
globals()['time'] = time
regionDir = os.path.join(args[0], "region") regionDir = os.path.join(args[0], "region")
regionFiles = filter(lambda x: x.endswith(".mcr"), os.listdir(regionDir)) regionFiles = filter(lambda x: x.endswith(".mcr"), os.listdir(regionDir))
def olderThanTwoDays(f): def olderThanTwoDays(f):
return time.time() - os.stat(f).st_mtime > (60*60*24*2) return time.time() - os.stat(os.path.join(args[0], 'region',f)).st_mtime > (60*60*24*2)
oldRegionFiles = filter(olderThanTwoDays, regionFiles) oldRegionFiles = filter(olderThanTwoDays, regionFiles)
with open("regionlist.txt", "w") as f: with open("regionlist.txt", "w") as f:
f.write("\n".join(oldRegionFiles)) f.write("\n".join(oldRegionFiles))
@@ -89,9 +92,11 @@ imgformat = "jpg"
################################################################################ ################################################################################
### optimizeimg ### optimizeimg
## If using png, perform image file size optimizations on the output. Specify 1 ## If using png, perform image file size optimizations on the output. Specify 1
## for pngcrush, 2 for pngcrush+optipng+advdef. This may double (or more) ## for pngcrush, 2 for pngcrush+advdef, 3 for pngcrush+advdef with more agressive
## render times, but will produce up to 30% smaller images. NOTE: requires ## options. Option 1 gives around 19% of reduction, option 2 gives around 21%
## corresponding programs in $PATH or %PATH% ## (it doubles the optimizing time) and option 3 gives around 23% (it doubles,
## again, the optimizing time). Using this option may double (or more)
## render times. NOTE: requires corresponding programs in $PATH or %PATH%
## Default: not set ## Default: not set
## Type: integer ## Type: integer
## Example: ## Example:
@@ -148,3 +153,9 @@ if "web_assets_hook" in locals():
skipjs = True skipjs = True
### As a reminder, don't use this file verbatim, it should only be used as
### a guide.
import sys
sys.exit("This sample-settings file shouldn't be used directly!")

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@@ -160,13 +160,17 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
return ancilData; return ancilData;
} else if (state->block == 9) { /* water */ } else if (state->block == 9) { /* water */
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */ /* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
if ((ancilData == 0) || (ancilData >= 10)) { /* static water, only top, and unkown ancildata values */ if (ancilData == 0) { /* static water */
data = 16; if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 9)) {
data = 0;
} else {
data = 16;
}
return data; /* = 0b10000 */ return data; /* = 0b10000 */
} else if ((ancilData > 0) && (ancilData < 8)) { /* flowing water */ } else if ((ancilData > 0) && (ancilData < 8)) { /* flowing water */
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | 0x10; data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | 0x10;
return data; return data;
} else if ((ancilData == 8) || (ancilData == 9)) { /* falling water */ } else if (ancilData >= 8) { /* falling water */
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f); data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f);
return data; return data;
} }
@@ -289,7 +293,6 @@ PyObject*
chunk_render(PyObject *self, PyObject *args) { chunk_render(PyObject *self, PyObject *args) {
RenderState state; RenderState state;
PyObject *blockdata_expanded;
int xoff, yoff; int xoff, yoff;
PyObject *imgsize, *imgsize0_py, *imgsize1_py; PyObject *imgsize, *imgsize0_py, *imgsize1_py;
@@ -307,7 +310,7 @@ chunk_render(PyObject *self, PyObject *args) {
PyObject *t = NULL; PyObject *t = NULL;
if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &blockdata_expanded)) if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &state.blockdata_expanded))
return NULL; return NULL;
/* fill in important modules */ /* fill in important modules */
@@ -398,7 +401,7 @@ chunk_render(PyObject *self, PyObject *args) {
} else { } else {
PyObject *tmp; PyObject *tmp;
unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z); unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2) || (state.block == 90)) { if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2) || (state.block == 90)) {
ancilData = generate_pseudo_data(&state, ancilData); ancilData = generate_pseudo_data(&state, ancilData);
} }
@@ -417,14 +420,15 @@ chunk_render(PyObject *self, PyObject *args) {
/* if we found a proper texture, render it! */ /* if we found a proper texture, render it! */
if (t != NULL && t != Py_None) if (t != NULL && t != Py_None)
{ {
PyObject *src, *mask; PyObject *src, *mask, *mask_light;
src = PyTuple_GetItem(t, 0); src = PyTuple_GetItem(t, 0);
mask = PyTuple_GetItem(t, 1); mask = PyTuple_GetItem(t, 1);
mask_light = PyTuple_GetItem(t, 2);
if (mask == Py_None) if (mask == Py_None)
mask = src; mask = src;
rendermode->draw(rm_data, &state, src, mask); rendermode->draw(rm_data, &state, src, mask, mask_light);
} }
} }

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@@ -26,7 +26,7 @@
// increment this value if you've made a change to the c extesion // increment this value if you've made a change to the c extesion
// and want to force users to rebuild // and want to force users to rebuild
#define OVERVIEWER_EXTENSION_VERSION 6 #define OVERVIEWER_EXTENSION_VERSION 8
/* Python PIL, and numpy headers */ /* Python PIL, and numpy headers */
#include <Python.h> #include <Python.h>
@@ -70,6 +70,7 @@ typedef struct {
/* the block position and type, and the block array */ /* the block position and type, and the block array */
int x, y, z; int x, y, z;
unsigned char block; unsigned char block;
PyObject *blockdata_expanded;
PyObject *blocks; PyObject *blocks;
PyObject *up_left_blocks; PyObject *up_left_blocks;
PyObject *up_right_blocks; PyObject *up_right_blocks;

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@@ -202,7 +202,7 @@ rendermode_cave_finish(void *data, RenderState *state) {
} }
static void static void
rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) { rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeCave* self; RenderModeCave* self;
int z, r, g, b; int z, r, g, b;
self = (RenderModeCave *)data; self = (RenderModeCave *)data;
@@ -211,7 +211,7 @@ rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *ma
r = 0, g = 0, b = 0; r = 0, g = 0, b = 0;
/* draw the normal block */ /* draw the normal block */
rendermode_normal.draw(data, state, src, mask); rendermode_normal.draw(data, state, src, mask, mask_light);
/* get the colors and tint and tint */ /* get the colors and tint and tint */
/* TODO TODO for a nether mode there isn't tinting! */ /* TODO TODO for a nether mode there isn't tinting! */

