0

Adding StructureOverlay an overlay to color the map according to structures.

A usecase to demonstrate a possible application of the extended functionality:

**"Rails Overlay that draws only the rails that are on Cobblestone for a subway map."**

With this patch it is very easy to achive that:

```python
MineralOverlay(minerals=[(((0, 0, 0, 66), (0, -1, 0, 4)), (255, 0, 0, 255)),
                         (((0, 0, 0, 27), (0, -1, 0, 4)), (0, 255, 0, 255))])
```

In this case the overlay will be red for rails on cobblestone and green for powerrails on cobblestone.
The syntax is `(<tuple of conditions>, <target color>)`
 * where `<target color>` is a 4 tuple with a `(r, g, b, a)` color
 * and `<tuple of conditions>` is a tuple with an arbitrary number of conditions with the following syntax:
`((relx, rely, relz, blkid), ...)` where the `rel<>` parameters specify the relative coordinates to the block that is checked if it matches bklid.

In the example the fist tuple `(0,0,0,66)` checks if at the current position is a
rail while `(0,-1,0,4)` checks if at one below the current position is a cobblestone.
If both are true then the color `(255, 0, 0, 255)` is used.

A Sample Config file exploiting the capabilities:

``` python
worlds['My World'] = "~/.minecraft/saves/test/"
outputdir = "/tmp/test_render"
rendermode = "lighting"

renders["render1"] = {
    'world': 'My World',
    'title': 'A regular render',
}
renders["render_overlay_dafault_rails"] = {
    'world': 'My World',
    'title': 'Default Rails',
    'rendermode': [ClearBase(), StructureOverlay()],
    'overlay': ['render1'],
}
renders["render_overlay_cust_rails"] = {
    'world': 'My World',
    'title': 'Custom Rails',
    #relative coordinates [[(relx, rely, relz, mineral)], (red, green, blue, alpha)]
    'rendermode': [ClearBase(), StructureOverlay(structures=[(((0, 0, 0, 66), (0, -1, 0, 4)), (255, 0, 0, 255)),
                                                            (((0, 0, 0, 27), (0, -1, 0, 4)), (0, 255, 0, 255))])],
    'overlay': ['render1'],
}
```

The "Default Rails" overlay uses default coloring of the structures overlay. "Custom Rails" uses some custom coloring.

fixes overviewer/Minecraft-Overviewer#556 and fixes overviewer/Minecraft-Overviewer#787
This commit is contained in:
Franz Dietrich
2014-09-03 11:28:47 +02:00
parent af47000079
commit 086820ac72
3 changed files with 281 additions and 0 deletions

View File

@@ -1099,6 +1099,32 @@ MineralOverlay
MineralOverlay(minerals=[(64,(255,255,0)), (13,(127,0,127))]) MineralOverlay(minerals=[(64,(255,255,0)), (13,(127,0,127))])
StructureOverlay
Color the map according to patterns of blocks. With this rail overlays
or overlays for other small structures can be realized. It can also be
a MineralOverlay with alpha support.
This Overlay colors according to a patterns that are specified as
multiple tuples of the form ``(relx, rely, relz, blockid)``. So
by specifying ``(0, -1, 0, 4)`` the block below the current one has to
be a cobblestone.
One color is then specified as
``((relblockid1, relblockid2, ...), (r, g, b, a))`` where the
``relblockid*`` are relative coordinates and the blockid as specified
above. The ``relblockid*`` must match all at the same time for the
color to apply.
Example::
MineralOverlay(minerals=[(((0, 0, 0, 66), (0, -1, 0, 4)), (255, 0, 0, 255)),
(((0, 0, 0, 27), (0, -1, 0, 4)), (0, 255, 0, 255))])
In this example all rails(66) on top of cobblestone are rendered in
pure red. And all powerrails(27) are rendered in green.
If ``minerals`` is not provided, a default rail coloring is used.
BiomeOverlay BiomeOverlay
Color the map according to the biome at that point. Either use on Color the map according to the biome at that point. Either use on
top of other modes or on top of ClearBase to create a pure overlay. top of other modes or on top of ClearBase to create a pure overlay.

View File

@@ -205,6 +205,19 @@ class SpawnOverlay(Overlay):
class SlimeOverlay(Overlay): class SlimeOverlay(Overlay):
name = "overlay-slime" name = "overlay-slime"
class StructureOverlay(Overlay):
name = "overlay-structure"
options = {
'structures': ('a list of ((((relx, rely, relz), blockid), ...), (r, g, b, a)) tuples for coloring minerals',
[(((0, 0, 0, 66), (0, -1, 0, 4)), (255, 0, 0, 255)),
(((0, 0, 0, 27), (0, -1, 0, 4)), (0, 255, 0, 255)),
(((0, 0, 0, 28), (0, -1, 0, 4)), (255, 255, 0, 255)),
(((0, 0, 0, 157), (0, -1, 0, 4)), (255, 100, 0, 255)),
]),
}
class MineralOverlay(Overlay): class MineralOverlay(Overlay):
name = "overlay-mineral" name = "overlay-mineral"
options = { options = {

