Loads all the offsets & timestamps @ start to share to worker proceses. From 14609247 function calls (14608852 primitive calls) in 118.278 CPU seconds to 12232301 function calls (12231906 primitive calls) in 75.825 CPU seconds
625 lines
25 KiB
Python
625 lines
25 KiB
Python
# This file is part of the Minecraft Overviewer.
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#
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# Minecraft Overviewer is free software: you can redistribute it and/or
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# modify it under the terms of the GNU General Public License as published
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# by the Free Software Foundation, either version 3 of the License, or (at
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# your option) any later version.
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#
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# Minecraft Overviewer is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
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# Public License for more details.
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#
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# You should have received a copy of the GNU General Public License along
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# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
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import numpy
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from PIL import Image, ImageDraw, ImageEnhance, ImageOps
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import os.path
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import logging
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import time
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import math
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import sys
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import nbt
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import textures
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import world
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import composite
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import c_overviewer
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"""
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This module has routines related to rendering one particular chunk into an
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image
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"""
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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 alpha_over()
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# (note that this workaround is NOT technically needed when using the
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# alpha_over extension, BUT this extension may fall back to PIL's
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# paste(), which DOES need the workaround.)
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def get_lvldata(world,filename, x, y):
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"""Takes a filename and chunkcoords and returns the Level struct, which contains all the
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level info"""
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try:
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d = world.load_from_region(filename, x, y)
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except Exception, e:
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logging.warning("Error opening chunk (%i, %i) in %s. It may be corrupt. %s", x, y, filename, e)
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raise ChunkCorrupt(str(e))
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if not d: raise NoSuchChunk(x,y)
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return d[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(world,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(world,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. This is 4 bits per block, but it is
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expanded for you so you may index it normally."""
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skylight = numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
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# this array is 2 blocks per byte, so expand it
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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 & 0xF0) >> 4
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return skylight_expanded
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def get_blocklight_array(level):
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"""Returns the blocklight array. This is 4 bits per block, but it
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is expanded for you so you may index it normally."""
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# expand just like get_skylight_array()
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blocklight = numpy.frombuffer(level['BlockLight'], dtype=numpy.uint8).reshape((16,16,64))
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blocklight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
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blocklight_expanded[:,:,::2] = blocklight & 0x0F
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blocklight_expanded[:,:,1::2] = (blocklight & 0xF0) >> 4
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return blocklight_expanded
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def get_blockdata_array(level):
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"""Returns the ancillary data from the 'Data' byte array. Data is packed
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in a similar manner to skylight data"""
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return numpy.frombuffer(level['Data'], dtype=numpy.uint8).reshape((16,16,64))
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def get_tileentity_data(level):
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"""Returns the TileEntities TAG_List from chunk dat file"""
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data = level['TileEntities']
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return data
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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, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53, 55,
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59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85])
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# This set holds block ids that are solid blocks
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solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
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23, 24, 25, 35, 41, 42, 43, 44, 45, 46, 47, 48, 49, 53, 54, 56, 57, 58, 60,
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61, 62, 64, 65, 66, 67, 71, 73, 74, 78, 79, 80, 81, 82, 84, 86, 87, 88, 89, 91])
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# This set holds block ids that are fluid blocks
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fluid_blocks = set([8,9,10,11])
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# This set holds block ids that are not candidates for spawning mobs on
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# (glass, half blocks)
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nospawn_blocks = set([20,44])
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# chunkcoords should be the coordinates of a possible chunk. it may not exist
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def render_to_image(chunkcoords, img, imgcoords, quadtreeobj, cave=False, queue=None):
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"""Used to render a chunk to a tile in quadtree.py.
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chunkcoords is a tuple: (chunkX, chunkY)
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imgcoords is as well: (imgX, imgY), which represents the "origin"
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to use for drawing.
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If the chunk doesn't exist, return False.
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Else, returns True."""
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a = ChunkRenderer(chunkcoords, quadtreeobj.world, quadtreeobj, queue)
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try:
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a.chunk_render(img, imgcoords[0], imgcoords[1], cave)
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return True
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except ChunkCorrupt:
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# This should be non-fatal, but should print a warning
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pass
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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. Exiting..."
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# Raise an exception that is an instance of Exception. Unlike
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# KeyboardInterrupt, this will re-raise in the parent, killing the
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# entire program, instead of this process dying and the parent waiting
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# forever for it to finish.
