moved iteration code to its own function
This commit is contained in:
187
chunk.py
187
chunk.py
@@ -64,6 +64,21 @@ def get_blockdata_array(level):
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in a similar manner to skylight data"""
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return numpy.frombuffer(level['Data'], dtype=numpy.uint8).reshape((16,16,64))
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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,
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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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@@ -260,104 +275,94 @@ 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 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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try:
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blockid = blocks[x,y,z]
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for x,y,z,imgx,imgy in iterate_chunkblocks(xoff,yoff):
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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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# 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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t = textures.specialblockmap[(blockid, ancilData)]
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except KeyError:
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t = None
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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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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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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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# 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
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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 (
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# Normal block or not cave mode, check sides for
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# transparentcy or render unconditionally if it's
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# on a shown face
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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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# Don't render if all sides aren't transparent and
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# we're not on the edge
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continue
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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
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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 (
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# Normal block or not cave mode, check sides for
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# transparentcy or render unconditionally if it's
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# on a shown face
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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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# Don't render if all sides aren't transparent and
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# we're not on the edge
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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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img.paste(Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
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else:
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img.paste(t[0], (imgx, imgy), t[1])
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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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img.paste(Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
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else:
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img.paste(t[0], (imgx, imgy), t[1])
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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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# 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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finally:
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# Do this no mater how the above block exits
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imgy -= 12
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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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return img
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