0

uses multiprocessing to speed up rendering. Caches chunks

This commit is contained in:
Andrew
2010-08-24 21:11:57 -04:00
parent 2eca1a5fb5
commit 08a86a52ab
2 changed files with 212 additions and 88 deletions

126
chunk.py
View File

@@ -1,6 +1,8 @@
import numpy import numpy
from PIL import Image from PIL import Image, ImageDraw
from itertools import izip, count from itertools import izip, count
import os.path
import hashlib
import nbt import nbt
import textures import textures
@@ -38,14 +40,87 @@ def get_skylight_array(level):
""" """
return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64)) return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
# This set holds blocks ids that can be seen through # This set holds blocks ids that can be seen through, for occlusion calculations
transparent_blocks = set([0, 8, 9, 18, 20, 37, 38, 39, 40, 50, 51, 52, 53, 59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 79, 83, 85]) transparent_blocks = set([0, 8, 9, 18, 20, 37, 38, 39, 40, 50, 51, 52, 53, 59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 79, 83, 85])
def chunk_render(chunkfile, img=None, xoff=0, yoff=0, cave=False): def render_and_save(chunkfile, cave=False):
level = get_lvldata(chunkfile) a = ChunkRenderer(chunkfile)
blocks = get_blockarray(level) return a.render_and_save(cave)
class ChunkRenderer(object):
def __init__(self, chunkfile):
if not os.path.exists(chunkfile):
raise ValueError("Could not find chunkfile")
self.chunkfile = chunkfile
def _load_level(self):
"""Loads and returns the level structure"""
if not hasattr(self, "_level"):
self._level = get_lvldata(self.chunkfile)
return self._level
level = property(_load_level)
def _load_blocks(self):
"""Loads and returns the block array"""
if not hasattr(self, "_blocks"):
self._blocks = get_blockarray(self._load_level())
return self._blocks
blocks = property(_load_blocks)
def _hash_blockarray(self):
"""Finds a hash of the block array"""
h = hashlib.md5()
h.update(self.level['Blocks'])
digest = h.hexdigest()
# 6 digits ought to be plenty
return digest[:6]
def render_and_save(self, cave=False):
"""Render the chunk using chunk_render, and then save it to a file in
the same directory as the source image. If the file already exists and
is up to date, this method doesn't render anything.
"""
destdir, filename = os.path.split(self.chunkfile)
destdir = os.path.abspath(destdir)
blockid = ".".join(filename.split(".")[1:3])
dest_filename = "img.{0}.{1}.{2}.png".format(
blockid,
"cave" if cave else "nocave",
self._hash_blockarray(),
)
dest_path = os.path.join(destdir, dest_filename)
if os.path.exists(dest_path):
return dest_path
else:
# Remove old images for this chunk
for oldimg in os.listdir(destdir):
if oldimg.startswith("img.{0}.{1}.".format(blockid,
"cave" if cave else "nocave")) and \
oldimg.endswith(".png"):
os.unlink(os.path.join(destdir,oldimg))
break
# Render the chunk
img = self.chunk_render(cave=cave)
# Save it
img.save(dest_path)
# Return its location
return dest_path
def chunk_render(self, img=None, xoff=0, yoff=0, cave=False):
"""Renders a chunk with the given parameters, and returns the image.
If img is given, the chunk is rendered to that image object. Otherwise,
a new one is created. xoff and yoff are offsets in the image.
For cave mode, all blocks that have any direct sunlight are not
rendered, and blocks are drawn with a color tint depending on their
depth."""
blocks = self.blocks
if cave: if cave:
skylight = get_skylight_array(level) skylight = get_skylight_array(self.level)
# Cave mode. Actually go through and 0 out all blocks that are not in a # Cave mode. Actually go through and 0 out all blocks that are not in a
# cave, so that it only renders caves. # cave, so that it only renders caves.
@@ -63,8 +138,6 @@ def chunk_render(chunkfile, img=None, xoff=0, yoff=0, cave=False):
blocks = blocks.copy() blocks = blocks.copy()
blocks[skylight_expanded != 0] = 21 blocks[skylight_expanded != 0] = 21
# Don't render
# Each block is 24x24 # Each block is 24x24
# The next block on the X axis adds 12px to x and subtracts 6px from y in the image # The next block on the X axis adds 12px to x and subtracts 6px from y in the image
@@ -82,7 +155,6 @@ def chunk_render(chunkfile, img=None, xoff=0, yoff=0, cave=False):
imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2 imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
for z in xrange(128): for z in xrange(128):
try: try:
blockid = blocks[x,y,z] blockid = blocks[x,y,z]
t = textures.blockmap[blockid] t = textures.blockmap[blockid]
if not t: if not t:
@@ -133,10 +205,46 @@ def chunk_render(chunkfile, img=None, xoff=0, yoff=0, cave=False):
# we're not on the edge # we're not on the edge
continue continue
# Draw the actual block on the image. For cave images,
# tint the block with a color proportional to its depth
if cave:
img.paste(Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
else:
img.paste(t[0], (imgx, imgy), t[1]) img.paste(t[0], (imgx, imgy), t[1])
# Draw edge lines
if blockid not in transparent_blocks:
draw = ImageDraw.Draw(img)
if x != 15 and blocks[x+1,y,z] == 0:
draw.line(((imgx+12,imgy), (imgx+24,imgy+6)), fill=(0,0,0), width=1)
if y != 0 and blocks[x,y-1,z] == 0:
draw.line(((imgx,imgy+6), (imgx+12,imgy)), fill=(0,0,0), width=1)
finally: finally:
# Do this no mater how the above block exits # Do this no mater how the above block exits
imgy -= 12 imgy -= 12
return img return img
# Render 128 different color images for color coded depth blending in cave mode
def generate_depthcolors():
depth_colors = []
r = 255
g = 0
b = 0
for z in range(128):
img = Image.new("RGB", (24,24), (r,g,b))
depth_colors.append(img)
if z < 32:
g += 7
elif z < 64:
r -= 7
elif z < 96:
b += 7
else:
g -= 7
return depth_colors
depth_colors = generate_depthcolors()

