mtsatellite/tilemapper/renderer.go

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// Copyright 2014 by Sascha L. Teichmann
// Use of this source code is governed by the MIT license
// that can be found in the LICENSE file.
package main
import (
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"image"
"image/color"
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"math"
"bitbucket.org/s_l_teichmann/mtredisalize/common"
)
type Renderer struct {
width int
height int
xOfs int16
zOfs int16
yBuffer []int32
yMin []int32
cBuffer []int32
filled int
Rejected int
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}
func NewRenderer(xOfs, zOfs int16, width, height int) (renderer *Renderer) {
dim := width * height
pixSize := dim * 16 * 16
yBuffer := make([]int32, pixSize)
cBuffer := make([]int32, pixSize)
yMin := make([]int32, dim)
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for i := 0; i < pixSize; i++ {
yBuffer[i] = math.MinInt32
cBuffer[i] = -1
}
for i := 0; i < dim; i++ {
yMin[i] = math.MinInt32
}
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renderer = &Renderer{
width: width,
height: height,
xOfs: xOfs,
zOfs: zOfs,
yBuffer: yBuffer,
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cBuffer: cBuffer,
yMin: yMin}
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return
}
func (r *Renderer) IsFilled() bool {
return r.filled == r.width<<4*r.height<<4
}
func (r *Renderer) RenderBlock(block *common.Block, nameIndex map[string]int32) (err error) {
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bx := block.Coord.X - r.xOfs
bz := block.Coord.Z - r.zOfs
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// We do not need to render the block if the whole 16x16 area
// is already filled and the block is strictly below.
blockY := int32(block.Coord.Y) << 4
pos := int(bz)*r.width + int(bx)
if blockY < r.yMin[pos] {
r.Rejected++
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return
}
// Decoding is pretty expensive so do it that late.
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var db *DecodedBlock
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if db, err = NewDecodedBlock(block.Data, nameIndex); err != nil {
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return
}
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w := r.width << 4
ofs := int(bz)*w<<4 + int(bx)<<4
yMin := int32(math.MaxInt32)
for z := 0; z < 16; z++ {
for x := 0; x < 16; x++ {
currentY := r.yBuffer[ofs]
if currentY < blockY {
for y := 15; y >= 0; y-- {
if c, ok := db.Content(x, y, z); ok {
if r.cBuffer[ofs] == -1 {
r.filled++
}
r.cBuffer[ofs] = c
currentY = blockY + int32(y)
r.yBuffer[ofs] = currentY
break
}
}
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}
if currentY < yMin {
yMin = currentY
}
ofs++
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}
ofs += w - 16
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}
r.yMin[pos] = yMin
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return
}
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func (r *Renderer) CreateImage(colors []color.RGBA, background color.RGBA) *image.RGBA {
pw, ph := r.width<<4, r.height<<4
image := image.NewRGBA(image.Rect(0, 0, pw, ph))
ofs, numCols := 0, int32(len(colors))
for z := ph - 1; z >= 0; z-- {
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for x := 0; x < pw; x++ {
colIdx := r.cBuffer[ofs]
if colIdx >= 0 && colIdx < numCols {
image.Set(x, z, colors[colIdx])
} else {
image.Set(x, z, background)
}
ofs++
}
}
return image
}
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func safeColor(x int32) uint8 {
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switch {
case x < 0:
return 0
case x > 255:
return 255
default:
return uint8(x)
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}
}
func (r *Renderer) CreateShadedImage(colors []color.RGBA, background color.RGBA) *image.RGBA {
pw, ph := r.width<<4, r.height<<4
image := image.NewRGBA(image.Rect(0, 0, pw, ph))
ofs, numCols := 0, int32(len(colors))
for z := ph - 1; z >= 0; z-- {
for x := 0; x < pw; x++ {
colIdx := r.cBuffer[ofs]
if colIdx < 0 || colIdx >= numCols {
image.Set(x, z, background)
} else {
var y, y1, y2 int32
y = r.yBuffer[ofs]
if x == 0 {
y1 = y
} else {
y1 = r.yBuffer[ofs-1]
}
if z == 0 {
y2 = y
} else {
y2 = r.yBuffer[ofs+pw]
}
d := ((y - y1) + (y - y2)) * 12
if d > 36 {
d = 36
}
col := colors[colIdx]
image.Set(x, z, color.RGBA{
R: safeColor(int32(col.R) + d),
G: safeColor(int32(col.G) + d),
B: safeColor(int32(col.B) + d),
A: 0xff})
}
ofs++
}
}
return image
}