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

View File

@@ -114,10 +114,10 @@ def get_tileentity_data(level):
return data
# 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,
44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67, 68, 69,
70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85, 90, 92,
93, 94])
transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 31, 32, 37, 38,
39, 40, 44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67,
68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85,
90, 92, 93, 94, 96])
# 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,

View File

@@ -81,6 +81,10 @@ class ConfigOptionParser(object):
if os.path.exists(self.configFile):
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:
import traceback
traceback.print_exc()

View File

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

View File

@@ -19,7 +19,7 @@ import stat
import cPickle
import Image
import shutil
from time import strftime, gmtime
from time import strftime, localtime
import json
import util
@@ -66,7 +66,8 @@ class MapGen(object):
image format, and world.
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_path = configInfo.get('web_assets_path', None)
self.bg_color = configInfo.get('bg_color')
@@ -131,7 +132,7 @@ class MapGen(object):
index = open(indexpath, 'r').read()
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())
with open(os.path.join(self.destdir, "index.html"), 'w') as output:
@@ -154,12 +155,17 @@ class MapGen(object):
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
with open(os.path.join(self.destdir, "markers.js"), 'w') as output:
output.write("overviewer.collections.markerDatas.push([\n")
for marker in self.world.POI:
for marker in markers:
output.write(json.dumps(marker))
if marker != self.world.POI[-1]:
if marker != markers[-1]:
output.write(",")
output.write("\n")
output.write("]);\n")

View File

@@ -28,7 +28,7 @@ def check_programs(level):
result = filter(lambda x: os.path.exists(os.path.join(x, prog)), path)
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 (not exists_in_path(prog)) and (not exists_in_path(prog + ".exe")):
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)
if optimizeimg >= 2:
subprocess.Popen([optipng, imgpath], stderr=subprocess.STDOUT,
stdout=subprocess.PIPE).communicate()[0]
subprocess.Popen([advdef, "-z4",imgpath], stderr=subprocess.STDOUT,
# the "-nc" it's needed to no broke the transparency of tiles
recompress_option = "-z2" if optimizeimg == 2 else "-z4"
subprocess.Popen([advdef, recompress_option,imgpath], stderr=subprocess.STDOUT,
stdout=subprocess.PIPE).communicate()[0]

View File

@@ -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("-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("--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("--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("--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("--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-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("-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("--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("--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
# TODO chunklist
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:
if rendermode == 'normal':
qtree = quadtree.QuadtreeGen(w, destdir, rendermode=rendermode, tiledir='tiles', **qtree_args)

View File

@@ -49,7 +49,7 @@ def iterate_base4(d):
return itertools.product(xrange(4), repeat=d)
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
given dest directory
@@ -60,6 +60,7 @@ class QuadtreeGen(object):
"""
assert(imgformat)
self.forcerender = forcerender
self.imgformat = imgformat
self.imgquality = imgquality
self.optimizeimg = optimizeimg
@@ -425,13 +426,21 @@ class QuadtreeGen(object):
needs_rerender = False
get_region_mtime = world.get_region_mtime
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.
region,regionMtime = get_region_mtime(regionfile)
if self.world.regionlist and region._filename not in self.world.regionlist:
continue
if regionMtime <= tile_mtime:
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
if region.get_chunk_timestamp(chunkx, chunky) > tile_mtime:
needs_rerender = True

View File

@@ -6,7 +6,7 @@
# provide examples of interesting things you can do with the settings file. Most
# 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
# 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
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")
regionFiles = filter(lambda x: x.endswith(".mcr"), os.listdir(regionDir))
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)
with open("regionlist.txt", "w") as f:
f.write("\n".join(oldRegionFiles))
@@ -89,9 +92,11 @@ imgformat = "jpg"
################################################################################
### optimizeimg
## 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%
## for pngcrush, 2 for pngcrush+advdef, 3 for pngcrush+advdef with more agressive
## options. Option 1 gives around 19% of reduction, option 2 gives around 21%
## (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
## Type: integer
## Example:
@@ -148,3 +153,9 @@ if "web_assets_hook" in locals():
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!")

