0

fixes to get lighting mode working again

This commit is contained in:
Aaron Griffith
2012-01-06 20:23:15 -05:00
parent f76fd28a82
commit 4eaf103213
7 changed files with 118 additions and 31 deletions

View File

@@ -0,0 +1,74 @@
# 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/>.
from PIL import Image
import textures
# Render 3 blending masks for lighting
# first is top (+Z), second is left (-X), third is right (+Y)
def generate_facemasks():
white = Image.new("L", (24,24), 255)
top = Image.new("L", (24,24), 0)
left = Image.new("L", (24,24), 0)
whole = Image.new("L", (24,24), 0)
toppart = textures.Textures.transform_image_top(white)
leftpart = textures.Textures.transform_image_side(white)
# using the real PIL paste here (not alpha_over) because there is
# no alpha channel (and it's mode "L")
top.paste(toppart, (0,0))
left.paste(leftpart, (0,6))
right = left.transpose(Image.FLIP_LEFT_RIGHT)
# Manually touch up 6 pixels that leave a gap, like in
# textures._build_block()
for x,y in [(13,23), (17,21), (21,19)]:
right.putpixel((x,y), 255)
for x,y in [(3,4), (7,2), (11,0)]:
top.putpixel((x,y), 255)
# special fix for chunk boundary stipple
for x,y in [(13,11), (17,9), (21,7)]:
right.putpixel((x,y), 0)
return (top, left, right)
facemasks = generate_facemasks()
black_color = Image.new("RGB", (24,24), (0,0,0))
white_color = Image.new("RGB", (24,24), (255,255,255))
# 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):
depth_colors.append(r)
depth_colors.append(g)
depth_colors.append(b)
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

@@ -18,6 +18,7 @@
#include "overviewer.h"
static PyObject *textures = NULL;
static PyObject *support = NULL;
unsigned int max_blockid = 0;
unsigned int max_data = 0;
@@ -46,6 +47,11 @@ PyObject *init_chunk_render(void) {
return NULL;
}
support = PyImport_ImportModule("overviewer_core.rendermodes");
if (!support) {
return NULL;
}
tmp = PyObject_GetAttrString(textures, "max_blockid");
if (!tmp)
return NULL;
@@ -96,7 +102,9 @@ PyObject *init_chunk_render(void) {
Py_RETURN_NONE;
}
PyObject *get_chunk_data(PyObject *region_set, int x, int z, ChunkNeighborName neighbor, ChunkDataType type) {
PyObject *get_chunk_data(RenderState *state, ChunkNeighborName neighbor, ChunkDataType type) {
int x = state->chunkx;
int z = state->chunkz;
PyObject *chunk = NULL;
PyObject *data = NULL;
@@ -117,7 +125,7 @@ PyObject *get_chunk_data(PyObject *region_set, int x, int z, ChunkNeighborName n
break;
}
chunk = PyObject_CallMethod(region_set, "get_chunk", "ii", x, z);
chunk = PyObject_CallMethod(state->regionset, "get_chunk", "ii", x, z);
if (chunk == NULL || chunk == Py_None)
return chunk;
@@ -401,10 +409,8 @@ chunk_render(PyObject *self, PyObject *args) {
if (!PyArg_ParseTuple(args, "OiiOiisO", &state.regionset, &state.chunkx, &state.chunkz, &state.img, &xoff, &yoff, &rendermode_name, &state.textures))
return NULL;
/* conveniences */
regionset = state.regionset;
chunkx = state.chunkx;
chunkz = state.chunkz;
/* rendermode support */
state.support = support;
/* set up the render mode */
state.rendermode = rendermode = render_mode_create(rendermode_name, &state);
@@ -435,25 +441,25 @@ chunk_render(PyObject *self, PyObject *args) {
Py_DECREF(imgsize1_py);
/* get the block data directly from numpy: */
blocks_py = get_chunk_data(regionset, chunkx, chunkz, CURRENT, BLOCKS);
blocks_py = get_chunk_data(&state, CURRENT, BLOCKS);
state.blocks = blocks_py;
if (blocks_py == Py_None) {
PyErr_SetString(PyExc_RuntimeError, "chunk does not exist!");
return NULL;
}
state.blockdatas = get_chunk_data(regionset, chunkx, chunkz, CURRENT, BLOCKDATA);
state.blockdatas = get_chunk_data(&state, CURRENT, BLOCKDATA);
left_blocks_py = get_chunk_data(regionset, chunkx, chunkz, DOWN_LEFT, BLOCKS);
left_blocks_py = get_chunk_data(&state, DOWN_LEFT, BLOCKS);
state.left_blocks = left_blocks_py;
right_blocks_py = get_chunk_data(regionset, chunkx, chunkz, DOWN_RIGHT, BLOCKS);
right_blocks_py = get_chunk_data(&state, DOWN_RIGHT, BLOCKS);
state.right_blocks = right_blocks_py;
up_left_blocks_py = get_chunk_data(regionset, chunkx, chunkz, UP_LEFT, BLOCKS);
up_left_blocks_py = get_chunk_data(&state, UP_LEFT, BLOCKS);
state.up_left_blocks = up_left_blocks_py;
up_right_blocks_py = get_chunk_data(regionset, chunkx, chunkz, UP_RIGHT, BLOCKS);
up_right_blocks_py = get_chunk_data(&state, UP_RIGHT, BLOCKS);
state.up_right_blocks = up_right_blocks_py;
/* set up the random number generator again for each chunk

