Merge branch 'master' into dtt-merge
Conflicts: chunk.py
This commit is contained in:
420
chunk.py
420
chunk.py
@@ -48,8 +48,13 @@ image
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def get_lvldata(filename, x, y):
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"""Takes a filename and chunkcoords and returns the Level struct, which contains all the
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level info"""
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d = nbt.load_from_region(filename, x, y)
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try:
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d = nbt.load_from_region(filename, x, y)
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except Exception, e:
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logging.warning("Error opening chunk (%i, %i) in %s. It may be corrupt. %s", x, y, filename, e)
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raise ChunkCorrupt(str(e))
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if not d: raise NoSuchChunk(x,y)
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return d[1]['Level']
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@@ -96,21 +101,6 @@ def get_tileentity_data(level):
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data = level['TileEntities']
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return data
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def iterate_chunkblocks(xoff,yoff):
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"""Iterates over the 16x16x128 blocks of a chunk in rendering order.
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Yields (x,y,z,imgx,imgy)
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x,y,z is the block coordinate in the chunk
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imgx,imgy is the image offset in the chunk image where that block should go
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"""
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for x in xrange(15,-1,-1):
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for y in xrange(16):
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imgx = xoff + x*12 + y*12
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imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
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for z in xrange(128):
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yield x,y,z,imgx,imgy
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imgy -= 12
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# This set holds blocks ids that can be seen through, for occlusion calculations
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transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53, 55,
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59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85])
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@@ -207,11 +197,8 @@ class ChunkRenderer(object):
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try:
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self._level = get_lvldata(self.regionfile, self.chunkX, self.chunkY)
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except NoSuchChunk, e:
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#logging.debug("Skipping non-existant chunk")
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logging.debug("Skipping non-existant chunk")
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raise
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except Exception, e:
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logging.warning("Error opening chunk file %s. It may be corrupt. %s", self.regionfile, e)
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raise ChunkCorrupt(str(e))
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return self._level
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level = property(_load_level)
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@@ -543,9 +530,9 @@ class ChunkRenderer(object):
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if self.world.useBiomeData:
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biomeColorData = textures.getBiomeData(self.world.worlddir,
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self.chunkX, self.chunkY)
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# in the 8x8 block of biome data, what chunk is this?l
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startX = (self.chunkX - int(math.floor(self.chunkX/8)*8))
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startY = (self.chunkY - int(math.floor(self.chunkY/8)*8))
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# in the 32x32 block of biome data, what chunk is this?l
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startX = self.chunkX % 32
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startY = self.chunkY % 32
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# Each block is 24x24
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# The next block on the X axis adds 12px to x and subtracts 6px from y in the image
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@@ -557,201 +544,214 @@ class ChunkRenderer(object):
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if not img:
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img = Image.new("RGBA", (384, 1728), (38,92,255,0))
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for x,y,z,imgx,imgy in iterate_chunkblocks(xoff,yoff):
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# make sure we're drawing within the image boundaries
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# 24 == approximate width, height of one block
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if imgx >= img.size[0] + 24 or imgx <= -24:
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continue
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if imgy >= img.size[1] + 24 or imgy <= -24:
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continue
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blockid = blocks[x,y,z]
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# the following blocks don't have textures that can be pre-computed from the blockid
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# alone. additional data is required.
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# TODO torches, redstone torches, crops, ladders, stairs,
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# levers, doors, buttons, and signs all need to be handled here (and in textures.py)
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## minecart track, crops, ladder, doors, etc.