View File

@@ -160,13 +160,17 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
return ancilData;
} else if (state->block == 9) { /* water */
/* 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 */
if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 9)) {
data = 0;
} else {
data = 16;
}
return data; /* = 0b10000 */
} else if ((ancilData > 0) && (ancilData < 8)) { /* flowing water */
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | 0x10;
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);
return data;
}
@@ -289,7 +293,6 @@ PyObject*
chunk_render(PyObject *self, PyObject *args) {
RenderState state;
PyObject *blockdata_expanded;
int xoff, yoff;
PyObject *imgsize, *imgsize0_py, *imgsize1_py;
@@ -307,7 +310,7 @@ chunk_render(PyObject *self, PyObject *args) {
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;
/* fill in important modules */
@@ -398,7 +401,7 @@ chunk_render(PyObject *self, PyObject *args) {
} else {
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)) {
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 (t != NULL && t != Py_None)
{
PyObject *src, *mask;
PyObject *src, *mask, *mask_light;
src = PyTuple_GetItem(t, 0);
mask = PyTuple_GetItem(t, 1);
mask_light = PyTuple_GetItem(t, 2);
if (mask == Py_None)
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
// and want to force users to rebuild
#define OVERVIEWER_EXTENSION_VERSION 6
#define OVERVIEWER_EXTENSION_VERSION 8
/* Python PIL, and numpy headers */
#include <Python.h>
@@ -70,6 +70,7 @@ typedef struct {
/* the block position and type, and the block array */
int x, y, z;
unsigned char block;
PyObject *blockdata_expanded;
PyObject *blocks;
PyObject *up_left_blocks;
PyObject *up_right_blocks;

View File

@@ -202,7 +202,7 @@ rendermode_cave_finish(void *data, RenderState *state) {
}
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;
int z, r, g, b;
self = (RenderModeCave *)data;
@@ -211,7 +211,7 @@ rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *ma
r = 0, g = 0, b = 0;
/* 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 */
/* TODO TODO for a nether mode there isn't tinting! */

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@@ -33,9 +33,100 @@ static float calculate_darkness(unsigned char skylight, unsigned char blocklight
* was calculated correctly from available light data, it will be true. You
* 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
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 */
PyObject *blocks = NULL;
@@ -44,10 +135,6 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
int local_x = x, local_y = y, local_z = z;
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 */
if (x >= 0 && y < 16) {
blocks = state->blocks;
@@ -89,31 +176,28 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
return self->calculate_darkness(15, 0);
}
/* only do special half-step handling if no authoratative pointer was
passed in, which is a sign that we're recursing */
if (block == 44 && authoratative == NULL) {
float average_gather = 0.0f;
unsigned int average_count = 0;
int auth;
float coeff;
skylevel = getArrayByte3D(skylight, local_x, local_y, local_z);
blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
/* iterate through all surrounding blocks to take an average */
int dx, dy, dz;
for (dx = -1; dx <= 1; dx += 2) {
for (dy = -1; dy <= 1; dy += 2) {
for (dz = -1; dz <= 1; dz += 2) {
coeff = get_lighting_coefficient(self, state, x+dx, y+dy, z+dz, &auth);
if (auth) {
average_gather += coeff;
average_count++;
}
}
/* special half-step handling */
if (block == 44 || block == 53 || block == 67) {
unsigned int upper_block;
/* stairs and half-blocks take the skylevel from the upper block if it's transparent */
if (local_z != 127) {
upper_block = getArrayByte3D(blocks, local_x, local_y, local_z + 1);
if (is_transparent(upper_block)) {
skylevel = getArrayByte3D(skylight, local_x, local_y, local_z + 1);
}
} else {
upper_block = 0;
skylevel = 15;
}
/* only return the average if at least one was authoratative */
if (average_count > 0)
return average_gather / average_count;
/* the block has a bad blocklevel, estimate it from neigborhood
/* use given coordinates, no local ones! */
blocklevel = estimate_blocklevel(self, state, x, y, z, NULL);
}
if (block == 10 || block == 11) {
@@ -121,13 +205,6 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
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);
}
@@ -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);
}
@@ -206,19 +283,19 @@ rendermode_lighting_occluded(void *data, RenderState *state) {
}
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;
int x, y, z;
/* first, chain up */
rendermode_normal.draw(data, state, src, mask);
rendermode_normal.draw(data, state, src, mask, mask_light);
self = (RenderModeLighting *)data;
x = state->x, y = state->y, z = state->z;
if (is_transparent(state->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 {
/* opaque: do per-face shading */
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
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 */
rendermode_lighting.draw(data, state, src, mask);
rendermode_lighting.draw(data, state, src, mask, mask_light);
}
RenderModeInterface rendermode_night = {

