0

Initial commit for multi-layer rendering.

Hardwired to use all 4 render modes at once. Todo: add config file/commandline argument support.
This commit is contained in:
Xon
2011-03-23 21:42:13 +08:00
parent c700afb012
commit ca36c98641
4 changed files with 569 additions and 438 deletions

View File

@@ -53,7 +53,8 @@ class MapGen(object):
def __init__(self, quadtrees, skipjs=False, web_assets_hook=None):
"""Generates a Google Maps interface for the given list of
quadtrees. All of the quadtrees must have the same destdir,
image format, and world."""
image format, and world.
Note:tiledir for each quadtree should be unique. By default the tiledir is determined by the rendermode"""
self.skipjs = skipjs
self.web_assets_hook = web_assets_hook

View File

@@ -45,6 +45,7 @@ import composite
import world
import quadtree
import googlemap
import rendernode
helptext = """
%prog [OPTIONS] <World # / Name / Path to World> <tiles dest dir>
@@ -178,14 +179,22 @@ def main():
# create the quadtrees
# TODO chunklist
q = quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode=options.rendermode)
q = []
q.append(quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode='normal', tiledir='tiles'))
q.append(quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode='lighting'))
q.append(quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode='night'))
q.append(quadtree.QuadtreeGen(w, destdir, depth=options.zoom, imgformat=imgformat, optimizeimg=optimizeimg, rendermode='spawn'))
#create the distributed render
r = rendernode.RenderNode(w,q)
# write out the map and web assets
m = googlemap.MapGen([q,], skipjs=options.skipjs, web_assets_hook=options.web_assets_hook)
m = googlemap.MapGen(q, skipjs=options.skipjs, web_assets_hook=options.web_assets_hook)
m.go(options.procs)
# render the tiles!
q.go(options.procs)
r.go(options.procs)
def delete_all(worlddir, tiledir):
# TODO should we delete tiledir here too?

View File

@@ -47,31 +47,8 @@ def iterate_base4(d):
"""Iterates over a base 4 number with d digits"""
return itertools.product(xrange(4), repeat=d)
def catch_keyboardinterrupt(func):
"""Decorator that catches a keyboardinterrupt and raises a real exception
so that multiprocessing will propagate it properly"""
@functools.wraps(func)
def newfunc(*args, **kwargs):
try:
return func(*args, **kwargs)
except KeyboardInterrupt:
logging.error("Ctrl-C caught!")
raise Exception("Exiting")
except:
import traceback
traceback.print_exc()
raise
return newfunc
child_quadtree = None
def pool_initializer(quadtree):
logging.debug("Child process {0}".format(os.getpid()))
#stash the quadtree object in a global variable after fork() for windows compat.
global child_quadtree
child_quadtree = quadtree
class QuadtreeGen(object):
def __init__(self, worldobj, destdir, depth=None, tiledir="tiles", imgformat=None, optimizeimg=None, rendermode="normal"):
def __init__(self, worldobj, destdir, depth=None, tiledir=None, imgformat=None, optimizeimg=None, rendermode="normal"):
"""Generates a quadtree from the world given into the
given dest directory
@@ -93,6 +70,8 @@ class QuadtreeGen(object):
# Make the destination dir
if not os.path.exists(destdir):
os.mkdir(destdir)
if tiledir is None:
tiledir = rendermode
self.tiledir = tiledir
if depth is None:
@@ -128,23 +107,6 @@ class QuadtreeGen(object):
self.destdir = destdir
self.full_tiledir = os.path.join(destdir, tiledir)
def print_statusline(self, complete, total, level, unconditional=False):
if unconditional:
pass
elif complete < 100:
if not complete % 25 == 0:
return
elif complete < 1000:
if not complete % 100 == 0:
return
else:
if not complete % 1000 == 0:
return
logging.info("{0}/{1} tiles complete on level {2}/{3}".format(
complete, total, level, self.p))
def _get_cur_depth(self):
"""How deep is the quadtree currently in the destdir? This glances in
config.js to see what maxZoom is set to.
@@ -220,63 +182,8 @@ class QuadtreeGen(object):
shutil.rmtree(getpath("3"))
os.rename(getpath("new3"), getpath("3"))
def _apply_render_worldtiles(self, pool,batch_size):
"""Returns an iterator over result objects. Each time a new result is
requested, a new task is added to the pool and a result returned.