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@@ -33,21 +33,108 @@ static float calculate_darkness(unsigned char skylight, unsigned char blocklight
* was calculated correctly from available light data, it will be true. You * was calculated correctly from available light data, it will be true. You
* may (and probably should) pass NULL. * may (and probably should) pass NULL.
*/ */
inline unsigned char
estimate_blocklevel(RenderModeLighting *self, RenderState *state,
int x, int y, int z, int *authoratative) {
/* placeholders for later data arrays, coordinates */
PyObject *blocks = NULL;
PyObject *blocklight = NULL;
int local_x = x, local_y = y, local_z = z;
unsigned char block, blocklevel;
unsigned int average_count = 0, average_gather = 0, coeff = 0;
/* defaults to "guess" until told otherwise */
if (authoratative)
*authoratative = 0;
/* find out what chunk we're in, and translate accordingly */
if (x >= 0 && y < 16) {
blocks = state->blocks;
blocklight = self->blocklight;
} else if (x < 0) {
local_x += 16;
blocks = state->left_blocks;
blocklight = self->left_blocklight;
} else if (y >= 16) {
local_y -= 16;
blocks = state->right_blocks;
blocklight = self->right_blocklight;
}
/* make sure we have correctly-ranged coordinates */
if (!(local_x >= 0 && local_x < 16 &&
local_y >= 0 && local_y < 16 &&
local_z >= 0 && local_z < 128)) {
return 0;
}
/* also, make sure we have enough info to correctly calculate lighting */
if (blocks == Py_None || blocks == NULL ||
blocklight == Py_None || blocklight == NULL) {
return 0;
}
block = getArrayByte3D(blocks, local_x, local_y, local_z);
if (authoratative == NULL) {
int auth;
/* iterate through all surrounding blocks to take an average */
int dx, dy, dz, local_block;
for (dx = -1; dx <= 1; dx += 2) {
for (dy = -1; dy <= 1; dy += 2) {
for (dz = -1; dz <= 1; dz += 2) {
/* skip if block is out of range */
if (x+dx < 0 || x+dx >= 16 ||
y+dy < 0 || y+dy >= 16 ||
z+dz < 0 || z+dz >= 128) {
continue;
}
coeff = estimate_blocklevel(self, state, x+dx, y+dy, z+dz, &auth);
local_block = getArrayByte3D(blocks, x+dx, y+dy, z+dz);
/* only add if the block is transparent, this seems to look better than
using every block */
if (auth && is_transparent(local_block)) {
average_gather += coeff;
average_count++;
}
}
}
}
}
/* only return the average if at least one was authoratative */
if (average_count > 0) {
return average_gather / average_count;
}
blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
/* no longer a guess */
if (!(block == 44 || block == 53 || block == 67) && authoratative) {
*authoratative = 1;
}
return blocklevel;
}
inline float inline float
get_lighting_coefficient(RenderModeLighting *self, RenderState *state, get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
int x, int y, int z, int *authoratative) { int x, int y, int z) {
/* placeholders for later data arrays, coordinates */ /* placeholders for later data arrays, coordinates */
PyObject *blocks = NULL; PyObject *blocks = NULL;
PyObject *skylight = NULL; PyObject *skylight = NULL;
PyObject *blocklight = NULL; PyObject *blocklight = NULL;
int local_x = x, local_y = y, local_z = z; int local_x = x, local_y = y, local_z = z;
unsigned char block, skylevel, blocklevel; unsigned char block, skylevel, blocklevel;
/* defaults to "guess" until told otherwise */
if (authoratative)
*authoratative = 0;
/* find out what chunk we're in, and translate accordingly */ /* find out what chunk we're in, and translate accordingly */
if (x >= 0 && y < 16) { if (x >= 0 && y < 16) {
blocks = state->blocks; blocks = state->blocks;
@@ -64,7 +151,7 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
skylight = self->right_skylight; skylight = self->right_skylight;
blocklight = self->right_blocklight; blocklight = self->right_blocklight;
} }
/* make sure we have correctly-ranged coordinates */ /* make sure we have correctly-ranged coordinates */
if (!(local_x >= 0 && local_x < 16 && if (!(local_x >= 0 && local_x < 16 &&
local_y >= 0 && local_y < 16 && local_y >= 0 && local_y < 16 &&
@@ -72,7 +159,7 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
return self->calculate_darkness(15, 0); return self->calculate_darkness(15, 0);
} }
/* also, make sure we have enough info to correctly calculate lighting */ /* also, make sure we have enough info to correctly calculate lighting */
if (blocks == Py_None || blocks == NULL || if (blocks == Py_None || blocks == NULL ||
skylight == Py_None || skylight == NULL || skylight == Py_None || skylight == NULL ||
@@ -89,31 +176,28 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
return self->calculate_darkness(15, 0); return self->calculate_darkness(15, 0);
} }
/* only do special half-step handling if no authoratative pointer was skylevel = getArrayByte3D(skylight, local_x, local_y, local_z);
passed in, which is a sign that we're recursing */ blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
if (block == 44 && authoratative == NULL) {
float average_gather = 0.0f; /* special half-step handling */
unsigned int average_count = 0; if (block == 44 || block == 53 || block == 67) {
int auth; unsigned int upper_block;
float coeff;
/* iterate through all surrounding blocks to take an average */ /* stairs and half-blocks take the skylevel from the upper block if it's transparent */
int dx, dy, dz; if (local_z != 127) {
for (dx = -1; dx <= 1; dx += 2) { upper_block = getArrayByte3D(blocks, local_x, local_y, local_z + 1);
for (dy = -1; dy <= 1; dy += 2) { if (is_transparent(upper_block)) {
for (dz = -1; dz <= 1; dz += 2) { skylevel = getArrayByte3D(skylight, local_x, local_y, local_z + 1);
coeff = get_lighting_coefficient(self, state, x+dx, y+dy, z+dz, &auth);
if (auth) {
average_gather += coeff;
average_count++;
}
}
} }
} else {
upper_block = 0;
skylevel = 15;
} }
/* only return the average if at least one was authoratative */ /* the block has a bad blocklevel, estimate it from neigborhood
if (average_count > 0) /* use given coordinates, no local ones! */
return average_gather / average_count; blocklevel = estimate_blocklevel(self, state, x, y, z, NULL);
} }
if (block == 10 || block == 11) { if (block == 10 || block == 11) {
@@ -121,13 +205,6 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
return 0.0f; return 0.0f;
} }
skylevel = getArrayByte3D(skylight, local_x, local_y, local_z);
blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
/* no longer a guess */
if (authoratative)
*authoratative = 1;
return self->calculate_darkness(skylevel, blocklevel); return self->calculate_darkness(skylevel, blocklevel);
} }
@@ -147,7 +224,7 @@ do_shading_with_mask(RenderModeLighting *self, RenderState *state,
} }
} }
black_coeff = get_lighting_coefficient(self, state, x, y, z, NULL); black_coeff = get_lighting_coefficient(self, state, x, y, z);
alpha_over_full(state->img, self->black_color, mask, black_coeff, state->imgx, state->imgy, 0, 0); alpha_over_full(state->img, self->black_color, mask, black_coeff, state->imgx, state->imgy, 0, 0);
} }
@@ -206,19 +283,19 @@ rendermode_lighting_occluded(void *data, RenderState *state) {
} }
static void static void
rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) { rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeLighting* self; RenderModeLighting* self;
int x, y, z; int x, y, z;
/* first, chain up */ /* first, chain up */
rendermode_normal.draw(data, state, src, mask); rendermode_normal.draw(data, state, src, mask, mask_light);
self = (RenderModeLighting *)data; self = (RenderModeLighting *)data;
x = state->x, y = state->y, z = state->z; x = state->x, y = state->y, z = state->z;
if (is_transparent(state->block)) { if (is_transparent(state->block)) {
/* transparent: do shading on whole block */ /* transparent: do shading on whole block */
do_shading_with_mask(self, state, x, y, z, mask); do_shading_with_mask(self, state, x, y, z, mask_light);
} else { } else {
/* opaque: do per-face shading */ /* opaque: do per-face shading */
do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]); do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);

View File

@@ -54,9 +54,9 @@ rendermode_night_occluded(void *data, RenderState *state) {
} }
static void static void
rendermode_night_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) { rendermode_night_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
/* nothing special to do */ /* nothing special to do */
rendermode_lighting.draw(data, state, src, mask); rendermode_lighting.draw(data, state, src, mask, mask_light);
} }
RenderModeInterface rendermode_night = { RenderModeInterface rendermode_night = {

