Initial commit for multi-layer rendering.
Hardwired to use all 4 render modes at once. Todo: add config file/commandline argument support.
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@@ -45,6 +45,7 @@ import composite
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import world
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import quadtree
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import googlemap
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import rendernode
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helptext = """
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%prog [OPTIONS] <World # / Name / Path to World> <tiles dest dir>
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@@ -171,21 +172,29 @@ def main():
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useBiomeData = os.path.exists(os.path.join(worlddir, 'biomes'))
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if not useBiomeData:
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logging.info("Notice: Not using biome data for tinting")
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# First do world-level preprocessing
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w = world.World(worlddir, useBiomeData=useBiomeData)
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w.go(options.procs)
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# create the quadtrees
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# TODO chunklist
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q = quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode=options.rendermode)
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q = []
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q.append(quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode='normal', tiledir='tiles'))
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q.append(quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode='lighting'))
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q.append(quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode='night'))
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q.append(quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode='spawn'))
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#create the distributed render
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r = rendernode.RenderNode(w,q)
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# write out the map and web assets
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m = googlemap.MapGen([q,], skipjs=options.skipjs, web_assets_hook=options.web_assets_hook)
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m = googlemap.MapGen(q, skipjs=options.skipjs, web_assets_hook=options.web_assets_hook)
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m.go(options.procs)
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# render the tiles!
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q.go(options.procs)
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r.go(options.procs)
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def delete_all(worlddir, tiledir):
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# TODO should we delete tiledir here too?
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