forked from overviewer/Minecraft-Overviewer
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chunk.py
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chunk.py
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# 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, ImageEnhance, ImageOps
import os.path
import hashlib
import logging
import time
import math
import nbt
import textures
import world
import composite
"""
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 alpha_over()
# (note that this workaround is NOT technically needed when using the
# alpha_over extension, BUT this extension may fall back to PIL's
# paste(), which DOES need the workaround.)
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. This is 4 bits per block, but it is
expanded for you so you may index it normally."""
skylight = numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
# this array is 2 blocks per byte, so expand it
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 & 0xF0) >> 4
return skylight_expanded
def get_blocklight_array(level):
"""Returns the blocklight array. This is 4 bits per block, but it
is expanded for you so you may index it normally."""
# expand just like get_skylight_array()
blocklight = numpy.frombuffer(level['BlockLight'], dtype=numpy.uint8).reshape((16,16,64))
blocklight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
blocklight_expanded[:,:,::2] = blocklight & 0x0F
blocklight_expanded[:,:,1::2] = (blocklight & 0xF0) >> 4
return blocklight_expanded
def get_blockdata_array(level):
"""Returns the ancillary data from the 'Data' byte array. Data is packed
in a similar manner to skylight data"""
return numpy.frombuffer(level['Data'], dtype=numpy.uint8).reshape((16,16,64))
def get_tileentity_data(level):
"""Returns the TileEntities TAG_List from chunk dat file"""
data = level['TileEntities']
return data
def iterate_chunkblocks(xoff,yoff):
"""Iterates over the 16x16x128 blocks of a chunk in rendering order.
Yields (x,y,z,imgx,imgy)
x,y,z is the block coordinate in the chunk
imgx,imgy is the image offset in the chunk image where that block should go
"""
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):
yield x,y,z,imgx,imgy
imgy -= 12
# 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, 55,
59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85])
# This set holds block ids that are solid blocks
solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
23, 24, 25, 35, 41, 42, 43, 44, 45, 46, 47, 48, 49, 53, 54, 56, 57, 58, 60,
61, 62, 64, 65, 66, 67, 71, 73, 74, 78, 79, 80, 81, 82, 84, 86, 87, 88, 89, 91])
# This set holds block ids that are fluid blocks
fluid_blocks = set([8,9,10,11])
# This set holds block ids that are not candidates for spawning mobs on
# (glass, half blocks)
nospawn_blocks = set([20,44])
def find_oldimage(chunkfile, cached, cave):
destdir, filename = os.path.split(chunkfile)
filename_split = filename.split(".")
blockid = ".".join(filename_split[1:3])
# Get the name of the existing image.
moredirs, dir2 = os.path.split(destdir)
dir1 = os.path.basename(moredirs)
cachename = '/'.join((dir1, dir2))
oldimg = oldimg_path = None
key = ".".join((blockid, "cave" if cave else "nocave"))
if key in cached[cachename]:
oldimg_path = cached[cachename][key]
_, oldimg = os.path.split(oldimg_path)
logging.debug("Found cached image {0}".format(oldimg))
return oldimg, oldimg_path
def check_cache(chunkfile, oldimg):
try:
if oldimg[1] and os.path.getmtime(chunkfile) <= os.path.getmtime(oldimg[1]):
return True
return False
except OSError:
return False
def render_and_save(chunkfile, cachedir, worldobj, oldimg, cave=False, queue=None):
"""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, worldobj, oldimg, queue)
try:
return a.render_and_save(cave)
except ChunkCorrupt:
# This should be non-fatal, but should print a warning
pass
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 ChunkCorrupt(Exception):
pass
class ChunkRenderer(object):
def __init__(self, chunkfile, cachedir, worldobj, oldimg, queue):
"""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
"""
self.queue = queue
if not os.path.exists(chunkfile):
raise ValueError("Could not find chunkfile")
self.chunkfile = chunkfile
destdir, filename = os.path.split(self.chunkfile)
filename_split = filename.split(".")
chunkcoords = filename_split[1:3]
self.coords = map(world.base36decode, chunkcoords)
self.blockid = ".".join(chunkcoords)
# chunk coordinates (useful to converting local block coords to
# global block coords)
self.chunkX = int(filename_split[1], base=36)
self.chunkY = int(filename_split[2], base=36)
self.world = worldobj
# 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)
self.oldimg, self.oldimg_path = oldimg
if self.world.useBiomeData:
# make sure we've at least *tried* to load the color arrays in this process...
textures.prepareBiomeData(self.world.worlddir)
if not textures.grasscolor or not textures.foliagecolor:
raise Exception("Can't find grasscolor.png or foliagecolor.png")
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"):
try:
self._level = get_lvldata(self.chunkfile)
except Exception, e:
logging.warning("Error opening chunk file %s. It may be corrupt. %s", self.chunkfile, e)
raise ChunkCorrupt(str(e))
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 _load_skylight(self):
"""Loads and returns skylight array"""
if not hasattr(self, "_skylight"):
self._skylight = get_skylight_array(self.level)
return self._skylight
skylight = property(_load_skylight)
def _load_blocklight(self):
"""Loads and returns blocklight array"""
if not hasattr(self, "_blocklight"):
self._blocklight = get_blocklight_array(self.level)
return self._blocklight
blocklight = property(_load_blocklight)
def _load_left(self):
"""Loads and sets data from lower-left chunk"""
chunk_path = self.world.get_chunk_path(self.coords[0] - 1, self.coords[1])
try:
chunk_data = get_lvldata(chunk_path)
self._left_skylight = get_skylight_array(chunk_data)
self._left_blocklight = get_blocklight_array(chunk_data)
self._left_blocks = get_blockarray(chunk_data)
except IOError:
self._left_skylight = None
self._left_blocklight = None
self._left_blocks = None
def _load_left_blocks(self):
"""Loads and returns lower-left block array"""
if not hasattr(self, "_left_blocks"):
self._load_left()
return self._left_blocks
left_blocks = property(_load_left_blocks)
def _load_left_skylight(self):
"""Loads and returns lower-left skylight array"""
if not hasattr(self, "_left_skylight"):
self._load_left()
return self._left_skylight
left_skylight = property(_load_left_skylight)
def _load_left_blocklight(self):
"""Loads and returns lower-left blocklight array"""
if not hasattr(self, "_left_blocklight"):
self._load_left()
return self._left_blocklight
left_blocklight = property(_load_left_blocklight)
def _load_right(self):
"""Loads and sets data from lower-right chunk"""
chunk_path = self.world.get_chunk_path(self.coords[0], self.coords[1] + 1)
try:
chunk_data = get_lvldata(chunk_path)
self._right_skylight = get_skylight_array(chunk_data)
self._right_blocklight = get_blocklight_array(chunk_data)
self._right_blocks = get_blockarray(chunk_data)
except IOError:
self._right_skylight = None
self._right_blocklight = None
self._right_blocks = None
def _load_right_blocks(self):
"""Loads and returns lower-right block array"""
if not hasattr(self, "_right_blocks"):
self._load_right()
return self._right_blocks
right_blocks = property(_load_right_blocks)
def _load_right_skylight(self):
"""Loads and returns lower-right skylight array"""
if not hasattr(self, "_right_skylight"):
self._load_right()
return self._right_skylight
right_skylight = property(_load_right_skylight)
def _load_right_blocklight(self):
"""Loads and returns lower-right blocklight array"""
if not hasattr(self, "_right_blocklight"):
self._load_right()
return self._right_blocklight
right_blocklight = property(_load_right_blocklight)
def _load_up_right(self):
"""Loads and sets data from upper-right chunk"""
chunk_path = self.world.get_chunk_path(self.coords[0] + 1, self.coords[1])
try:
chunk_data = get_lvldata(chunk_path)
self._up_right_skylight = get_skylight_array(chunk_data)
self._up_right_blocklight = get_blocklight_array(chunk_data)
self._up_right_blocks = get_blockarray(chunk_data)
except IOError:
self._up_right_skylight = None
self._up_right_blocklight = None
self._up_right_blocks = None
def _load_up_right_blocks(self):
"""Loads and returns upper-right block array"""
if not hasattr(self, "_up_right_blocks"):
self._load_up_right()
return self._up_right_blocks
up_right_blocks = property(_load_up_right_blocks)
def _load_up_left(self):
"""Loads and sets data from upper-left chunk"""
chunk_path = self.world.get_chunk_path(self.coords[0], self.coords[1] - 1)
try:
chunk_data = get_lvldata(chunk_path)
self._up_left_skylight = get_skylight_array(chunk_data)
self._up_left_blocklight = get_blocklight_array(chunk_data)
self._up_left_blocks = get_blockarray(chunk_data)
except IOError:
self._up_left_skylight = None
self._up_left_blocklight = None
self._up_left_blocks = None
def _load_up_left_blocks(self):
"""Loads and returns lower-left block array"""
if not hasattr(self, "_up_left_blocks"):
self._load_up_left()
return self._up_left_blocks
up_left_blocks = property(_load_up_left_blocks)
def generate_pseudo_ancildata(self,x,y,z,blockid, north_position = 0 ):
""" Generates a pseudo ancillary data for blocks that depend of
what are surrounded and don't have ancillary data
This uses a binary number of 4 digits to encode the info.