View File

@@ -56,6 +56,7 @@ rendermode_normal_start(void *data, RenderState *state) {
self->leaf_texture = NULL; self->leaf_texture = NULL;
self->grass_texture = NULL; self->grass_texture = NULL;
self->tall_grass_texture = NULL;
self->facemask_top = NULL; self->facemask_top = NULL;
} else { } else {
@@ -64,6 +65,8 @@ rendermode_normal_start(void *data, RenderState *state) {
self->leaf_texture = PyObject_GetAttrString(state->textures, "biome_leaf_texture"); self->leaf_texture = PyObject_GetAttrString(state->textures, "biome_leaf_texture");
self->grass_texture = PyObject_GetAttrString(state->textures, "biome_grass_texture"); self->grass_texture = PyObject_GetAttrString(state->textures, "biome_grass_texture");
self->tall_grass_texture = PyObject_GetAttrString(state->textures, "biome_tall_grass_texture");
self->tall_fern_texture = PyObject_GetAttrString(state->textures, "biome_tall_fern_texture");
facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks"); facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks");
/* borrowed reference, needs to be incref'd if we keep it */ /* borrowed reference, needs to be incref'd if we keep it */
@@ -78,6 +81,8 @@ rendermode_normal_start(void *data, RenderState *state) {
self->leaf_texture = NULL; self->leaf_texture = NULL;
self->grass_texture = NULL; self->grass_texture = NULL;
self->tall_grass_texture = NULL;
self->tall_fern_texture = NULL;
self->facemask_top = NULL; self->facemask_top = NULL;
} }
@@ -98,6 +103,8 @@ rendermode_normal_finish(void *data, RenderState *state) {
Py_XDECREF(self->grasscolor); Py_XDECREF(self->grasscolor);
Py_XDECREF(self->leaf_texture); Py_XDECREF(self->leaf_texture);
Py_XDECREF(self->grass_texture); Py_XDECREF(self->grass_texture);
Py_XDECREF(self->tall_grass_texture);
Py_XDECREF(self->tall_fern_texture);
Py_XDECREF(self->facemask_top); Py_XDECREF(self->facemask_top);
} }
@@ -116,12 +123,28 @@ rendermode_normal_occluded(void *data, RenderState *state) {
} }
static void static void
rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) { rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeNormal *self = (RenderModeNormal *)data; RenderModeNormal *self = (RenderModeNormal *)data;
int randx = 0,randy = 0;
unsigned char data_byte;
/* first, check to see if we should use biome-compatible src, mask */ /* first, check to see if we should use biome-compatible src, mask */
if (self->biome_data && state->block == 18) { if (self->biome_data) {
src = mask = self->leaf_texture; if (state->block == 18) {
src = mask = self->leaf_texture;
} else if (state->block == 31) {
/* add a random offset to the postion of the tall grass to make it more wild */
randx = rand() % 6 + 1 - 3;
randy = rand() % 6 + 1 - 3;
state->imgx = state->imgx + randx;
state->imgy = state->imgy + randy;
data_byte = getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z);
if (data_byte == 1) {
src = mask = self->tall_grass_texture;
} else if (data_byte == 2) {
src = mask = self->tall_fern_texture;
}
}
} }
/* draw the block! */ /* draw the block! */
@@ -150,6 +173,15 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
color = PySequence_GetItem(self->foliagecolor, index); color = PySequence_GetItem(self->foliagecolor, index);
facemask = mask; facemask = mask;
break; break;
case 31:
/* tall grass */
if ( getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z) != 0 )
{ /* do not tint dead shrubs */
color = PySequence_GetItem(self->grasscolor, index);
facemask = mask;
break;
}
break;
default: default:
break; break;
}; };

View File

@@ -71,7 +71,7 @@ rendermode_overlay_occluded(void *data, RenderState *state) {
} }
static void static void
rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) { rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeOverlay *self = (RenderModeOverlay *)data; RenderModeOverlay *self = (RenderModeOverlay *)data;
unsigned char r, g, b, a; unsigned char r, g, b, a;
PyObject *top_block_py, *block_py; PyObject *top_block_py, *block_py;

View File

@@ -102,9 +102,9 @@ rendermode_spawn_occluded(void *data, RenderState *state) {
} }
static void static void
rendermode_spawn_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) { rendermode_spawn_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
/* draw normally */ /* draw normally */
rendermode_overlay.draw(data, state, src, mask); rendermode_overlay.draw(data, state, src, mask, mask_light);
} }
RenderModeInterface rendermode_spawn = { RenderModeInterface rendermode_spawn = {

View File

@@ -56,7 +56,7 @@ struct _RenderModeInterface {
/* returns non-zero to skip rendering this block */ /* returns non-zero to skip rendering this block */
int (*occluded)(void *, RenderState *); int (*occluded)(void *, RenderState *);
/* last two arguments are img and mask, from texture lookup */ /* last two arguments are img and mask, from texture lookup */
void (*draw)(void *, RenderState *, PyObject *, PyObject *); void (*draw)(void *, RenderState *, PyObject *, PyObject *, PyObject *);
}; };
/* figures out the render mode to use from the given ChunkRenderer */ /* figures out the render mode to use from the given ChunkRenderer */
@@ -79,7 +79,7 @@ typedef struct {
/* grasscolor and foliagecolor lookup tables */ /* grasscolor and foliagecolor lookup tables */
PyObject *grasscolor, *foliagecolor; PyObject *grasscolor, *foliagecolor;
/* biome-compatible grass/leaf textures */ /* biome-compatible grass/leaf textures */
PyObject *grass_texture, *leaf_texture; PyObject *grass_texture, *leaf_texture, *tall_grass_texture, *tall_fern_texture;
/* top facemask for grass biome tinting */ /* top facemask for grass biome tinting */
PyObject *facemask_top; PyObject *facemask_top;
} RenderModeNormal; } RenderModeNormal;
@@ -118,7 +118,7 @@ typedef struct {
} RenderModeLighting; } RenderModeLighting;
extern RenderModeInterface rendermode_lighting; extern RenderModeInterface rendermode_lighting;
inline float get_lighting_coefficient(RenderModeLighting *self, RenderState *state, inline float get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
int x, int y, int z, int *authoratative); int x, int y, int z);
/* NIGHT */ /* NIGHT */
typedef struct { typedef struct {

