0

Merge branch 'dtt-c-render' into py-package

This commit is contained in:
Aaron Griffith
2011-04-13 02:42:22 -04:00
8 changed files with 272 additions and 61 deletions

View File

@@ -129,38 +129,6 @@ fluid_blocks = set([8,9,10,11])
# (glass, half blocks)
nospawn_blocks = set([20,44])
# chunkcoords should be the coordinates of a possible chunk. it may not exist
def render_to_image(chunkcoords, img, imgcoords, quadtreeobj, cave=False, queue=None):
"""Used to render a chunk to a tile in quadtree.py.
chunkcoords is a tuple: (chunkX, chunkY)
imgcoords is as well: (imgX, imgY), which represents the "origin"
to use for drawing.
If the chunk doesn't exist, return False.
Else, returns True."""
a = ChunkRenderer(chunkcoords, quadtreeobj.world, quadtreeobj.rendermode, queue)
try:
a.chunk_render(img, imgcoords[0], imgcoords[1], cave)
return True
except ChunkCorrupt:
# This should be non-fatal, but should print a warning
pass
except Exception, e:
import traceback
traceback.print_exc()
raise
except KeyboardInterrupt:
print
print "You pressed Ctrl-C. Exiting..."
# Raise an exception that is an instance of Exception. Unlike
# KeyboardInterrupt, this will re-raise in the parent, killing the
# entire program, instead of this process dying and the parent waiting
# forever for it to finish.
raise Exception()
return False
class ChunkCorrupt(Exception):
pass

View File

@@ -160,7 +160,12 @@ function initMarkers() {
if (markersInit) { return; }
markersInit = true;
// first, give all collections an empty array to work with
for (i in signGroups) {
markerCollection[signGroups[i].label] = [];
}
for (i in markerData) {
var item = markerData[i];
@@ -202,11 +207,8 @@ function initMarkers() {
icon: iconURL,
visible: false
});
if (markerCollection[label]) {
markerCollection[label].push(marker);
} else {
markerCollection[label] = [marker];
}
markerCollection[label].push(marker);
if (item.type == 'sign') {
prepareSignMarker(marker, item);

View File

@@ -144,7 +144,13 @@ class MapGen(object):
# write out the default marker table
with open(os.path.join(self.destdir, "markers.js"), 'w') as output:
output.write("var markerData=%s" % json.dumps(self.world.POI))
output.write("var markerData=[\n")
for marker in self.world.POI:
output.write(json.dumps(marker))
if marker != self.world.POI[-1]:
output.write(",")
output.write("\n")
output.write("]\n")
# save persistent data
self.world.persistentData['POI'] = self.world.POI

View File

@@ -23,11 +23,14 @@ advdef = "advdef"
def check_programs(level):
path = os.environ.get("PATH").split(os.pathsep)
def exists_in_path(prog):
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)]:
if l <= level:
result = filter(lambda x: os.path.exists(os.path.join(x, prog)), path)
if len(result) == 0:
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))
def optimize_image(imgpath, imgformat, optimizeimg):

View File

@@ -453,11 +453,13 @@ class QuadtreeGen(object):
ypos = -96 + (row-rowstart)*96
# draw the chunk!
a = chunk.ChunkRenderer((chunkx, chunky), world, rendermode, poi_queue)
a.chunk_render(tileimg, xpos, ypos, None)
# chunk.render_to_image((chunkx, chunky), tileimg, (xpos, ypos), self, False, None)
try:
a = chunk.ChunkRenderer((chunkx, chunky), world, rendermode, poi_queue)
a.chunk_render(tileimg, xpos, ypos, None)
except chunk.ChunkCorrupt:
# an error was already printed
pass
# Save them
tileimg.save(imgpath)

