broke out nether, heightfading, depth, and edgelines from base primitive
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@@ -30,15 +30,30 @@ class RenderPrimitive(object):
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self.option_values[key] = val
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class Base(RenderPrimitive):
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options = {
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"edge_opacity": "darkness of the edge lines, from 0.0 to 1.0 (default: 0.15)",
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"min_depth": "lowest level of blocks to render (default: 0)",
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"max_depth": "highest level of blocks to render (default: 127)",
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"height_fading": "darken or lighten blocks based on height (default: False)",
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"nether": "if True, remove the roof of the map. Useful on nether maps. (defualt: False)",
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}
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name = "base"
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class Nether(RenderPrimitive):
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name = "nether"
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class HeightFading(RenderPrimitive):
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name = "height-fading"
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black_color = Image.new("RGB", (24,24), (0,0,0))
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white_color = Image.new("RGB", (24,24), (255,255,255))
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class Depth(RenderPrimitive):
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name = "depth"
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options = {
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"min": "lowest level of blocks to render (default: 0)",
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"max": "highest level of blocks to render (default: 127)",
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}
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class EdgeLines(RenderPrimitive):
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name = "edge-lines"
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options = {
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"opacity": "darkness of the edge lines, from 0.0 to 1.0 (default: 0.15)",
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}
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# Render 3 blending masks for lighting
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# first is top (+Z), second is left (-X), third is right (+Y)
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def generate_facemasks():
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@@ -70,8 +85,6 @@ def generate_facemasks():
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return (top, left, right)
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facemasks = generate_facemasks()
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black_color = Image.new("RGB", (24,24), (0,0,0))
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white_color = Image.new("RGB", (24,24), (255,255,255))
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# Render 128 different color images for color coded depth blending in cave mode
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def generate_depthcolors():
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