Пример #1
0
        public MaterialImage GenerateSeedImageBmp(WorldSystem.Region tregion, int minx, int miny, int maxx, int maxy, int wid)
        {
            MaterialImage bmp = new MaterialImage()
            {
                Colors = new FastColor[wid * wid], Width = wid, Height = wid
            };
            double one_div_wid = 1.0 / wid;

            for (int x = 0; x < wid; x++)
            {
                for (int y = 0; y < wid; y++)
                {
                    double h = tregion.Generator.GetHeight(tregion.TheWorld.Seed, tregion.TheWorld.Seed2, tregion.TheWorld.Seed3,
                                                           tregion.TheWorld.Seed4, tregion.TheWorld.Seed5, minx + (maxx - minx) * x * one_div_wid, miny + (maxy - miny) * y * one_div_wid, 0, out Biome b);
                    Material renderme;
                    if (h > 0)
                    {
                        renderme = b.GetAboveZeromat();
                    }
                    else
                    {
                        renderme = b.GetZeroOrLowerMat();
                    }
                    bmp.SetAt(x, y, MaterialImages[(int)renderme].Colors[0]);
                }
            }
            return(bmp);
        }
Пример #2
0
 public byte[] MatImgToPng(MaterialImage img)
 {
     using (Bitmap bmp = new Bitmap(img.Width, img.Height))
     {
         BitmapData bdat   = bmp.LockBits(new Rectangle(0, 0, bmp.Width, bmp.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
         int        stride = bdat.Stride;
         // Surely there's a better way to do this!
         unsafe
         {
             byte *ptr = (byte *)bdat.Scan0;
             for (int x = 0; x < img.Width; x++)
             {
                 for (int y = 0; y < img.Height; y++)
                 {
                     FastColor tcol = img.GetAt(x, y);
                     ptr[(x * 4) + y * stride + 0] = tcol.B;
                     ptr[(x * 4) + y * stride + 1] = tcol.G;
                     ptr[(x * 4) + y * stride + 2] = tcol.R;
                     ptr[(x * 4) + y * stride + 3] = tcol.A;
                 }
             }
         }
         using (DataStream ds = new DataStream())
         {
             bmp.Save(ds, ImageFormat.Png);
             return(ds.ToArray());
         }
     }
 }
Пример #3
0
 public void Init(Server tserver)
 {
     // TODO: v0.1.0 texture config update!
     MaterialImages = new MaterialImage[MaterialHelpers.Textures.Length];
     for (int i = 0; i < MaterialImages.Length; i++)
     {
         string tex           = MaterialHelpers.Textures[i];
         string actualtexture = "textures/" + tex.Before(",").Before("&").Before("$").Before("@") + ".png";
         try
         {
             Bitmap bmp1 = new Bitmap(tserver.Files.ReadToStream(actualtexture));
             Bitmap bmp2 = new Bitmap(bmp1, new Size(TexWidth, TexWidth));
             bmp1.Dispose();
             MaterialImage img = new MaterialImage();
             img.Colors = new Color[TexWidth, TexWidth];
             for (int x = 0; x < TexWidth; x++)
             {
                 for (int y = 0; y < TexWidth; y++)
                 {
                     img.Colors[x, y] = bmp2.GetPixel(x, y);
                 }
             }
             MaterialImages[i] = img;
             bmp2.Dispose();
         }
         catch (Exception ex)
         {
             Utilities.CheckException(ex);
             SysConsole.Output("loading texture for " + i + ": '" + actualtexture + "'", ex);
         }
     }
     SysConsole.Output(OutputType.INIT, "Loaded " + MaterialImages.Length + " textures!");
 }
Пример #4
0
 void DrawImage(MaterialImage bmp, MaterialImage bmpnew, int xmin, int ymin, Color col)
 {
     for (int x = 0; x < TexWidth; x++)
     {
         for (int y = 0; y < TexWidth; y++)
         {
             Color basepx = bmp.Colors[xmin + x, ymin + y];
             bmp.Colors[xmin + x, ymin + y] = Blend(Multiply(bmpnew.Colors[x, y], col), basepx);
         }
     }
 }
Пример #5
0
        public byte[] GetChunkRenderLD(WorldSystem.Region tregion, int tx, int ty, int tz)
        {
            int           wid   = Constants.CHUNK_WIDTH;
            int           divvy = GetDividerForZ(tz) * Constants.CHUNK_WIDTH;
            MaterialImage bmp   = GenerateSeedImageBmp(tregion, tx * divvy, ty * divvy, (tx + 1) * divvy, (ty + 1) * divvy, wid);
            KeyValuePair <byte[], byte[]> bitters = tregion.ChunkManager.GetTopsHigher(tx, ty, tz);

            byte[] bits       = bitters.Key;
            byte[] bits_trans = bitters.Value;
            if (bits == null || bits_trans == null)
