0

Merge remote branch 'upstream/master'

This commit is contained in:
Michael Jensen
2010-10-20 23:51:47 +11:00
6 changed files with 358 additions and 75 deletions

View File

@@ -138,12 +138,22 @@ Options
-z ZOOM, --zoom=ZOOM
The Overviewer by default will detect how many zoom levels are required
to show your entire map. This is equivilant to the dimensions of the
highest zoom level, in tiles. A zoom level of z means the highest zoom
level of your map will be 2^z by 2^z tiles.
to show your entire map. This option sets it manually.
The -z option will set the zoom level manually. This could be useful if
you have some outlier chunks causing your map to be too large.
*You do not normally need to set this option!*
This is equivalent to setting the dimensions of the highest zoom level. It
does not actually change how the map is rendered, but rather *how much of
the map is rendered.* (Calling this option "zoom" may be a bit misleading,
I know)
To be precise, it sets the width and height of the highest zoom level, in
tiles. A zoom level of z means the highest zoom level of your map will be
2^z by 2^z tiles.
This option map be useful if you have some outlier chunks causing your map
to be too large, or you want to render a smaller portion of your map,
instead of rendering everything.
This will render your map with 7 zoom levels::
@@ -190,6 +200,18 @@ Options
a certain date. Or perhaps you can incrementally update your map by passing
in a subset of chunks each time. It's up to you!
--lighting
This option enables map lighting, using lighting information stored by
Minecraft inside the chunks. This will make your map prettier, at the cost
of update speed.
Note that for existing, unlit maps, you may want to clear your cache
(with -d) before updating the map to use lighting. Otherwise, only updated
chunks will have lighting enabled.
--night
This option enables --lighting, and renders the world at night.
Viewing the Results
-------------------
Within the output directory you will find two things: an index.html file, and a
@@ -247,8 +269,6 @@ An incomplete list of things I want to do soon is:
doors, and the like. Right now they are either not rendered at all, or
rendered as if they were a cube, so it looks funny.
* Add lighting
* Some kind of graphical interface.
* A Windows exe for easier access for Windows users.