"""
batch = []
tiles = 0
for path in iterate_base4(self.p):
# Get the range for this tile
colstart, rowstart = self._get_range_by_path(path)
colend = colstart + 2
rowend = rowstart + 4
# This image is rendered at(relative to the worker's destdir):
tilepath = [str(x) for x in path]
tilepath = os.sep.join(tilepath)
#logging.debug("this is rendered at %s", dest)
# Put this in the batch to be submited to the pool
batch.append((colstart, colend, rowstart, rowend, tilepath))
tiles += 1
if tiles >= batch_size:
tiles = 0
yield pool.apply_async(func=render_worldtile_batch, args= [batch])
batch = []
if tiles > 0:
yield pool.apply_async(func=render_worldtile_batch, args= (batch,))
def _apply_render_inntertile(self, pool, zoom,batch_size):
"""Same as _apply_render_worltiles but for the inntertile routine.
Returns an iterator that yields result objects from tasks that have
been applied to the pool.
"""
batch = []
tiles = 0
for path in iterate_base4(zoom):
# This image is rendered at(relative to the worker's destdir):
tilepath = [str(x) for x in path[:-1]]
tilepath = os.sep.join(tilepath)
name = str(path[-1])
self.full_tiledir
batch.append((tilepath, name, self.imgformat, self.optimizeimg))
tiles += 1
if tiles >= batch_size:
tiles = 0
yield pool.apply_async(func=render_innertile_batch, args= [batch])
batch = []
if tiles > 0:
yield pool.apply_async(func=render_innertile_batch, args= [batch])
def go(self, procs):
"""Renders all tiles"""
"""Processing before tile rendering"""
curdepth = self._get_cur_depth()
if curdepth != -1:
@@ -290,93 +197,6 @@ class QuadtreeGen(object):
for _ in xrange(curdepth - self.p):
self._decrease_depth()
logging.debug("Parent process {0}".format(os.getpid()))
# Create a pool
if procs == 1:
pool = FakePool()
global child_quadtree
child_quadtree = self
else:
pool = multiprocessing.Pool(processes=procs,initializer=pool_initializer,initargs=(self,))
#warm up the pool so it reports all the worker id's
pool.map(bool,xrange(multiprocessing.cpu_count()),1)
# Render the highest level of tiles from the chunks
results = collections.deque()
complete = 0
total = 4**self.p
logging.info("Rendering highest zoom level of tiles now.")
logging.info("There are {0} tiles to render".format(total))
logging.info("There are {0} total levels to render".format(self.p))
logging.info("Don't worry, each level has only 25% as many tiles as the last.")
logging.info("The others will go faster")
count = 0
batch_size = 8
timestamp = time.time()
for result in self._apply_render_worldtiles(pool,batch_size):
results.append(result)
# every second drain some of the queue
timestamp2 = time.time()
if timestamp2 >= timestamp + 1:
timestamp = timestamp2
count_to_remove = (1000//batch_size)
if count_to_remove < len(results):
while count_to_remove > 0:
count_to_remove -= 1
complete += results.popleft().get()
self.print_statusline(complete, total, 1)
if len(results) > (10000//batch_size):
# Empty the queue before adding any more, so that memory
# required has an upper bound
while len(results) > (500//batch_size):
complete += results.popleft().get()
self.print_statusline(complete, total, 1)
# Wait for the rest of the results
while len(results) > 0:
complete += results.popleft().get()
self.print_statusline(complete, total, 1)
self.print_statusline(complete, total, 1, True)
# Now do the other layers
for zoom in xrange(self.p-1, 0, -1):
level = self.p - zoom + 1
assert len(results) == 0
complete = 0
total = 4**zoom
logging.info("Starting level {0}".format(level))
timestamp = time.time()
for result in self._apply_render_inntertile(pool, zoom,batch_size):
results.append(result)
# every second drain some of the queue
timestamp2 = time.time()
if timestamp2 >= timestamp + 1:
timestamp = timestamp2
count_to_remove = (1000//batch_size)
if count_to_remove < len(results):
while count_to_remove > 0:
count_to_remove -= 1
complete += results.popleft().get()
self.print_statusline(complete, total, 1)
if len(results) > (10000/batch_size):
while len(results) > (500/batch_size):
complete += results.popleft().get()
self.print_statusline(complete, total, level)
# Empty the queue
while len(results) > 0:
complete += results.popleft().get()
self.print_statusline(complete, total, level)
self.print_statusline(complete, total, level, True)
logging.info("Done")
pool.close()
pool.join()
# Do the final one right here:
render_innertile(os.path.join(self.destdir, self.tiledir), "base", self.imgformat, self.optimizeimg)
def _get_range_by_path(self, path):
"""Returns the x, y chunk coordinates of this tile"""
@@ -395,46 +215,40 @@ class QuadtreeGen(object):
return x, y
def _get_chunks_in_range(self, colstart, colend, rowstart, rowend):
"""Get chunks that are relevant to the tile rendering function that's
rendering that range"""
chunklist = []
unconvert_coords = self.world.unconvert_coords
#get_region_path = self.world.get_region_path
get_region = self.world.regionfiles.get
for row in xrange(rowstart-16, rowend+1):
for col in xrange(colstart, colend+1):