            {
                return(MatImgToPng(bmp));
            }
            for (int x = 0; x < Constants.CHUNK_WIDTH; x++)
            {
                for (int y = 0; y < Constants.CHUNK_WIDTH; y++)
                {
                    int       ind = tregion.TopsHigherBlockIndex(x, y);
                    ushort    mat = Utilities.BytesToUshort(Utilities.BytesPartial(bits, ind * 2, 2));
                    FastColor fc;
                    if (mat == 0)
                    {
                        fc = new FastColor()
                        {
                            A = 0
                        };
                    }
                    else
                    {
                        MaterialImage imag = MaterialImages[mat];
                        fc = imag.GetAt(0, 0);
                    }
                    for (int i = 3; i >= 0; i--)
                    {
                        mat = Utilities.BytesToUshort(Utilities.BytesPartial(bits_trans, ind * 2 * 4, 2));
                        if (mat != 0)
                        {
                            MaterialImage simag = MaterialImages[mat];
                            FastColor     fc2   = simag.Colors[0];
                            fc = Blend(fc2, fc);
                        }
                    }
                    fc = Blend(fc, bmp.GetAt(x, y));
                    bmp.SetAt(x, y, fc);
                }
            }
            // TODO: Add entity icons? (Trees in particular!)
            return(MatImgToPng(bmp));
        }
Пример #6
0
        void RenderChunkInternalAngle(WorldSystem.Region tregion, Vector3i chunkCoords, Chunk chunk)
        {
            MaterialImage bmp = new MaterialImage()
            {
                Colors = new Color[BmpSize2, BmpSize2]
            };

            for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
            {
                for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
                {
                    for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
                    {
                        // TODO: async chunk read locker?
                        BlockInternal bi = chunk.GetBlockAt(x, y, z);
                        if (bi.Material.RendersAtAll())
                        {
                            RenderBlockIntoAngle(bi, x, y, z, bmp);
                        }
                    }
                }
            }
            Bitmap     tbmp   = new Bitmap(BmpSize2, BmpSize2);
            BitmapData bdat   = tbmp.LockBits(new Rectangle(0, 0, tbmp.Width, tbmp.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
            int        stride = bdat.Stride;

            // Surely there's a better way to do this!
            unsafe
            {
                byte *ptr = (byte *)bdat.Scan0;
                for (int x = 0; x < BmpSize2; x++)
                {
                    for (int y = 0; y < BmpSize2; y++)
                    {
                        Color tcol = bmp.Colors[x, y];
                        ptr[(x * 4) + y * stride + 0] = tcol.B;
                        ptr[(x * 4) + y * stride + 1] = tcol.G;
                        ptr[(x * 4) + y * stride + 2] = tcol.R;
                        ptr[(x * 4) + y * stride + 3] = tcol.A;
                    }
                }
            }
            DataStream ds = new DataStream();

            tbmp.Save(ds, ImageFormat.Png);
            tregion.ChunkManager.WriteImageAngle((int)chunkCoords.X, (int)chunkCoords.Y, (int)chunkCoords.Z, ds.ToArray());
        }
Пример #7
0
 void DrawImageShiftY(MaterialImage bmp, MaterialImage bmpnew, int xmin, int ymin, Color col)
 {
     for (int x = 0; x < TexWidth; x++)
     {
         for (int y = 0; y < TexWidth; y++)
         {
             int sx = xmin + x;
             int sy = ymin + y;
             if (sx < 0 || sy < 0 || sx >= BmpSize2 || sy >= BmpSize2)
             {
                 continue;
             }
             Color basepx = bmp.Colors[sx, sy];
             bmp.Colors[sx, sy] = Blend(Multiply(bmpnew.Colors[x, y], col), basepx);
         }
     }
 }
Пример #8
0
 public void Init(Server tserver)
 {
     MaterialImages = new MaterialImage[MaterialHelpers.ALL_MATS.Count];
     for (int i = 0; i < MaterialImages.Length; i++)
     {
         string tex           = MaterialHelpers.ALL_MATS[i].Texture[(int)MaterialSide.TOP][0];
         string actualtexture = "textures/" + tex.Before(",").Before("&").Before("$").Before("@") + ".png";
         try
         {
             Bitmap bmp1 = new Bitmap(tserver.Files.ReadToStream(actualtexture));
             // TODO: Resize options/control?