View File

@@ -3,6 +3,7 @@ import string
import os import os
import os.path import os.path
import time import time
import multiprocessing
from PIL import Image from PIL import Image
@@ -42,7 +43,7 @@ def find_chunkfiles(worlddir):
os.path.join(dirpath, f))) os.path.join(dirpath, f)))
return all_chunks return all_chunks
def render_world(worlddir): def render_world(worlddir, cavemode=False):
print "Scanning chunks..." print "Scanning chunks..."
all_chunks = find_chunkfiles(worlddir) all_chunks = find_chunkfiles(worlddir)
@@ -109,6 +110,14 @@ def render_world(worlddir):
print "Sorting chunks..." print "Sorting chunks..."
all_chunks.sort(key=lambda x: x[1]-x[0]) all_chunks.sort(key=lambda x: x[1]-x[0])
print "Starting chunk processors..."
pool = multiprocessing.Pool(processes=3)
resultsmap = {}
for chunkx, chunky, chunkfile in all_chunks:
result = pool.apply_async(chunk.render_and_save, args=(chunkfile,),
kwds=dict(cave=cavemode))
resultsmap[(chunkx, chunky)] = result
print "Processing chunks!" print "Processing chunks!"
processed = 0 processed = 0
starttime = time.time() starttime = time.time()
@@ -128,8 +137,13 @@ def render_world(worlddir):
print "It's in column {0} row {1}".format(column, row) print "It's in column {0} row {1}".format(column, row)
# Read it and render # Read it and render
chunk.chunk_render(chunkfile, worldimg, imgx, imgy, cave=True) result = resultsmap[(chunkx, chunky)]
# chunk chunk chunk chunk chunkimagefile = result.get()
chunkimg = Image.open(chunkimagefile)
# Draw the image sans alpha layer, using the alpha layer as a mask. (We
# don't want the alpha layer actually drawn on the image, this pastes
# it as if it was a layer)
worldimg.paste(chunkimg.convert("RGB"), (imgx, imgy), chunkimg.split()[3])
processed += 1 processed += 1
@@ -137,4 +151,6 @@ def render_world(worlddir):
(time.time()-starttime)/processed) (time.time()-starttime)/processed)
print "All done!" print "All done!"
print "Took {0} minutes".format((time.time()-starttime)/60)
return worldimg return worldimg