// 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 ( "container/heap" "image" "image/color" "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 } type YOrder struct { Renderer *Renderer blocks []*common.Block capacity int } func NewYOrder(renderer *Renderer, capacity int) *YOrder { return &YOrder{ Renderer: renderer, blocks: make([]*common.Block, 0, capacity), capacity: capacity} } func max(a, b int) int { if a > b { return a } return b } func copyData(data []byte) []byte { l := len(data) ndata := make([]byte, l, max(l, 8*1024)) copy(ndata, data) return ndata } func (yo *YOrder) RenderBlock(block *common.Block, nameIndex map[string]int32) (err error) { var nblock *common.Block if len(yo.blocks) == yo.capacity { oblock := yo.blocks[0] if oblock.Coord.Y < block.Coord.Y { // New one is above highest old. Directly render new. err = yo.Renderer.RenderBlock(block, nameIndex) return } // Render old one. Store copy of new in heap. heap.Pop(yo) err = yo.Renderer.RenderBlock(oblock, nameIndex) l := len(block.Data) if cap(oblock.Data) < l { oblock.Data = make([]byte, l, max(l, 8*1024)) } else { oblock.Data = oblock.Data[0:l] } copy(oblock.Data, block.Data) oblock.Coord = block.Coord nblock = oblock } else { nblock = &common.Block{Coord: block.Coord, Data: copyData(block.Data)} } heap.Push(yo, nblock) return } func (yo *YOrder) Drain(nameIndex map[string]int32) (err error) { for len(yo.blocks) > 0 { if err = yo.Renderer.RenderBlock(heap.Pop(yo).(*common.Block), nameIndex); err != nil { return } } return } func (yo *YOrder) Len() int { return len(yo.blocks) } func (yo *YOrder) Swap(i, j int) { yo.blocks[i], yo.blocks[j] = yo.blocks[j], yo.blocks[i] } func (yo *YOrder) Less(i, j int) bool { // Reverse order intented. return yo.blocks[i].Coord.Y > yo.blocks[j].Coord.Y } func (yo *YOrder) Push(x interface{}) { yo.blocks = append(yo.blocks, x.(*common.Block)) } func (yo *YOrder) Pop() (x interface{}) { l := len(yo.blocks) x = yo.blocks[l-1] yo.blocks = yo.blocks[0 : l-1] return x } 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) for i := 0; i < pixSize; i++ { yBuffer[i] = math.MinInt32 cBuffer[i] = -1 } for i := 0; i < dim; i++ { yMin[i] = math.MinInt32 } renderer = &Renderer{ width: width, height: height, xOfs: xOfs, zOfs: zOfs, yBuffer: yBuffer, cBuffer: cBuffer, yMin: yMin} 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) { bx := block.Coord.X - r.xOfs bz := block.Coord.Z - r.zOfs // 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++ return } // Decoding is pretty expensive so do it that late. var db *DecodedBlock if db, err = NewDecodedBlock(block.Data, nameIndex); err != nil { return } 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 } } } if currentY < yMin { yMin = currentY } ofs++ } ofs += w - 16 } r.yMin[pos] = yMin return } 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-- { 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 } func safeColor(x int32) uint8 { switch { case x < 0: return 0 case x > 255: return 255 default: return uint8(x) } } func (r *Renderer) CreateShadedImage( xOfs, zOfs, width, height int, colors []color.RGBA, background color.RGBA) *image.RGBA { image := image.NewRGBA(image.Rect(0, 0, width, height)) pw := r.width << 4 ofs, numCols := zOfs*pw+xOfs, int32(len(colors)) stride := pw - width for z := height - 1; z >= 0; z-- { for x := 0; x < width; 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++ } ofs += stride } return image }