View File

@@ -56,6 +56,7 @@ rendermode_normal_start(void *data, RenderState *state) {
self->leaf_texture = NULL;
self->grass_texture = NULL;
self->tall_grass_texture = NULL;
self->facemask_top = NULL;
} else {
@@ -64,6 +65,8 @@ rendermode_normal_start(void *data, RenderState *state) {
self->leaf_texture = PyObject_GetAttrString(state->textures, "biome_leaf_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");
/* 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->grass_texture = NULL;
self->tall_grass_texture = NULL;
self->tall_fern_texture = NULL;
self->facemask_top = NULL;
}
@@ -98,6 +103,8 @@ rendermode_normal_finish(void *data, RenderState *state) {
Py_XDECREF(self->grasscolor);
Py_XDECREF(self->leaf_texture);
Py_XDECREF(self->grass_texture);
Py_XDECREF(self->tall_grass_texture);
Py_XDECREF(self->tall_fern_texture);
Py_XDECREF(self->facemask_top);
}
@@ -116,12 +123,28 @@ rendermode_normal_occluded(void *data, RenderState *state) {
}
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;
int randx = 0,randy = 0;
unsigned char data_byte;
/* first, check to see if we should use biome-compatible src, mask */
if (self->biome_data && state->block == 18) {
if (self->biome_data) {
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! */
@@ -150,6 +173,15 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
color = PySequence_GetItem(self->foliagecolor, index);
facemask = mask;
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:
break;
};

View File

@@ -71,7 +71,7 @@ rendermode_overlay_occluded(void *data, RenderState *state) {
}
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;
unsigned char r, g, b, a;
PyObject *top_block_py, *block_py;

View File

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

View File

@@ -56,7 +56,7 @@ struct _RenderModeInterface {
/* returns non-zero to skip rendering this block */
int (*occluded)(void *, RenderState *);
/* 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 */
@@ -79,7 +79,7 @@ typedef struct {
/* grasscolor and foliagecolor lookup tables */
PyObject *grasscolor, *foliagecolor;
/* 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 */
PyObject *facemask_top;
} RenderModeNormal;
@@ -118,7 +118,7 @@ typedef struct {
} RenderModeLighting;
extern RenderModeInterface rendermode_lighting;
inline float get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
int x, int y, int z, int *authoratative);
int x, int y, int z);
/* NIGHT */
typedef struct {