The encode is:
Bit: 1 2 3 4
Side: x y -x -y
Values: bit = 0 -> The corresponding side block has different blockid
bit = 1 -> The corresponding side block has same blockid
Example: if the bit1 is 1 that means that there is a block with
blockid in the side of the +x direction.
You can rotate the pseudo data multiplying by 2 and
if it is > 15 subtracting 15 and adding 1. (moving bits
in the left direction is like rotate 90 degree in anticlockwise
direction). In this way can be used for maps with other
north orientation.
North position can have the values 0, 1, 2, 3, corresponding to
north in bottom-left, bottom-right, top-right and top-left of
the screen.
The rotation feature is not used anywhere yet.
"""
blocks = self.blocks
up_left_blocks = self.up_left_blocks
up_right_blocks = self.up_right_blocks
left_blocks = self.left_blocks
right_blocks = self.right_blocks
pseudo_data = 0
# first check if we are in the border of a chunk, next check for chunks adjacent to this
# and finally check for a block with same blockid. I we aren't in the border of a chunk,
# check for the block having the sme blockid.
if (up_right_blocks != None and up_right_blocks[0,y,z] == blockid) if x == 15 else blocks[x+1,y,z] == blockid:
pseudo_data = pseudo_data | 0b1000
if (right_blocks != None and right_blocks[x,0,z] == blockid) if y == 15 else blocks[x,y + 1,z] == blockid:
pseudo_data = pseudo_data | 0b0100
if (left_blocks != None and left_blocks[15,y,z] == blockid) if x == 0 else blocks[x - 1,y,z] == blockid:
pseudo_data = pseudo_data | 0b0010
if (up_left_blocks != None and up_left_blocks[x,15,z] == blockid) if y == 0 else blocks[x,y - 1,z] == blockid:
pseudo_data = pseudo_data | 0b0001
# rotate the bits for other north orientations
while north_position > 0:
pseudo_data *= 2
if pseudo_data > 15:
pseudo_data -= 16
pseudo_data +=1
north_position -= 1
return pseudo_data
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 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
# 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 self.oldimg:
if dest_filename == self.oldimg:
# There is an existing file, the chunk has a newer mtime, but the
# hashes match.
# Before we return it, update its mtime so the next round
# doesn't have to check the hash
os.utime(dest_path, None)
logging.debug("Using cached image")
return dest_path
else:
# Remove old image for this chunk. Anything already existing is
# either corrupt or out of date
os.unlink(self.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 calculate_darkness(self, skylight, blocklight):
"""Takes a raw blocklight and skylight, and returns a value
between 0.0 (fully lit) and 1.0 (fully black) that can be used as
an alpha value for a blend with a black source image. It mimics
Minecraft lighting calculations."""
if not self.world.night:
# Daytime
return 1.0 - pow(0.8, 15 - max(blocklight, skylight))
else:
# Nighttime
return 1.0 - pow(0.8, 15 - max(blocklight, skylight - 11))
def get_lighting_coefficient(self, x, y, z, norecurse=False):
"""Calculates the lighting coefficient for the given
coordinate, using default lighting and peeking into
neighboring chunks, if needed. A lighting coefficient of 1.0
means fully black.
Returns a tuple (coefficient, occluded), where occluded is
True if the given coordinate is filled with a solid block, and
therefore the returned coefficient is just the default."""
# placeholders for later data arrays, coordinates
blocks = None
skylight = None
blocklight = None
local_x = x
local_y = y
local_z = z
is_local_chunk = False
# find out what chunk we're in, and translate accordingly
if x >= 0 and y < 16:
blocks = self.blocks
skylight = self.skylight
blocklight = self.blocklight
is_local_chunk = True
elif x < 0:
local_x += 16
blocks = self.left_blocks
skylight = self.left_skylight
blocklight = self.left_blocklight
elif y >= 16:
local_y -= 16
blocks = self.right_blocks
skylight = self.right_skylight
blocklight = self.right_blocklight
# make sure we have a correctly-ranged coordinates and enough
# info about the chunk
if not (blocks != None and skylight != None and blocklight != None and
local_x >= 0 and local_x < 16 and local_y >= 0 and local_y < 16 and
local_z >= 0 and local_z < 128):
# we have no useful info, return default
return (self.calculate_darkness(15, 0), False)
blocktype = blocks[local_x, local_y, local_z]
# special handling for half-blocks
# (don't recurse more than once!)
if blocktype == 44 and not norecurse:
# average gathering variables
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 8x8 block of biome data, what chunk is this?l
startX = (self.chunkX - int(math.floor(self.chunkX/8)*8))
startY = (self.chunkY - int(math.floor(self.chunkY/8)*8))
# 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,y,z,imgx,imgy in iterate_chunkblocks(xoff,yoff):
blockid = blocks[x,y,z]
