added run-time flags to enable lighting or nighttime rendering
This commit is contained in:
109
chunk.py
109
chunk.py
@@ -38,15 +38,17 @@ image
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# use that as the mask. Then take the image and use im.convert("RGB") to strip
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# the image from its alpha channel, and use that as the source to paste()
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def get_lighting_coefficient(skylight, blocklight):
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def get_lighting_coefficient(skylight, blocklight, night):
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"""Takes a raw blocklight and skylight, and returns a value
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between 0.0 (fully lit) and 1.0 (fully black) that can be used as
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an alpha value for a blend with a black source image. It mimics
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Minecraft lighting calculations."""
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# Daytime
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return 1.0 - pow(0.8, 15 - max(blocklight, skylight))
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# Nighttime
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#return 1.0 - pow(0.8, 15 - max(blocklight, skylight - 11))
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if not night:
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# Daytime
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return 1.0 - pow(0.8, 15 - max(blocklight, skylight))
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else:
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# Nighttime
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return 1.0 - pow(0.8, 15 - max(blocklight, skylight - 11))
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def get_lvldata(filename):
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"""Takes a filename and returns the Level struct, which contains all the
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@@ -250,40 +252,52 @@ class ChunkRenderer(object):
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depth."""
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blocks = self.blocks
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# light data for the current chunk
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skylight = get_skylight_array(self.level)
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blocklight = get_blocklight_array(self.level)
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# dummy variables that may be filled in later based on render options
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skylight = None
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blocklight = None
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left_skylight = None
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left_blocklight = None
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left_blocks = None
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right_skylight = None
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right_blocklight = None
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right_blocks = None
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# light data for the chunk to the lower left
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chunk_path = self.world.get_chunk_path(self.coords[0] - 1, self.coords[1])
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try:
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chunk_data = get_lvldata(chunk_path)
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# we only need +X-most side
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left_skylight = get_skylight_array(chunk_data)[15,:,:]
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left_blocklight = get_blocklight_array(chunk_data)[15,:,:]
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left_blocks = get_blockarray(chunk_data)[15,:,:]
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del chunk_data
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except IOError:
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left_skylight = None
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left_blocklight = None
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left_blocks = None
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if self.world.lighting or cave:
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# light data for the current chunk
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skylight = get_skylight_array(self.level)
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blocklight = get_blocklight_array(self.level)
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if self.world.lighting:
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# light data for the chunk to the lower left
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chunk_path = self.world.get_chunk_path(self.coords[0] - 1, self.coords[1])
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try:
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chunk_data = get_lvldata(chunk_path)
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# we only need +X-most side
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left_skylight = get_skylight_array(chunk_data)[15,:,:]
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left_blocklight = get_blocklight_array(chunk_data)[15,:,:]
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left_blocks = get_blockarray(chunk_data)[15,:,:]
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del chunk_data
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except IOError:
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left_skylight = None
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left_blocklight = None
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left_blocks = None
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# light data for the chunk to the lower right
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chunk_path = self.world.get_chunk_path(self.coords[0], self.coords[1] + 1)
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try:
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chunk_data = get_lvldata(chunk_path)
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# we only need -Y-most side
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right_skylight = get_skylight_array(chunk_data)[:,0,:]
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right_blocklight = get_blocklight_array(chunk_data)[:,0,:]
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right_blocks = get_blockarray(chunk_data)[:,0,:]
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del chunk_data
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except IOError:
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right_skylight = None
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right_blocklight = None
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right_blocks = None
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# clean up namespace a bit
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del chunk_path
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# light data for the chunk to the lower right
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chunk_path = self.world.get_chunk_path(self.coords[0], self.coords[1] + 1)
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try:
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chunk_data = get_lvldata(chunk_path)
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# we only need -Y-most side
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right_skylight = get_skylight_array(chunk_data)[:,0,:]
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right_blocklight = get_blocklight_array(chunk_data)[:,0,:]
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right_blocks = get_blockarray(chunk_data)[:,0,:]
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del chunk_data
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except IOError:
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right_skylight = None
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right_blocklight = None
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right_blocks = None
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# clean up namespace a bit
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del chunk_path
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if cave:
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# Cave mode. Actually go through and 0 out all blocks that are not in a
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@@ -368,11 +382,14 @@ class ChunkRenderer(object):
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# no lighting for cave -- depth is probably more useful
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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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if blockid in transparent_blocks:
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if not (blocklight != None and skylight != None):
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# no lighting at all
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img.paste(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 = get_lighting_coefficient(skylight[x,y,z], blocklight[x,y,z])
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black_coeff = get_lighting_coefficient(skylight[x,y,z], blocklight[x,y,z], self.world.night)
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img.paste(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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@@ -381,24 +398,24 @@ class ChunkRenderer(object):
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# top face
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if z != 127 and (blocks[x,y,z+1] in transparent_blocks):
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black_coeff = get_lighting_coefficient(skylight[x,y,z+1], blocklight[x,y,z+1])
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black_coeff = get_lighting_coefficient(skylight[x,y,z+1], blocklight[x,y,z+1], self.world.night)
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img.paste((0,0,0), (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
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# left face
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black_coeff = get_lighting_coefficient(15, 0)
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black_coeff = get_lighting_coefficient(15, 0, self.world.night)
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if x != 0:
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black_coeff = get_lighting_coefficient(skylight[x-1,y,z], blocklight[x-1,y,z])
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black_coeff = get_lighting_coefficient(skylight[x-1,y,z], blocklight[x-1,y,z], self.world.night)
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elif left_skylight != None and left_blocklight != None:
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black_coeff = get_lighting_coefficient(left_skylight[y,z], left_blocklight[y,z])
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black_coeff = get_lighting_coefficient(left_skylight[y,z], left_blocklight[y,z], self.world.night)
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if (x == 0 and (left_blocks == None or left_blocks[y,z] in transparent_blocks)) or (x != 0 and blocks[x-1,y,z] in transparent_blocks):
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img.paste((0,0,0), (imgx, imgy), ImageEnhance.Brightness(facemasks[1]).enhance(black_coeff))
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# right face
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black_coeff = get_lighting_coefficient(15, 0)
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black_coeff = get_lighting_coefficient(15, 0, self.world.night)
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if y != 15:
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black_coeff = get_lighting_coefficient(skylight[x,y+1,z], blocklight[x,y+1,z])
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black_coeff = get_lighting_coefficient(skylight[x,y+1,z], blocklight[x,y+1,z], self.world.night)
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elif right_skylight != None and right_blocklight != None:
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black_coeff = get_lighting_coefficient(right_skylight[x,z], right_blocklight[x,z])
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black_coeff = get_lighting_coefficient(right_skylight[x,z], right_blocklight[x,z], self.world.night)
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if (y == 15 and (right_blocks == None or right_blocks[x,z] in transparent_blocks)) or (y != 15 and blocks[x,y+1,z] in transparent_blocks):
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img.paste((0,0,0), (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
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