View File

@@ -237,6 +237,7 @@ def _build_block(top, side, blockID=None):
"""
img = Image.new("RGBA", (24,24), (38,92,255,0))
original_texture = top.copy()
top = transform_image(top, blockID)
if not side:
@@ -256,6 +257,12 @@ def _build_block(top, side, blockID=None):
otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
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
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)
return img
if blockID in (81,): # cacti!
composite.alpha_over(img, side, (1,6), side)
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
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
-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
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
@@ -427,7 +433,7 @@ def _build_blockimages():
# 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,
# 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
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
@@ -453,7 +459,7 @@ def _build_blockimages():
## of the block or the texture ID
img = _build_block(toptexture, sidetexture, blockID)
allimages.append((img.convert("RGB"), img.split()[3]))
allimages.append(generate_texture_tuple(img, blockID))
# Future block types:
while len(allimages) < 256:
@@ -472,15 +478,28 @@ def load_water():
watertexture = _load_image("water.png")
w1 = _build_block(watertexture, None)
blockmap[9] = w1.convert("RGB"), w1
blockmap[9] = generate_texture_tuple(w1,9)
w2 = _build_block(watertexture, watertexture)
blockmap[8] = w2.convert("RGB"), w2
blockmap[8] = generate_texture_tuple(w2,8)
lavatexture = _load_image("lava.png")
lavablock = _build_block(lavatexture, lavatexture)
blockmap[10] = lavablock.convert("RGB"), lavablock
blockmap[10] = generate_texture_tuple(lavablock,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):
"""Generates a special texture, such as a correctly facing minecraft track"""
#print "%s has ancillary data: %X" %(blockID, data)
@@ -496,7 +515,7 @@ def generate_special_texture(blockID, data):
if not data & 0x10:
colored = tintTexture(biome_grass_texture, (115, 175, 71))
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
@@ -520,7 +539,7 @@ def generate_special_texture(blockID, data):
sidetexture = terrain_images[15]
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
@@ -548,9 +567,9 @@ def generate_special_texture(blockID, data):
side4 = watertexture # bottom right
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
@@ -558,21 +577,20 @@ def generate_special_texture(blockID, data):
if data == 0:
side = terrain_images[20]
img = _build_block(top, side, 17)
return (img.convert("RGB"), img.split()[3])
if data == 1:
side = terrain_images[116]
img = _build_block(top, side, 17)
return (img.convert("RGB"), img.split()[3])
if data == 2:
side = terrain_images[117]
img = _build_block(top, side, 17)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
if blockID == 18: # leaves
t = tintTexture(terrain_images[52], (37, 118, 25))
img = _build_block(t, t, 18)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
if blockID == 26: # bed
@@ -618,74 +636,58 @@ def generate_special_texture(blockID, data):
top = (top, increment)
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 data == 0: # white
top = side = terrain_images[64]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 1: # orange
elif data == 1: # orange
top = side = terrain_images[210]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 2: # magenta
elif data == 2: # magenta
top = side = terrain_images[194]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 3: # light blue
elif data == 3: # light blue
top = side = terrain_images[178]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 4: # yellow
elif data == 4: # yellow
top = side = terrain_images[162]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 5: # light green
elif data == 5: # light green
top = side = terrain_images[146]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 6: # pink
elif data == 6: # pink
top = side = terrain_images[130]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 7: # grey
elif data == 7: # grey
top = side = terrain_images[114]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 8: # light grey
elif data == 8: # light grey
top = side = terrain_images[225]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 9: # cyan
elif data == 9: # cyan
top = side = terrain_images[209]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 10: # purple
elif data == 10: # purple
top = side = terrain_images[193]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 11: # blue
elif data == 11: # blue
top = side = terrain_images[177]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 12: # brown
elif data == 12: # brown
top = side = terrain_images[161]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 13: # dark green
elif data == 13: # dark green
top = side = terrain_images[145]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 14: # red
elif data == 14: # red
top = side = terrain_images[129]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
if data == 15: # black
elif data == 15: # black
top = side = terrain_images[113]
img = _build_block(top, side, 35)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
if blockID in (43,44): # slab and double-slab
@@ -693,24 +695,16 @@ def generate_special_texture(blockID, data):
if data == 0: # stone slab
top = terrain_images[6]
side = terrain_images[5]
img = _build_block(top, side, blockID)
return (img.convert("RGB"), img.split()[3])
if data == 1: # stone slab
top = terrain_images[176]
side = terrain_images[192]
img = _build_block(top, side, blockID)
return (img.convert("RGB"), img.split()[3])
if data == 2: # wooden slab
top = side = terrain_images[4]
img = _build_block(top, side, blockID)
return (img.convert("RGB"), img.split()[3])
if data == 3: # cobblestone slab
top = side = terrain_images[16]
img = _build_block(top, side, blockID)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
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, slice, (6,6))
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
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, 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.
@@ -848,7 +842,7 @@ def generate_special_texture(blockID, data):
# touch up a (horrible) pixel
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
# 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:
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
@@ -968,7 +962,7 @@ def generate_special_texture(blockID, data):
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
@@ -977,7 +971,7 @@ def generate_special_texture(blockID, data):
side4 = terrain_images[43+16+1]
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
@@ -990,7 +984,7 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, crop1, (0,12), crop1)
composite.alpha_over(img, crop2, (6,3), crop2)
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
@@ -1015,7 +1009,7 @@ def generate_special_texture(blockID, data):
else: # in any other direction the front can't be seen