View File

@@ -236,7 +236,8 @@ def _build_block(top, side, blockID=None):
""" """
img = Image.new("RGBA", (24,24), (38,92,255,0)) img = Image.new("RGBA", (24,24), (38,92,255,0))
original_texture = top.copy()
top = transform_image(top, blockID) top = transform_image(top, blockID)
if not side: if not side:
@@ -256,6 +257,12 @@ def _build_block(top, side, blockID=None):
otherside = ImageEnhance.Brightness(otherside).enhance(0.8) otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
otherside.putalpha(othersidealpha) otherside.putalpha(othersidealpha)
## special case for tall-grass, fern and dead shrub,
if blockID in (31,32):
front = original_texture.resize((14,11), Image.ANTIALIAS)
composite.alpha_over(img, front, (5,9))
return img
## special case for non-block things ## special case for non-block things
if blockID in (37,38,6,39,40,83,30): ## flowers, sapling, mushrooms, reeds, web if blockID in (37,38,6,39,40,83,30): ## flowers, sapling, mushrooms, reeds, web
# #
@@ -265,7 +272,6 @@ def _build_block(top, side, blockID=None):
composite.alpha_over(img, otherside, (6,3), otherside) composite.alpha_over(img, otherside, (6,3), otherside)
return img return img
if blockID in (81,): # cacti! if blockID in (81,): # cacti!
composite.alpha_over(img, side, (1,6), side) composite.alpha_over(img, side, (1,6), side)
composite.alpha_over(img, otherside, (11,6), otherside) composite.alpha_over(img, otherside, (11,6), otherside)
@@ -410,7 +416,7 @@ def _build_blockimages():
# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 # 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, 11, -1, 34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, 11, -1,
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 # 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 9, 4, 55, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 9, 4,
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1, 36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1,
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
@@ -427,7 +433,7 @@ def _build_blockimages():
# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 # 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
34, -1, 52, 48, 49,160,144, -1,192, 74, -1, -1,- 1, -1, 11, -1, 34, -1, 52, 48, 49,160,144, -1,192, 74, -1, -1,- 1, -1, 11, -1,
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 # 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35, 55, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35,
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 # 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, -1, -1,101, 50, 24, -1, -1, 86, -1, -1, -1, 36, 37, -1, -1, 65, -1, -1,101, 50, 24, -1, -1, 86, -1, -1, -1,
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 # 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
@@ -453,7 +459,7 @@ def _build_blockimages():
## of the block or the texture ID ## of the block or the texture ID
img = _build_block(toptexture, sidetexture, blockID) img = _build_block(toptexture, sidetexture, blockID)
allimages.append((img.convert("RGB"), img.split()[3])) allimages.append(generate_texture_tuple(img, blockID))
# Future block types: # Future block types:
while len(allimages) < 256: while len(allimages) < 256:
@@ -472,15 +478,28 @@ def load_water():
watertexture = _load_image("water.png") watertexture = _load_image("water.png")
w1 = _build_block(watertexture, None) w1 = _build_block(watertexture, None)
blockmap[9] = w1.convert("RGB"), w1 blockmap[9] = generate_texture_tuple(w1,9)
w2 = _build_block(watertexture, watertexture) w2 = _build_block(watertexture, watertexture)
blockmap[8] = w2.convert("RGB"), w2 blockmap[8] = generate_texture_tuple(w2,8)
lavatexture = _load_image("lava.png") lavatexture = _load_image("lava.png")
lavablock = _build_block(lavatexture, lavatexture) lavablock = _build_block(lavatexture, lavatexture)
blockmap[10] = lavablock.convert("RGB"), lavablock blockmap[10] = generate_texture_tuple(lavablock,10)
blockmap[11] = blockmap[10] blockmap[11] = blockmap[10]
def generate_opaque_mask(img):
""" Takes the alpha channel of the image and generates a mask
(used for lighting the block) that deprecates values of alpha
smallers than 50, and sets every other value to 255. """
alpha = img.split()[3]
return alpha.point(lambda a: int(min(a, 25.5) * 10))
def generate_texture_tuple(img, blockid):
""" This takes an image and returns the needed tuple for the
blockmap list and specialblockmap dictionary."""
return (img.convert("RGB"), img.split()[3], generate_opaque_mask(img))
def generate_special_texture(blockID, data): def generate_special_texture(blockID, data):
"""Generates a special texture, such as a correctly facing minecraft track""" """Generates a special texture, such as a correctly facing minecraft track"""
#print "%s has ancillary data: %X" %(blockID, data) #print "%s has ancillary data: %X" %(blockID, data)
@@ -496,7 +515,7 @@ def generate_special_texture(blockID, data):
if not data & 0x10: if not data & 0x10:
colored = tintTexture(biome_grass_texture, (115, 175, 71)) colored = tintTexture(biome_grass_texture, (115, 175, 71))
composite.alpha_over(img, colored, (0, 0), colored) composite.alpha_over(img, colored, (0, 0), colored)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 6: # saplings if blockID == 6: # saplings
@@ -520,7 +539,7 @@ def generate_special_texture(blockID, data):
sidetexture = terrain_images[15] sidetexture = terrain_images[15]
img = _build_block(toptexture, sidetexture, blockID) img = _build_block(toptexture, sidetexture, blockID)
return (img.convert("RGB"),img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 9: # spring water, flowing water and waterfall water if blockID == 9: # spring water, flowing water and waterfall water
@@ -548,9 +567,9 @@ def generate_special_texture(blockID, data):
side4 = watertexture # bottom right side4 = watertexture # bottom right
else: side4 = None else: side4 = None
img = _build_full_block(top,side1,side2,side3,side4) img = _build_full_block(top,None,None,side3,side4)
return (img.convert("RGB"),img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 17: # wood: normal, birch and pines if blockID == 17: # wood: normal, birch and pines
@@ -558,21 +577,20 @@ def generate_special_texture(blockID, data):
if data == 0: if data == 0:
side = terrain_images[20] side = terrain_images[20]
img = _build_block(top, side, 17) img = _build_block(top, side, 17)
return (img.convert("RGB"), img.split()[3])
if data == 1: if data == 1:
side = terrain_images[116] side = terrain_images[116]
img = _build_block(top, side, 17) img = _build_block(top, side, 17)
return (img.convert("RGB"), img.split()[3])
if data == 2: if data == 2:
side = terrain_images[117] side = terrain_images[117]
img = _build_block(top, side, 17) img = _build_block(top, side, 17)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
if blockID == 18: # leaves if blockID == 18: # leaves
t = tintTexture(terrain_images[52], (37, 118, 25)) t = tintTexture(terrain_images[52], (37, 118, 25))
img = _build_block(t, t, 18) img = _build_block(t, t, 18)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 26: # bed if blockID == 26: # bed
@@ -618,74 +636,58 @@ def generate_special_texture(blockID, data):
top = (top, increment) top = (top, increment)
img = _build_full_block(top, None, None, left_face, right_face) img = _build_full_block(top, None, None, left_face, right_face)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 31: # tall grass
if data == 0: # dead shrub
texture = terrain_images[55]
elif data == 1: # tall grass
texture = terrain_images[39].copy()
texture = tintTexture(texture, (115, 175, 71))
elif data == 2: # fern
texture = terrain_images[56].copy()
texture = tintTexture(texture, (115, 175, 71))
img = _build_block(texture, texture, blockID)
return generate_texture_tuple(img,31)
if blockID == 35: # wool if blockID == 35: # wool
if data == 0: # white if data == 0: # white
top = side = terrain_images[64] top = side = terrain_images[64]
img = _build_block(top, side, 35) elif data == 1: # orange
return (img.convert("RGB"), img.split()[3])
if data == 1: # orange
top = side = terrain_images[210] top = side = terrain_images[210]
img = _build_block(top, side, 35) elif data == 2: # magenta
return (img.convert("RGB"), img.split()[3])
if data == 2: # magenta
top = side = terrain_images[194] top = side = terrain_images[194]
img = _build_block(top, side, 35) elif data == 3: # light blue
return (img.convert("RGB"), img.split()[3])
if data == 3: # light blue
top = side = terrain_images[178] top = side = terrain_images[178]
img = _build_block(top, side, 35) elif data == 4: # yellow
return (img.convert("RGB"), img.split()[3])
if data == 4: # yellow
top = side = terrain_images[162] top = side = terrain_images[162]
img = _build_block(top, side, 35) elif data == 5: # light green
return (img.convert("RGB"), img.split()[3])
if data == 5: # light green
top = side = terrain_images[146] top = side = terrain_images[146]
img = _build_block(top, side, 35) elif data == 6: # pink
return (img.convert("RGB"), img.split()[3])
if data == 6: # pink
top = side = terrain_images[130] top = side = terrain_images[130]
img = _build_block(top, side, 35) elif data == 7: # grey
return (img.convert("RGB"), img.split()[3])
if data == 7: # grey
top = side = terrain_images[114] top = side = terrain_images[114]
img = _build_block(top, side, 35) elif data == 8: # light grey
return (img.convert("RGB"), img.split()[3])
if data == 8: # light grey
top = side = terrain_images[225] top = side = terrain_images[225]
img = _build_block(top, side, 35) elif data == 9: # cyan
return (img.convert("RGB"), img.split()[3])
if data == 9: # cyan
top = side = terrain_images[209] top = side = terrain_images[209]
img = _build_block(top, side, 35) elif data == 10: # purple
return (img.convert("RGB"), img.split()[3])
if data == 10: # purple
top = side = terrain_images[193] top = side = terrain_images[193]
img = _build_block(top, side, 35) elif data == 11: # blue
return (img.convert("RGB"), img.split()[3])
if data == 11: # blue
top = side = terrain_images[177] top = side = terrain_images[177]
img = _build_block(top, side, 35) elif data == 12: # brown
return (img.convert("RGB"), img.split()[3])
if data == 12: # brown
top = side = terrain_images[161] top = side = terrain_images[161]
img = _build_block(top, side, 35) elif data == 13: # dark green
return (img.convert("RGB"), img.split()[3])
if data == 13: # dark green
top = side = terrain_images[145] top = side = terrain_images[145]
img = _build_block(top, side, 35) elif data == 14: # red
return (img.convert("RGB"), img.split()[3])
if data == 14: # red
top = side = terrain_images[129] top = side = terrain_images[129]
img = _build_block(top, side, 35) elif data == 15: # black
return (img.convert("RGB"), img.split()[3])
if data == 15: # black
top = side = terrain_images[113] top = side = terrain_images[113]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3]) img = _build_block(top, side, 35)
return generate_texture_tuple(img, blockID)
if blockID in (43,44): # slab and double-slab if blockID in (43,44): # slab and double-slab
@@ -693,24 +695,16 @@ def generate_special_texture(blockID, data):
if data == 0: # stone slab if data == 0: # stone slab
top = terrain_images[6] top = terrain_images[6]
side = terrain_images[5] side = terrain_images[5]
img = _build_block(top, side, blockID)
return (img.convert("RGB"), img.split()[3])
if data == 1: # stone slab if data == 1: # stone slab
top = terrain_images[176] top = terrain_images[176]
side = terrain_images[192] side = terrain_images[192]
img = _build_block(top, side, blockID)
return (img.convert("RGB"), img.split()[3])
if data == 2: # wooden slab if data == 2: # wooden slab
top = side = terrain_images[4] top = side = terrain_images[4]
img = _build_block(top, side, blockID)
return (img.convert("RGB"), img.split()[3])
if data == 3: # cobblestone slab if data == 3: # cobblestone slab
top = side = terrain_images[16] top = side = terrain_images[16]
img = _build_block(top, side, blockID)
return (img.convert("RGB"), img.split()[3]) img = _build_block(top, side, blockID)
return generate_texture_tuple(img, blockID)
if blockID in (50,75,76): # torch, off redstone torch, on redstone torch if blockID in (50,75,76): # torch, off redstone torch, on redstone torch
@@ -763,7 +757,7 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, small_crop, (6,5)) composite.alpha_over(img, small_crop, (6,5))
composite.alpha_over(img, slice, (6,6)) composite.alpha_over(img, slice, (6,6))
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 51: # fire if blockID == 51: # fire
@@ -779,7 +773,7 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, side1, (0,6), side1) composite.alpha_over(img, side1, (0,6), side1)
composite.alpha_over(img, side2, (12,6), side2) composite.alpha_over(img, side2, (12,6), side2)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID in (53,67): # wooden and cobblestone stairs. if blockID in (53,67): # wooden and cobblestone stairs.
@@ -848,7 +842,7 @@ def generate_special_texture(blockID, data):
# touch up a (horrible) pixel # touch up a (horrible) pixel
img.putpixel((18,3),(0,0,0,0)) img.putpixel((18,3),(0,0,0,0))
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 54: # chests if blockID == 54: # chests
# First to bits of the pseudo data store if it's a single chest # First to bits of the pseudo data store if it's a single chest
@@ -890,7 +884,7 @@ def generate_special_texture(blockID, data):
else: else:
img = _build_full_block(top, None, None, back, side) img = _build_full_block(top, None, None, back, side)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 55: # redstone wire if blockID == 55: # redstone wire
@@ -968,7 +962,7 @@ def generate_special_texture(blockID, data):
img = _build_full_block(None,side1,side2,None,None,bottom) img = _build_full_block(None,side1,side2,None,None,bottom)
return (img.convert("RGB"),img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 58: # crafting table if blockID == 58: # crafting table
@@ -977,7 +971,7 @@ def generate_special_texture(blockID, data):
side4 = terrain_images[43+16+1] side4 = terrain_images[43+16+1]
img = _build_full_block(top, None, None, side3, side4, None, 58) img = _build_full_block(top, None, None, side3, side4, None, 58)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 59: # crops if blockID == 59: # crops
@@ -990,7 +984,7 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, crop1, (0,12), crop1) composite.alpha_over(img, crop1, (0,12), crop1)
composite.alpha_over(img, crop2, (6,3), crop2) composite.alpha_over(img, crop2, (6,3), crop2)
composite.alpha_over(img, crop3, (6,3), crop3) composite.alpha_over(img, crop3, (6,3), crop3)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID in (61, 62, 23): #furnace and burning furnace if blockID in (61, 62, 23): #furnace and burning furnace
@@ -1015,7 +1009,7 @@ def generate_special_texture(blockID, data):
else: # in any other direction the front can't be seen else: # in any other direction the front can't be seen
img = _build_full_block(top, None, None, side, side) img = _build_full_block(top, None, None, side, side)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 63: # singposts if blockID == 63: # singposts
@@ -1058,7 +1052,7 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, post2,(incrementx, -3),post2) composite.alpha_over(img, post2,(incrementx, -3),post2)
composite.alpha_over(img, post, (0,-2), post) composite.alpha_over(img, post, (0,-2), post)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID in (64,71): #wooden door, or iron door if blockID in (64,71): #wooden door, or iron door
@@ -1110,10 +1104,11 @@ def generate_special_texture(blockID, data):
tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)) tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
composite.alpha_over(img, tex, (0,6), tex) composite.alpha_over(img, tex, (0,6), tex)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 65: # ladder if blockID == 65: # ladder
img = Image.new("RGBA", (24,24), (38,92,255,0))
raw_texture = terrain_images[83] raw_texture = terrain_images[83]
#print "ladder is facing: %d" % data #print "ladder is facing: %d" % data
if data == 5: if data == 5:
@@ -1121,28 +1116,25 @@ def generate_special_texture(blockID, data):
# but since ladders can apparently be placed on transparent blocks, we # but since ladders can apparently be placed on transparent blocks, we
# have to render this thing anyway. same for data == 2 # have to render this thing anyway. same for data == 2
tex = transform_image_side(raw_texture) tex = transform_image_side(raw_texture)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, tex, (0,6), tex) composite.alpha_over(img, tex, (0,6), tex)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if data == 2: if data == 2:
tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT) tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, tex, (12,6), tex) composite.alpha_over(img, tex, (12,6), tex)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if data == 3: if data == 3:
tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT) tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, tex, (0,0), tex) composite.alpha_over(img, tex, (0,0), tex)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if data == 4: if data == 4:
tex = transform_image_side(raw_texture) tex = transform_image_side(raw_texture)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, tex, (12,0), tex) composite.alpha_over(img, tex, (12,0), tex)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID in (27, 28, 66): # minetrack: if blockID in (27, 28, 66): # minetrack:
img = Image.new("RGBA", (24,24), (38,92,255,0))
if blockID == 27: # powered rail if blockID == 27: # powered rail
if data & 0x8 == 0: # unpowered if data & 0x8 == 0: # unpowered
raw_straight = terrain_images[163] raw_straight = terrain_images[163]
@@ -1165,58 +1157,48 @@ def generate_special_texture(blockID, data):
## use transform_image to scale and shear ## use transform_image to scale and shear
if data == 0: if data == 0:
track = transform_image(raw_straight, blockID) track = transform_image(raw_straight, blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 6: elif data == 6:
track = transform_image(raw_corner, blockID) track = transform_image(raw_corner, blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 7: elif data == 7:
track = transform_image(raw_corner.rotate(270), blockID) track = transform_image(raw_corner.rotate(270), blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 8: elif data == 8:
# flip # flip
track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90), track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
blockID) blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 9: elif data == 9:
track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM), track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
blockID) blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 1: elif data == 1:
track = transform_image(raw_straight.rotate(90), blockID) track = transform_image(raw_straight.rotate(90), blockID)
composite.alpha_over(img, track, (0,12), track)
#slopes #slopes
elif data == 2: # slope going up in +x direction elif data == 2: # slope going up in +x direction
track = transform_image_slope(raw_straight,blockID) track = transform_image_slope(raw_straight,blockID)
track = track.transpose(Image.FLIP_LEFT_RIGHT) track = track.transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, track, (2,0), track) composite.alpha_over(img, track, (2,0), track)
# the 2 pixels move is needed to fit with the adjacent tracks # the 2 pixels move is needed to fit with the adjacent tracks
return (img.convert("RGB"), img.split()[3])
elif data == 3: # slope going up in -x direction elif data == 3: # slope going up in -x direction
# tracks are sprites, in this case we are seeing the "side" of # tracks are sprites, in this case we are seeing the "side" of
# the sprite, so draw a line to make it beautiful. # the sprite, so draw a line to make it beautiful.
img = Image.new("RGBA", (24,24), (38,92,255,0))
ImageDraw.Draw(img).line([(11,11),(23,17)],fill=(164,164,164)) ImageDraw.Draw(img).line([(11,11),(23,17)],fill=(164,164,164))
# grey from track texture (exterior grey). # grey from track texture (exterior grey).
# the track doesn't start from image corners, be carefull drawing the line! # the track doesn't start from image corners, be carefull drawing the line!
return (img.convert("RGB"), img.split()[3])
elif data == 4: # slope going up in -y direction elif data == 4: # slope going up in -y direction
track = transform_image_slope(raw_straight,blockID) track = transform_image_slope(raw_straight,blockID)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, track, (0,0), track) composite.alpha_over(img, track, (0,0), track)
return (img.convert("RGB"), img.split()[3])
elif data == 5: # slope going up in +y direction elif data == 5: # slope going up in +y direction
# same as "data == 3" # same as "data == 3"
img = Image.new("RGBA", (24,24), (38,92,255,0))
ImageDraw.Draw(img).line([(1,17),(12,11)],fill=(164,164,164)) ImageDraw.Draw(img).line([(1,17),(12,11)],fill=(164,164,164))
return (img.convert("RGB"), img.split()[3])
else: # just in case return generate_texture_tuple(img, blockID)
track = transform_image(raw_straight, blockID)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, track, (0,12), track)
return (img.convert("RGB"), img.split()[3])
if blockID == 68: # wall sign if blockID == 68: # wall sign
@@ -1254,28 +1236,28 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, sign2,(incrementx, 2),sign2) composite.alpha_over(img, sign2,(incrementx, 2),sign2)
composite.alpha_over(img, sign, (0,3), sign) composite.alpha_over(img, sign, (0,3), sign)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 85: # fences if blockID == 85: # fences
# create needed images for Big stick fence # create needed images for Big stick fence
raw_texture = terrain_images[4]
raw_fence_top = Image.new("RGBA", (16,16), (38,92,255,0))
raw_fence_side = Image.new("RGBA", (16,16), (38,92,255,0))
fence_top_mask = Image.new("RGBA", (16,16), (38,92,255,0))
fence_side_mask = Image.new("RGBA", (16,16), (38,92,255,0))
# generate the masks images for textures of the fence
ImageDraw.Draw(fence_top_mask).rectangle((6,6,9,9),outline=(0,0,0),fill=(0,0,0))
ImageDraw.Draw(fence_side_mask).rectangle((6,1,9,15),outline=(0,0,0),fill=(0,0,0))
# create textures top and side for fence big stick fence_top = terrain_images[4].copy()
composite.alpha_over(raw_fence_top,raw_texture,(0,0),fence_top_mask) fence_side = terrain_images[4].copy()
composite.alpha_over(raw_fence_side,raw_texture,(0,0),fence_side_mask)
# generate the textures of the fence
ImageDraw.Draw(fence_top).rectangle((0,0,5,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(fence_top).rectangle((10,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(fence_top).rectangle((0,0,15,5),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(fence_top).rectangle((0,10,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(fence_side).rectangle((0,0,15,0),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(fence_side).rectangle((0,0,5,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(fence_side).rectangle((10,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
# Create the sides and the top of the big stick # Create the sides and the top of the big stick
fence_side = transform_image_side(raw_fence_side,85) fence_side = transform_image_side(fence_side,85)
fence_other_side = fence_side.transpose(Image.FLIP_LEFT_RIGHT) fence_other_side = fence_side.transpose(Image.FLIP_LEFT_RIGHT)
fence_top = transform_image(raw_fence_top,85) fence_top = transform_image(fence_top,85)
# Darken the sides slightly. These methods also affect the alpha layer, # Darken the sides slightly. These methods also affect the alpha layer,
# so save them first (we don't want to "darken" the alpha layer making # so save them first (we don't want to "darken" the alpha layer making
@@ -1295,18 +1277,17 @@ def generate_special_texture(blockID, data):
# Now render the small sticks. # Now render the small sticks.
# Create needed images # Create needed images
raw_fence_small_side = Image.new("RGBA", (16,16), (38,92,255,0)) fence_small_side = terrain_images[4].copy()
fence_small_side_mask = Image.new("RGBA", (16,16), (38,92,255,0))
# Generate mask # Generate mask
ImageDraw.Draw(fence_small_side_mask).rectangle((10,1,15,3),outline=(0,0,0),fill=(0,0,0)) ImageDraw.Draw(fence_small_side).rectangle((0,0,15,0),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(fence_small_side_mask).rectangle((10,7,15,9),outline=(0,0,0),fill=(0,0,0)) ImageDraw.Draw(fence_small_side).rectangle((0,4,15,6),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(fence_small_side).rectangle((0,10,15,16),outline=(0,0,0,0),fill=(0,0,0,0))
# create the texture for the side of small sticks fence ImageDraw.Draw(fence_small_side).rectangle((0,0,4,15),outline=(0,0,0,0),fill=(0,0,0,0))
composite.alpha_over(raw_fence_small_side,raw_texture,(0,0),fence_small_side_mask) ImageDraw.Draw(fence_small_side).rectangle((11,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
# Create the sides and the top of the small sticks # Create the sides and the top of the small sticks
fence_small_side = transform_image_side(raw_fence_small_side,85) fence_small_side = transform_image_side(fence_small_side,85)
fence_small_other_side = fence_small_side.transpose(Image.FLIP_LEFT_RIGHT) fence_small_other_side = fence_small_side.transpose(Image.FLIP_LEFT_RIGHT)
# Darken the sides slightly. These methods also affect the alpha layer, # Darken the sides slightly. These methods also affect the alpha layer,
@@ -1319,18 +1300,16 @@ def generate_special_texture(blockID, data):
fence_small_side = ImageEnhance.Brightness(fence_small_side).enhance(0.9) fence_small_side = ImageEnhance.Brightness(fence_small_side).enhance(0.9)
fence_small_side.putalpha(sidealpha) fence_small_side.putalpha(sidealpha)
# Create img to compose the fence # Create img to compose the fence
img = Image.new("RGBA", (24,24), (38,92,255,0)) img = Image.new("RGBA", (24,24), (38,92,255,0))
# Position of fence small sticks in img. # Position of fence small sticks in img.
# These postitions are strange because the small sticks of the # These postitions are strange because the small sticks of the
# fence are at the very left and at the very right of the 16x16 images # fence are at the very left and at the very right of the 16x16 images
pos_top_left = (-2,0) pos_top_left = (2,3)
pos_top_right = (14,0) pos_top_right = (10,3)
pos_bottom_right = (6,4) pos_bottom_right = (10,7)
pos_bottom_left = (6,4) pos_bottom_left = (2,7)
# +x axis points top right direction # +x axis points top right direction
# +y axis points bottom right direction # +y axis points bottom right direction
@@ -1349,7 +1328,7 @@ def generate_special_texture(blockID, data):
if (data & 0b0100) == 4: if (data & 0b0100) == 4:
composite.alpha_over(img,fence_small_side, pos_bottom_right,fence_small_side) # bottom right composite.alpha_over(img,fence_small_side, pos_bottom_right,fence_small_side) # bottom right
return (img.convert("RGB"),img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID in (86,91): # pumpkins, jack-o-lantern if blockID in (86,91): # pumpkins, jack-o-lantern
@@ -1367,7 +1346,7 @@ def generate_special_texture(blockID, data):
else: # in any other direction the front can't be seen else: # in any other direction the front can't be seen
img = _build_full_block(top, None, None, side, side) img = _build_full_block(top, None, None, side, side)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 90: # portal if blockID == 90: # portal
@@ -1383,7 +1362,7 @@ def generate_special_texture(blockID, data):
if data in (2,8): if data in (2,8):
composite.alpha_over(img, otherside, (5,4), otherside) composite.alpha_over(img, otherside, (5,4), otherside)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 92: # cake! (without bites, at the moment) if blockID == 92: # cake! (without bites, at the moment)
@@ -1408,7 +1387,7 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, otherside, (12,12), otherside) composite.alpha_over(img, otherside, (12,12), otherside)
composite.alpha_over(img, top, (0,6), top) composite.alpha_over(img, top, (0,6), top)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID in (93, 94): # redstone repeaters, ON and OFF if blockID in (93, 94): # redstone repeaters, ON and OFF
@@ -1526,7 +1505,25 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, torch, static_torch, torch) composite.alpha_over(img, torch, static_torch, torch)
composite.alpha_over(img, torch, moving_torch, torch) composite.alpha_over(img, torch, moving_torch, torch)
return (img.convert("RGB"), img.split()[3]) return generate_texture_tuple(img, blockID)
if blockID == 96: # trapdoor
texture = terrain_images[84]
if data & 0x4 == 0x4: # opened trapdoor
if data & 0x3 == 0: # west
img = _build_full_block(None, None, None, None, texture)
if data & 0x3 == 1: # east
img = _build_full_block(None, texture, None, None, None)
if data & 0x3 == 2: # south
img = _build_full_block(None, None, texture, None, None)
if data & 0x3 == 3: # north
img = _build_full_block(None, None, None, texture, None)
elif data & 0x4 == 0: # closed trapdoor
img = _build_full_block((texture, 9), None, None, texture, texture)
return generate_texture_tuple(img, blockID)
return None return None
@@ -1601,9 +1598,9 @@ def getBiomeData(worlddir, chunkX, chunkY):
# (when adding new blocks here and in generate_special_textures, # (when adding new blocks here and in generate_special_textures,
# please, if possible, keep the ascending order of blockid value) # please, if possible, keep the ascending order of blockid value)
special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 35, 43, 44, 50, special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 31, 35, 43, 44,
51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66, 67, 50, 51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66,
68, 71, 75, 76, 85, 86, 90, 91, 92, 93, 94]) 67, 68, 71, 75, 76, 85, 86, 90, 91, 92, 93, 94, 96])
# this is a map of special blockIDs to a list of all # this is a map of special blockIDs to a list of all
# possible values for ancillary data that it might have. # possible values for ancillary data that it might have.
@@ -1612,7 +1609,7 @@ special_map = {}
special_map[6] = range(16) # saplings: usual, spruce, birch and future ones (rendered as usual saplings) special_map[6] = range(16) # saplings: usual, spruce, birch and future ones (rendered as usual saplings)
special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values, uses pseudo data special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values, uses pseudo data
special_map[17] = range(4) # wood: normal, birch and pine special_map[17] = range(3) # wood: normal, birch and pine
special_map[26] = range(12) # bed, orientation special_map[26] = range(12) # bed, orientation
special_map[23] = range(6) # dispensers, orientation special_map[23] = range(6) # dispensers, orientation
special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered
@@ -1645,6 +1642,7 @@ special_map[91] = range(5) # jack-o-lantern, orientation
special_map[92] = range(6) # cake! special_map[92] = range(6) # cake!
special_map[93] = range(16) # OFF redstone repeater, orientation and delay (delay not implemented) special_map[93] = range(16) # OFF redstone repeater, orientation and delay (delay not implemented)
special_map[94] = range(16) # ON redstone repeater, orientation and delay (delay not implemented) special_map[94] = range(16) # ON redstone repeater, orientation and delay (delay not implemented)
special_map[96] = range(8) # trapdoor, open, closed, orientation
# grass and leaves are graysacle in terrain.png # grass and leaves are graysacle in terrain.png
# we treat them as special so we can manually tint them # we treat them as special so we can manually tint them
@@ -1655,11 +1653,14 @@ special_map[2] = range(11) + [0x10,] # grass, grass has not ancildata but is
# small fix shows the map as expected, # small fix shows the map as expected,
# and is harmless for normal maps # and is harmless for normal maps
special_map[18] = range(16) # leaves, birch, normal or pine leaves (not implemented) special_map[18] = range(16) # leaves, birch, normal or pine leaves (not implemented)
special_map[31] = range(3) # tall grass, dead shrub, fern and tall grass itself
# placeholders that are generated in generate() # placeholders that are generated in generate()
terrain_images = None terrain_images = None
blockmap = None blockmap = None
biome_grass_texture = None biome_grass_texture = None
biome_tall_grass_texture = None
biome_tall_fern_texture = None
biome_leaf_texture = None biome_leaf_texture = None
specialblockmap = None specialblockmap = None
@@ -1677,9 +1678,11 @@ def generate(path=None):
load_water() load_water()
# generate biome (still grayscale) leaf, grass textures # generate biome (still grayscale) leaf, grass textures
global biome_grass_texture, biome_leaf_texture global biome_grass_texture, biome_leaf_texture, biome_tall_grass_texture, biome_tall_fern_texture
biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2) biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2)
biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18) biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18)
biome_tall_grass_texture = _build_block(terrain_images[39], terrain_images[39], 31)
biome_tall_fern_texture = _build_block(terrain_images[56], terrain_images[56], 31)
# generate the special blocks # generate the special blocks
global specialblockmap, special_blocks global specialblockmap, special_blocks