# due to how chunks are arranged, we can only allow
# even row, even column or odd row, odd column
# otherwise, you end up with duplicates!
if row % 2 != col % 2:
continue
def get_worldtiles(self):
"""Returns an iterator over the tiles of the most detailed layer
"""
for path in iterate_base4(self.p):
# Get the range for this tile
colstart, rowstart = self._get_range_by_path(path)
colend = colstart + 2
rowend = rowstart + 4
# return (col, row, chunkx, chunky, regionpath)
chunkx, chunky = unconvert_coords(col, row)
#c = get_region_path(chunkx, chunky)
_, _, c, mcr = get_region((chunkx//32, chunky//32),(None,None,None,None));
if c is not None and mcr.chunkExists(chunkx,chunky):
chunklist.append((col, row, chunkx, chunky, c))
return chunklist
# This image is rendered at(relative to the worker's destdir):
tilepath = [str(x) for x in path]
tilepath = os.sep.join(tilepath)
#logging.debug("this is rendered at %s", dest)
@catch_keyboardinterrupt
def render_innertile_batch(batch):
global child_quadtree
quadtree = child_quadtree
count = 0
#logging.debug("{0} working on batch of size {1}".format(os.getpid(),len(batch)))
for job in batch:
count += 1
dest = quadtree.full_tiledir+os.sep+job[0]
render_innertile(dest,job[1],job[2],job[3])
return count
# Put this in the batch to be submited to the pool
yield [self,colstart, colend, rowstart, rowend, tilepath]
def render_innertile(dest, name, imgformat, optimizeimg):
def get_innertiles(self,zoom):
"""Same as get_worldtiles but for the inntertile routine.
"""
for path in iterate_base4(zoom):
# This image is rendered at(relative to the worker's destdir):
tilepath = [str(x) for x in path[:-1]]
tilepath = os.sep.join(tilepath)
name = str(path[-1])
yield [self,tilepath, name]
def render_innertile(self, dest, name):
"""
Renders a tile at os.path.join(dest, name)+".ext" by taking tiles from
os.path.join(dest, name, "{0,1,2,3}.png")
"""
imgformat = self.imgformat
imgpath = os.path.join(dest, name) + "." + imgformat
if name == "base":
@@ -486,38 +300,17 @@ def render_innertile(dest, name, imgformat, optimizeimg):
logging.warning("Couldn't open %s. It may be corrupt, you may need to delete it. %s", path[1], e)
# Save it
if imgformat == 'jpg':
if self.imgformat == 'jpg':
img.save(imgpath, quality=95, subsampling=0)
else: # png
img.save(imgpath)
if optimizeimg:
optimize_image(imgpath, imgformat, optimizeimg)
@catch_keyboardinterrupt
def render_worldtile_batch(batch):
global child_quadtree
quadtree = child_quadtree
count = 0
_get_chunks_in_range = quadtree._get_chunks_in_range
#logging.debug("{0} working on batch of size {1}".format(os.getpid(),len(batch)))
for job in batch:
count += 1
colstart = job[0]
colend = job[1]
rowstart = job[2]
rowend = job[3]
path = job[4]
path = quadtree.full_tiledir+os.sep+path
# (even if tilechunks is empty, render_worldtile will delete
# existing images if appropriate)
# And uses these chunks
tilechunks = _get_chunks_in_range(colstart, colend, rowstart,rowend)
#logging.debug(" tilechunks: %r", tilechunks)
if self.optimizeimg:
optimize_image(imgpath, self.imgformat, self.optimizeimg)
render_worldtile(quadtree,tilechunks,colstart, colend, rowstart, rowend, path)
return count
def render_worldtile(quadtree, chunks, colstart, colend, rowstart, rowend, path):
def render_worldtile(self, chunks, colstart, colend, rowstart, rowend, path):
"""Renders just the specified chunks into a tile and save it. Unlike usual
python conventions, rowend and colend are inclusive. Additionally, the
chunks around the edges are half-way cut off (so that neighboring tiles
@@ -526,7 +319,7 @@ def render_worldtile(quadtree, chunks, colstart, colend, rowstart, rowend, path)
chunks is a list of (col, row, chunkx, chunky, filename) of chunk