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if blockid in textures.special_blocks:
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# also handle furnaces here, since one side has a different texture than the other
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ancilData = blockData_expanded[x,y,z]
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try:
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if blockid in pseudo_ancildata_blocks:
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pseudo_ancilData = self.generate_pseudo_ancildata(x,y,z,blockid)
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ancilData = pseudo_ancilData
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t = textures.specialblockmap[(blockid, ancilData)]
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except KeyError:
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t = None
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else:
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t = textures.blockmap[blockid]
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if not t:
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continue
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if self.world.useBiomeData:
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if blockid == 2: #grass
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index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
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c = textures.grasscolor[index]
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# only tint the top texture
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t = textures.prepareGrassTexture(c)
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elif blockid == 18: # leaves
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index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
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c = textures.foliagecolor[index]
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t = textures.prepareLeafTexture(c)
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# Check if this block is occluded
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if cave and (
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x == 0 and y != 15 and z != 127
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):
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# If it's on the x face, only render if there's a
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# transparent block in the y+1 direction OR the z-1
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# direction
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if (
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blocks[x,y+1,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif cave and (
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y == 15 and x != 0 and z != 127
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):
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# If it's on the facing y face, only render if there's
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# a transparent block in the x-1 direction OR the z-1
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# direction
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if (
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blocks[x-1,y,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif cave and (
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y == 15 and x == 0 and z != 127
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):
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# If it's on the facing edge, only render if what's
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# above it is transparent
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if (
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif (left_blocks == None and right_blocks == None):
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# Normal block or not cave mode, check sides for
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# transparentcy or render if it's a border chunk.
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if (
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x != 0 and y != 15 and z != 127 and
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blocks[x-1,y,z] not in transparent_blocks and
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blocks[x,y+1,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif (left_blocks != None and right_blocks == None):
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if (
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# If it has the left face covered check for
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# transparent blocks in left face
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y != 15 and z != 127 and
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(left_blocks[15,y,z] if x == 0 else blocks[x - 1,y,z]) not in transparent_blocks and
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blocks[x,y+1,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif (left_blocks == None and right_blocks != None):
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if (
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# If it has the right face covered check for
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# transparent blocks in right face
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x != 0 and z != 127 and
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blocks[x-1,y,z] not in transparent_blocks and
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(right_blocks[x,0,z] if y == 15 else blocks[x,y + 1,z]) not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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for x in xrange(15,-1,-1):
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for y in xrange(16):
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imgx = xoff + x*12 + y*12
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imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
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imgy += 12
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elif (
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# If it's a interior chunk check for transparent blocks
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# in the adjacent chunks.
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z != 127 and
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(left_blocks[15,y,z] if x == 0 else blocks[x - 1,y,z]) not in transparent_blocks and
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(right_blocks[x,0,z] if y == 15 else blocks[x,y + 1,z]) not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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# Don't render if all sides aren't transparent
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):
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# make sure we're drawing within the image boundaries
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# 24 == approximate width, height of one block
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if imgx >= img.size[0] + 24 or imgx <= -24:
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continue
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# Draw the actual block on the image. For cave images,
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# tint the block with a color proportional to its depth
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if cave:
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# no lighting for cave -- depth is probably more useful
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composite.alpha_over(img, Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
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else:
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if not self.quadtree.lighting:
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# no lighting at all
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composite.alpha_over(img, t[0], (imgx, imgy), t[1])
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elif blockid in transparent_blocks:
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# transparent means draw the whole
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# block shaded with the current
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# block's light
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black_coeff, _ = self.get_lighting_coefficient(x, y, z)
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if self.quadtree.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
|
||||
blockid in nospawn_blocks or (
|
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z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
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)
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):
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composite.alpha_over(img, Image.blend(t[0], red_color, black_coeff), (imgx, imgy), t[1])
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else:
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composite.alpha_over(img, Image.blend(t[0], black_color, black_coeff), (imgx, imgy), t[1])
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else:
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# draw each face lit appropriately,
|
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# but first just draw the block
|
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composite.alpha_over(img, t[0], (imgx, imgy), t[1])
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for z in xrange(128):
|
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imgy -= 12
|
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|
||||
# top face
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black_coeff, face_occlude = self.get_lighting_coefficient(x, y, z + 1)
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# Use red instead of black for spawnable blocks
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||||
if self.quadtree.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
|
||||
blockid in nospawn_blocks or (
|
||||
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
|
||||
)
|
||||
):
|
||||
over_color = red_color
|
||||
# similar check for y, as above
|
||||
if imgy >= img.size[1] + 24 or imgy <= -24:
|
||||
continue
|
||||
|
||||
blockid = blocks[x,y,z]