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@@ -7,6 +7,10 @@ body {
margin: 0px; margin: 0px;
padding: 0px; padding: 0px;
background-color: #000; background-color: #000;
font-family: Arial, sans-serif;
font-size: 12px;
line-height: 160%;
} }
#mcmap { #mcmap {
@@ -29,30 +33,52 @@ body {
font-family: monospace; font-family: monospace;
} }
#customControl { .customControl {
padding: 5px; padding: 5px;
height: 15px; height: 15px;
color: black;
font-family: Arial, sans-serif; font-family: Arial, sans-serif;
} }
#customControl > div#top { .customControl > div.top {
background-color: #fff;
border: 2px solid #000;
text-align: center;
width: 70px;
font-size: 12px; font-size: 12px;
width: 70px; line-height: 160%;
text-align: center;
padding: 0px 6px;
background-image: url('control-bg.png');
background-repeat: repeat-x;
border: 1px solid #A9BBDF;
border-radius: 2px 2px;
box-shadow: rgba(0, 0, 0, 0.347656) 2px 2px 3px;
cursor: pointer; cursor: pointer;
} }
#customControl > div#dropDown { .customControl > div.top:hover {
border: 1px solid #000; border: 1px solid #678AC7;
}
.customControl > div.top-active {
color: white;
font-weight: bold;
padding: 0px 5px;
border: 1px solid #678AC7;
background-image: url('control-bg-active.png');
}
.customControl > div.dropDown {
font-size: 12px; font-size: 12px;
background-color: #fff; background-color: white;
border: 1px solid #A9BBDF;
border-radius: 2px 2px;
box-shadow: rgba(0, 0, 0, 0.347656) 2px 2px 3px;
display: none; display: none;
} }
#customControl > div#button { .customControl > div.button {
border: 1px solid #000; border: 1px solid #000;
font-size: 12px; font-size: 12px;
background-color: #fff; background-color: #fff;
@@ -60,7 +86,7 @@ body {
} }
#link { #link, #coordsDiv {
background-color: #fff; /* fallback */ background-color: #fff; /* fallback */
background-color: rgba(255,255,255,0.55); background-color: rgba(255,255,255,0.55);
border: 1px solid rgb(0, 0, 0); border: 1px solid rgb(0, 0, 0);