images that are relevant to this call (with their associated regions)
The image is saved to path+"."+quadtree.imgformat
The image is saved to path+"."+self.imgformat
If there are no chunks, this tile is not saved (if it already exists, it is
deleted)
@@ -563,8 +356,8 @@ def render_worldtile(quadtree, chunks, colstart, colend, rowstart, rowend, path)
# way above this one are possibly visible in this tile). Render them
# anyways just in case). "chunks" should include up to rowstart-16
imgpath = path + "." + quadtree.imgformat
world = quadtree.world
imgpath = path + "." + self.imgformat
world = self.world
#stat the file, we need to know if it exists or it's mtime
try:
tile_mtime = os.stat(imgpath)[stat.ST_MTIME];
@@ -625,28 +418,10 @@ def render_worldtile(quadtree, chunks, colstart, colend, rowstart, rowend, path)
# draw the chunk!
# TODO POI queue
chunk.render_to_image((chunkx, chunky), tileimg, (xpos, ypos), quadtree, False, None)
chunk.render_to_image((chunkx, chunky), tileimg, (xpos, ypos), self, False, None)
# Save them
tileimg.save(imgpath)
if quadtree.optimizeimg:
optimize_image(imgpath, quadtree.imgformat, quadtree.optimizeimg)
class FakeResult(object):
def __init__(self, res):
self.res = res
def get(self):
return self.res
class FakePool(object):
"""A fake pool used to render things in sync. Implements a subset of
multiprocessing.Pool"""
def apply_async(self, func, args=(), kwargs=None):
if not kwargs:
kwargs = {}
result = func(*args, **kwargs)
return FakeResult(result)
def close(self):
pass
def join(self):
pass
if self.optimizeimg:
optimize_image(imgpath, self.imgformat, self.optimizeimg)

346
rendernode.py Normal file
View File

@@ -0,0 +1,346 @@
# This file is part of the Minecraft Overviewer.
#
# Minecraft Overviewer is free software: you can redistribute it and/or
# modify it under the terms of the GNU General Public License as published
# by the Free Software Foundation, either version 3 of the License, or (at
# your option) any later version.
#
# Minecraft Overviewer is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
# Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
import multiprocessing
import itertools
from itertools import cycle, islice
import os
import os.path
import functools
import re
import shutil
import collections
import json
import logging
import util
import cPickle
import stat
import errno
import time
from time import gmtime, strftime, sleep
"""
This module has routines related to distributing the render job to multipule nodes
"""
def catch_keyboardinterrupt(func):
"""Decorator that catches a keyboardinterrupt and raises a real exception
so that multiprocessing will propagate it properly"""
@functools.wraps(func)
def newfunc(*args, **kwargs):
try:
return func(*args, **kwargs)
except KeyboardInterrupt:
logging.error("Ctrl-C caught!")
raise Exception("Exiting")
except:
import traceback
traceback.print_exc()
raise
return newfunc
child_rendernode = None
def pool_initializer(rendernode):
logging.debug("Child process {0}".format(os.getpid()))
#stash the quadtree objects in a global variable after fork() for windows compat.
global child_rendernode
child_rendernode = rendernode
#http://docs.python.org/library/itertools.html
def roundrobin(iterables):
"roundrobin('ABC', 'D', 'EF') --> A D E B F C"
# Recipe credited to George Sakkis
pending = len(iterables)
nexts = cycle(iter(it).next for it in iterables)
while pending:
try:
for next in nexts:
yield next()
except StopIteration:
pending -= 1
nexts = cycle(islice(nexts, pending))
class RenderNode(object):
def __init__(self, world, quadtrees):
"""Distributes the rendering of a list of quadtrees. All of the quadtrees must have the same world."""
