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Merge branch 'lighting' of http://github.com/agrif/Minecraft-Overviewer into lighting

This commit is contained in:
Andrew Brown
2010-10-15 22:55:15 -04:00
5 changed files with 339 additions and 66 deletions

292
chunk.py
View File

@@ -14,13 +14,14 @@
# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
import numpy
from PIL import Image, ImageDraw
from PIL import Image, ImageDraw, ImageEnhance
import os.path
import hashlib
import logging
import nbt
import textures
import world
"""
This module has routines related to rendering one particular chunk into an
@@ -54,11 +55,26 @@ def get_blockarray_fromfile(filename):
return get_blockarray(level)
def get_skylight_array(level):
"""Returns the skylight array. Remember this is 4 bits per block, so divide
the z component by 2 when accessing the array. and mask off the top or
bottom 4 bits if it's odd or even respectively
"""
return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
"""Returns the skylight array. This is 4 bits per block, but it is
expanded for you so you may index it normally."""
skylight = numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
# this array is 2 blocks per byte, so expand it
skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
# Even elements get the lower 4 bits
skylight_expanded[:,:,::2] = skylight & 0x0F
# Odd elements get the upper 4 bits
skylight_expanded[:,:,1::2] = (skylight & 0xF0) >> 4
return skylight_expanded
def get_blocklight_array(level):
"""Returns the blocklight array. This is 4 bits per block, but it
is expanded for you so you may index it normally."""
# expand just like get_skylight_array()
blocklight = numpy.frombuffer(level['BlockLight'], dtype=numpy.uint8).reshape((16,16,64))
blocklight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
blocklight_expanded[:,:,::2] = blocklight & 0x0F
blocklight_expanded[:,:,1::2] = (blocklight & 0xF0) >> 4
return blocklight_expanded
def get_blockdata_array(level):
"""Returns the ancillary data from the 'Data' byte array. Data is packed
@@ -84,12 +100,12 @@ def iterate_chunkblocks(xoff,yoff):
transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53,
59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85])
def render_and_save(chunkfile, cachedir, cave=False):
def render_and_save(chunkfile, cachedir, worldobj, cave=False):
"""Used as the entry point for the multiprocessing workers (since processes
can't target bound methods) or to easily render and save one chunk
Returns the image file location"""
a = ChunkRenderer(chunkfile, cachedir)
a = ChunkRenderer(chunkfile, cachedir, worldobj)
try:
return a.render_and_save(cave)
except ChunkCorrupt:
@@ -112,7 +128,7 @@ class ChunkCorrupt(Exception):
pass
class ChunkRenderer(object):
def __init__(self, chunkfile, cachedir):
def __init__(self, chunkfile, cachedir, worldobj):
"""Make a new chunk renderer for the given chunkfile.
chunkfile should be a full path to the .dat file to process
cachedir is a directory to save the resulting chunk images to
@@ -121,7 +137,11 @@ class ChunkRenderer(object):
raise ValueError("Could not find chunkfile")
self.chunkfile = chunkfile
destdir, filename = os.path.split(self.chunkfile)
self.blockid = ".".join(filename.split(".")[1:3])
chunkcoords = filename.split(".")[1:3]
self.coords = map(world.base36decode, chunkcoords)
self.blockid = ".".join(chunkcoords)
self.world = worldobj
# Cachedir here is the base directory of the caches. We need to go 2
# levels deeper according to the chunk file. Get the last 2 components
@@ -155,6 +175,88 @@ class ChunkRenderer(object):
self._blocks = get_blockarray(self._load_level())
return self._blocks
blocks = property(_load_blocks)
def _load_skylight(self):
"""Loads and returns skylight array"""
if not hasattr(self, "_skylight"):
self._skylight = get_skylight_array(self.level)
return self._skylight
skylight = property(_load_skylight)
def _load_blocklight(self):
"""Loads and returns blocklight array"""
if not hasattr(self, "_blocklight"):
self._blocklight = get_blocklight_array(self.level)
return self._blocklight
blocklight = property(_load_blocklight)
def _load_left(self):
"""Loads and sets data from lower-left chunk"""
chunk_path = self.world.get_chunk_path(self.coords[0] - 1, self.coords[1])
try:
chunk_data = get_lvldata(chunk_path)
self._left_skylight = get_skylight_array(chunk_data)
self._left_blocklight = get_blocklight_array(chunk_data)
self._left_blocks = get_blockarray(chunk_data)
except IOError:
self._left_skylight = None
self._left_blocklight = None
self._left_blocks = None
def _load_left_blocks(self):
"""Loads and returns lower-left block array"""
if not hasattr(self, "_left_blocks"):
self._load_left()
return self._left_blocks
left_blocks = property(_load_left_blocks)
def _load_left_skylight(self):
"""Loads and returns lower-left skylight array"""
if not hasattr(self, "_left_skylight"):
self._load_left()
return self._left_skylight
left_skylight = property(_load_left_skylight)
def _load_left_blocklight(self):
"""Loads and returns lower-left blocklight array"""
if not hasattr(self, "_left_blocklight"):
self._load_left()
return self._left_blocklight
left_blocklight = property(_load_left_blocklight)
def _load_right(self):
"""Loads and sets data from lower-right chunk"""
chunk_path = self.world.get_chunk_path(self.coords[0], self.coords[1] + 1)
try:
chunk_data = get_lvldata(chunk_path)
self._right_skylight = get_skylight_array(chunk_data)
self._right_blocklight = get_blocklight_array(chunk_data)
self._right_blocks = get_blockarray(chunk_data)
except IOError:
self._right_skylight = None
self._right_blocklight = None
self._right_blocks = None
def _load_right_blocks(self):
"""Loads and returns lower-right block array"""
if not hasattr(self, "_right_blocks"):
self._load_right()
return self._right_blocks
right_blocks = property(_load_right_blocks)
def _load_right_skylight(self):
"""Loads and returns lower-right skylight array"""
if not hasattr(self, "_right_skylight"):
self._load_right()
return self._right_skylight
right_skylight = property(_load_right_skylight)
def _load_right_blocklight(self):
"""Loads and returns lower-right blocklight array"""
if not hasattr(self, "_right_blocklight"):
self._load_right()
return self._right_blocklight
right_blocklight = property(_load_right_blocklight)
def _hash_blockarray(self):
"""Finds a hash of the block array"""
@@ -243,6 +345,108 @@ class ChunkRenderer(object):
# Return its location
return dest_path
def calculate_darkness(self, skylight, blocklight):
"""Takes a raw blocklight and skylight, and returns a value
between 0.0 (fully lit) and 1.0 (fully black) that can be used as
an alpha value for a blend with a black source image. It mimics
Minecraft lighting calculations."""
if not self.world.night:
# Daytime
return 1.0 - pow(0.8, 15 - max(blocklight, skylight))
else:
# Nighttime
return 1.0 - pow(0.8, 15 - max(blocklight, skylight - 11))
def get_lighting_coefficient(self, x, y, z, norecurse=False):
"""Calculates the lighting coefficient for the given
coordinate, using default lighting and peeking into
neighboring chunks, if needed. A lighting coefficient of 1.0
means fully black.
Returns a tuple (coefficient, occluded), where occluded is
True if the given coordinate is filled with a solid block, and
therefore the returned coefficient is just the default."""
# placeholders for later data arrays, coordinates
blocks = None
skylight = None
blocklight = None
local_x = x
local_y = y
local_z = z
is_local_chunk = False
# find out what chunk we're in, and translate accordingly
if x >= 0 and y < 16:
blocks = self.blocks
skylight = self.skylight
blocklight = self.blocklight
is_local_chunk = True
elif x < 0:
local_x += 16
blocks = self.left_blocks
skylight = self.left_skylight
blocklight = self.left_blocklight
elif y >= 16:
local_y -= 16
blocks = self.right_blocks
skylight = self.right_skylight
blocklight = self.right_blocklight
# make sure we have a correctly-ranged coordinates and enough
# info about the chunk
if not (blocks != None and skylight != None and blocklight != None and
local_x >= 0 and local_x < 16 and local_y >= 0 and local_y < 16 and
local_z >= 0 and local_z < 128):
# we have no useful info, return default
return (self.calculate_darkness(15, 0), False)
blocktype = blocks[local_x, local_y, local_z]
# special handling for half-blocks
# (don't recurse more than once!)
if blocktype == 44 and not norecurse:
# average gathering variables
averagegather = 0.0
averagecount = 0
# how bright we need before we consider a side "lit"
threshold = self.calculate_darkness(0, 0)
# iterate through all the sides of the block
sides = [(x-1, y, z), (x+1, y, z), (x, y, z-1), (x, y, z+1), (x, y-1, z), (x, y+1, z)]
for side in sides:
val, occ = self.get_lighting_coefficient(*side, norecurse=True)
if (not occ) and (val < threshold):
averagegather += val
averagecount += 1
# if at least one side was lit, return the average
if averagecount > 0:
return (averagegather / averagecount, False)