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raise Exception()
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return False
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class ChunkCorrupt(Exception):
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pass
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class NoSuchChunk(Exception):
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pass
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class ChunkRenderer(object):
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def __init__(self, chunkcoords, worldobj, quadtreeobj, queue):
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"""Make a new chunk renderer for the given chunk coordinates.
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chunkcoors should be a tuple: (chunkX, chunkY)
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cachedir is a directory to save the resulting chunk images to
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"""
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self.queue = queue
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self.regionfile = worldobj.get_region_path(*chunkcoords)
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if not os.path.exists(self.regionfile):
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raise ValueError("Could not find regionfile: %s" % self.regionfile)
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## TODO TODO all of this class
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#destdir, filename = os.path.split(self.chunkfile)
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#filename_split = filename.split(".")
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#chunkcoords = filename_split[1:3]
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#self.coords = map(world.base36decode, chunkcoords)
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self.blockid = "%d.%d" % chunkcoords
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# chunk coordinates (useful to converting local block coords to
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# global block coords)
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self.chunkX = chunkcoords[0]
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self.chunkY = chunkcoords[1]
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self.world = worldobj
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self.quadtree = quadtreeobj
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if self.world.useBiomeData:
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# make sure we've at least *tried* to load the color arrays in this process...
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textures.prepareBiomeData(self.world.worlddir)
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if not textures.grasscolor or not textures.foliagecolor:
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raise Exception("Can't find grasscolor.png or foliagecolor.png")
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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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try:
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self._level = get_lvldata(self.world,self.regionfile, self.chunkX, self.chunkY)
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except NoSuchChunk, e:
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logging.debug("Skipping non-existant chunk")
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raise
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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 _load_skylight(self):
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"""Loads and returns skylight array"""
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if not hasattr(self, "_skylight"):
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self._skylight = get_skylight_array(self.level)
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return self._skylight
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skylight = property(_load_skylight)
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def _load_blocklight(self):
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"""Loads and returns blocklight array"""
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if not hasattr(self, "_blocklight"):
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self._blocklight = get_blocklight_array(self.level)
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return self._blocklight
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blocklight = property(_load_blocklight)
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def _load_left(self):
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"""Loads and sets data from lower-left chunk"""
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chunk_path = self.world.get_region_path(self.chunkX - 1, self.chunkY)
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try:
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chunk_data = get_lvldata(self.world,chunk_path, self.chunkX - 1, self.chunkY)
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self._left_skylight = get_skylight_array(chunk_data)
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self._left_blocklight = get_blocklight_array(chunk_data)
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self._left_blocks = get_blockarray(chunk_data)
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except NoSuchChunk:
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self._left_skylight = None
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self._left_blocklight = None
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self._left_blocks = None
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def _load_left_blocks(self):
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"""Loads and returns lower-left block array"""
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if not hasattr(self, "_left_blocks"):
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self._load_left()
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return self._left_blocks
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left_blocks = property(_load_left_blocks)
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def _load_left_skylight(self):
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"""Loads and returns lower-left skylight array"""
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if not hasattr(self, "_left_skylight"):
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self._load_left()
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return self._left_skylight
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left_skylight = property(_load_left_skylight)
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def _load_left_blocklight(self):
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"""Loads and returns lower-left blocklight array"""
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if not hasattr(self, "_left_blocklight"):
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self._load_left()
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return self._left_blocklight
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left_blocklight = property(_load_left_blocklight)
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def _load_right(self):
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"""Loads and sets data from lower-right chunk"""
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chunk_path = self.world.get_region_path(self.chunkX, self.chunkY + 1)
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try:
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chunk_data = get_lvldata(self.world,chunk_path, self.chunkX, self.chunkY + 1)
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self._right_skylight = get_skylight_array(chunk_data)
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self._right_blocklight = get_blocklight_array(chunk_data)
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self._right_blocks = get_blockarray(chunk_data)
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except NoSuchChunk:
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self._right_skylight = None
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self._right_blocklight = None
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self._right_blocks = None
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def _load_right_blocks(self):
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"""Loads and returns lower-right block array"""
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if not hasattr(self, "_right_blocks"):
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self._load_right()
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return self._right_blocks
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right_blocks = property(_load_right_blocks)
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def _load_right_skylight(self):
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"""Loads and returns lower-right skylight array"""
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if not hasattr(self, "_right_skylight"):
