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ReStructuredText
432 lines
17 KiB
ReStructuredText
====================
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Design Documentation
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====================
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So you'd like a technical overview of how The Overviewer works, huh? You've come
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to the right place!
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This document's scope does not cover the details of the code. The code is fairly
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well commented and not difficult to understand. Instead, this document is
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intended to give an explanation to how the Overviewer was designed, why certain
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decisions were made, and how all the pieces fit together. Think of this document
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as commenting on how all the high level pieces of the code work.
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This document is probably a good read to anyone that wants to get involved in
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Overviewer development.
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So let's get started!
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.. note::
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This page is still under construction
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.. contents::
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Background Info
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===============
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The Overviewer's task is to take Minecraft worlds and render them into a set of tiles that can be displayed with a Google Maps interface.
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A Minecraft world extends indefinitely along the two horizontal axes, and are
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exactly 128 units high. Minecraft worlds are made of cubes, where each slot in
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the world's grid has a type that determines what it is (grass, stone, ...).
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This makes worlds relatively uncomplicated to render, the Overviewer simply
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determines what cubes to draw and where. Since everything in Minecraft is
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aligned to a strict grid, placement and rendering decisions are completely
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deterministic and can be performed in an iterative fashon.
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The coordinate system for Minecraft has three axes. The X and Z axes are the
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horizontal axes. They extend indefinitely towards both positive and negative
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infinity. (There are practical limits, but no theoretical limits). The Y axis
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extends from 0 to 127, which corresponds with the world height limit. Each
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block in Minecraft has a coordinate address, e.g. the block at 15,78,-35 refers
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to 15 along the X axis, -35 along the Z axis, and 78 units up from bedrock.
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The world is divided up into *chunks*. A chunk is a 16 by 16 area of the world
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that extends from bedrock to sky. In other words, a 16,128,16 "chunk" of the
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world. Chunks also have an address, but in only 2 dimensions. To find the which
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chunk a block is in, simply divide its X and Z coordinates by 16 and take the
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floor.
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Minecraft worlds are generated on-the-fly by the chunk. This means not all
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chunks will exist. There is no pattern to chunk generation, the game simply
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generates them as needed.
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Chunks are stored on-disk in region files. A Minecraft region is a "region" of
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32 by 32 chunks. Regions have their own address, and for a particular chunk one
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can find its region by dividing its coordinates by 32 and taking the floor. A
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region may contain all 1024 of its chunks, or only a subset of them, since not
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all chunks may exist. The absence of a region file indicates none of its chunks
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exist.
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About the Rendering
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===================
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Minecraft worlds are rendered in an approximated Isometric projection at an
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oblique angle. In the original design, the projection acts as if your eye is
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infinitely far away looking down at the world at a 45 degree angle in the
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South-East direction (now, the world can be rendered at any of the 4 oblique
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directions).
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.. image:: screenshot.png
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:alt: A screenshot of Overviewer output
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In order to render a Minecraft world, there are a few steps that need to happen.
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These steps are explained in detail in the next few sections.
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1. Render each block
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2. Render the chunks from the blocks
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3. Render the tiles of the map from the chunks
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4. Shrink and combine the tiles for the other zoom levels
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Block Rendering
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===============
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.. This section shows how each block is pre-rendered
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The first step is rendering the blocks from the textures. Each block is "built"
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from its textures into an image of a cube and cached in global variables of the
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:mod:`textures` module.
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Textures come in the size 16 by 16 (higher resolution textures are resized and
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the process remains the same). In order to render a cube out of this, an `affine
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transformation`_ is applied to the texture in order to transform it to the top,
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left, and right faces of the cube.
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.. image:: texturecubing.png
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:alt: A texture gets rendered into a cube
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.. _affine transformation: http://en.wikipedia.org/wiki/Affine_transformation
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The result is an image of a cube that is 24 by 24 pixels in size. This
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particular size for the cubes was chosen for an important reason: 24 is
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divisible by 2 and by 4. This makes placement much easier. E.g. in order to draw
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two cubes that are next to each other in the world, one is drawn exactly 12
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pixels over and 6 pixels down from the other. All placements of the cubes happen
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on exact pixel boundaries and no further resolution is lost beyond the initial
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transformations.
