Experimental code to provide a C implementation of chunk_render
Please see the TODO comments in iterate.c None of the lighting, spawning, night, or cave modes work with this version.
This commit is contained in:
197
chunk.py
197
chunk.py
@@ -25,6 +25,7 @@ import nbt
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import textures
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import world
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import composite
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import _iterate
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"""
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This module has routines related to rendering one particular chunk into an
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@@ -557,201 +558,7 @@ 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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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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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 (
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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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# 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 (
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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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over_color = red_color
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else:
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over_color = black_color
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if not face_occlude:
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composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
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# left face
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black_coeff, face_occlude = self.get_lighting_coefficient(x - 1, y, z)
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if not face_occlude:
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composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[1]).enhance(black_coeff))
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# right face
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black_coeff, face_occlude = self.get_lighting_coefficient(x, y + 1, z)
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if not face_occlude:
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composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
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# Draw edge lines
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if blockid in (44,): # step block
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increment = 6
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elif blockid in (78,): # snow
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increment = 9
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else:
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increment = 0
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if blockid not in transparent_blocks or blockid in (78,): #special case snow so the outline is still drawn
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draw = ImageDraw.Draw(img)
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if x != 15 and blocks[x+1,y,z] == 0:
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draw.line(((imgx+12,imgy+increment), (imgx+22,imgy+5+increment)), fill=(0,0,0), width=1)
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if y != 0 and blocks[x,y-1,z] == 0:
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draw.line(((imgx,imgy+6+increment), (imgx+12,imgy+increment)), fill=(0,0,0), width=1)
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_iterate.render_loop(self, img, xoff, yoff, blockData_expanded)
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for entity in tileEntities:
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