if not len(quadtrees) > 0:
raise ValueError("there must be at least one quadtree to work on")
self.world = world
self.quadtrees = quadtrees
#bind an index value to the quadtree so we can find it again
i = 0
for q in quadtrees:
q._render_index = i
i += 1
def print_statusline(self, complete, total, level, unconditional=False):
if unconditional:
pass
elif complete < 100:
if not complete % 25 == 0:
return
elif complete < 1000:
if not complete % 100 == 0:
return
else:
if not complete % 1000 == 0:
return
logging.info("{0}/{1} tiles complete on level {2}/{3}".format(
complete, total, level, self.max_p))
def go(self, procs):
"""Renders all tiles"""
logging.debug("Parent process {0}".format(os.getpid()))
# Create a pool
if procs == 1:
pool = FakePool()
global child_rendernode
child_rendernode = self
else:
pool = multiprocessing.Pool(processes=procs,initializer=pool_initializer,initargs=(self,))
#warm up the pool so it reports all the worker id's
pool.map(bool,xrange(multiprocessing.cpu_count()),1)
quadtrees = self.quadtrees
# do per-quadtree init.
max_p = 0
total = 0
for q in quadtrees:
total += 4**q.p
if q.p > max_p:
max_p = q.p
q.go(procs)
self.max_p = max_p
# Render the highest level of tiles from the chunks
results = collections.deque()
complete = 0
logging.info("Rendering highest zoom level of tiles now.")
logging.info("Rendering {0} layer{1}".format(len(quadtrees),'s' if len(quadtrees) > 1 else '' ))
logging.info("There are {0} tiles to render".format(total))
logging.info("There are {0} total levels to render".format(self.max_p))
logging.info("Don't worry, each level has only 25% as many tiles as the last.")
logging.info("The others will go faster")
count = 0
batch_size = 4*len(quadtrees)
while batch_size < 10:
batch_size *= 2
timestamp = time.time()
for result in self._apply_render_worldtiles(pool,batch_size):
results.append(result)
# every second drain some of the queue
timestamp2 = time.time()
if timestamp2 >= timestamp + 1:
timestamp = timestamp2
count_to_remove = (1000//batch_size)
if count_to_remove < len(results):
while count_to_remove > 0:
count_to_remove -= 1
complete += results.popleft().get()
self.print_statusline(complete, total, 1)
if len(results) > (10000//batch_size):
# Empty the queue before adding any more, so that memory
# required has an upper bound
while len(results) > (500//batch_size):
complete += results.popleft().get()
self.print_statusline(complete, total, 1)
# Wait for the rest of the results
while len(results) > 0:
complete += results.popleft().get()
self.print_statusline(complete, total, 1)
self.print_statusline(complete, total, 1, True)
# Now do the other layers
for zoom in xrange(self.max_p-1, 0, -1):
level = self.max_p - zoom + 1
assert len(results) == 0
complete = 0
total = 0
for q in quadtrees:
if zoom <= q.p:
total += 4**zoom
logging.info("Starting level {0}".format(level))
timestamp = time.time()
for result in self._apply_render_inntertile(pool, zoom,batch_size):
results.append(result)
# every second drain some of the queue
timestamp2 = time.time()
if timestamp2 >= timestamp + 1:
timestamp = timestamp2
count_to_remove = (1000//batch_size)
if count_to_remove < len(results):
while count_to_remove > 0:
count_to_remove -= 1
complete += results.popleft().get()
self.print_statusline(complete, total, 1)
if len(results) > (10000/batch_size):
while len(results) > (500/batch_size):
complete += results.popleft().get()
self.print_statusline(complete, total, level)
# Empty the queue
while len(results) > 0:
complete += results.popleft().get()
self.print_statusline(complete, total, level)
self.print_statusline(complete, total, level, True)
logging.info("Done")
pool.close()
pool.join()
# Do the final one right here:
for q in quadtrees:
q.render_innertile(os.path.join(q.destdir, q.tiledir), "base")
def _get_chunks_in_range(self, colstart, colend, rowstart, rowend):
"""Get chunks that are relevant to the tile rendering function that's
rendering that range"""
chunklist = []
unconvert_coords = self.world.unconvert_coords
#get_region_path = self.world.get_region_path
get_region = self.world.regionfiles.get
for row in xrange(rowstart-16, rowend+1):
for col in xrange(colstart, colend+1):