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
@@ -1058,7 +1052,7 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, post2,(incrementx, -3),post2)
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
@@ -1110,10 +1104,11 @@ def generate_special_texture(blockID, data):
tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
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
img = Image.new("RGBA", (24,24), (38,92,255,0))
raw_texture = terrain_images[83]
#print "ladder is facing: %d" % data
if data == 5:
@@ -1121,27 +1116,24 @@ def generate_special_texture(blockID, data):
# but since ladders can apparently be placed on transparent blocks, we
# have to render this thing anyway. same for data == 2
tex = transform_image_side(raw_texture)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, tex, (0,6), tex)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
if data == 2:
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)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
if data == 3:
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)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
if data == 4:
tex = transform_image_side(raw_texture)
img = Image.new("RGBA", (24,24), (38,92,255,0))
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:
img = Image.new("RGBA", (24,24), (38,92,255,0))
if blockID == 27: # powered rail
if data & 0x8 == 0: # unpowered
@@ -1165,58 +1157,48 @@ def generate_special_texture(blockID, data):
## use transform_image to scale and shear
if data == 0:
track = transform_image(raw_straight, blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 6:
track = transform_image(raw_corner, blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 7:
track = transform_image(raw_corner.rotate(270), blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 8:
# flip
track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 9:
track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
blockID)
composite.alpha_over(img, track, (0,12), track)
elif data == 1:
track = transform_image(raw_straight.rotate(90), blockID)
composite.alpha_over(img, track, (0,12), track)
#slopes
elif data == 2: # slope going up in +x direction
track = transform_image_slope(raw_straight,blockID)
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)
# 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
# tracks are sprites, in this case we are seeing the "side" of
# 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))
# grey from track texture (exterior grey).
# 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
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)
return (img.convert("RGB"), img.split()[3])
elif data == 5: # slope going up in +y direction
# 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))
return (img.convert("RGB"), img.split()[3])
else: # just in case
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])
return generate_texture_tuple(img, blockID)
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, sign, (0,3), sign)
return (img.convert("RGB"), img.split()[3])
return generate_texture_tuple(img, blockID)
if blockID == 85: # fences
# 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))
fence_top = terrain_images[4].copy()
fence_side = terrain_images[4].copy()
# create textures top and side for fence big stick
composite.alpha_over(raw_fence_top,raw_texture,(0,0),fence_top_mask)
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
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_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,
# 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.
# Create needed images
raw_fence_small_side = Image.new("RGBA", (16,16), (38,92,255,0))
fence_small_side_mask = Image.new("RGBA", (16,16), (38,92,255,0))
fence_small_side = terrain_images[4].copy()
# 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_mask).rectangle((10,7,15,9),outline=(0,0,0),fill=(0,0,0))
# create the texture for the side of small sticks fence
composite.alpha_over(raw_fence_small_side,raw_texture,(0,0),fence_small_side_mask)
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).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))
ImageDraw.Draw(fence_small_side).rectangle((0,0,4,15),outline=(0,0,0,0),fill=(0,0,0,0))
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
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)
# 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.putalpha(sidealpha)
# Create img to compose the fence
img = Image.new("RGBA", (24,24), (38,92,255,0))
# Position of fence small sticks in img.
# 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
pos_top_left = (-2,0)
pos_top_right = (14,0)
pos_bottom_right = (6,4)
pos_bottom_left = (6,4)
pos_top_left = (2,3)
pos_top_right = (10,3)
pos_bottom_right = (10,7)
pos_bottom_left = (2,7)
# +x axis points top right direction
# +y axis points bottom right direction
@@ -1349,7 +1328,7 @@ def generate_special_texture(blockID, data):
if (data & 0b0100) == 4:
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
@@ -1367,7 +1346,7 @@ def generate_special_texture(blockID, data):
else: # in any other direction the front can't be seen
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
@@ -1383,7 +1362,7 @@ def generate_special_texture(blockID, data):
if data in (2,8):
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)
@@ -1408,7 +1387,7 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, otherside, (12,12), otherside)
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
@@ -1526,7 +1505,25 @@ def generate_special_texture(blockID, data):
composite.alpha_over(img, torch, static_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
@@ -1601,9 +1598,9 @@ def getBiomeData(worlddir, chunkX, chunkY):
# (when adding new blocks here and in generate_special_textures,
# 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,
51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66, 67,
68, 71, 75, 76, 85, 86, 90, 91, 92, 93, 94])
special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 31, 35, 43, 44,
50, 51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66,
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
# 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[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[23] = range(6) # dispensers, orientation
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[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[96] = range(8) # trapdoor, open, closed, orientation
# grass and leaves are graysacle in terrain.png
# 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,
# and is harmless for normal maps
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()
terrain_images = None
blockmap = None
biome_grass_texture = None
biome_tall_grass_texture = None
biome_tall_fern_texture = None
biome_leaf_texture = None
specialblockmap = None
@@ -1677,9 +1678,11 @@ def generate(path=None):
load_water()
# 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_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
global specialblockmap, special_blocks