View File

@@ -272,10 +272,10 @@ def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None
build a full block with four differnts faces. All images should be 16x16
image objects. Returns a 24x24 image. Can be used to render any block.
side1 is in the -y face of the cube (top left)
side2 is in the +x (top right)
side3 is in the -x (bottom left)
side4 is in the +y (bottom right)
side1 is in the -y face of the cube (top left, east)
side2 is in the +x (top right, south)
side3 is in the -x (bottom left, north)
side4 is in the +y (bottom right, west)
A non transparent block uses top, side 3 and side 4
@@ -354,9 +354,9 @@ def _build_blockimages():
# 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, # Gold/iron blocks? Doublestep? TNT from above?
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, 4, 25, -1, 98, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post
36, 37, -1, -1, 65, -1, 25, -1, 98, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
-1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67, # door,ladder left out. Minecart rail orientation, redstone torches
-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67, # door,ladder left out. Minecart rail orientation, redstone torches
# 80 81 82 83 84 85 86 87 88 89 90 91
66, 69, 72, 73, 74, -1,102,103,104,105,-1, 102 # clay?
]
@@ -371,9 +371,9 @@ def _build_blockimages():
# 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,
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, 4, 25,101, 98, 24, -1, -1, 86, -1, -1, -1,
36, 37, -1, -1, 65, -1, 25,101, 98, 24, -1, -1, 86, -1, -1, -1,
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
-1, -1, -1, 16, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67,
-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67,
# 80 81 82 83 84 85 86 87 88 89 90 91
66, 69, 72, 73, 74,-1 ,118,103,104,105, -1, 118
]
@@ -663,6 +663,75 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3])
if blockID in (53,67): # wooden and cobblestone stairs.
if blockID == 53: # wooden
texture = terrain_images[4]
elif blockID == 67: # cobblestone
texture = terrain_images[16]
side = texture.copy()
half_block_u = texture.copy() # up, down, left, right
half_block_d = texture.copy()
half_block_l = texture.copy()
half_block_r = texture.copy()
# generate needed geometries
ImageDraw.Draw(side).rectangle((0,0,7,6),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(half_block_u).rectangle((0,8,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(half_block_d).rectangle((0,0,15,6),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(half_block_l).rectangle((8,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(half_block_r).rectangle((0,0,7,15),outline=(0,0,0,0),fill=(0,0,0,0))
if data == 0: # ascending south
img = _build_full_block(half_block_r, None, None, half_block_d, side.transpose(Image.FLIP_LEFT_RIGHT))
tmp1 = transform_image_side(half_block_u)
# Darken the vertical part of the second step
sidealpha = tmp1.split()[3]
# darken it a bit more than usual, looks better
tmp1 = ImageEnhance.Brightness(tmp1).enhance(0.8)
tmp1.putalpha(sidealpha)
composite.alpha_over(img, tmp1, (6,3))
tmp2 = transform_image(half_block_l)
composite.alpha_over(img, tmp2, (0,6))
elif data == 1: # ascending north
img = Image.new("RGBA", (24,24), (38,92,255,0)) # first paste the texture in the back
tmp1 = transform_image(half_block_r)
composite.alpha_over(img, tmp1, (0,6))
tmp2 = _build_full_block(half_block_l, None, None, texture, side)
composite.alpha_over(img, tmp2)
elif data == 2: # ascending west
img = Image.new("RGBA", (24,24), (38,92,255,0)) # first paste the texture in the back
tmp1 = transform_image(half_block_u)
composite.alpha_over(img, tmp1, (0,6))
tmp2 = _build_full_block(half_block_d, None, None, side, texture)
composite.alpha_over(img, tmp2)
elif data == 3: # ascending east
img = _build_full_block(half_block_u, None, None, side.transpose(Image.FLIP_LEFT_RIGHT), half_block_d)
tmp1 = transform_image_side(half_block_u).transpose(Image.FLIP_LEFT_RIGHT)
# Darken the vertical part of the second step
sidealpha = tmp1.split()[3]
# darken it a bit more than usual, looks better
tmp1 = ImageEnhance.Brightness(tmp1).enhance(0.7)
tmp1.putalpha(sidealpha)
composite.alpha_over(img, tmp1, (6,3))
tmp2 = transform_image(half_block_d)
composite.alpha_over(img, tmp2, (0,6))
# touch up a (horrible) pixel
img.putpixel((18,3),(0,0,0,0))
return (img.convert("RGB"), img.split()[3])
if blockID == 55: # redstone wire
if data & 0b1000000 == 64: # powered redstone wire
@@ -1146,8 +1215,8 @@ 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, 9, 17, 18, 23, 35, 43, 44, 50, 51, 55, 58, 59, \
61, 62, 64, 65, 66, 71, 75, 76, 85, 86, 91, 92])
special_blocks = set([2, 9, 17, 18, 23, 35, 43, 44, 50, 51, 53, 55, 58, 59, \
61, 62, 64, 65, 66, 67, 71, 75, 76, 85, 86, 91, 92])
# this is a map of special blockIDs to a list of all
# possible values for ancillary data that it might have.
@@ -1162,14 +1231,16 @@ special_map[43] = range(4) # stone, sandstone, wooden and cobblestone double-sl
special_map[44] = range(4) # stone, sandstone, wooden and cobblestone slab
special_map[50] = (1,2,3,4,5) # torch, position in the block
special_map[51] = range(16) # fire, position in the block (not implemented)
special_map[53] = range(4) # wooden stairs, orientation
special_map[55] = range(128) # redstone wire, all the possible combinations
special_map[58] = (0,) # crafting table
special_map[59] = range(8) # crops, grow from 0 to 7
special_map[61] = range(6) # furnace, orientation (not implemented)
special_map[62] = range(6) # burning furnace, orientation (not implemented)
special_map[64] = range(16) # wooden door, open/close and orientation
special_map[65] = (2,3,4,5) # ladder, orientation (not implemented)
special_map[65] = (2,3,4,5) # ladder, orientation
special_map[66] = range(10) # minecrart tracks, orientation, slope
special_map[67] = range(4) # cobblestone stairs, orientation
special_map[71] = range(16) # iron door, open/close and orientation
special_map[75] = (1,2,3,4,5) # off redstone torch, orientation
special_map[76] = (1,2,3,4,5) # on redstone torch, orientation