# the following blocks don't have textures that can be pre-computed from the blockid
# alone. additional data is required.
# TODO torches, redstone torches, crops, ladders, stairs,
# levers, doors, buttons, and signs all need to be handled here (and in textures.py)
## minecart track, crops, ladder, doors, etc.
if blockid in textures.special_blocks:
# also handle furnaces here, since one side has a different texture than the other
ancilData = blockData_expanded[x,y,z]
try:
if blockid in pseudo_ancildata_blocks:
pseudo_ancilData = self.generate_pseudo_ancildata(x,y,z,blockid)
ancilData = pseudo_ancilData
t = textures.specialblockmap[(blockid, ancilData)]
except KeyError:
t = None
else:
t = textures.blockmap[blockid]
if not t:
continue
if self.world.useBiomeData:
if blockid == 2: #grass
index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
c = textures.grasscolor[index]
# only tint the top texture
t = textures.prepareGrassTexture(c)
elif blockid == 18: # leaves
index = biomeColorData[ ((startY*16)+y) * 128 + (startX*16) + x]
c = textures.foliagecolor[index]
t = textures.prepareLeafTexture(c)
# 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 and z != 127
):
# 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 (left_blocks == None and right_blocks == None):
# Normal block or not cave mode, check sides for
# transparentcy or render if it's a border chunk.
if (
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
):
continue
elif (left_blocks != None and right_blocks == None):
if (
# If it has the left face covered check for
# transparent blocks in left face
y != 15 and z != 127 and
(left_blocks[15,y,z] if x == 0 else 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
):
continue
elif (left_blocks == None and right_blocks != None):
if (
# If it has the right face covered check for
# transparent blocks in right face
x != 0 and z != 127 and
blocks[x-1,y,z] not in transparent_blocks and
(right_blocks[x,0,z] if y == 15 else blocks[x,y + 1,z]) not in transparent_blocks and
blocks[x,y,z+1] not in transparent_blocks
):
continue
elif (
# If it's a interior chunk check for transparent blocks
# in the adjacent chunks.
z != 127 and
(left_blocks[15,y,z] if x == 0 else blocks[x - 1,y,z]) not in transparent_blocks and
(right_blocks[x,0,z] if y == 15 else 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
):
continue
# Draw the actual block on the image. For cave images,
# tint the block with a color proportional to its depth
if cave:
# no lighting for cave -- depth is probably more useful
composite.alpha_over(img, Image.blend(t[0],depth_colors[z],0.3), (imgx, imgy), t[1])
else:
if not self.world.lighting:
# no lighting at all
composite.alpha_over(img, t[0], (imgx, imgy), t[1])
elif blockid in transparent_blocks:
# transparent means draw the whole
# block shaded with the current
# block's light
black_coeff, _ = self.get_lighting_coefficient(x, y, z)
if self.world.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
blockid in nospawn_blocks or (
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
)
):
composite.alpha_over(img, Image.blend(t[0], red_color, black_coeff), (imgx, imgy), t[1])
else:
composite.alpha_over(img, Image.blend(t[0], black_color, black_coeff), (imgx, imgy), t[1])
else:
# draw each face lit appropriately,
# but first just draw the block
composite.alpha_over(img, t[0], (imgx, imgy), t[1])
# top face
black_coeff, face_occlude = self.get_lighting_coefficient(x, y, z + 1)
# Use red instead of black for spawnable blocks
if self.world.spawn and black_coeff > 0.8 and blockid in solid_blocks and not (
blockid in nospawn_blocks or (
z != 127 and (blocks[x,y,z+1] in solid_blocks or blocks[x,y,z+1] in fluid_blocks)
)
):
over_color = red_color
else:
over_color = black_color
if not face_occlude:
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
# left face
black_coeff, face_occlude = self.get_lighting_coefficient(x - 1, y, z)
if not face_occlude:
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[1]).enhance(black_coeff))
# right face
black_coeff, face_occlude = self.get_lighting_coefficient(x, y + 1, z)
if not face_occlude:
composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[2]).enhance(black_coeff))
# Draw edge lines
if blockid in (44,): # step block
increment = 6
elif blockid in (78,): # snow
increment = 9
else:
increment = 0
if blockid not in transparent_blocks or blockid in (78,): #special case snow so the outline is still drawn
draw = ImageDraw.Draw(img)
if x != 15 and blocks[x+1,y,z] == 0:
draw.line(((imgx+12,imgy+increment), (imgx+22,imgy+5+increment)), fill=(0,0,0), width=1)
if y != 0 and blocks[x,y-1,z] == 0:
draw.line(((imgx,imgy+6+increment), (imgx+12,imgy+increment)), fill=(0,0,0), width=1)
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),
)
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.
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()