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@@ -7,6 +7,10 @@ body {
margin: 0px;
padding: 0px;
background-color: #000;
font-family: Arial, sans-serif;
font-size: 12px;
line-height: 160%;
}
#mcmap {
@@ -29,30 +33,52 @@ body {
font-family: monospace;
}
#customControl {
.customControl {
padding: 5px;
height: 15px;
color: black;
font-family: Arial, sans-serif;
}
#customControl > div#top {
background-color: #fff;
border: 2px solid #000;
text-align: center;
width: 70px;
.customControl > div.top {
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;
}
#customControl > div#dropDown {
border: 1px solid #000;
.customControl > div.top:hover {
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;
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;
}
#customControl > div#button {
.customControl > div.button {
border: 1px solid #000;
font-size: 12px;
background-color: #fff;
@@ -60,7 +86,7 @@ body {
}
#link {
#link, #coordsDiv {
background-color: #fff; /* fallback */
background-color: rgba(255,255,255,0.55);
border: 1px solid rgb(0, 0, 0);

View File

@@ -560,8 +560,8 @@ var overviewer = {
// Adjust for the fact that we we can't figure out what Y is given
// only latitude and longitude, so assume Y=64.
point.x += 64 + 1;
point.z -= 64 + 2;
point.x += 64;
point.z -= 64;
return point;
},
@@ -585,12 +585,23 @@ var overviewer = {
// Spawn button
var homeControlDiv = document.createElement('DIV');
var homeControl = new overviewer.classes.HomeControl(homeControlDiv);
homeControlDiv.id = 'customControl';
$(homeControlDiv).addClass('customControl');
homeControlDiv.index = 1;
if (overviewerConfig.map.controls.spawn) {
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.
// as defined in config.js
if (overviewerConfig.objectGroups.signs.length > 0) {
@@ -598,6 +609,11 @@ var overviewer = {
var items = [];
for (i in overviewerConfig.objectGroups.signs) {
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;
if(!iconURL) {
iconURL = overviewerConfig.CONST.image.defaultMarker;
@@ -616,8 +632,12 @@ var overviewer = {
}
});
}
// 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 (overviewerConfig.objectGroups.regions.length > 0) {
@@ -680,23 +700,24 @@ var overviewer = {
'createDropDown': function(title, items) {
var control = document.createElement('DIV');
// let's let a style sheet do most of the styling here
control.id = 'customControl';
$(control).addClass('customControl');
var controlText = document.createElement('DIV');
controlText.innerHTML = title;
var controlBorder = document.createElement('DIV');
controlBorder.id='top';
$(controlBorder).addClass('top');
control.appendChild(controlBorder);
controlBorder.appendChild(controlText);
var dropdownDiv = document.createElement('DIV');
dropdownDiv.id='dropDown';
$(dropdownDiv).addClass('dropDown');
control.appendChild(dropdownDiv);
dropdownDiv.innerHTML='';
// add the functionality to toggle visibility of the items
$(controlText).click(function() {
$(controlBorder).toggleClass('top-active');
$(dropdownDiv).toggle();
});
@@ -868,14 +889,14 @@ var overviewer = {
controlDiv.style.padding = '5px';
// Set CSS for the control border
var control = document.createElement('DIV');
control.id='top';
$(control).addClass('top');
control.title = 'Click to center the map on the Spawn';
controlDiv.appendChild(control);
// Set CSS for the control interior
var controlText = document.createElement('DIV');
controlText.innerHTML = 'Spawn';
controlText.id='button';
$(controlText).addClass('button');
control.appendChild(controlText);
// 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")
regionfiles = {}
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():
mcr = self.reload_region(regionfile)
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")
sys.exit(1)
if self.useBiomeData:
textures.prepareBiomeData(worlddir)
# stores Points Of Interest to be mapped with markers
# a list of dictionaries, see below for an example
self.POI = []
@@ -212,7 +212,9 @@ class World(object):
## The filename of this chunk
chunkFile = self.get_region_path(chunkX, chunkY)
if chunkFile is not None:
data = nbt.load_from_region(chunkFile, chunkX, chunkY)[1]
if data is not None:
level = data['Level']
blockArray = numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128))
@@ -227,7 +229,7 @@ class World(object):
break
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)
def go(self, procs):