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@@ -560,8 +560,8 @@ var overviewer = {
// Adjust for the fact that we we can't figure out what Y is given // Adjust for the fact that we we can't figure out what Y is given
// only latitude and longitude, so assume Y=64. // only latitude and longitude, so assume Y=64.
point.x += 64 + 1; point.x += 64;
point.z -= 64 + 2; point.z -= 64;
return point; return point;
}, },
@@ -585,12 +585,23 @@ var overviewer = {
// Spawn button // Spawn button
var homeControlDiv = document.createElement('DIV'); var homeControlDiv = document.createElement('DIV');
var homeControl = new overviewer.classes.HomeControl(homeControlDiv); var homeControl = new overviewer.classes.HomeControl(homeControlDiv);
homeControlDiv.id = 'customControl'; $(homeControlDiv).addClass('customControl');
homeControlDiv.index = 1; homeControlDiv.index = 1;
if (overviewerConfig.map.controls.spawn) { if (overviewerConfig.map.controls.spawn) {
overviewer.map.controls[google.maps.ControlPosition.TOP_RIGHT].push(homeControlDiv); overviewer.map.controls[google.maps.ControlPosition.TOP_RIGHT].push(homeControlDiv);
} }
// Coords box
var coordsDiv = document.createElement('DIV');
coordsDiv.id = 'coordsDiv';
coordsDiv.innerHTML = '';
overviewer.map.controls[google.maps.ControlPosition.BOTTOM_LEFT].push(coordsDiv);
// Update coords on mousemove
google.maps.event.addListener(overviewer.map, 'mousemove', function (event) {
var worldcoords = overviewer.util.fromLatLngToWorld(event.latLng.lat(), event.latLng.lng());
coordsDiv.innerHTML = "Coords: X " + Math.round(worldcoords.x) + ", Z " + Math.round(worldcoords.z);
});
// only need to create the control if there are items in the list. // only need to create the control if there are items in the list.
// as defined in config.js // as defined in config.js
if (overviewerConfig.objectGroups.signs.length > 0) { if (overviewerConfig.objectGroups.signs.length > 0) {
@@ -598,6 +609,11 @@ var overviewer = {
var items = []; var items = [];
for (i in overviewerConfig.objectGroups.signs) { for (i in overviewerConfig.objectGroups.signs) {
var signGroup = overviewerConfig.objectGroups.signs[i]; var signGroup = overviewerConfig.objectGroups.signs[i];
// don't create an option for this group if empty
if (overviewer.collections.markers[signGroup.label].length == 0) {
continue;
}
var iconURL = signGroup.icon; var iconURL = signGroup.icon;
if(!iconURL) { if(!iconURL) {
iconURL = overviewerConfig.CONST.image.defaultMarker; iconURL = overviewerConfig.CONST.image.defaultMarker;
@@ -616,7 +632,11 @@ var overviewer = {
} }
}); });
} }
overviewer.util.createDropDown('Signposts', items);
// only create drop down if there's used options
if (items.length > 0) {
overviewer.util.createDropDown('Signposts', items);
}
} }
// if there are any regions data, lets show the option to hide/show them. // if there are any regions data, lets show the option to hide/show them.
@@ -680,23 +700,24 @@ var overviewer = {
'createDropDown': function(title, items) { 'createDropDown': function(title, items) {
var control = document.createElement('DIV'); var control = document.createElement('DIV');
// let's let a style sheet do most of the styling here // let's let a style sheet do most of the styling here
control.id = 'customControl'; $(control).addClass('customControl');
var controlText = document.createElement('DIV'); var controlText = document.createElement('DIV');
controlText.innerHTML = title; controlText.innerHTML = title;
var controlBorder = document.createElement('DIV'); var controlBorder = document.createElement('DIV');
controlBorder.id='top'; $(controlBorder).addClass('top');
control.appendChild(controlBorder); control.appendChild(controlBorder);
controlBorder.appendChild(controlText); controlBorder.appendChild(controlText);
var dropdownDiv = document.createElement('DIV'); var dropdownDiv = document.createElement('DIV');
dropdownDiv.id='dropDown'; $(dropdownDiv).addClass('dropDown');
control.appendChild(dropdownDiv); control.appendChild(dropdownDiv);
dropdownDiv.innerHTML=''; dropdownDiv.innerHTML='';
// add the functionality to toggle visibility of the items // add the functionality to toggle visibility of the items
$(controlText).click(function() { $(controlText).click(function() {
$(controlBorder).toggleClass('top-active');
$(dropdownDiv).toggle(); $(dropdownDiv).toggle();
}); });
@@ -868,14 +889,14 @@ var overviewer = {
controlDiv.style.padding = '5px'; controlDiv.style.padding = '5px';
// Set CSS for the control border // Set CSS for the control border
var control = document.createElement('DIV'); var control = document.createElement('DIV');
control.id='top'; $(control).addClass('top');
control.title = 'Click to center the map on the Spawn'; control.title = 'Click to center the map on the Spawn';
controlDiv.appendChild(control); controlDiv.appendChild(control);
// Set CSS for the control interior // Set CSS for the control interior
var controlText = document.createElement('DIV'); var controlText = document.createElement('DIV');
controlText.innerHTML = 'Spawn'; controlText.innerHTML = 'Spawn';
controlText.id='button'; $(controlText).addClass('button');
control.appendChild(controlText); control.appendChild(controlText);
// Setup the click event listeners: simply set the map to map center // Setup the click event listeners: simply set the map to map center