292
chunk.py
View File

@@ -14,13 +14,14 @@
# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
import numpy
from PIL import Image, ImageDraw
from PIL import Image, ImageDraw, ImageEnhance
import os.path
import hashlib
import logging
import nbt
import textures
import world
"""
This module has routines related to rendering one particular chunk into an
@@ -54,11 +55,26 @@ def get_blockarray_fromfile(filename):
return get_blockarray(level)
def get_skylight_array(level):
"""Returns the skylight array. Remember this is 4 bits per block, so divide
the z component by 2 when accessing the array. and mask off the top or
bottom 4 bits if it's odd or even respectively
"""
return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
"""Returns the skylight array. This is 4 bits per block, but it is
expanded for you so you may index it normally."""
skylight = numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
# this array is 2 blocks per byte, so expand it
skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
# Even elements get the lower 4 bits
skylight_expanded[:,:,::2] = skylight & 0x0F
# Odd elements get the upper 4 bits
skylight_expanded[:,:,1::2] = (skylight & 0xF0) >> 4
return skylight_expanded
def get_blocklight_array(level):
"""Returns the blocklight array. This is 4 bits per block, but it
is expanded for you so you may index it normally."""
# expand just like get_skylight_array()
blocklight = numpy.frombuffer(level['BlockLight'], dtype=numpy.uint8).reshape((16,16,64))
blocklight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
blocklight_expanded[:,:,::2] = blocklight & 0x0F
blocklight_expanded[:,:,1::2] = (blocklight & 0xF0) >> 4
return blocklight_expanded
def get_blockdata_array(level):
"""Returns the ancillary data from the 'Data' byte array. Data is packed
@@ -84,12 +100,12 @@ def iterate_chunkblocks(xoff,yoff):
transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53,
59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85])
def render_and_save(chunkfile, cachedir, cave=False):
def render_and_save(chunkfile, cachedir, worldobj, cave=False):
"""Used as the entry point for the multiprocessing workers (since processes
can't target bound methods) or to easily render and save one chunk
Returns the image file location"""
a = ChunkRenderer(chunkfile, cachedir)
a = ChunkRenderer(chunkfile, cachedir, worldobj)
try:
return a.render_and_save(cave)
except ChunkCorrupt:
@@ -112,7 +128,7 @@ class ChunkCorrupt(Exception):
pass
class ChunkRenderer(object):
def __init__(self, chunkfile, cachedir):
def __init__(self, chunkfile, cachedir, worldobj):
"""Make a new chunk renderer for the given chunkfile.
chunkfile should be a full path to the .dat file to process
cachedir is a directory to save the resulting chunk images to
@@ -121,7 +137,11 @@ class ChunkRenderer(object):
raise ValueError("Could not find chunkfile")
self.chunkfile = chunkfile
destdir, filename = os.path.split(self.chunkfile)
self.blockid = ".".join(filename.split(".")[1:3])
chunkcoords = filename.split(".")[1:3]
self.coords = map(world.base36decode, chunkcoords)
self.blockid = ".".join(chunkcoords)
self.world = worldobj
# Cachedir here is the base directory of the caches. We need to go 2
# levels deeper according to the chunk file. Get the last 2 components
@@ -156,6 +176,88 @@ class ChunkRenderer(object):
return self._blocks
blocks = property(_load_blocks)
def _load_skylight(self):
"""Loads and returns skylight array"""
if not hasattr(self, "_skylight"):
self._skylight = get_skylight_array(self.level)
return self._skylight
skylight = property(_load_skylight)
def _load_blocklight(self):
"""Loads and returns blocklight array"""
if not hasattr(self, "_blocklight"):
self._blocklight = get_blocklight_array(self.level)
return self._blocklight
blocklight = property(_load_blocklight)
def _load_left(self):
"""Loads and sets data from lower-left chunk"""
chunk_path = self.world.get_chunk_path(self.coords[0] - 1, self.coords[1])
try:
chunk_data = get_lvldata(chunk_path)
self._left_skylight = get_skylight_array(chunk_data)
self._left_blocklight = get_blocklight_array(chunk_data)
self._left_blocks = get_blockarray(chunk_data)
except IOError:
self._left_skylight = None
self._left_blocklight = None
self._left_blocks = None
def _load_left_blocks(self):
"""Loads and returns lower-left block array"""
if not hasattr(self, "_left_blocks"):
self._load_left()
return self._left_blocks
left_blocks = property(_load_left_blocks)
def _load_left_skylight(self):
"""Loads and returns lower-left skylight array"""
if not hasattr(self, "_left_skylight"):
self._load_left()
return self._left_skylight
left_skylight = property(_load_left_skylight)
def _load_left_blocklight(self):
"""Loads and returns lower-left blocklight array"""
if not hasattr(self, "_left_blocklight"):
self._load_left()
return self._left_blocklight
left_blocklight = property(_load_left_blocklight)
def _load_right(self):
"""Loads and sets data from lower-right chunk"""
chunk_path = self.world.get_chunk_path(self.coords[0], self.coords[1] + 1)
try:
chunk_data = get_lvldata(chunk_path)
self._right_skylight = get_skylight_array(chunk_data)
self._right_blocklight = get_blocklight_array(chunk_data)
self._right_blocks = get_blockarray(chunk_data)
except IOError:
self._right_skylight = None
self._right_blocklight = None
self._right_blocks = None
def _load_right_blocks(self):
"""Loads and returns lower-right block array"""
if not hasattr(self, "_right_blocks"):
self._load_right()
return self._right_blocks
right_blocks = property(_load_right_blocks)
def _load_right_skylight(self):
"""Loads and returns lower-right skylight array"""
if not hasattr(self, "_right_skylight"):
self._load_right()
return self._right_skylight
right_skylight = property(_load_right_skylight)
def _load_right_blocklight(self):
"""Loads and returns lower-right blocklight array"""
if not hasattr(self, "_right_blocklight"):
self._load_right()
return self._right_blocklight
right_blocklight = property(_load_right_blocklight)
