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Hacky work on biome tinting

Currently this requires python-gearman, gearman-java, and a java SDK.

This code will probably be all thrown away, but if you really want to
play, first compile Biome.java, then run the resulting Biome.class.
Note you'll probably need to hack the signatures out of minecraft.jar to
get it to run.

Then copy grasscolor.png into the cwd, and run gmap.py as usual.

It is slowwwww.  Perhaps running Biome.class on multiple machines might
speed things up?

Here's the kind of output produced: http://smp.em32.net/biome_test/
This commit is contained in:
Andrew Chin
2010-11-10 20:07:02 -05:00
parent 914a3073f0
commit 210e65730f
4 changed files with 117 additions and 4 deletions

78
Biome.java Normal file
View File

@@ -0,0 +1,78 @@
import java.io.File;
import java.lang.*;
import org.gearman.worker.*;
import org.gearman.util.*;
import org.gearman.common.*;
import org.gearman.client.*;
public class Biome extends AbstractGearmanFunction {
public static cu MCSave;
public static pb BioGen;
public String getName() {
System.out.println("getname");
return "GetBiome";
}
public GearmanJobResult executeFunction() {
//System.out.println("executing");
String data = new String((byte[])this.data);
//System.out.println("got data -->" + data + "<--");
String[] s = data.split(",");
int x = Integer.parseInt(s[0]);
int y = Integer.parseInt(s[1]);
BioGen.a(x,y,1,1);
double temp = BioGen.a[0];
double moisture = BioGen.b[0];
String result = Double.toString(temp) + "/" + Double.toString(moisture);
//System.out.println(result);
GearmanJobResult gjr = new GearmanJobResultImpl(this.jobHandle,true, result.getBytes(),
new byte[0], new byte[0], 0, 0);
return gjr;
}
public static void main(String[] args) {
System.out.println("Locating Minecraft save...");
MCSave = new cu(new File("/home/achin/devel/overviewer-fork"), "world.test");
/* if (MinecraftSave.q)
System.out.println("Loading level...");
else
{
System.out.println("Failed to load level! Aborting.");
return;
}*/
BioGen = new pb(MCSave);
/* BiomeGenerator.a(0,1,1,1);
double temp = BiomeGenerator.a[0];
double moisture = BiomeGenerator.b[0];
System.out.println("Got biome vals at (0,0)");
System.out.println("Temperature: " + Double.toString(temp));
System.out.println("Moisture: " + Double.toString(moisture));
*/
org.gearman.worker.GearmanWorker w = new org.gearman.worker.GearmanWorkerImpl();
w.addServer(new GearmanNIOJobServerConnection("localhost"));
w.registerFunction(Biome.class);
System.out.println("working...");
w.work();
}
}

View File

@@ -528,6 +528,9 @@ class ChunkRenderer(object):
if not t:
continue
if blockid in (2,18): # grass or leaves, tint according to biome
t = textures.tintForBiome(t, (16*self.chunkX) + x,y+(16*self.chunkY))
# Check if this block is occluded
if cave and (
x == 0 and y != 15 and z != 127

View File

@@ -16,7 +16,7 @@
defaultZoom: 1,
maxZoom: {maxzoom},
cacheMinutes: 0, // Change this to have browsers automatically request new images every x minutes
debug: false
debug: true
};
// our custom projection maps Latitude to Y, and Longitude to X as normal,

View File

@@ -26,6 +26,13 @@ from PIL import Image, ImageEnhance, ImageOps
import util
import composite
sys.path.append("../python-gearman")
from gearman.client import GearmanClient
gmc = GearmanClient(["localhost"])
def _find_file(filename, mode="rb"):
"""Searches for the given file and returns an open handle to it.
This searches the following locations in this order:
@@ -531,9 +538,34 @@ def tintTexture(im, c):
i.putalpha(im.split()[3]); # copy the alpha band back in. assuming RGBA
return i
## prepare grasscolor.png
grasscolor = list(Image.open("grasscolor.png").getdata())
def tintForBiome(im, x, y):
result = gmc.submit_job("GetBiome", "%d,%d" % (x,y))
temp, moisture = map(lambda x: float(x),result.result.split("/"))
#print result.result
moisture *= temp
i = int((1.0 - temp) * 255)
j = int((1.0 - moisture) * 255)
#print "tintInfo for %d,%d is %f,%f coord %d, %d" % (x,y, temp, moisture, i, j)
#print "resulting color: %r" % (grasscolor.getpixel((i,j))[:-1],)
#t = tintTexture(im[0], grasscolor.getpixel((i, j))[:-1])
#im[0] = t
#c = grasscolor.getpixel((j,i))[:-1]
c = grasscolor[(j << 8 | i)]
#print "grass color: %r" % (c,)
i = ImageOps.colorize(ImageOps.grayscale(im[0]), (0,0,0), c)
i.putalpha(im[1])
return (i, im[1])
# This set holds block ids that require special pre-computing. These are typically
# things that require ancillary data to render properly (i.e. ladder plus orientation)
special_blocks = set([66,59,61,62, 65,64,71,91,86,2,18])
special_blocks = set([66,59,61,62, 65,64,71,91,86])
# this is a map of special blockIDs to a list of all
# possible values for ancillary data that it might have.
@@ -550,8 +582,8 @@ special_map[86] = range(5) # pumpkin
# apparently pumpkins and jack-o-lanterns have ancillary data, but it's unknown
# what that data represents. For now, assume that the range for data is 0 to 5
# like torches
special_map[2] = (0,) # grass
special_map[18] = range(16) # leaves
#special_map[2] = (0,) # grass
#special_map[18] = range(16) # leaves
# grass and leaves are now graysacle in terrain.png
# we treat them as special so we can manually tint them
# it is unknown how the specific tint (biomes) is calculated