View File

@@ -79,6 +79,9 @@ typedef struct {
/* the Texture object */
PyObject *textures;
/* the rendermode support module (rendermodes.py) */
PyObject *support;
/* the block position and type, and the block array */
int x, y, z;
unsigned char block;
@@ -137,7 +140,7 @@ typedef enum
UP_RIGHT, /* +1, 0 */
UP_LEFT, /* 0, -1 */
} ChunkNeighborName;
PyObject *get_chunk_data(PyObject *region_set, int x, int z, ChunkNeighborName neighbor, ChunkDataType type);
PyObject *get_chunk_data(RenderState *state, ChunkNeighborName neighbor, ChunkDataType type);
/* pull in the rendermode info */
#include "rendermodes.h"

View File

@@ -360,22 +360,22 @@ rendermode_lighting_start(void *data, RenderState *state, PyObject *options) {
if (!render_mode_parse_option(options, "color_light", "i", &(self->color_light)))
return 1;
self->facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks");
self->facemasks_py = PyObject_GetAttrString(state->support, "facemasks");
// borrowed references, don't need to be decref'd
self->facemasks[0] = PyTuple_GetItem(self->facemasks_py, 0);
self->facemasks[1] = PyTuple_GetItem(self->facemasks_py, 1);
self->facemasks[2] = PyTuple_GetItem(self->facemasks_py, 2);
self->skylight = PyObject_GetAttrString(state->self, "skylight");
self->blocklight = PyObject_GetAttrString(state->self, "blocklight");
self->left_skylight = PyObject_GetAttrString(state->self, "left_skylight");
self->left_blocklight = PyObject_GetAttrString(state->self, "left_blocklight");
self->right_skylight = PyObject_GetAttrString(state->self, "right_skylight");
self->right_blocklight = PyObject_GetAttrString(state->self, "right_blocklight");
self->up_left_skylight = PyObject_GetAttrString(state->self, "up_left_skylight");
self->up_left_blocklight = PyObject_GetAttrString(state->self, "up_left_blocklight");
self->up_right_skylight = PyObject_GetAttrString(state->self, "up_right_skylight");
self->up_right_blocklight = PyObject_GetAttrString(state->self, "up_right_blocklight");
self->skylight = get_chunk_data(state, CURRENT, SKYLIGHT);
self->blocklight = get_chunk_data(state, CURRENT, BLOCKLIGHT);
self->left_skylight = get_chunk_data(state, DOWN_LEFT, SKYLIGHT);
self->left_blocklight = get_chunk_data(state, DOWN_LEFT, BLOCKLIGHT);
self->right_skylight = get_chunk_data(state, DOWN_RIGHT, SKYLIGHT);
self->right_blocklight = get_chunk_data(state, DOWN_RIGHT, BLOCKLIGHT);
self->up_left_skylight = get_chunk_data(state, UP_LEFT, SKYLIGHT);
self->up_left_blocklight = get_chunk_data(state, UP_LEFT, BLOCKLIGHT);
self->up_right_skylight = get_chunk_data(state, UP_RIGHT, SKYLIGHT);
self->up_right_blocklight = get_chunk_data(state, UP_RIGHT, BLOCKLIGHT);
if (self->night) {
self->calculate_light_color = calculate_light_color_night;

View File

@@ -24,8 +24,8 @@
that are only useful as a base for other modes. */
static RenderModeInterface *render_modes[] = {
&rendermode_normal,
/*&rendermode_lighting,
&rendermode_smooth_lighting,
&rendermode_lighting,
/*&rendermode_smooth_lighting,
&rendermode_spawn,
&rendermode_cave,
&rendermode_mineral,*/

View File

@@ -255,7 +255,8 @@ class Textures(object):
## Image Transformation Functions
##
def transform_image_top(self, img):
@staticmethod
def transform_image_top(img):
"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
by a factor of 2. Returns the resulting image, which will be 24x12 pixels
@@ -283,7 +284,8 @@ class Textures(object):
newimg = img.transform((24,12), Image.AFFINE, transform)
return newimg
def transform_image_side(self, img):
@staticmethod
def transform_image_side(img):
"""Takes an image and shears it for the left side of the cube (reflect for
the right side)"""
@@ -299,7 +301,8 @@ class Textures(object):
newimg = img.transform((12,18), Image.AFFINE, transform)
return newimg
def transform_image_slope(self, img):
@staticmethod
def transform_image_slope(img):
"""Takes an image and shears it in the shape of a slope going up
in the -y direction (reflect for +x direction). Used for minetracks"""
@@ -316,7 +319,8 @@ class Textures(object):
return newimg
def transform_image_angle(self, img, angle):
@staticmethod
def transform_image_angle(img, angle):
"""Takes an image an shears it in arbitrary angle with the axis of
rotation being vertical.

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@@ -150,7 +150,7 @@ except Exception:
# used to figure out what files to compile
#render_modes = ['normal', 'overlay', 'lighting', 'smooth-lighting', 'spawn', 'cave', 'mineral']
render_modes = ['normal']
render_modes = ['normal', 'lighting']
c_overviewer_files = ['main.c', 'composite.c', 'iterate.c', 'endian.c', 'rendermodes.c']
c_overviewer_files += map(lambda mode: 'rendermode-%s.c' % (mode,), render_modes)