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The transformation happens in two stages. First, the texture is transformed for
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the top of the cube. Then the texture is transformed for the left side of the
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cube, which is mirrored for the right side of the cube.
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Top Transformation
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------------------
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The transformation for the top face of the cube is a simple `affine
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transformation`_ from the original square texture. It is actually several affine
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transformations: a re-size, a rotation, and a scaling; but since multiple affine
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transformations can be chained together simply by multiplying the transformation
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matrices together, only one transformation is actually done.
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This can be seen in the function :func:`textures.transform_image`. It takes
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these steps:
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1. The texture is re-sized to 17 by 17 pixels. This is done because the diagonal
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of a square with sides 17 is approximately 24, which is the target size for
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the bounding box of the cube image. So when it's rotated, it will be the
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correct width.
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2. The image is rotated 45 degrees about its center.
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3. The image is scaled on the vertical axis by a factor of 1/2.
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This produces an image of size 24 by 12 as seen in the following sequence.
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.. image:: texturetopsteps.png
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:alt: The 4 steps for transforming a texture square into the top of the cube.
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The final image, shown below, becomes the top of the cube.
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.. image:: cube_top.png
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:alt: Top of the cube
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On the left is what will become the top of the block at actual size after the
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transformation, the right is the same but blown up by a factor of 10 with no
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interpolation to show the pixels.
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Side Transformation
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-------------------
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The texture square is transformed for the sides of the cube in the
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:func:`textures.transform_image_side` function. This is another `affine
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transformation`_, but this time only two transformations are done: a re-size and
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a shear.
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1. First the texture is re-sized to 12 by 12 pixels. This is half the width of
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24 so it will have the correct width after the shear.
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2. The 12 by 12 square is sheared by a factor of 1.5 in the Y direction,
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producing an image that is bounded by a 12 by 18 pixel square.
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.. image:: texturesidesteps.png
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:alt: Texture being sheared for the side of the cube.
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This image is simply flipped along the horizontal axis for the other visible
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side of the cube.
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.. image:: cube_sides.png
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:alt: The sides of the block
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Again, shown on the left are the two sides of the block at actual size, the
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right is scaled with no interpolation by a factor of 10 to show the pixels.
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An Entire Cube
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--------------
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These three images, the top and two sides, are pasted into a single 24 by 24
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pixel image to get the cube, as shown.
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However, notice from the middle of the three images in the sequence below that
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the images as transformed don't fit together exactly. There is some overlap when
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put in the 24 by 24 box in which they must fit.
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.. image:: cube_parts.png
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:alt: How the cube parts fit together
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There is one more complication. The cubes don't tessellate perfectly. This
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diagram illustrates when a cube is positioned next to another. The lower cubes
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are 18 pixels lower and 12 pixels to either side, which is half the width and
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3/4 the height respectively.
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.. image:: tessellation.png
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:alt: Cubes don't tessellate perfectly
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The solution is to manually touch up those 6 pixels. 3 pixels are added on the
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upper left of each cube, 3 on the lower right. Therefore, they all line up
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perfectly!
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This is done at the end of :func:`textures._build_block`
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.. image:: pixelfix.png
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:alt: The 6 pixels manually added to each cube.
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Other Cube Types
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----------------
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Many block types are not rendered as cubes. Fences, rails, doors, torches, and
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many other types of blocks have custom rendering routines.
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Chunk Rendering
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===============
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So now that each type of cube is rendered and cached in global variables within
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the :mod:`textures` module, the next step is to use the data from a chunk of
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the world to arrange these cubes on an image, rendering an entire chunk.
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How big is a chunk going to be? A chunk is 16 by 16 blocks across, 128 blocks
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high. The diagonal of a 16 by 16 grid is 16 squares. Observe.
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This is the top-down view of a single chunk. It is essentially a 16 by 16 grid,
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extending 128 units into the page.
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.. image:: cuberenderimgs/chunk_topdown.png
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:alt: A 16x16 square grid
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Rendered at the appropriate perspective, we'll have something like this
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(continued down for 128 layers).