             Bitmap bmp2 = new Bitmap(bmp1, new Size(TexWidth, TexWidth));
             bmp1.Dispose();
             MaterialImage img = new MaterialImage()
             {
                 Width = TexWidth, Height = TexWidth, Colors = new FastColor[TexWidth * TexWidth]
             };
             for (int x = 0; x < TexWidth; x++)
             {
                 for (int y = 0; y < TexWidth; y++)
                 {
                     // TODO: Effic?
                     Color t = bmp2.GetPixel(x, y);
                     img.SetAt(x, y, new FastColor()
                     {
                         R = t.R, G = t.G, B = t.B, A = t.A
                     });
                 }
             }
             MaterialImages[i] = img;
             bmp2.Dispose();
         }
         catch (Exception ex)
         {
             Utilities.CheckException(ex);
             SysConsole.Output("loading texture for " + i + ": '" + actualtexture + "'", ex);
         }
     }
     SysConsole.Output(OutputType.INIT, "Loaded " + MaterialImages.Length + " textures!");
 }
Пример #9
0
        void RenderBlockIntoAngle(BlockInternal bi, int x, int y, int z, MaterialImage bmp)
        {
            MaterialImage zmatbmpXP = MaterialImages[bi.Material.TextureID(MaterialSide.XP)];
            MaterialImage zmatbmpYP = MaterialImages[bi.Material.TextureID(MaterialSide.YP)];
            MaterialImage zmatbmpZP = MaterialImages[bi.Material.TextureID(MaterialSide.TOP)];

            if (zmatbmpXP == null || zmatbmpYP == null || zmatbmpZP == null)
            {
                return;
            }
            Color zcolor = Colors.ForByte(bi.BlockPaint);

            if (zcolor.A == 0)
            {
                zcolor = Color.White;
            }
            int x1 = x * TexWidth;
            int y1 = y * TexWidth;
            int z1 = z * TexWidth;
            //    int xw = x * TexWidth;
            //    int yw = y * TexWidth;
            // tileWidth/2*x+tileHeight/2*y, tileWidth/2*x+tileHeight/2*y
            //   int xw = TexWidth * x / 2 + TexWidth * y / 2;
            //   int yw = TexWidth * x / 2 + TexWidth * y / 2;
            // tempPt.x = pt.x - pt.y; tempPt.y = (pt.x + pt.y) / 2;
            int xw = x1 - y1;
            int yw = ((x1 + y1) - (z1)) / 2;

            //   tempPt.x = (2 * pt.y + pt.x) / 2; tempPt.y = (2 * pt.y - pt.x) / 2;
            // int xw = (2 * y1 + x1) / 2;
            //  int yw = (2 * y1 - x1) / 2;
            xw += BmpSize2 / 2;
            yw += BmpSize2 / 2;
            DrawImageShiftX(bmp, zmatbmpXP, xw, yw, zcolor);
            DrawImageShiftY(bmp, zmatbmpYP, xw, yw, zcolor);
            DrawImageShiftZ(bmp, zmatbmpZP, xw, yw, zcolor);
        }
Пример #10
0
 public void Init(Server tserver)
 {
     // TODO: v0.1.0 texture config update!
     MaterialImages = new MaterialImage[MaterialHelpers.Textures.Length];
     for (int i = 0; i < MaterialImages.Length; i++)
     {
         string tex = MaterialHelpers.Textures[i];
         string actualtexture = "textures/" + tex.Before(",").Before("&").Before("$").Before("@")+ ".png";
         try
         {
             Bitmap bmp1 = new Bitmap(tserver.Files.ReadToStream(actualtexture));
             Bitmap bmp2 = new Bitmap(bmp1, new Size(TexWidth, TexWidth));
             bmp1.Dispose();
             MaterialImage img = new MaterialImage();
             img.Colors = new Color[TexWidth, TexWidth];
             for (int x = 0; x < TexWidth; x++)
             {
                 for (int y = 0; y < TexWidth; y++)
                 {
                     img.Colors[x, y] = bmp2.GetPixel(x, y);
                 }
             }
             MaterialImages[i] = img;
             bmp2.Dispose();
         }
         catch (Exception ex)
         {
             Utilities.CheckException(ex);
             SysConsole.Output("loading texture for " + i + ": '" + actualtexture + "'", ex);
         }
     }
     SysConsole.Output(OutputType.INIT, "Loaded " + MaterialImages.Length + " textures!");
 }
Пример #11
0
 void RenderChunkInternalAngle(WorldSystem.Region tregion, Vector3i chunkCoords, Chunk chunk)
 {
     MaterialImage bmp = new MaterialImage() { Colors = new Color[BmpSize2, BmpSize2] };
     for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
     {
         for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
         {
             for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
             {
                 // TODO: async chunk read locker?