|
||||
|
||||
# the following blocks don't have textures that can be pre-computed from the blockid
|
||||
# alone. additional data is required.
|
||||
# TODO torches, redstone torches, crops, ladders, stairs,
|
||||
# levers, doors, buttons, and signs all need to be handled here (and in textures.py)
|
||||
|
||||
## minecart track, crops, ladder, doors, etc.
|
||||
if blockid in textures.special_blocks:
|
||||
# also handle furnaces here, since one side has a different texture than the other
|
||||
ancilData = blockData_expanded[x,y,z]
|
||||
try:
|
||||
if blockid in pseudo_ancildata_blocks:
|
||||
|
||||
pseudo_ancilData = self.generate_pseudo_ancildata(x,y,z,blockid)
|
||||
ancilData = pseudo_ancilData
|
||||
t = textures.specialblockmap[(blockid, ancilData)]
|
||||
except KeyError:
|
||||
t = None
|
||||
|
||||
else:
|
||||
over_color = black_color
|
||||
t = textures.blockmap[blockid]
|
||||
|
||||
if not face_occlude:
|
||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
|
||||
|
||||
# left face
|
||||
black_coeff, face_occlude = self.get_lighting_coefficient(x - 1, y, z)
|
||||
if not face_occlude:
|
||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[1]).enhance(black_coeff))
|
||||
if not t:
|
||||
continue
|
||||
|
||||
# right face
|
||||
black_coeff, face_occlude = self.get_lighting_coefficient(x, y + 1, z)
|
||||
if not face_occlude:
|
||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
|
||||
if self.world.useBiomeData:
|
||||
# 16 : number of blocks in a chunk (in one direction)
|
||||
# 32 : number of chunks in a region (and biome file) in one direction
|
||||
# so 16 * 32 == 512 : number of blocks in biome file, in one direction
|
||||
if blockid == 2: #grass
|
||||
index = biomeColorData[ ((startY*16)+y) * 512 + (startX*16) + x]
|
||||
c = textures.grasscolor[index]
|
||||
|
||||
# Draw edge lines
|
||||
if blockid in (44,): # step block
|
||||
increment = 6
|
||||
elif blockid in (78,): # snow
|
||||
increment = 9
|
||||
else:
|
||||
increment = 0
|
||||
# only tint the top texture
|
||||
t = textures.prepareGrassTexture(c)
|
||||
elif blockid == 18: # leaves
|
||||
index = biomeColorData[ ((startY*16)+y) * 512 + (startX*16) + x]
|
||||
c = textures.foliagecolor[index]
|
||||
|
||||
if blockid not in transparent_blocks or blockid in (78,): #special case snow so the outline is still drawn
|
||||
draw = ImageDraw.Draw(img)
|
||||
if x != 15 and blocks[x+1,y,z] == 0:
|
||||
draw.line(((imgx+12,imgy+increment), (imgx+22,imgy+5+increment)), fill=(0,0,0), width=1)
|
||||
if y != 0 and blocks[x,y-1,z] == 0:
|
||||
draw.line(((imgx,imgy+6+increment), (imgx+12,imgy+increment)), fill=(0,0,0), width=1)
|
||||
t = textures.prepareLeafTexture(c)
|
||||
|
||||
|
||||
|
||||
|
||||
# Check if this block is occluded
|
||||
if cave and (
|
||||
x == 0 and y != 15 and z != 127
|
||||
):
|
||||
# If it's on the x face, only render if there's a
|
||||
# transparent block in the y+1 direction OR the z-1
|
||||
# direction
|
||||
if (
|
||||
blocks[x,y+1,z] not in transparent_blocks and
|
||||
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 and z != 127
|
||||
):