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.. image:: cuberenderimgs/chunk_perspective.png
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:alt: Perspective rendering of the two top layers of a chunk.
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Each of those cubes shown is where one of the pre-rendered cubes gets pasted.
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This happens from back to front, bottom to top, so that the chunk gets drawn
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correctly. Obviously if a cube in the back is pasted on the image after the
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cubes in the front, it will be drawn on top of everything.
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Cube Positioning
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----------------
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A single cube is drawn in a 24 by 24 square. Before we can construct a chunk out
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of individual cubes, we must figure out how to position neighboring cubes.
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First, to review, these are the measurements of a cube:
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.. image:: cubepositionimgs/cube_measurements.png
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:alt: The measurements of a cube
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* The cube is bounded by a 24 by 24 pixel square.
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* The side vertical edges are 12 pixels high.
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* The top (and bottom) face of the cube takes 12 vertical pixels (and 24
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horizontal pixels).
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* The edges of the top and bottom of the cube take up 6 vertical pixels and 12
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horizontal pixels each.
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Two cubes that are neighbors after projection to the image (diagonally
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neighboring in the world) have a horizontal offset of 24 pixels from each other,
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as shown below on the left. This is mostly trivial, since the images don't end
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up overlapping at all. Two cubes in the same configuration but rotated 90
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degrees have some overlap in the image, and are only vertically offset by 12
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pixels, as shown on the right.
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.. image:: cubepositionimgs/cube_horizontal_offset.png
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:alt: Two cubes horizontally positioned are offset by 24 pixels on the X axis.
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Now for something slightly less trivial: two cubes that are stacked on top of
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each other in the world. One is rendered lower on the vertical axis of the
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image, but by how much?
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.. image:: cubepositionimgs/cube_stacking.png
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:alt: Two cubes stacked are offset in the image by 12 pixels.
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Interestingly enough, due to the projection, this is exactly the same offset as
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the situation above for diagonally neighboring cubes. The cube outlined in green
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is drawn 12 pixels below the other one. Only the order that the cubes are drawn
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is different.
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And finally, what about cubes that are next to each other in the world ---
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diagonally next to each other in the image?
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.. image:: cubepositionimgs/cube_neighbors.png
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:alt: Cubes that are neighbors are offset by 12 on the X and 6 on the Y
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The cube outlined in green is offset on the horizontal axis by half the cube
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width, or 12 pixels. It is offset on the vertical axis by half the width of the
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cube's top, or 6 pixels. For the other 3 directions this could go, the
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directions of the offsets are changed, but the amounts are the same.
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The size of a chunk
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-------------------
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Now that we know how to place cubes relative to each other, we can begin to
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construct a chunk.
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Since the cube images are 24 by 24 pixels, and the diagonal of the 16 by 16 grid
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is 16 squares, the width of one rendered chunk will be 384 pixels. Just
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considering the top layer of the chunk:
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.. image:: cuberenderimgs/chunk_width.png
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:alt: Illustrating the width of a single chunk
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Since cubes next to each other in the same "diagonal row" are offset by 24
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pixels, this is trivially calculated.
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The height is a bit more tricky to calculate. Let's start by calculating the
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height of a single stack of 128 cubes.
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If the top of a stack of cubes is at Y value 0, the 128th cube down must be
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drawn (128-1)*12=1524 pixels below. However, that's not the end of the story.
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The bottom cube has a height of 24 pixels, so the height of a rendered stack of
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128 cube is 1548 pixels.
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.. image:: cuberenderimgs/cube_stack128.png
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:alt: A stack of 128 cubes takes 1560 vertical pixels to draw.
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You can also calculate this by looking at the sides of the cubes, which don't
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overlap at all. They are 12 pixels each, times 128 cubes in the stack, gives
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1536 pixels. Add in the 6 pixels for the top cube and the 6 pixels for the
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bottom cube to get the total height of 1548 pixels.
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So what about the entire chunk? Let's take a look at the top and bottom few
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layers of a chunk.