                 BlockInternal bi = chunk.GetBlockAt(x, y, z);
                 if (bi.Material.RendersAtAll())
                 {
                     RenderBlockIntoAngle(bi, x, y, z, bmp);
                 }
             }
         }
     }
     Bitmap tbmp = new Bitmap(BmpSize2, BmpSize2);
     BitmapData bdat = tbmp.LockBits(new Rectangle(0, 0, tbmp.Width, tbmp.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
     int stride = bdat.Stride;
     // Surely there's a better way to do this!
     unsafe
     {
         byte* ptr = (byte*)bdat.Scan0;
         for (int x = 0; x < BmpSize2; x++)
         {
             for (int y = 0; y < BmpSize2; y++)
             {
                 Color tcol = bmp.Colors[x, y];
                 ptr[(x * 4) + y * stride + 0] = tcol.B;
                 ptr[(x * 4) + y * stride + 1] = tcol.G;
                 ptr[(x * 4) + y * stride + 2] = tcol.R;
                 ptr[(x * 4) + y * stride + 3] = tcol.A;
             }
         }
     }
     DataStream ds = new DataStream();
     tbmp.Save(ds, ImageFormat.Png);
     tregion.ChunkManager.WriteImageAngle((int)chunkCoords.X, (int)chunkCoords.Y, (int)chunkCoords.Z, ds.ToArray());
 }
Пример #12
0
 void RenderChunkInternal(WorldSystem.Region tregion, Vector3i chunkCoords, Chunk chunk)
 {
     Stopwatch sw = new Stopwatch();
     sw.Start();
     MaterialImage bmp = new MaterialImage() { Colors = new Color[BmpSize, BmpSize] };
     for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
     {
         for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
         {
             // TODO: async chunk read locker?
             BlockInternal topOpaque = BlockInternal.AIR;
             int topZ = 0;
             for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
             {
                 BlockInternal bi = chunk.GetBlockAt(x, y, z);
                 if (bi.IsOpaque())
                 {
                     topOpaque = bi;
                     topZ = z;
                 }
             }
             if (!topOpaque.Material.RendersAtAll())
             {
                 DrawImage(bmp, MaterialImages[0], x * TexWidth, y * TexWidth, Color.Transparent);
             }
             for (int z = topZ; z < Chunk.CHUNK_SIZE; z++)
             {
                 BlockInternal bi = chunk.GetBlockAt(x, y, z);
                 if (bi.Material.RendersAtAll())
                 {
                     MaterialImage zmatbmp = MaterialImages[bi.Material.TextureID(MaterialSide.TOP)];
                     if (zmatbmp == null)
                     {
                         continue;
                     }
                     Color zcolor = Colors.ForByte(bi.BlockPaint);
                     if (zcolor.A == 0)
                     {
                         zcolor = Color.White;
                     }
                     DrawImage(bmp, zmatbmp, x * TexWidth, y * TexWidth, zcolor);
                 }
             }
         }
     }
     sw.Stop();
     Timings_A += sw.ElapsedTicks / (double)Stopwatch.Frequency;
     sw.Reset();
     sw.Start();
     Bitmap tbmp = new Bitmap(BmpSize2, BmpSize2);
     BitmapData bdat = tbmp.LockBits(new Rectangle(0, 0, tbmp.Width, tbmp.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
     int stride = bdat.Stride;
     // Surely there's a better way to do this!