# due to how chunks are arranged, we can only allow
# even row, even column or odd row, odd column
# otherwise, you end up with duplicates!
if row % 2 != col % 2:
continue
# return (col, row, chunkx, chunky, regionpath)
chunkx, chunky = unconvert_coords(col, row)
#c = get_region_path(chunkx, chunky)
_, _, c, mcr = get_region((chunkx//32, chunky//32),(None,None,None,None));
if c is not None and mcr.chunkExists(chunkx,chunky):
chunklist.append((col, row, chunkx, chunky, c))
return chunklist
def _apply_render_worldtiles(self, pool,batch_size):
"""Returns an iterator over result objects. Each time a new result is
requested, a new task is added to the pool and a result returned.
"""
if batch_size < len(self.quadtrees):
batch_size = len(self.quadtrees)
batch = []
jobcount = 0
# roundrobin add tiles to a batch job (thus they should all roughly work on similar chunks)
iterables = [q.get_worldtiles() for q in self.quadtrees]
for job in roundrobin(iterables):
# fixup so the worker knows which quadtree this is
job[0] = job[0]._render_index
# Put this in the batch to be submited to the pool
batch.append(job)
jobcount += 1
if jobcount >= batch_size:
jobcount = 0
yield pool.apply_async(func=render_worldtile_batch, args= [batch])
batch = []
if jobcount > 0:
yield pool.apply_async(func=render_worldtile_batch, args= [batch])
def _apply_render_inntertile(self, pool, zoom,batch_size):
"""Same as _apply_render_worltiles but for the inntertile routine.
Returns an iterator that yields result objects from tasks that have
been applied to the pool.
"""
if batch_size < len(self.quadtrees):
batch_size = len(self.quadtrees)
batch = []
jobcount = 0
# roundrobin add tiles to a batch job (thus they should all roughly work on similar chunks)
iterables = [q.get_innertiles(zoom) for q in self.quadtrees if zoom <= q.p]
for job in roundrobin(iterables):
# fixup so the worker knows which quadtree this is
job[0] = job[0]._render_index
# Put this in the batch to be submited to the pool
batch.append(job)
jobcount += 1
if jobcount >= batch_size:
jobcount = 0
yield pool.apply_async(func=render_innertile_batch, args= [batch])
batch = []
if jobcount > 0:
yield pool.apply_async(func=render_innertile_batch, args= [batch])
@catch_keyboardinterrupt
def render_worldtile_batch(batch):
global child_rendernode
rendernode = child_rendernode
count = 0
_get_chunks_in_range = rendernode._get_chunks_in_range
#logging.debug("{0} working on batch of size {1}".format(os.getpid(),len(batch)))
for job in batch:
count += 1
quadtree = rendernode.quadtrees[job[0]]
colstart = job[1]
colend = job[2]
rowstart = job[3]
rowend = job[4]
path = job[5]
path = quadtree.full_tiledir+os.sep+path
# (even if tilechunks is empty, render_worldtile will delete
# existing images if appropriate)
# And uses these chunks
tilechunks = _get_chunks_in_range(colstart, colend, rowstart,rowend)
#logging.debug(" tilechunks: %r", tilechunks)
quadtree.render_worldtile(tilechunks,colstart, colend, rowstart, rowend, path)
return count
@catch_keyboardinterrupt
def render_innertile_batch(batch):
global child_rendernode
rendernode = child_rendernode
count = 0
#logging.debug("{0} working on batch of size {1}".format(os.getpid(),len(batch)))
for job in batch:
count += 1
quadtree = rendernode.quadtrees[job[0]]
dest = quadtree.full_tiledir+os.sep+job[1]
quadtree.render_innertile(dest=dest,name=job[2])
return count
class FakeResult(object):
def __init__(self, res):
self.res = res
def get(self):
return self.res
class FakePool(object):
"""A fake pool used to render things in sync. Implements a subset of
multiprocessing.Pool"""
def apply_async(self, func, args=(), kwargs=None):
if not kwargs:
kwargs = {}
result = func(*args, **kwargs)
return FakeResult(result)
def close(self):
pass
def join(self):
pass