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.. image:: cuberenderimgs/chunk_height.png
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:alt: The highest and lowest positioned cubes in a chunk
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Let's let the red cubes represent the stack from above. The one on the top we'll
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define as position 0, with our vertical axis running positively downward (as is
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the case in a lot of imaging library coordinate systems) Therefore, the bottom
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red cube is at vertical offset 1524 below.
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The green cube at the bottom most tip is the cube with the lowest vertical
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placement on the image, so its offset plus 24 pixels for its height will be the
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chunk height. Since the green cubes each have an offset of 12 pixels, add 15*12
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pixels to get the offset of the lowest green cube: 1704.
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So the total size of a chunk in pixels is 384 wide by 1728 tall. That's pretty
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tall!
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Tile Rendering
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==============
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.. Covers the placement of chunk images on a tile
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Reading the Data Files
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======================
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..
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Covers how to extract the blocks of each chunk from the region files. Also
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covers the nbt file stuff.
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Image Composition
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=================
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..
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Covers the issues I had with PIL's image composition and why we needed
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something fancier.
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Multiprocessing
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===============
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..
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Covers how the Overviewer utilizes multiple processors to render faster
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Caching
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=======
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.. How the overviewer determines what needs to be rendered and what doesn't
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Lighting
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========
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Minecraft stores precomputed lighting information in the chunk files
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themselves, so rendering shadows on the map is a simple matter of
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interpreting this data, then adding a few extra steps to the render
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process. These few extra steps may be found in
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``rendermode-lighting.c`` or ``rendermode-smooth-lighting.c``,
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depending on the exact method used.
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Each chunk contains two lighting arrays, each of which contains one
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value between 0 and 15 for each block. These two arrays are the
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BlockLight array, containing light received from other blocks, and the
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SkyLight array, containing light received from the sky. Storing these
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two seperately makes it easier to switch between daytime and
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nighttime. To turn these two values into one value between 0 and 1
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representing how much light there is in a block, we use the following
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equation (where l\ :sub:`b` and l\ :sub:`s` are the block light and
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sky light values, respectively):
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.. image:: lighting/light-eqn.png
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:alt: c = 0.8^{15 - min(l_b, l_s)}
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For night lighting, the sky light values are shifted down by 11 before
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this lighting coefficient is calculated.
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Each block of light data applies to all the block faces that touch
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it. So, each solid block doesn't receive lighting from the block it's
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in, but from the three blocks it touches above, to the left, and to
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the right. For transparent blocks with potentially strange shapes,
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lighting is approximated by using the local block lighting on the
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entire image.
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.. image:: lighting/lighting-process.png
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:alt: The lighting process
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For some blocks, notably half-steps and stairs, Minecraft doesn't
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generate valid lighting data in the local block like it does for all
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other transparent blocks. In these cases, the lighting data is
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estimated by averaging data from nearby blocks. This is not an ideal
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solution, but it produces acceptable results in almost all cases.
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Smooth Lighting
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---------------
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In the smooth-lighting rendermode, solid blocks are lit per-vertex
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instead of per-face. This is done by covering all three faces with a
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quadralateral where each corner has a lighting value associated with
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it. These lighting values are then smoothly interpolated across the
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entire face.
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To calculate these values on each corner, we look at lighting data in
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the 8 blocks surrounding the corner, and ignore the 4 blocks behind
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the face the corner belongs to. We then calculate the lighting
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coefficient for all 4 remaining blocks as normal, and average them to
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obtain the coefficient for the corner. This is repeated for all 4
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corners on a given face, and for all visible faces.
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.. image:: lighting/smooth-average.png
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:alt: An example face and vertex, with the 4 light sources.
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The `ambient occlusion`_ effect so strongly associated with smooth
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lighting in-game is a side effect of this method. Since solid blocks
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have both light values set to 0, the lighting coefficient is very
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close to 0. For verticies in corners, at least 1 (or more) of the 4
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averaged lighting values is therefore 0, dragging the average down,
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and creating the "dark corners" effect.
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.. _ambient occlusion: http://en.wikipedia.org/wiki/Ambient_occlusion
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Cave Mode
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=========
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