def _hash_blockarray(self):
"""Finds a hash of the block array"""
if hasattr(self, "_digest"):
@@ -243,6 +345,108 @@ class ChunkRenderer(object):
# Return its location
return dest_path
def calculate_darkness(self, skylight, blocklight):
"""Takes a raw blocklight and skylight, and returns a value
between 0.0 (fully lit) and 1.0 (fully black) that can be used as
an alpha value for a blend with a black source image. It mimics
Minecraft lighting calculations."""
if not self.world.night:
# Daytime
return 1.0 - pow(0.8, 15 - max(blocklight, skylight))
else:
# Nighttime
return 1.0 - pow(0.8, 15 - max(blocklight, skylight - 11))
def get_lighting_coefficient(self, x, y, z, norecurse=False):
"""Calculates the lighting coefficient for the given
coordinate, using default lighting and peeking into
neighboring chunks, if needed. A lighting coefficient of 1.0
means fully black.
Returns a tuple (coefficient, occluded), where occluded is
True if the given coordinate is filled with a solid block, and
therefore the returned coefficient is just the default."""
# placeholders for later data arrays, coordinates
blocks = None
skylight = None
blocklight = None
local_x = x
local_y = y
local_z = z
is_local_chunk = False
# find out what chunk we're in, and translate accordingly
if x >= 0 and y < 16:
blocks = self.blocks
skylight = self.skylight
blocklight = self.blocklight
is_local_chunk = True
elif x < 0:
local_x += 16
blocks = self.left_blocks
skylight = self.left_skylight
blocklight = self.left_blocklight
elif y >= 16:
local_y -= 16
blocks = self.right_blocks
skylight = self.right_skylight
blocklight = self.right_blocklight
# make sure we have a correctly-ranged coordinates and enough
# info about the chunk
if not (blocks != None and skylight != None and blocklight != None and
local_x >= 0 and local_x < 16 and local_y >= 0 and local_y < 16 and
local_z >= 0 and local_z < 128):
# we have no useful info, return default
return (self.calculate_darkness(15, 0), False)
blocktype = blocks[local_x, local_y, local_z]
# special handling for half-blocks
# (don't recurse more than once!)
if blocktype == 44 and not norecurse:
# average gathering variables
averagegather = 0.0
averagecount = 0
# how bright we need before we consider a side "lit"
threshold = self.calculate_darkness(0, 0)
# iterate through all the sides of the block
sides = [(x-1, y, z), (x+1, y, z), (x, y, z-1), (x, y, z+1), (x, y-1, z), (x, y+1, z)]
for side in sides:
val, occ = self.get_lighting_coefficient(*side, norecurse=True)
if (not occ) and (val < threshold):
averagegather += val
averagecount += 1
# if at least one side was lit, return the average
if averagecount > 0:
return (averagegather / averagecount, False)
# calculate the return...
occluded = not (blocktype in transparent_blocks)
# only calculate the non-default coefficient if we're not occluded
if (blocktype == 10) or (blocktype == 11):
# lava blocks should always be lit!
coefficient = 0.0
elif occluded:
coefficient = self.calculate_darkness(15, 0)
else:
coefficient = self.calculate_darkness(skylight[local_x, local_y, local_z], blocklight[local_x, local_y, local_z])
# only say we're occluded if the point is in the CURRENT
# chunk, so that we don't get obvious inter-chunk dependencies
# (we want this here so we still have the default coefficient
# for occluded blocks, even when we don't report them as
# occluded)
if not is_local_chunk:
occluded = False
return (coefficient, occluded)
def chunk_render(self, img=None, xoff=0, yoff=0, cave=False):
"""Renders a chunk with the given parameters, and returns the image.
If img is given, the chunk is rendered to that image object. Otherwise,
@@ -252,24 +456,16 @@ class ChunkRenderer(object):
rendered, and blocks are drawn with a color tint depending on their
depth."""
blocks = self.blocks
if cave:
skylight = get_skylight_array(self.level)
# Cave mode. Actually go through and 0 out all blocks that are not in a
# cave, so that it only renders caves.
# 1st task: this array is 2 blocks per byte, expand it so we can just
# do a bitwise and on the arrays
skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
# Even elements get the lower 4 bits
skylight_expanded[:,:,::2] = skylight & 0x0F
# Odd elements get the upper 4 bits
skylight_expanded[:,:,1::2] = skylight >> 4
# Places where the skylight is not 0 (there's some amount of skylight
# touching it) change it to something that won't get rendered, AND
# won't get counted as "transparent".
blocks = blocks.copy()
blocks[skylight_expanded != 0] = 21
blocks[self.skylight != 0] = 21
blockData = get_blockdata_array(self.level)
blockData_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
@@ -359,9 +555,37 @@ class ChunkRenderer(object):
# 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
img.paste(Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
else:
img.paste(t[0], (imgx, imgy), t[1])
if not self.world.lighting:
# no lighting at all
img.paste(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)
img.paste(Image.blend(t[0], black_color, black_coeff), (imgx, imgy), t[1])
else:
# draw each face lit appropriately,
# but first just draw the block
img.paste(t[0], (imgx, imgy), t[1])
# top face
black_coeff, face_occlude = self.get_lighting_coefficient(x, y, z + 1)
if not face_occlude:
img.paste((0,0,0), (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:
img.paste((0,0,0), (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:
img.paste((0,0,0), (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
# Draw edge lines
if blockid in (44,): # step block
@@ -380,6 +604,32 @@ class ChunkRenderer(object):
return img
# 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.transform_image(white)
leftpart = textures.transform_image_side(white)
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)
return (top, left, right)
facemasks = generate_facemasks()
black_color = Image.new("RGB", (24,24), (0,0,0))
# Render 128 different color images for color coded depth blending in cave mode
def generate_depthcolors():

