Add a -transparent-dim=percent flag to set the extra dimming of transparent materials each depth meter.

This commit is contained in:
Sascha L. Teichmann 2015-07-26 11:55:38 +02:00
parent 68bb1ee320
commit e1eb03813f
7 changed files with 81 additions and 37 deletions

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@ -81,7 +81,8 @@ need a `colors.txt` to map the block nodes to pixel colors of your map. The repo
If you want to have certain nodes to be transparent you can add `-transparent=true` to the
options. In this case if a color from colors.txt does have a forth color component the numerical
value between 0 (fully transparent) and 255 (fully opaque) will be the base transparency of the
pixel. Every depth meter of the same material will reduce the transparency by 2%.
pixel. Every depth meter of the same material will reduce the transparency by 2%. This can be adjusted
with the `-transparent-dim=percent` flags.
See `mtseeder --help` for all options.
The `-workers=` option and the `GOMAXPROCS=` environment variable are completely optional but very useful

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@ -45,7 +45,7 @@ func order(a, b int) (int, int) {
func createBaseLevel(
address string,
xMin, zMin, xMax, zMax int,
transparent bool,
transparent bool, transparentDim float32,
colorsFile, outDir string,
numWorkers int) (err error) {
@ -55,6 +55,8 @@ func createBaseLevel(
return
}
colors.TransparentDim = transparentDim
baseDir := filepath.Join(outDir, baseLevelDir)
if err = os.MkdirAll(baseDir, os.ModePerm); err != nil {
return

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@ -8,6 +8,8 @@ import (
"flag"
"fmt"
"log"
"bitbucket.org/s_l_teichmann/mtsatellite/common"
)
func main() {
@ -22,6 +24,7 @@ func main() {
skipBaseLevel bool
skipPyramid bool
transparent bool
transparentDim float64
)
flag.IntVar(&port, "port", 6379, "port to of mtredisalize server")
@ -42,15 +45,22 @@ func main() {
flag.BoolVar(&skipPyramid, "sp", false, "Do not generate pyramid tiles (shorthand)")
flag.BoolVar(&transparent, "transparent", false, "Render transparent blocks.")
flag.BoolVar(&transparent, "t", false, "Render transparent blocks (shorthand).")
flag.Float64Var(&transparentDim,
"transparent-dim", common.DefaultTransparentDim*100.0,
"Extra dimming of transparent nodes each depth meter in percent.")
flag.Float64Var(&transparentDim,
"td", common.DefaultTransparentDim*100.0,
"Extra fimming of transparent nodes each depth meter in percent. (shorthand)")
flag.Parse()
if !skipBaseLevel {
td := common.Clamp32f(float32(transparentDim/100.0), 0.0, 1.0)
address := fmt.Sprintf("%s:%d", host, port)
if err := createBaseLevel(
address,
xMin, zMin, xMax, zMax,
transparent,
transparent, td,
colorsFile,
outDir,
numWorkers); err != nil {

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@ -27,6 +27,7 @@ func main() {
shaded bool
transparent bool
cpuProfile string
transparentDim float64
)
flag.IntVar(&port, "port", 6379, "port to of mtredisalize server")
@ -46,6 +47,9 @@ func main() {
flag.StringVar(&outfile, "o", "out.png", "image file of result (shorthand)")
flag.BoolVar(&shaded, "shaded", true, "draw relief")
flag.BoolVar(&transparent, "transparent", false, "render transparent blocks")
flag.Float64Var(
&transparentDim, "transparent-dim", common.DefaultTransparentDim*100,
"Extra dimming of transparent nodes every depth meter in percent (0-100).")
flag.StringVar(&cpuProfile, "cpuprofile", "", "write cpu profile to file")
flag.Parse()
@ -66,6 +70,9 @@ func main() {
log.Fatalf("Cannot open color file: %s", err)
}
colors.TransparentDim = common.Clamp32f(
float32(transparentDim/100.0), 0.0, 100.0)
address := fmt.Sprintf("%s:%d", host, port)
var client *common.RedisClient

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@ -27,6 +27,7 @@ func main() {
colorsFile string
workers int
transparent bool
transparentDim float64
updateHosts string
websockets bool
playersFIFO string
@ -52,6 +53,12 @@ func main() {
flag.StringVar(&colorsFile, "c", "colors.txt", "colors used to render map tiles (shorthand).")
flag.BoolVar(&transparent, "transparent", false, "Render transparent blocks.")
flag.BoolVar(&transparent, "t", false, "Render transparent blocks (shorthand).")
flag.Float64Var(&transparentDim,
"transparent-dim", common.DefaultTransparentDim*100.0,
"Extra dimming of transparent nodes each depth meter in percent.")
flag.Float64Var(&transparentDim,
"td", common.DefaultTransparentDim*100.0,
"Extra fimming of transparent nodes each depth meter in percent. (shorthand)")
flag.BoolVar(&websockets, "websockets", false, "Forward tile changes to clients via websockets.")
flag.BoolVar(&websockets, "ws", false, "Forward tile changes to clients via websockets (shorthand).")
flag.StringVar(&playersFIFO, "players", "", "Path to FIFO file to read active players from.")
@ -86,6 +93,8 @@ func main() {
if colors, err = common.ParseColors(colorsFile); err != nil {
log.Fatalf("ERROR: problem loading colors: %s", err)
}
colors.TransparentDim = common.Clamp32f(
float32(transparentDim/100.0), 0.0, 100.0)
redisAddress := fmt.Sprintf("%s:%d", redisHost, redisPort)
var allowedUpdateIps []net.IP

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@ -13,10 +13,14 @@ import (
"strings"
)
// Dim transparent 2% every node.
const DefaultTransparentDim = 2.0 / 100.0
type Colors struct {
Colors []color.RGBA
NameIndex map[string]int32
NumTransparent int32
TransparentDim float32
}
type namedColor struct {
@ -81,7 +85,8 @@ func ParseColors(filename string) (colors *Colors, err error) {
colors = &Colors{
Colors: cs,
NameIndex: nameIndex,
NumTransparent: numTransparent}
NumTransparent: numTransparent,
TransparentDim: DefaultTransparentDim}
return
}
@ -89,13 +94,6 @@ func (colors *Colors) IsTransparent(index int32) bool {
return index < colors.NumTransparent
}
func min(a, b int32) int32 {
if a < b {
return a
}
return b
}
func BlendColor(c1, c2 color.RGBA, a float32) color.RGBA {
b := float32(1) - a
return color.RGBA{
@ -113,12 +111,12 @@ func (colors *Colors) BlendColors(span *Span, col color.RGBA, pos int32) color.R
if curr == nil {
return col
}
const scale = float32(1) / 100
dim := colors.TransparentDim
for ; curr != nil; curr = curr.Next {
c := colors.Colors[curr.Value]
// At least alpha channel attenuation + 2% extra for each depth meter.
base := (int32(c.A) * 100) / 255
factor := float32(min(100, base+(curr.To-curr.From)*2)) * scale
// At least alpha channel attenuation + dim% extra for each depth meter.
base := float32(c.A) / 255.0
factor := min32f(1.0, base+float32(curr.To-curr.From)*dim)
col = BlendColor(c, col, factor)
}
return col

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@ -34,3 +34,20 @@ func min16(a, b int16) int16 {
}
return b
}
func min32f(a, b float32) float32 {
if a < b {
return a
}
return b
}
func Clamp32f(x, a, b float32) float32 {
switch {
case x < a:
return a
case x > b:
return b
}
return x
}