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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

278
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
@@ -38,105 +40,211 @@ 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)
if cave:
skylight = get_skylight_array(level)
# Cave mode. Actually go through and 0 out all blocks that are not in a
# cave, so that it only renders caves.
# 1st task: this array is 2 blocks per byte, expand it so we can just class ChunkRenderer(object):
# do a bitwise and on the arrays def __init__(self, chunkfile):
skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8) if not os.path.exists(chunkfile):
# Even elements get the lower 4 bits raise ValueError("Could not find chunkfile")
skylight_expanded[:,:,::2] = skylight & 0x0F self.chunkfile = chunkfile
# Odd elements get the upper 4 bits
skylight_expanded[:,:,1::2] = skylight >> 4
# Places where the skylight is not 0 (there's some amount of skylight def _load_level(self):
# touching it) change it to something that won't get rendered, AND """Loads and returns the level structure"""
# won't get counted as "transparent". if not hasattr(self, "_level"):
blocks = blocks.copy() self._level = get_lvldata(self.chunkfile)
blocks[skylight_expanded != 0] = 21 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)
# Don't render 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]
# Each block is 24x24 def render_and_save(self, cave=False):
# The next block on the X axis adds 12px to x and subtracts 6px from y in the image """Render the chunk using chunk_render, and then save it to a file in
# The next block on the Y axis adds 12px to x and adds 6px to y in the image the same directory as the source image. If the file already exists and
# The next block up on the Z axis subtracts 12 from y axis in the image 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(),
)
# Since there are 16x16x128 blocks in a chunk, the image will be 384x1728 dest_path = os.path.join(destdir, dest_filename)
# (height is 128*24 high, plus the size of the horizontal plane: 16*12)
if not img:
img = Image.new("RGBA", (384, 1728))
for x in xrange(15,-1,-1): if os.path.exists(dest_path):
for y in xrange(16): return dest_path
imgx = xoff + x*12 + y*12 else:
imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2 # Remove old images for this chunk
for z in xrange(128): for oldimg in os.listdir(destdir):
try: 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
blockid = blocks[x,y,z] # Render the chunk
t = textures.blockmap[blockid] img = self.chunk_render(cave=cave)
if not t: # Save it
continue img.save(dest_path)
# Return its location
return dest_path
# Check if this block is occluded def chunk_render(self, img=None, xoff=0, yoff=0, cave=False):
if cave and ( """Renders a chunk with the given parameters, and returns the image.
x == 0 and y != 15 and z != 127 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.
# If it's on the x face, only render if there's a
# transparent block in the y+1 direction OR the z-1 For cave mode, all blocks that have any direct sunlight are not
# direction rendered, and blocks are drawn with a color tint depending on their
if ( depth."""
blocks[x,y+1,z] not in transparent_blocks and blocks = self.blocks
blocks[x,y,z+1] not in transparent_blocks if cave:
): skylight = get_skylight_array(self.level)
# Cave mode. Actually go through and 0 out all blocks that are not in a
# cave, so that it only renders caves.
# 1st task: this array is 2 blocks per byte, expand it so we can just
# do a bitwise and on the arrays
skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
# Even elements get the lower 4 bits
skylight_expanded[:,:,::2] = skylight & 0x0F
# Odd elements get the upper 4 bits
skylight_expanded[:,:,1::2] = skylight >> 4
# Places where the skylight is not 0 (there's some amount of skylight
# touching it) change it to something that won't get rendered, AND
# won't get counted as "transparent".
blocks = blocks.copy()
blocks[skylight_expanded != 0] = 21
# 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 Y axis adds 12px to x and adds 6px to y in the image
# The next block up on the Z axis subtracts 12 from y axis in the image
# Since there are 16x16x128 blocks in a chunk, the image will be 384x1728
# (height is 128*24 high, plus the size of the horizontal plane: 16*12)
if not img:
img = Image.new("RGBA", (384, 1728))
for x in xrange(15,-1,-1):
for y in xrange(16):
imgx = xoff + x*12 + y*12
imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
for z in xrange(128):
try:
blockid = blocks[x,y,z]
t = textures.blockmap[blockid]
if not t:
continue continue
elif cave and (
y == 15 and x != 0 and z != 127 # Check if this block is occluded
): if cave and (
# If it's on the facing y face, only render if there's x == 0 and y != 15 and z != 127
# a transparent block in the x-1 direction OR the z-1
# direction
if (
blocks[x-1,y,z] not in transparent_blocks and
blocks[x,y,z+1] not in transparent_blocks
): ):
continue # If it's on the x face, only render if there's a
elif cave and ( # transparent block in the y+1 direction OR the z-1
y == 15 and x == 0 # direction
): if (
# If it's on the facing edge, only render if what's blocks[x,y+1,z] not in transparent_blocks and
# above it is transparent blocks[x,y,z+1] not in transparent_blocks
if ( ):
blocks[x,y,z+1] not in transparent_blocks continue
elif cave and (
y == 15 and x != 0 and z != 127
): ):
# If it's on the facing y face, only render if there's
# a transparent block in the x-1 direction OR the z-1
# direction
if (
blocks[x-1,y,z] not in transparent_blocks and
blocks[x,y,z+1] not in transparent_blocks
):
continue
elif cave and (
y == 15 and x == 0
):
# If it's on the facing edge, only render if what's
# above it is transparent
if (
blocks[x,y,z+1] not in transparent_blocks
):
continue
elif (
# Normal block or not cave mode, check sides for
# transparentcy or render unconditionally if it's
# on a shown face
x != 0 and y != 15 and z != 127 and
blocks[x-1,y,z] not in transparent_blocks and
blocks[x,y+1,z] not in transparent_blocks and
blocks[x,y,z+1] not in transparent_blocks
):
# Don't render if all sides aren't transparent and
# we're not on the edge
continue continue
elif (
# Normal block or not cave mode, check sides for
# transparentcy or render unconditionally if it's
# on a shown face
x != 0 and y != 15 and z != 127 and
blocks[x-1,y,z] not in transparent_blocks and
blocks[x,y+1,z] not in transparent_blocks and
blocks[x,y,z+1] not in transparent_blocks
):
# Don't render if all sides aren't transparent and
# we're not on the edge
continue
img.paste(t[0], (imgx, imgy), t[1]) # 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])
finally: # Draw edge lines
# Do this no mater how the above block exits if blockid not in transparent_blocks:
imgy -= 12 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)
return img
finally:
# Do this no mater how the above block exits
imgy -= 12
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