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self._load_right()
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return self._right_skylight
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right_skylight = property(_load_right_skylight)
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def _load_right_blocklight(self):
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"""Loads and returns lower-right blocklight array"""
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if not hasattr(self, "_right_blocklight"):
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self._load_right()
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return self._right_blocklight
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right_blocklight = property(_load_right_blocklight)
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def _load_up_right(self):
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"""Loads and sets data from upper-right chunk"""
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chunk_path = self.world.get_region_path(self.chunkX + 1, self.chunkY)
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try:
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chunk_data = get_lvldata(self.world,chunk_path, self.chunkX + 1, self.chunkY)
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self._up_right_skylight = get_skylight_array(chunk_data)
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self._up_right_blocklight = get_blocklight_array(chunk_data)
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self._up_right_blocks = get_blockarray(chunk_data)
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except NoSuchChunk:
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self._up_right_skylight = None
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self._up_right_blocklight = None
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self._up_right_blocks = None
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def _load_up_right_blocks(self):
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"""Loads and returns upper-right block array"""
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if not hasattr(self, "_up_right_blocks"):
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self._load_up_right()
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return self._up_right_blocks
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up_right_blocks = property(_load_up_right_blocks)
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def _load_up_left(self):
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"""Loads and sets data from upper-left chunk"""
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chunk_path = self.world.get_region_path(self.chunkX, self.chunkY - 1)
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try:
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chunk_data = get_lvldata(self.world,chunk_path, self.chunkX, self.chunkY - 1)
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self._up_left_skylight = get_skylight_array(chunk_data)
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self._up_left_blocklight = get_blocklight_array(chunk_data)
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self._up_left_blocks = get_blockarray(chunk_data)
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except NoSuchChunk:
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self._up_left_skylight = None
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self._up_left_blocklight = None
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self._up_left_blocks = None
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def _load_up_left_blocks(self):
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"""Loads and returns lower-left block array"""
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if not hasattr(self, "_up_left_blocks"):
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self._load_up_left()
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return self._up_left_blocks
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up_left_blocks = property(_load_up_left_blocks)
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def generate_pseudo_ancildata(self,x,y,z,blockid, north_position = 0 ):
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""" Generates a pseudo ancillary data for blocks that depend of
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what are surrounded and don't have ancillary data
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This uses a binary number of 4 digits to encode the info.
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The encode is:
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Bit: 1 2 3 4
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Side: x y -x -y
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Values: bit = 0 -> The corresponding side block has different blockid
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bit = 1 -> The corresponding side block has same blockid
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Example: if the bit1 is 1 that means that there is a block with
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blockid in the side of the +x direction.
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You can rotate the pseudo data multiplying by 2 and
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if it is > 15 subtracting 15 and adding 1. (moving bits
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in the left direction is like rotate 90 degree in anticlockwise
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direction). In this way can be used for maps with other
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north orientation.
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North position can have the values 0, 1, 2, 3, corresponding to
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north in bottom-left, bottom-right, top-right and top-left of
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the screen.
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The rotation feature is not used anywhere yet.
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"""
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blocks = self.blocks
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up_left_blocks = self.up_left_blocks
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up_right_blocks = self.up_right_blocks
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left_blocks = self.left_blocks
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right_blocks = self.right_blocks
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pseudo_data = 0
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# first check if we are in the border of a chunk, next check for chunks adjacent to this
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# and finally check for a block with same blockid. I we aren't in the border of a chunk,
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# check for the block having the sme blockid.
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if (up_right_blocks is not None and up_right_blocks[0,y,z] == blockid) if x == 15 else blocks[x+1,y,z] == blockid:
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pseudo_data = pseudo_data | 0b1000
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if (right_blocks is not None and right_blocks[x,0,z] == blockid) if y == 15 else blocks[x,y + 1,z] == blockid:
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pseudo_data = pseudo_data | 0b0100
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if (left_blocks is not None and left_blocks[15,y,z] == blockid) if x == 0 else blocks[x - 1,y,z] == blockid:
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pseudo_data = pseudo_data | 0b0010
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if (up_left_blocks is not None and up_left_blocks[x,15,z] == blockid) if y == 0 else blocks[x,y - 1,z] == blockid:
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pseudo_data = pseudo_data | 0b0001
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# rotate the bits for other north orientations
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while north_position > 0:
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pseudo_data *= 2
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if pseudo_data > 15:
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pseudo_data -= 16
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pseudo_data +=1
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north_position -= 1
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return pseudo_data
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def calculate_darkness(self, skylight, blocklight):
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"""Takes a raw blocklight and skylight, and returns a value
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between 0.0 (fully lit) and 1.0 (fully black) that can be used as
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an alpha value for a blend with a black source image. It mimics
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Minecraft lighting calculations."""