View File

@@ -0,0 +1,242 @@
/*
* This file is part of the Minecraft Overviewer.
*
* Minecraft Overviewer is free software: you can redistribute it and/or
* modify it under the terms of the GNU General Public License as published
* by the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version.
*
* Minecraft Overviewer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details.
*
* You should have received a copy of the GNU General Public License along
* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
*/
#include "overlay.h"
typedef enum { false, true } bool;
typedef struct {
/* inherits from overlay */
RenderPrimitiveOverlay parent;
void *structures;
int numcolors;
} RenderPrimitiveStructure;
struct Condition{
int relx, rely, relz;
unsigned char block;
};
struct Color {
int numconds;
struct Condition *conditions;
unsigned char r, g, b, a;
};
static void get_color(void *data,
RenderState *state,
unsigned char *r,
unsigned char *g,
unsigned char *b,
unsigned char *a) {
/**
* Calculate the color at the current position and store the values to r,g,b,a.
**/
RenderPrimitiveStructure *self = (RenderPrimitiveStructure *)data;
int x = state->x, z = state->z, y_max, y, col, cond;
struct Color *structures = (struct Color *)(self->structures);
struct Condition * c = NULL;
bool all = true;
y_max = state->y + 1;
/**
* Check for every color in every y level if all its Conditions are met.
* If all conditions are met for one y level set r,b,g,a accordingly.
**/
// iterate over all the colors
for ( col = 0; col < self->numcolors; col++) {
// iterate over all y levels
for (y = state->chunky * -16; y <= y_max; y++) {
// iterate over all the conditions
for (cond = 0; cond < structures[col].numconds; cond++) {
all = true;
c = (struct Condition *)&structures[col].conditions[cond];
// check if the condition does apply and break from the conditions loop if not.
if(!(c->block == get_data(state, BLOCKS, x+c->relx, y+c->rely, z+c->relz))) {
all = false;
break;
}
}
if (all){
// set the color
*r = structures[col].r;
*g = structures[col].g;
*b = structures[col].b;
*a = structures[col].a;
return;
}
}
}
return;
}
static int overlay_structure_start(void *data, RenderState *state, PyObject *support) {
/**
* Initializing the search for structures by parsing the arguments and storing them into
* appropriate structures. If no arguments are passed create and use default values.
**/
PyObject *opt;
RenderPrimitiveStructure* self;
/* first, chain up */
int ret = primitive_overlay.start(data, state, support);
if (ret != 0)
return ret;
/* now do custom initializations */
self = (RenderPrimitiveStructure *)data;
// opt is a borrowed reference. do not deref
// store the structures python object into opt.
if (!render_mode_parse_option(support, "structures", "O", &(opt)))
return 1;
/**
* Check if a sane option was passed.
**/
if (opt && opt != Py_None) {
struct Color *structures = NULL;
struct Condition *cond = NULL;
Py_ssize_t structures_size = 0, i, cond_size = 0, n = 0;
bool cont = true;
opt = PySequence_Fast(opt, "expected a sequence");
if (!opt) {
PyErr_SetString(PyExc_TypeError, "'structures' must be a a sequence");
return 1;
}
structures_size = PySequence_Fast_GET_SIZE(opt);
// Getting space on the heap and do not forget to set self->numcolors.
structures = self->structures = calloc(structures_size, sizeof(struct Color));
self->numcolors = structures_size;
if (structures == NULL) {
PyErr_SetString(PyExc_MemoryError, "failed to allocate memory");
return 1;
}
/**
* Try to parse the definitions of conditions and colors.
**/
if (cont) {
for (i = 0; i < structures_size; i++) {
PyObject *structure = PyList_GET_ITEM(opt, i);
// condspy holding the conditions tuple of variable length (python object)
PyObject *condspy;
// colorpy holding the 4 tuple with r g b a values of the color
PyObject *colorpy;
// getting the condspy and colorpy out of the structures.
if (!PyArg_ParseTuple(structure, "OO", &condspy, &colorpy)) {
// Exception set automatically
free(structures);
self->structures = NULL;
return 1;
}
// Parse colorpy into a c-struct.
if (!PyArg_ParseTuple( colorpy, "bbbb",
&structures[i].r,
&structures[i].g,
&structures[i].b,
&structures[i].a)) {
free(structures);
self->structures = NULL;
return 1;
}
// Convert condspy to a fast sequence
condspy = PySequence_Fast(condspy, "Failed to parse conditions");
if(condspy == NULL) {
free(structures);
self->structures = NULL;
return 1;
}
// get the number of conditions.
structures[i].numconds = PySequence_Fast_GET_SIZE(condspy);
// reserve enough memory for the conditions.
cond = calloc(structures[i].numconds, sizeof(struct Condition));
structures[i].conditions = cond;
if (structures[i].conditions == NULL) {
PyErr_SetString(PyExc_MemoryError, "failed to allocate memory");
free(structures);
self->structures = NULL;
return 1;
}
// iterate over all the conditions and read them.
for (n = 0; n < structures[i].numconds; n++) {
PyObject *ccond = PySequence_Fast_GET_ITEM(condspy, n);
if(!PyArg_ParseTuple( ccond, "iiib",
&cond[n].relx,
&cond[n].rely,
&cond[n].relz,
&cond[n].block)){
int x = 0;
for(x = 0; x < structures_size; x++){
free(structures[x].conditions);
}
free(structures);
self->structures = NULL;
return 1;
}
}
}
}
}
/* setup custom color */
self->parent.get_color = get_color;
return 0;
}
static void overlay_structure_finish(void *data, RenderState *state) {
/* first free all *our* stuff */
RenderPrimitiveStructure* self = (RenderPrimitiveStructure *)data;
int i = 0;
if(self->structures) {
// freeing the nested structure
struct Color * m = self->structures;
for(i = 0; i < self->numcolors; i++){
if(m[i].conditions)
free(m[i].conditions);
}
}
if (self->structures) {
free(self->structures);
self->structures = NULL;
}
/* now, chain up */
primitive_overlay.finish(data, state);
}
RenderPrimitiveInterface primitive_overlay_structure = {
"overlay-structure",
sizeof(RenderPrimitiveStructure),
overlay_structure_start,
overlay_structure_finish,
NULL,
NULL,
overlay_draw,
};