Re-factored the way the textures and blocks are being built. It should be easier to understand and add new exceptions (sorta). Also fixed the water and lava with other texture packs by putting a static water.png and lava.png in with the code.
278 lines
11 KiB
Python
278 lines
11 KiB
Python
import numpy
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from PIL import Image, ImageDraw
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from itertools import izip, count
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import os.path
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import hashlib
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import nbt
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import textures
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# General note about pasting transparent image objects onto an image with an
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# alpha channel:
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# If you use the image as its own mask, it will work fine only if the alpha
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# channel is binary. If there's any translucent parts, then the alpha channel
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# of the dest image will have its alpha channel modified. To prevent this:
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# first use im.split() and take the third item which is the alpha channel and
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# use that as the mask. Then take the image and use im.convert("RGB") to strip
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# the image from its alpha channel, and use that as the source to paste()
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def get_lvldata(filename):
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"""Takes a filename and returns the Level struct, which contains all the
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level info"""
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return nbt.load(filename)[1]['Level']
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def get_blockarray(level):
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"""Takes the level struct as returned from get_lvldata, and returns the
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Block array, which just contains all the block ids"""
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return numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128))
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def get_blockarray_fromfile(filename):
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"""Same as get_blockarray except takes a filename and uses get_lvldata to
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open it. This is a shortcut"""
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level = get_lvldata(filename)
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return get_blockarray(level)
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def get_skylight_array(level):
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"""Returns the skylight array. Remember this is 4 bits per block, so divide
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the z component by 2 when accessing the array. and mask off the top or
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bottom 4 bits if it's odd or even respectively
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"""
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return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
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# This set holds blocks ids that can be seen through, for occlusion calculations
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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])
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def render_and_save(chunkfile, cave=False):
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"""Used as the entry point for the multiprocessing workers"""
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a = ChunkRenderer(chunkfile)
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try:
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return a.render_and_save(cave)
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except Exception, e:
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import traceback
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traceback.print_exc()
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raise
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except KeyboardInterrupt:
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print
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print "You pressed Ctrl-C. Unfortunately it got caught by a subprocess"
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print "The program will terminate... eventually, but the main process"
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print "may take a while to realize something went wrong."
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print "To exit immediately, you'll need to kill this process some other"
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print "way"
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raise Exception()
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class ChunkRenderer(object):
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def __init__(self, chunkfile):
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if not os.path.exists(chunkfile):
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raise ValueError("Could not find chunkfile")
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self.chunkfile = chunkfile
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def _load_level(self):
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"""Loads and returns the level structure"""
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if not hasattr(self, "_level"):
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self._level = get_lvldata(self.chunkfile)
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return self._level
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level = property(_load_level)
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def _load_blocks(self):
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"""Loads and returns the block array"""
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if not hasattr(self, "_blocks"):
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self._blocks = get_blockarray(self._load_level())
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return self._blocks
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blocks = property(_load_blocks)
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def _hash_blockarray(self):
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"""Finds a hash of the block array"""
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h = hashlib.md5()
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h.update(self.level['Blocks'])
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# If the render algorithm changes, change this line to re-generate all
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# the chunks automatically:
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h.update("1")
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digest = h.hexdigest()
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# 6 digits ought to be plenty
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return digest[:6]
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def render_and_save(self, cave=False):
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"""Render the chunk using chunk_render, and then save it to a file in
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the same directory as the source image. If the file already exists and
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is up to date, this method doesn't render anything.
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"""
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destdir, filename = os.path.split(self.chunkfile)
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destdir = os.path.abspath(destdir)
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blockid = ".".join(filename.split(".")[1:3])
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dest_filename = "img.{0}.{1}.{2}.png".format(
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blockid,
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"cave" if cave else "nocave",
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self._hash_blockarray(),
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)
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dest_path = os.path.join(destdir, dest_filename)
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if os.path.exists(dest_path):
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# Try to open it to see if it's corrupt or something (can happen if
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# the program crashed last time)
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try:
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testimg = Image.open(dest_path)
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testimg.load()
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except Exception:
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# guess not, continue below
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pass
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else:
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return dest_path
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else:
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# Remove old images for this chunk
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for oldimg in os.listdir(destdir):
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if oldimg.startswith("img.{0}.{1}.".format(blockid,
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"cave" if cave else "nocave")) and \
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oldimg.endswith(".png"):
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os.unlink(os.path.join(destdir,oldimg))
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break
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# Render the chunk
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img = self.chunk_render(cave=cave)
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# Save it
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img.save(dest_path)
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# Return its location
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return dest_path
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def chunk_render(self, img=None, xoff=0, yoff=0, cave=False):
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"""Renders a chunk with the given parameters, and returns the image.
