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Minecraft-Overviewer/chunk.py
2010-09-29 23:31:19 -04:00

350 lines
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Python

# 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 numpy
from PIL import Image, ImageDraw
import os.path
import hashlib
import nbt
import textures
"""
This module has routines related to rendering one particular chunk into an
image
"""
# 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, 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, 79, 81, 83, 85])
def render_and_save(chunkfile, cachedir, 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)
try:
return a.render_and_save(cave)
except Exception, e:
import traceback
traceback.print_exc()
raise
except KeyboardInterrupt:
print
print "You pressed Ctrl-C. Exiting..."
# Raise an exception that is an instance of Exception. Unlike
# KeyboardInterrupt, this will re-raise in the parent, killing the
# entire program, instead of this process dying and the parent waiting
# forever for it to finish.
raise Exception()
class ChunkRenderer(object):
def __init__(self, chunkfile, cachedir):
"""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
"""
if not os.path.exists(chunkfile):
raise ValueError("Could not find chunkfile")
self.chunkfile = chunkfile
destdir, filename = os.path.split(self.chunkfile)
self.blockid = ".".join(filename.split(".")[1:3])
# 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
# of destdir and use that
moredirs, dir2 = os.path.split(destdir)
_, dir1 = os.path.split(moredirs)
self.cachedir = os.path.join(cachedir, dir1, dir2)
if not os.path.exists(self.cachedir):
try:
os.makedirs(self.cachedir)
except OSError, e:
import errno
if e.errno != errno.EEXIST:
raise
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"""
if hasattr(self, "_digest"):
return self._digest
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
self._digest = digest[:6]
return self._digest
def find_oldimage(self, cave):
# Get the name of the existing image. No way to do this but to look at
# all the files
oldimg = oldimg_path = None
for filename in os.listdir(self.cachedir):
if filename.startswith("img.{0}.{1}.".format(self.blockid,
"cave" if cave else "nocave")) and \
filename.endswith(".png"):
oldimg = filename
oldimg_path = os.path.join(self.cachedir, oldimg)
break
return oldimg, oldimg_path
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.
"""
blockid = self.blockid
oldimg, oldimg_path = self.find_oldimage(cave)
if oldimg:
# An image exists? Instead of checking the hash which is kinda
# expensive (for tens of thousands of chunks, yes it is) check if
# the mtime of the chunk file is newer than the mtime of oldimg
if os.path.getmtime(self.chunkfile) < os.path.getmtime(oldimg_path):
# chunkfile is older than the image, don't even bother checking
# the hash
return oldimg_path
# Reasons for the code to get to this point:
# 1) An old image doesn't exist
# 2) An old image exists, but the chunk was more recently modified (the
# image was NOT checked if it was valid)
# 3) An old image exists, the chunk was not modified more recently, but
# the image was invalid and deleted (sort of the same as (1))
# What /should/ the image be named, go ahead and hash the block array
dest_filename = "img.{0}.{1}.{2}.png".format(
blockid,
"cave" if cave else "nocave",
self._hash_blockarray(),
)
dest_path = os.path.join(self.cachedir, dest_filename)
if oldimg:
if dest_filename == oldimg:
# There is an existing file, the chunk has a newer mtime, but the
# hashes match.
return dest_path
else:
# Remove old image for this chunk. Anything already existing is
# either corrupt or out of date
os.unlink(oldimg_path)
# Render the chunk
img = self.chunk_render(cave=cave)
# Save it
try:
img.save(dest_path)
except:
os.unlink(dest_path)
raise
# 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), (38,92,255,0))
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+22,imgy+5)), 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()