     unsafe
     {
         byte* ptr = (byte*)bdat.Scan0;
         for (int x = 0; x < BmpSize; x++)
         {
             for (int y = 0; y < BmpSize; y++)
             {
                 Color tcol = bmp.Colors[x, y];
                 ptr[(x * 4) + y * stride + 0] = tcol.B;
                 ptr[(x * 4) + y * stride + 1] = tcol.G;
                 ptr[(x * 4) + y * stride + 2] = tcol.R;
                 ptr[(x * 4) + y * stride + 3] = tcol.A;
             }
         }
     }
     tbmp.UnlockBits(bdat);
     sw.Stop();
     Timings_B += sw.ElapsedTicks / (double)Stopwatch.Frequency;
     sw.Reset();
     sw.Start();
     DataStream ds = new DataStream();
     tbmp.Save(ds, ImageFormat.Png);
     tbmp.Dispose();
     sw.Stop();
     Timings_C += sw.ElapsedTicks / (double)Stopwatch.Frequency;
     sw.Reset();
     sw.Start();
     lock (OneAtATimePlease) // NOTE: We can probably make this grab off an array of locks to reduce load a little.
     {
         KeyValuePair<int, int> maxes = tregion.ChunkManager.GetMaxes((int)chunkCoords.X, (int)chunkCoords.Y);
         tregion.ChunkManager.SetMaxes((int)chunkCoords.X, (int)chunkCoords.Y, Math.Min(maxes.Key, (int)chunkCoords.Z), Math.Max(maxes.Value, (int)chunkCoords.Z));
     }
     tregion.ChunkManager.WriteImage((int)chunkCoords.X, (int)chunkCoords.Y, (int)chunkCoords.Z, ds.ToArray());
     sw.Stop();
     Timings_D += sw.ElapsedTicks / (double)Stopwatch.Frequency;
 }
Пример #13
0
 void DrawImageShiftZ(MaterialImage bmp, MaterialImage bmpnew, int xmin, int ymin, Color col)
 {
     ymin -= TexWidth;
     xmin += TexWidth;
     for (int x = 0; x < TexWidth; x++)
     {
         for (int y = 0; y < TexWidth; y++)
         {
             int sx = xmin + x - y;
             int sy = ymin + y;
             if (sx < 0 || sy < 0 || sx >= BmpSize2 || sy >= BmpSize2)
             {
                 continue;
             }
             Color basepx = bmp.Colors[sx, sy];
             bmp.Colors[sx, sy] = Blend(Multiply(bmpnew.Colors[x, y], col), basepx);
         }
     }
 }
Пример #14
0
 void DrawImage(MaterialImage bmp, MaterialImage bmpnew, int xmin, int ymin, Color col)
 {
     for (int x = 0; x < TexWidth; x++)
     {
         for (int y = 0; y < TexWidth; y++)
         {
             Color basepx = bmp.Colors[xmin + x, ymin + y];
             bmp.Colors[xmin + x, ymin + y] = Blend(Multiply(bmpnew.Colors[x, y], col), basepx);
         }
     }
 }
Пример #15
0
        void RenderChunkInternal(WorldSystem.Region tregion, Vector3i chunkCoords, Chunk chunk)
        {
            Stopwatch sw = new Stopwatch();

            sw.Start();
            MaterialImage bmp = new MaterialImage()
            {
                Colors = new Color[BmpSize, BmpSize]
            };

            for (int x = 0; x < Chunk.CHUNK_SIZE; x++)
            {
                for (int y = 0; y < Chunk.CHUNK_SIZE; y++)
                {
                    // TODO: async chunk read locker?
                    BlockInternal topOpaque = BlockInternal.AIR;
                    int           topZ      = 0;
                    for (int z = 0; z < Chunk.CHUNK_SIZE; z++)
                    {
                        BlockInternal bi = chunk.GetBlockAt(x, y, z);
                        if (bi.IsOpaque())
                        {
                            topOpaque = bi;
                            topZ      = z;
                        }
                    }
                    if (!topOpaque.Material.RendersAtAll())
                    {
                        DrawImage(bmp, MaterialImages[0], x * TexWidth, y * TexWidth, Color.Transparent);
                    }
                    for (int z = topZ; z < Chunk.CHUNK_SIZE; z++)
                    {
                        BlockInternal bi = chunk.GetBlockAt(x, y, z);
                        if (bi.Material.RendersAtAll())
                        {
                            MaterialImage zmatbmp = MaterialImages[bi.Material.TextureID(MaterialSide.TOP)];
                            if (zmatbmp == null)
                            {
                                continue;
                            }
                            Color zcolor = Colors.ForByte(bi.BlockPaint);
                            if (zcolor.A == 0)
                            {
                                zcolor = Color.White;
                            }
                            DrawImage(bmp, zmatbmp, x * TexWidth, y * TexWidth, zcolor);
                        }
                    }
                }
            }
            sw.Stop();
            Timings_A += sw.ElapsedTicks / (double)Stopwatch.Frequency;
            sw.Reset();
            sw.Start();
            Bitmap     tbmp   = new Bitmap(BmpSize2, BmpSize2);
            BitmapData bdat   = tbmp.LockBits(new Rectangle(0, 0, tbmp.Width, tbmp.Height), ImageLockMode.WriteOnly, PixelFormat.Format32bppArgb);
            int        stride = bdat.Stride;

            // Surely there's a better way to do this!