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if not self.quadtree.night:
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# Daytime
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return 1.0 - pow(0.8, 15 - max(blocklight, skylight))
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else:
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# Nighttime
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return 1.0 - pow(0.8, 15 - max(blocklight, skylight - 11))
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def get_lighting_coefficient(self, x, y, z, norecurse=False):
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"""Calculates the lighting coefficient for the given
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coordinate, using default lighting and peeking into
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neighboring chunks, if needed. A lighting coefficient of 1.0
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means fully black.
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Returns a tuple (coefficient, occluded), where occluded is
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True if the given coordinate is filled with a solid block, and
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therefore the returned coefficient is just the default."""
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# placeholders for later data arrays, coordinates
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blocks = None
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skylight = None
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blocklight = None
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local_x = x
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local_y = y
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local_z = z
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is_local_chunk = False
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# find out what chunk we're in, and translate accordingly
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if x >= 0 and y < 16:
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blocks = self.blocks
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skylight = self.skylight
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blocklight = self.blocklight
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is_local_chunk = True
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elif x < 0:
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local_x += 16
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blocks = self.left_blocks
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skylight = self.left_skylight
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blocklight = self.left_blocklight
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elif y >= 16:
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local_y -= 16
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blocks = self.right_blocks
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skylight = self.right_skylight
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blocklight = self.right_blocklight
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# make sure we have a correctly-ranged coordinates and enough
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# info about the chunk
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if not (blocks is not None and skylight is not None and blocklight is not None and
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local_x >= 0 and local_x < 16 and local_y >= 0 and local_y < 16 and
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local_z >= 0 and local_z < 128):
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# we have no useful info, return default
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return (self.calculate_darkness(15, 0), False)
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blocktype = blocks[local_x, local_y, local_z]
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# special handling for half-blocks
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# (don't recurse more than once!)
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if blocktype == 44 and not norecurse:
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# average gathering variables
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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,
|
|
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
|
|
pseudo_ancildata_blocks = set([85])
|
|
|
|
left_blocks = self.left_blocks
|
|
right_blocks = self.right_blocks
|
|
|
|
if cave:
|
|
# Cave mode. Actually go through and 0 out all blocks that are not in a
|
|
# cave, so that it only renders caves.
|
|
|
|
# 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[self.skylight != 0] = 21
|
|
|
|
blockData = get_blockdata_array(self.level)
|
|
blockData_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
|
|
# Even elements get the lower 4 bits
|
|
blockData_expanded[:,:,::2] = blockData & 0x0F
|
|
# Odd elements get the upper 4 bits
|
|
blockData_expanded[:,:,1::2] = blockData >> 4
|
|
|
|
tileEntities = get_tileentity_data(self.level)
|
|
|
|
if self.world.useBiomeData:
|
|
biomeColorData = textures.getBiomeData(self.world.worlddir,
|
|
self.chunkX, self.chunkY)
|
|
# in the 32x32 block of biome data, what chunk is this?l
|
|
startX = self.chunkX % 32
|
|
startY = self.chunkY % 32
|
|
|
|
# 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))
|
|
|
|
c_overviewer.render_loop(self, img, xoff, yoff, blockData_expanded)
|
|
|
|
for entity in tileEntities:
|
|
if entity['id'] == 'Sign':
|
|
msg=' \n'.join([entity['Text1'], entity['Text2'], entity['Text3'], entity['Text4']])
|
|
if msg.strip():
|
|
# convert the blockID coordinates from local chunk
|
|
# coordinates to global world coordinates
|
|
newPOI = dict(type="sign",
|
|
x= entity['x'],
|
|
y= entity['y'],
|
|
z= entity['z'],
|
|
msg=msg,
|
|
chunk= (self.chunkX, self.chunkY),
|
|
)
|
|
if self.queue:
|
|
self.queue.put(["newpoi", newPOI])
|
|
|
|
|
|
# check to see if there are any signs in the persistentData list that are from this chunk.
|
|
# if so, remove them from the persistentData list (since they're have been added to the world.POI
|
|
# list above
|
|
if self.queue:
|
|
self.queue.put(['removePOI', (self.chunkX, self.chunkY)])
|
|
|
|
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)
|
|
|
|
# using the real PIL paste here (not alpha_over) because there is
|
|
# no alpha channel (and it's mode "L")
|
|
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))
|
|
red_color = Image.new("RGB", (24,24), (229,36,38))
|
|
|
|
# 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()
|