|
||||
# 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 (left_blocks == None and right_blocks == None):
|
||||
# Normal block or not cave mode, check sides for
|
||||
# transparentcy or render if it's a border chunk.
|
||||
|
||||
if (
|
||||
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
|
||||
):
|
||||
continue
|
||||
|
||||
elif (left_blocks != None and right_blocks == None):
|
||||
|
||||
if (
|
||||
# If it has the left face covered check for
|
||||
# transparent blocks in left face
|
||||
y != 15 and z != 127 and
|
||||
(left_blocks[15,y,z] if x == 0 else 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
|
||||
):
|
||||
continue
|
||||
|
||||
elif (left_blocks == None and right_blocks != None):
|
||||
|
||||
if (
|
||||
# If it has the right face covered check for
|
||||
# transparent blocks in right face
|
||||
x != 0 and z != 127 and
|
||||
blocks[x-1,y,z] not in transparent_blocks and
|
||||
(right_blocks[x,0,z] if y == 15 else blocks[x,y + 1,z]) not in transparent_blocks and
|
||||
blocks[x,y,z+1] not in transparent_blocks
|
||||
):
|
||||
continue
|
||||
|
||||
elif (
|
||||
# If it's a interior chunk check for transparent blocks
|
||||
# in the adjacent chunks.
|
||||
z != 127 and
|
||||
(left_blocks[15,y,z] if x == 0 else blocks[x - 1,y,z]) not in transparent_blocks and
|
||||
(right_blocks[x,0,z] if y == 15 else 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
|
||||
):
|
||||
continue
|
||||
|
||||
# Draw the actual block on the image. For cave images,
|
||||
# tint the block with a color proportional to its depth
|
||||
if cave:
|
||||
# no lighting for cave -- depth is probably more useful
|
||||
composite.alpha_over(img, Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
|
||||
else:
|
||||
if not self.quadtree.lighting:
|
||||
# no lighting at all
|
||||
composite.alpha_over(img, t[0], (imgx, imgy), t[1])
|
||||
elif blockid in transparent_blocks:
|
||||
# transparent means draw the whole
|
||||
# block shaded with the current
|
||||
# block's light
|
||||
black_coeff, _ = self.get_lighting_coefficient(x, y, z)
|
||||
if self.quadtree.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
|
||||
blockid in nospawn_blocks or (
|
||||
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
|
||||
)
|
||||
):
|
||||
composite.alpha_over(img, Image.blend(t[0], red_color, black_coeff), (imgx, imgy), t[1])
|
||||
else:
|
||||
composite.alpha_over(img, Image.blend(t[0], black_color, black_coeff), (imgx, imgy), t[1])
|
||||
else:
|
||||
# draw each face lit appropriately,
|
||||
# but first just draw the block
|
||||
composite.alpha_over(img, t[0], (imgx, imgy), t[1])
|
||||
|
||||
# top face
|
||||
black_coeff, face_occlude = self.get_lighting_coefficient(x, y, z + 1)
|
||||
# Use red instead of black for spawnable blocks
|
||||
if self.quadtree.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
|
||||
blockid in nospawn_blocks or (
|
||||
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
|
||||
)
|
||||
):
|
||||
over_color = red_color
|
||||
else:
|
||||
over_color = black_color
|
||||
|
||||
if not face_occlude:
|
||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
|
||||
|
||||
# left face
|
||||
black_coeff, face_occlude = self.get_lighting_coefficient(x - 1, y, z)
|
||||
if not face_occlude:
|
||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[1]).enhance(black_coeff))
|
||||
|
||||
# right face
|
||||
black_coeff, face_occlude = self.get_lighting_coefficient(x, y + 1, z)
|
||||
if not face_occlude:
|
||||
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
|
||||
|
||||
# Draw edge lines
|
||||
if blockid in (44,): # step block
|
||||
increment = 6
|
||||
elif blockid in (78,): # snow
|
||||
increment = 9
|
||||
else:
|
||||
increment = 0
|
||||
|
||||
if blockid not in transparent_blocks or blockid in (78,): #special case snow so the outline is still drawn
|
||||
draw = ImageDraw.Draw(img)
|
||||
if x != 15 and blocks[x+1,y,z] == 0:
|
||||
draw.line(((imgx+12,imgy+increment), (imgx+22,imgy+5+increment)), fill=(0,0,0), width=1)
|
||||
if y != 0 and blocks[x,y-1,z] == 0:
|
||||
draw.line(((imgx,imgy+6+increment), (imgx+12,imgy+increment)), fill=(0,0,0), width=1)
|
||||
|
||||
|
||||
for entity in tileEntities:
|
||||
|
||||
Reference in New Issue
Block a user