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If img is given, the chunk is rendered to that image object. Otherwise,
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a new one is created. xoff and yoff are offsets in the image.
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For cave mode, all blocks that have any direct sunlight are not
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rendered, and blocks are drawn with a color tint depending on their
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depth."""
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blocks = self.blocks
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if cave:
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skylight = get_skylight_array(self.level)
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# Cave mode. Actually go through and 0 out all blocks that are not in a
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# cave, so that it only renders caves.
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# 1st task: this array is 2 blocks per byte, expand it so we can just
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# do a bitwise and on the arrays
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skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
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# Even elements get the lower 4 bits
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skylight_expanded[:,:,::2] = skylight & 0x0F
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# Odd elements get the upper 4 bits
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skylight_expanded[:,:,1::2] = skylight >> 4
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# Places where the skylight is not 0 (there's some amount of skylight
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# touching it) change it to something that won't get rendered, AND
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# won't get counted as "transparent".
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blocks = blocks.copy()
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blocks[skylight_expanded != 0] = 21
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# Each block is 24x24
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# The next block on the X axis adds 12px to x and subtracts 6px from y in the image
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# The next block on the Y axis adds 12px to x and adds 6px to y in the image
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# The next block up on the Z axis subtracts 12 from y axis in the image
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# Since there are 16x16x128 blocks in a chunk, the image will be 384x1728
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# (height is 128*12 high, plus the size of the horizontal plane: 16*12)
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if not img:
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img = Image.new("RGBA", (384, 1728))
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for x in xrange(15,-1,-1):
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for y in xrange(16):
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imgx = xoff + x*12 + y*12
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imgy = yoff - x*6 + y*6 + 128*12 + 16*12//2
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for z in xrange(128):
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try:
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blockid = blocks[x,y,z]
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t = textures.blockmap[blockid]
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if not t:
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continue
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# Check if this block is occluded
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if cave and (
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x == 0 and y != 15 and z != 127
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):
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# If it's on the x face, only render if there's a
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# transparent block in the y+1 direction OR the z-1
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# direction
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if (
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blocks[x,y+1,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif cave and (
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y == 15 and x != 0 and z != 127
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):
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# If it's on the facing y face, only render if there's
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# a transparent block in the x-1 direction OR the z-1
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# direction
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if (
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blocks[x-1,y,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif cave and (
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y == 15 and x == 0
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):
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# If it's on the facing edge, only render if what's
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# above it is transparent
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if (
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blocks[x,y,z+1] not in transparent_blocks
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):
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continue
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elif (
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# Normal block or not cave mode, check sides for
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# transparentcy or render unconditionally if it's
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# on a shown face
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x != 0 and y != 15 and z != 127 and
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blocks[x-1,y,z] not in transparent_blocks and
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blocks[x,y+1,z] not in transparent_blocks and
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blocks[x,y,z+1] not in transparent_blocks
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):
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# Don't render if all sides aren't transparent and
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# we're not on the edge
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continue
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# Draw the actual block on the image. For cave images,
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# tint the block with a color proportional to its depth
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if cave:
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img.paste(Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
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else:
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img.paste(t[0], (imgx, imgy), t[1])
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# Draw edge lines
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if blockid not in transparent_blocks:
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draw = ImageDraw.Draw(img)
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if x != 15 and blocks[x+1,y,z] == 0:
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draw.line(((imgx+12,imgy), (imgx+22,imgy+5)), fill=(0,0,0), width=1)
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if y != 0 and blocks[x,y-1,z] == 0:
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draw.line(((imgx,imgy+6), (imgx+12,imgy)), fill=(0,0,0), width=1)
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finally:
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# Do this no mater how the above block exits
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imgy -= 12
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return img
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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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depth_colors = []
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r = 255
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g = 0
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b = 0
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for z in range(128):
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img = Image.new("RGB", (24,24), (r,g,b))
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depth_colors.append(img)
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if z < 32:
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g += 7
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elif z < 64:
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r -= 7
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elif z < 96:
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b += 7
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else:
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g -= 7
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return depth_colors
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depth_colors = generate_depthcolors()
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