View File

@@ -48,6 +48,8 @@ def main():
parser.add_option("-d", "--delete", dest="delete", help="Clear all caches. Next time you render your world, it will have to start completely over again. This is probably not a good idea for large worlds. Use this if you change texture packs and want to re-render everything.", action="store_true")
parser.add_option("--cachedir", dest="cachedir", help="Sets the directory where the Overviewer will save chunk images, which is an intermediate step before the tiles are generated. You must use the same directory each time to gain any benefit from the cache. If not set, this defaults to your world directory.")
parser.add_option("--chunklist", dest="chunklist", help="A file containing, on each line, a path to a chunkfile to update. Instead of scanning the world directory for chunks, it will just use this list. Normal caching rules still apply.")
parser.add_option("--lighting", dest="lighting", help="Renders shadows using light data from each chunk.", action="store_true")
parser.add_option("--night", dest="night", help="Renders shadows using light data from each chunk, as if it were night. Implies --lighting.", action="store_true")
parser.add_option("--imgformat", dest="imgformat", help="The image output format to use. Currently supported: png(default), jpg. NOTE: png will always be used as the intermediate image format.")
parser.add_option("--optimize-img", dest="optimizeimg", help="If using png, perform image file size optimizations on the output. Specify 1 for pngcrush, 2 for pngcrush+optipng+advdef. This may double (or more) render times, but will produce up to 30% smaller images. NOTE: requires corresponding programs in $PATH or %PATH%")
parser.add_option("-q", "--quiet", dest="quiet", action="count", default=0, help="Print less output. You can specify this option multiple times.")
@@ -114,7 +116,7 @@ def main():
logging.debug("Current log level: {0}".format(logging.getLogger().level))
# First generate the world's chunk images
w = world.WorldRenderer(worlddir, cachedir, chunklist=chunklist)
w = world.WorldRenderer(worlddir, cachedir, chunklist=chunklist, lighting=options.lighting, night=options.night)
w.go(options.procs)
# Now generate the tiles

View File

@@ -71,6 +71,10 @@ class QuadtreeGen(object):
self.imgformat = imgformat
self.optimizeimg = optimizeimg
# Make the destination dir
if not os.path.exists(destdir):
os.mkdir(destdir)
if depth is None:
# Determine quadtree depth (midpoint is always 0,0)
for p in xrange(15):
@@ -270,10 +274,6 @@ class QuadtreeGen(object):
def go(self, procs):
"""Renders all tiles"""
# Make the destination dir
if not os.path.exists(self.destdir):
os.mkdir(self.destdir)
curdepth = self._get_cur_depth()
if curdepth != -1:
if self.p > curdepth:

View File

@@ -114,7 +114,7 @@ def _split_terrain(terrain):
# This maps terainids to 16x16 images
terrain_images = _split_terrain(_get_terrain_image())
def _transform_image(img, blockID=None):
def transform_image(img, blockID=None):
"""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
@@ -147,7 +147,7 @@ def _transform_image(img, blockID=None):
newimg = img.transform((24,12), Image.AFFINE, transform)
return newimg
def _transform_image_side(img, blockID=None):
def transform_image_side(img, blockID=None):
"""Takes an image and shears it for the left side of the cube (reflect for
the right side)"""
@@ -186,13 +186,13 @@ def _build_block(top, side, blockID=None):
"""
img = Image.new("RGBA", (24,24), (38,92,255,0))
top = _transform_image(top, blockID)
top = transform_image(top, blockID)
if not side:
img.paste(top, (0,0), top)
return img
side = _transform_image_side(side, blockID)
side = transform_image_side(side, blockID)
otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
@@ -345,25 +345,25 @@ def generate_special_texture(blockID, data):
raw_straight = terrain_images[128]
raw_corner = terrain_images[112]
## use _transform_image to scale and shear
## use transform_image to scale and shear
if data == 0:
track = _transform_image(raw_straight, blockID)
track = transform_image(raw_straight, blockID)
elif data == 6:
track = _transform_image(raw_corner, blockID)
track = transform_image(raw_corner, blockID)
elif data == 7:
track = _transform_image(raw_corner.rotate(270), blockID)
track = transform_image(raw_corner.rotate(270), blockID)
elif data == 8:
# flip
track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
blockID)
elif data == 9:
track = _transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
blockID)
elif data == 1:
track = _transform_image(raw_straight.rotate(90), blockID)
track = transform_image(raw_straight.rotate(90), blockID)
else:
# TODO render carts that slop up or down
track = _transform_image(raw_straight, blockID)
track = transform_image(raw_straight, blockID)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(track, (0,12), track)
@@ -371,8 +371,8 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3])
if blockID == 59: # crops
raw_crop = terrain_images[88+data]
crop1 = _transform_image(raw_crop, blockID)
crop2 = _transform_image_side(raw_crop, blockID)
crop1 = transform_image(raw_crop, blockID)
crop2 = transform_image_side(raw_crop, blockID)
crop3 = crop2.transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
@@ -382,9 +382,9 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3])
if blockID == 61: #furnace
top = _transform_image(terrain_images[1])
side1 = _transform_image_side(terrain_images[45])
side2 = _transform_image_side(terrain_images[44]).transpose(Image.FLIP_LEFT_RIGHT)
top = transform_image(terrain_images[1])
side1 = transform_image_side(terrain_images[45])
side2 = transform_image_side(terrain_images[44]).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
@@ -394,9 +394,9 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3])
if blockID == 62: # lit furnace
top = _transform_image(terrain_images[1])
side1 = _transform_image_side(terrain_images[45])
side2 = _transform_image_side(terrain_images[45+16]).transpose(Image.FLIP_LEFT_RIGHT)
top = transform_image(terrain_images[1])
side1 = transform_image_side(terrain_images[45])
side2 = transform_image_side(terrain_images[45+16]).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
@@ -412,22 +412,22 @@ def generate_special_texture(blockID, data):
# normally this ladder would be obsured by the block it's attached to
# but since ladders can apparently be placed on transparent blocks, we
# have to render this thing anyway. same for data == 2
tex = _transform_image_side(raw_texture)
tex = transform_image_side(raw_texture)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(tex, (0,6), tex)
return (img.convert("RGB"), img.split()[3])
if data == 2:
tex = _transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(tex, (12,6), tex)
return (img.convert("RGB"), img.split()[3])
if data == 3:
tex = _transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(tex, (0,0), tex)
return (img.convert("RGB"), img.split()[3])
if data == 4:
tex = _transform_image_side(raw_texture)
tex = transform_image_side(raw_texture)
img = Image.new("RGBA", (24,24), (38,92,255,0))
img.paste(tex, (12,0), tex)
return (img.convert("RGB"), img.split()[3])
@@ -449,36 +449,36 @@ def generate_special_texture(blockID, data):
img = Image.new("RGBA", (24,24), (38,92,255,0))
if (data & 0x03) == 0:
if not swung:
tex = _transform_image_side(raw_door)
tex = transform_image_side(raw_door)
img.paste(tex, (0,6), tex)
else:
# flip first to set the doornob on the correct side
tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = tex.transpose(Image.FLIP_LEFT_RIGHT)
img.paste(tex, (0,0), tex)
if (data & 0x03) == 1:
if not swung:
tex = _transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
tex = transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
img.paste(tex, (0,0), tex)
else:
tex = _transform_image_side(raw_door)
tex = transform_image_side(raw_door)
img.paste(tex, (12,0), tex)
if (data & 0x03) == 2:
if not swung:
tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
img.paste(tex, (12,0), tex)
else:
tex = _transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
tex = transform_image_side(raw_door).transpose(Image.FLIP_LEFT_RIGHT)
img.paste(tex, (12,6), tex)
if (data & 0x03) == 3:
if not swung:
tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT)
tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT)).transpose(Image.FLIP_LEFT_RIGHT)
img.paste(tex, (12,6), tex)
else:
tex = _transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
img.paste(tex, (0,6), tex)
return (img.convert("RGB"), img.split()[3])