# calculate the return...
occluded = not (blocktype in transparent_blocks)
# only calculate the non-default coefficient if we're not occluded
if (blocktype == 10) or (blocktype == 11):
# lava blocks should always be lit!
coefficient = 0.0
elif occluded:
coefficient = self.calculate_darkness(15, 0)
else:
coefficient = self.calculate_darkness(skylight[local_x, local_y, local_z], blocklight[local_x, local_y, local_z])
# only say we're occluded if the point is in the CURRENT
# chunk, so that we don't get obvious inter-chunk dependencies
# (we want this here so we still have the default coefficient
# for occluded blocks, even when we don't report them as
# occluded)
if not is_local_chunk:
occluded = False
return (coefficient, occluded)
def chunk_render(self, img=None, xoff=0, yoff=0, cave=False):
"""Renders a chunk with the given parameters, and returns the image.
If img is given, the chunk is rendered to that image object. Otherwise,
@@ -252,24 +456,16 @@ class ChunkRenderer(object):
rendered, and blocks are drawn with a color tint depending on their
depth."""
blocks = self.blocks
if cave:
skylight = get_skylight_array(self.level)
# Cave mode. Actually go through and 0 out all blocks that are not in a
# cave, so that it only renders caves.
# 1st task: this array is 2 blocks per byte, expand it so we can just
# do a bitwise and on the arrays
skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
# Even elements get the lower 4 bits
skylight_expanded[:,:,::2] = skylight & 0x0F
# Odd elements get the upper 4 bits
skylight_expanded[:,:,1::2] = skylight >> 4
# Places where the skylight is not 0 (there's some amount of skylight
# touching it) change it to something that won't get rendered, AND
# won't get counted as "transparent".
blocks = blocks.copy()
blocks[skylight_expanded != 0] = 21
blocks[self.skylight != 0] = 21
blockData = get_blockdata_array(self.level)
blockData_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
@@ -359,9 +555,37 @@ class ChunkRenderer(object):
# Draw the actual block on the image. For cave images,
# tint the block with a color proportional to its depth
if cave:
# no lighting for cave -- depth is probably more useful
img.paste(Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
else:
img.paste(t[0], (imgx, imgy), t[1])
if not self.world.lighting:
# no lighting at all
img.paste(t[0], (imgx, imgy), t[1])
elif blockid in transparent_blocks:
# transparent means draw the whole
# block shaded with the current
# block's light
black_coeff, _ = self.get_lighting_coefficient(x, y, z)
img.paste(Image.blend(t[0], black_color, black_coeff), (imgx, imgy), t[1])
else:
# draw each face lit appropriately,
# but first just draw the block
img.paste(t[0], (imgx, imgy), t[1])
# top face
black_coeff, face_occlude = self.get_lighting_coefficient(x, y, z + 1)
if not face_occlude:
img.paste((0,0,0), (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
# left face
black_coeff, face_occlude = self.get_lighting_coefficient(x - 1, y, z)
if not face_occlude:
img.paste((0,0,0), (imgx, imgy), ImageEnhance.Brightness(facemasks[1]).enhance(black_coeff))
# right face
black_coeff, face_occlude = self.get_lighting_coefficient(x, y + 1, z)
if not face_occlude:
img.paste((0,0,0), (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
# Draw edge lines
if blockid in (44,): # step block
@@ -380,6 +604,32 @@ class ChunkRenderer(object):
return img
# Render 3 blending masks for lighting
# first is top (+Z), second is left (-X), third is right (+Y)
def generate_facemasks():
white = Image.new("L", (24,24), 255)
top = Image.new("L", (24,24), 0)
left = Image.new("L", (24,24), 0)
whole = Image.new("L", (24,24), 0)
toppart = textures.transform_image(white)
leftpart = textures.transform_image_side(white)
top.paste(toppart, (0,0))
left.paste(leftpart, (0,6))
right = left.transpose(Image.FLIP_LEFT_RIGHT)
# Manually touch up 6 pixels that leave a gap, like in
# textures._build_block()
for x,y in [(13,23), (17,21), (21,19)]:
right.putpixel((x,y), 255)
for x,y in [(3,4), (7,2), (11,0)]:
top.putpixel((x,y), 255)
return (top, left, right)
facemasks = generate_facemasks()
black_color = Image.new("RGB", (24,24), (0,0,0))
# Render 128 different color images for color coded depth blending in cave mode
def generate_depthcolors():