            unsafe
            {
                byte *ptr = (byte *)bdat.Scan0;
                for (int x = 0; x < BmpSize; x++)
                {
                    for (int y = 0; y < BmpSize; y++)
                    {
                        Color tcol = bmp.Colors[x, y];
                        ptr[(x * 4) + y * stride + 0] = tcol.B;
                        ptr[(x * 4) + y * stride + 1] = tcol.G;
                        ptr[(x * 4) + y * stride + 2] = tcol.R;
                        ptr[(x * 4) + y * stride + 3] = tcol.A;
                    }
                }
            }
            tbmp.UnlockBits(bdat);
            sw.Stop();
            Timings_B += sw.ElapsedTicks / (double)Stopwatch.Frequency;
            sw.Reset();
            sw.Start();
            DataStream ds = new DataStream();

            tbmp.Save(ds, ImageFormat.Png);
            tbmp.Dispose();
            sw.Stop();
            Timings_C += sw.ElapsedTicks / (double)Stopwatch.Frequency;
            sw.Reset();
            sw.Start();
            lock (OneAtATimePlease) // NOTE: We can probably make this grab off an array of locks to reduce load a little.
            {
                KeyValuePair <int, int> maxes = tregion.ChunkManager.GetMaxes((int)chunkCoords.X, (int)chunkCoords.Y);
                tregion.ChunkManager.SetMaxes((int)chunkCoords.X, (int)chunkCoords.Y, Math.Min(maxes.Key, (int)chunkCoords.Z), Math.Max(maxes.Value, (int)chunkCoords.Z));
            }
            tregion.ChunkManager.WriteImage((int)chunkCoords.X, (int)chunkCoords.Y, (int)chunkCoords.Z, ds.ToArray());
            sw.Stop();
            Timings_D += sw.ElapsedTicks / (double)Stopwatch.Frequency;
        }
Пример #16
0
        public byte[] GetChunkRenderHD(WorldSystem.Region tregion, int tx, int ty, bool fullzoom)
        {
            const int     wid = TexWidth * Constants.CHUNK_WIDTH;
            MaterialImage bmp = new MaterialImage()
            {
                Colors = new FastColor[wid * wid], Width = wid, Height = wid
            };
            KeyValuePair <byte[], byte[]> bitters = tregion.ChunkManager.GetTops(tx, ty);

            byte[] xp = null;
            byte[] xm = null;
            byte[] yp = null;
            byte[] ym = null;
            if (!fullzoom)
            {
                xp = tregion.ChunkManager.GetTops(tx + 1, ty).Key;
                xm = tregion.ChunkManager.GetTops(tx - 1, ty).Key;
                yp = tregion.ChunkManager.GetTops(tx, ty + 1).Key;
                ym = tregion.ChunkManager.GetTops(tx, ty - 1).Key;
            }
            byte[] bits       = bitters.Key;
            byte[] bits_trans = bitters.Value;
            if (bits == null || bits_trans == null)
            {
                return(null);
            }
            for (int x = 0; x < Constants.CHUNK_WIDTH; x++)
            {
                for (int y = 0; y < Constants.CHUNK_WIDTH; y++)
                {
                    int           ind  = tregion.TopsHigherBlockIndex(x, y);
                    ushort        mat  = Utilities.BytesToUshort(Utilities.BytesPartial(bits, ind * 2, 2));
                    MaterialImage imag = MaterialImages[mat];
                    if (fullzoom)
                    {
                        for (int sx = 0; sx < TexWidth; sx++)
                        {
                            for (int sy = 0; sy < TexWidth; sy++)
                            {
                                FastColor fc = imag.GetAt(sx, sy);
                                fc.A = 255;
                                for (int i = 3; i >= 0; i--)
                                {
                                    ushort smat = Utilities.BytesToUshort(Utilities.BytesPartial(bits_trans, (ind * 4 + i) * 2, 2));
                                    if (smat != 0)
                                    {
                                        MaterialImage simag = MaterialImages[smat];
