271 lines
11 KiB
Python
271 lines
11 KiB
Python
import numpy
|
|
from PIL import Image, ImageDraw
|
|
from itertools import izip, count
|
|
import os.path
|
|
import hashlib
|
|
|
|
import nbt
|
|
import textures
|
|
from textures import texturemap as txtarray
|
|
|
|
# General note about pasting transparent image objects onto an image with an
|
|
# alpha channel:
|
|
# If you use the image as its own mask, it will work fine only if the alpha
|
|
# channel is binary. If there's any translucent parts, then the alpha channel
|
|
# of the dest image will have its alpha channel modified. To prevent this:
|
|
# first use im.split() and take the third item which is the alpha channel and
|
|
# use that as the mask. Then take the image and use im.convert("RGB") to strip
|
|
# the image from its alpha channel, and use that as the source to paste()
|
|
|
|
def get_lvldata(filename):
|
|
"""Takes a filename and returns the Level struct, which contains all the
|
|
level info"""
|
|
return nbt.load(filename)[1]['Level']
|
|
|
|
def get_blockarray(level):
|
|
"""Takes the level struct as returned from get_lvldata, and returns the
|
|
Block array, which just contains all the block ids"""
|
|
return numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128))
|
|
|
|
def get_blockarray_fromfile(filename):
|
|
"""Same as get_blockarray except takes a filename and uses get_lvldata to
|
|
open it. This is a shortcut"""
|
|
level = get_lvldata(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))
|
|
|
|
# This set holds blocks ids that can be seen through, for occlusion calculations
|
|
transparent_blocks = set([0, 8, 9, 18, 20, 37, 38, 39, 40, 50, 51, 52, 53, 59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 79, 83, 85])
|
|
|
|
def render_and_save(chunkfile, cave=False):
|
|
"""Used as the entry point for the multiprocessing workers"""
|
|
a = ChunkRenderer(chunkfile)
|
|
try:
|
|
return a.render_and_save(cave)
|
|
except Exception, e:
|
|
import traceback
|
|
traceback.print_exc()
|
|
raise
|
|
|
|
class ChunkRenderer(object):
|
|
def __init__(self, chunkfile):
|
|
if not os.path.exists(chunkfile):
|
|
raise ValueError("Could not find chunkfile")
|
|
self.chunkfile = chunkfile
|
|
|
|
def _load_level(self):
|
|
"""Loads and returns the level structure"""
|
|
if not hasattr(self, "_level"):
|
|
self._level = get_lvldata(self.chunkfile)
|
|
return self._level
|
|
level = property(_load_level)
|
|
|
|
def _load_blocks(self):
|
|
"""Loads and returns the block array"""
|
|
if not hasattr(self, "_blocks"):
|
|
self._blocks = get_blockarray(self._load_level())
|
|
return self._blocks
|
|
blocks = property(_load_blocks)
|
|
|
|
def _hash_blockarray(self):
|
|
"""Finds a hash of the block array"""
|
|
h = hashlib.md5()
|
|
h.update(self.level['Blocks'])
|
|
|
|
# If the render algorithm changes, change this line to re-generate all
|
|
# the chunks automatically:
|
|
h.update("1")
|
|
|
|
digest = h.hexdigest()
|
|
# 6 digits ought to be plenty
|
|
return digest[:6]
|
|
|
|
|
|
def render_and_save(self, cave=False):
|
|
"""Render the chunk using chunk_render, and then save it to a file in
|
|
the same directory as the source image. If the file already exists and
|
|
is up to date, this method doesn't render anything.
|
|
"""
|
|
destdir, filename = os.path.split(self.chunkfile)
|
|
destdir = os.path.abspath(destdir)
|
|
blockid = ".".join(filename.split(".")[1:3])
|
|
dest_filename = "img.{0}.{1}.{2}.png".format(
|
|
blockid,
|
|
"cave" if cave else "nocave",
|
|
self._hash_blockarray(),
|
|
)
|
|
|
|
dest_path = os.path.join(destdir, dest_filename)
|
|
|
|
if os.path.exists(dest_path):
|
|
# Try to open it to see if it's corrupt or something (can happen if
|
|
# the program crashed last time)
|
|
try:
|
|
testimg = Image.open(dest_path)
|
|
testimg.load()
|
|
except Exception:
|
|
# guess not, continue below
|
|
pass
|
|
else:
|
|
return dest_path
|
|
else:
|
|
# Remove old images for this chunk
|
|
for oldimg in os.listdir(destdir):
|
|
if oldimg.startswith("img.{0}.{1}.".format(blockid,
|
|
"cave" if cave else "nocave")) and \
|
|
oldimg.endswith(".png"):
|
|
os.unlink(os.path.join(destdir,oldimg))
|
|
break
|
|
|
|
# Render the chunk
|
|
img = self.chunk_render(cave=cave)
|
|
# Save it
|
|
img.save(dest_path)
|
|
# Return its location
|
|
return dest_path
|
|
|
|
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,
|
|
a new one is created. xoff and yoff are offsets in the image.