View File

@@ -78,7 +78,10 @@ class World(object):
logging.info("Scanning regions") logging.info("Scanning regions")
regionfiles = {} regionfiles = {}
self.regions = {} self.regions = {}
self.regionlist = regionlist # a list of paths if regionlist:
self.regionlist = map(os.path.abspath, regionlist) # a list of paths
else:
self.regionlist = None
for x, y, regionfile in self._iterate_regionfiles(): for x, y, regionfile in self._iterate_regionfiles():
mcr = self.reload_region(regionfile) mcr = self.reload_region(regionfile)
mcr.get_chunk_info() mcr.get_chunk_info()
@@ -100,9 +103,6 @@ class World(object):
logging.error("Sorry, This version of Minecraft-Overviewer only works with the new McRegion chunk format") logging.error("Sorry, This version of Minecraft-Overviewer only works with the new McRegion chunk format")
sys.exit(1) sys.exit(1)
if self.useBiomeData:
textures.prepareBiomeData(worlddir)
# stores Points Of Interest to be mapped with markers # stores Points Of Interest to be mapped with markers
# a list of dictionaries, see below for an example # a list of dictionaries, see below for an example
self.POI = [] self.POI = []
@@ -211,23 +211,25 @@ class World(object):
## The filename of this chunk ## The filename of this chunk
chunkFile = self.get_region_path(chunkX, chunkY) chunkFile = self.get_region_path(chunkX, chunkY)
data=nbt.load_from_region(chunkFile, chunkX, chunkY)[1] if chunkFile is not None:
level = data['Level'] data = nbt.load_from_region(chunkFile, chunkX, chunkY)[1]
blockArray = numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128)) if data is not None:
level = data['Level']
## The block for spawn *within* the chunk blockArray = numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128))
inChunkX = spawnX - (chunkX*16)
inChunkZ = spawnZ - (chunkY*16) ## The block for spawn *within* the chunk
inChunkX = spawnX - (chunkX*16)
## find the first air block inChunkZ = spawnZ - (chunkY*16)
while (blockArray[inChunkX, inChunkZ, spawnY] != 0):
spawnY += 1 ## find the first air block
if spawnY == 128: while (blockArray[inChunkX, inChunkZ, spawnY] != 0):
break spawnY += 1
if spawnY == 128:
break
self.POI.append( dict(x=spawnX, y=spawnY, z=spawnZ, self.POI.append( dict(x=spawnX, y=spawnY, z=spawnZ,
msg="Spawn", type="spawn", chunk=(inChunkX,inChunkZ))) msg="Spawn", type="spawn", chunk=(chunkX, chunkY)))
self.spawn = (spawnX, spawnY, spawnZ) self.spawn = (spawnX, spawnY, spawnZ)
def go(self, procs): def go(self, procs):