                                        FastColor     fc2   = simag.GetAt(sx, sy);
                                        fc = Blend(fc2, fc);
                                    }
                                }
                                bmp.SetAt(x * TexWidth + sx, y * TexWidth + sy, fc);
                            }
                        }
                    }
                    else
                    {
                        int       height = Utilities.BytesToInt(Utilities.BytesPartial(bits, CWCW2 + ind * 4, 4));
                        FastColor fc     = imag.GetAt(0, 0);
                        fc.A = 255;
                        for (int i = 3; i >= 0; i--)
                        {
                            ushort smat = Utilities.BytesToUshort(Utilities.BytesPartial(bits_trans, ind * 2 * 4, 2));
                            if (smat != 0)
                            {
                                MaterialImage simag = MaterialImages[smat];
                                FastColor     fc2   = simag.Colors[0];
                                fc = Blend(fc2, fc);
                            }
                        }
                        FastColor lightened = fc;
                        lightened.R = (byte)Math.Min(lightened.R + 20, 255);
                        lightened.G = (byte)Math.Min(lightened.G + 20, 255);
                        lightened.B = (byte)Math.Min(lightened.B + 20, 255);
                        FastColor darkened = fc;
                        darkened.R = (byte)Math.Max(darkened.R - 20, 0);
                        darkened.G = (byte)Math.Max(darkened.G - 20, 0);
                        darkened.B = (byte)Math.Max(darkened.B - 20, 0);
                        FastColor doublelightened = fc;
                        doublelightened.R = (byte)Math.Min(doublelightened.R + 40, 255);
                        doublelightened.G = (byte)Math.Min(doublelightened.G + 40, 255);
                        doublelightened.B = (byte)Math.Min(doublelightened.B + 40, 255);
                        FastColor doubledarkened = fc;
                        doubledarkened.R = (byte)Math.Max(doubledarkened.R - 40, 0);
                        doubledarkened.G = (byte)Math.Max(doubledarkened.G - 40, 0);
                        doubledarkened.B = (byte)Math.Max(doubledarkened.B - 40, 0);
                        int relxp = x + 1 < Constants.CHUNK_WIDTH ? Utilities.BytesToInt(Utilities.BytesPartial(bits, CWCW2 + tregion.TopsHigherBlockIndex(x + 1, y) * 4, 4))
                            : (xp == null ? height : Utilities.BytesToInt(Utilities.BytesPartial(xp, CWCW2 + tregion.TopsHigherBlockIndex(0, y) * 4, 4)));
                        int relyp = y + 1 < Constants.CHUNK_WIDTH ? Utilities.BytesToInt(Utilities.BytesPartial(bits, CWCW2 + tregion.TopsHigherBlockIndex(x, y + 1) * 4, 4))
                            : (yp == null ? height : Utilities.BytesToInt(Utilities.BytesPartial(yp, CWCW2 + tregion.TopsHigherBlockIndex(x, 0) * 4, 4)));
                        int relxm = x - 1 >= 0 ? Utilities.BytesToInt(Utilities.BytesPartial(bits, CWCW2 + tregion.TopsHigherBlockIndex(x - 1, y) * 4, 4))
                            : (xm == null ? height : Utilities.BytesToInt(Utilities.BytesPartial(xm, CWCW2 + tregion.TopsHigherBlockIndex(Constants.CHUNK_WIDTH - 1, y) * 4, 4)));
                        int relym = y - 1 >= 0 ? Utilities.BytesToInt(Utilities.BytesPartial(bits, CWCW2 + tregion.TopsHigherBlockIndex(x, y - 1) * 4, 4))
                            : (ym == null ? height : Utilities.BytesToInt(Utilities.BytesPartial(ym, CWCW2 + tregion.TopsHigherBlockIndex(x, Constants.CHUNK_WIDTH - 1) * 4, 4)));
                        bmp.SetAt(x * 4 + 0, y * 4 + 0, ((relym < height) ? ((relxm < height) ? doublelightened : (relxm > height ? fc : lightened)) :