|
|
|
|
For cave mode, all blocks that have any direct sunlight are not
|
|
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
|
|
|
|
|
|
# Each block is 24x24
|
|
# The next block on the X axis adds 12px to x and subtracts 6px from y in the image
|
|
# The next block on the Y axis adds 12px to x and adds 6px to y in the image
|
|
# The next block up on the Z axis subtracts 12 from y axis in the image
|
|
|
|
# Since there are 16x16x128 blocks in a chunk, the image will be 384x1728
|
|
# (height is 128*12 high, plus the size of the horizontal plane: 16*12)
|
|
if not img:
|
|
img = Image.new("RGBA", (384, 1728))
|
|
|
|
for x in xrange(15,-1,-1):
|
|
for y in xrange(16):
|
|
imgx = xoff + x*12 + y*12
|
|
imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
|
|
for z in xrange(128):
|
|
try:
|
|
blockid = blocks[x,y,z]
|
|
t = textures.blockmap[blockid]
|
|
if not t:
|
|
continue
|
|
|
|
# Check if this block is occluded
|
|
if cave and (
|
|
x == 0 and y != 15 and z != 127
|
|
):
|
|
# If it's on the x face, only render if there's a
|
|
# transparent block in the y+1 direction OR the z-1
|
|
# direction
|
|
if (
|
|
blocks[x,y+1,z] not in transparent_blocks and
|
|
blocks[x,y,z+1] not in transparent_blocks
|
|
):
|
|
continue
|
|
elif cave and (
|
|
y == 15 and x != 0 and z != 127
|
|
):
|
|
# If it's on the facing y face, only render if there's
|
|
# a transparent block in the x-1 direction OR the z-1
|
|
# direction
|
|
if (
|
|
blocks[x-1,y,z] not in transparent_blocks and
|
|
blocks[x,y,z+1] not in transparent_blocks
|
|
):
|
|
continue
|
|
elif cave and (
|
|
y == 15 and x == 0
|
|
):
|
|
# If it's on the facing edge, only render if what's
|
|
# above it is transparent
|
|
if (
|
|
blocks[x,y,z+1] not in transparent_blocks
|
|
):
|
|
continue
|
|
elif (
|
|
# Normal block or not cave mode, check sides for
|
|
# transparentcy or render unconditionally if it's
|
|
# on a shown face
|
|
x != 0 and y != 15 and z != 127 and
|
|
blocks[x-1,y,z] not in transparent_blocks and
|
|
blocks[x,y+1,z] not in transparent_blocks and
|
|
blocks[x,y,z+1] not in transparent_blocks
|
|
):
|
|
# Don't render if all sides aren't transparent and
|
|
# we're not on the edge
|
|
continue
|
|
|
|
# Draw the actual block on the image. For cave images,
|
|
# tint the block with a color proportional to its depth
|
|
if cave:
|
|
img.paste(Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
|
|
else:
|
|
img.paste(t[0], (imgx, imgy), t[1])
|
|
|
|
# Draw edge lines
|
|
if blockid not in transparent_blocks:
|
|
draw = ImageDraw.Draw(img)
|
|
if x != 15 and blocks[x+1,y,z] == 0:
|
|
draw.line(((imgx+12,imgy), (imgx+24,imgy+6)), fill=(0,0,0), width=1)
|
|
if y != 0 and blocks[x,y-1,z] == 0:
|
|
draw.line(((imgx,imgy+6), (imgx+12,imgy)), fill=(0,0,0), width=1)
|
|
|
|
|
|
finally:
|
|
# Do this no mater how the above block exits
|
|
imgy -= 12
|
|
|
|
return img
|
|
|
|
|
|
# Render 128 different color images for color coded depth blending in cave mode
|
|
def generate_depthcolors():
|
|
depth_colors = []
|
|
r = 255
|
|
g = 0
|
|
b = 0
|
|
for z in range(128):
|
|
img = Image.new("RGB", (24,24), (r,g,b))
|
|
depth_colors.append(img)
|
|
if z < 32:
|
|
g += 7
|
|
elif z < 64:
|
|
r -= 7
|
|
elif z < 96:
|
|
b += 7
|
|
else:
|
|
g -= 7
|
|
|
|
return depth_colors
|
|
depth_colors = generate_depthcolors()
|