View File

@@ -92,9 +92,11 @@ class WorldRenderer(object):
files to update. If it includes a trailing newline, it is stripped, so you
can pass in file handles just fine.
"""
def __init__(self, worlddir, cachedir, chunklist=None):
def __init__(self, worlddir, cachedir, chunklist=None, lighting=False, night=False):
self.worlddir = worlddir
self.caves = False
self.lighting = lighting or night
self.night = night
self.cachedir = cachedir
self.chunklist = chunklist
@@ -136,6 +138,17 @@ class WorldRenderer(object):
return inclusion_set
def get_chunk_path(self, chunkX, chunkY):
"""Returns the path to the chunk file at (chunkX, chunkY), if
it exists."""
chunkFile = "%s/%s/c.%s.%s.dat" % (base36encode(chunkX % 64),
base36encode(chunkY % 64),
base36encode(chunkX),
base36encode(chunkY))
return os.path.join(self.worlddir, chunkFile)
def findTrueSpawn(self):
"""Adds the true spawn location to self.POI. The spawn Y coordinate
is almost always the default of 64. Find the first air block above
@@ -152,11 +165,9 @@ class WorldRenderer(object):
chunkY = spawnZ/16
## The filename of this chunk
chunkFile = os.path.join(base36encode(chunkX % 64), base36encode(chunkY % 64),
"c.%s.%s.dat" % (base36encode(chunkX), base36encode(chunkY)))
chunkFile = self.get_chunk_path(chunkX, chunkY)
data=nbt.load(os.path.join(self.worlddir, chunkFile))[1]
data=nbt.load(chunkFile)[1]
level = data['Level']
blockArray = numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128))
@@ -238,12 +249,12 @@ class WorldRenderer(object):
if inclusion_set and (col, row) not in inclusion_set:
# Skip rendering, just find where the existing image is
_, imgpath = chunk.ChunkRenderer(chunkfile,
self.cachedir).find_oldimage(False)
self.cachedir, self).find_oldimage(False)
if imgpath:
results[(col, row)] = imgpath
continue
result = chunk.render_and_save(chunkfile, self.cachedir, cave=self.caves)
result = chunk.render_and_save(chunkfile, self.cachedir, self, cave=self.caves)
results[(col, row)] = result
if i > 0:
if 1000 % i == 0 or i % 1000 == 0:
@@ -256,13 +267,13 @@ class WorldRenderer(object):
if inclusion_set and (col, row) not in inclusion_set:
# Skip rendering, just find where the existing image is
_, imgpath = chunk.ChunkRenderer(chunkfile,
self.cachedir).find_oldimage(False)
self.cachedir, self).find_oldimage(False)
if imgpath:
results[(col, row)] = imgpath
continue
result = pool.apply_async(chunk.render_and_save,
args=(chunkfile,self.cachedir),
args=(chunkfile,self.cachedir,self),
kwds=dict(cave=self.caves))
asyncresults.append((col, row, result))