                                                         ((relym > height) ? ((relxm < height) ? fc : ((relxm > height) ? doubledarkened : darkened)) : ((relxm < height) ? lightened : ((relxm > height) ? darkened : fc)))));
                        bmp.SetAt(x * 4 + 1, y * 4 + 0, (relym < height) ? lightened : ((relym > height) ? darkened : fc));
                        bmp.SetAt(x * 4 + 2, y * 4 + 0, (relym < height) ? lightened : ((relym > height) ? darkened : fc));
                        bmp.SetAt(x * 4 + 3, y * 4 + 0, (relym < height) ? ((relxp < height) ? doublelightened : ((relxp > height) ? fc : lightened)) :
                                  ((relym > height) ? ((relxp < height) ? fc : ((relxp > height) ? doubledarkened : darkened)) : ((relxp < height) ? lightened : ((relxp > height) ? darkened : fc))));
                        bmp.SetAt(x * 4 + 0, y * 4 + 1, (relxm < height) ? lightened : ((relxm > height) ? darkened : fc));
                        bmp.SetAt(x * 4 + 1, y * 4 + 1, fc);
                        bmp.SetAt(x * 4 + 2, y * 4 + 1, fc);
                        bmp.SetAt(x * 4 + 3, y * 4 + 1, (relxp < height) ? lightened : ((relxp > height) ? darkened : fc));
                        bmp.SetAt(x * 4 + 0, y * 4 + 2, (relxm < height) ? lightened : ((relxm > height) ? darkened : fc));
                        bmp.SetAt(x * 4 + 1, y * 4 + 2, fc);
                        bmp.SetAt(x * 4 + 2, y * 4 + 2, fc);
                        bmp.SetAt(x * 4 + 3, y * 4 + 2, (relxp < height) ? lightened : ((relxp > height) ? darkened : fc));
                        bmp.SetAt(x * 4 + 0, y * 4 + 3, (relxm < height) ? ((relyp < height) ? doublelightened : ((relyp > height) ? fc : lightened)) :
                                  ((relxm > height) ? ((relyp < height) ? lightened : ((relyp > height) ? doubledarkened : darkened)) : ((relyp < height) ? lightened : ((relyp > height) ? darkened : fc))));
                        bmp.SetAt(x * 4 + 1, y * 4 + 3, (relyp < height) ? lightened : ((relyp > height) ? darkened : fc));
                        bmp.SetAt(x * 4 + 2, y * 4 + 3, (relyp < height) ? lightened : ((relyp > height) ? darkened : fc));
                        bmp.SetAt(x * 4 + 3, y * 4 + 3, (relxp < height) ? ((relyp < height) ? doublelightened : ((relyp > height) ? fc : lightened))
                            : ((relxp > height) ? ((relyp < height) ? fc : ((relyp > height) ? doubledarkened : darkened)) : ((relyp < height) ? lightened : ((relyp > height) ? darkened : fc))));
                    }
                }
            }
            // TODO: Add entity icons? (Trees in particular!)
            return(MatImgToPng(bmp));
        }
Пример #17
0
 void RenderBlockIntoAngle(BlockInternal bi, int x, int y, int z, MaterialImage bmp)
 {
     MaterialImage zmatbmpXP = MaterialImages[bi.Material.TextureID(MaterialSide.XP)];
     MaterialImage zmatbmpYP = MaterialImages[bi.Material.TextureID(MaterialSide.YP)];
     MaterialImage zmatbmpZP = MaterialImages[bi.Material.TextureID(MaterialSide.TOP)];
     if (zmatbmpXP == null || zmatbmpYP == null || zmatbmpZP == null)
     {
         return;
     }
     Color zcolor = Colors.ForByte(bi.BlockPaint);
     if (zcolor.A == 0)
     {
         zcolor = Color.White;
     }
     int x1 = x * TexWidth;
     int y1 = y * TexWidth;
     int z1 = z * TexWidth;
     //    int xw = x * TexWidth;
     //    int yw = y * TexWidth;
     // tileWidth/2*x+tileHeight/2*y, tileWidth/2*x+tileHeight/2*y
     //   int xw = TexWidth * x / 2 + TexWidth * y / 2;
     //   int yw = TexWidth * x / 2 + TexWidth * y / 2;
     // tempPt.x = pt.x - pt.y; tempPt.y = (pt.x + pt.y) / 2;
     int xw = x1 - y1;
     int yw = ((x1 + y1) - (z1)) / 2;
     //   tempPt.x = (2 * pt.y + pt.x) / 2; tempPt.y = (2 * pt.y - pt.x) / 2;
     // int xw = (2 * y1 + x1) / 2;
     //  int yw = (2 * y1 - x1) / 2;
     xw += BmpSize2 / 2;
     yw += BmpSize2 / 2;
     DrawImageShiftX(bmp, zmatbmpXP, xw, yw, zcolor);
     DrawImageShiftY(bmp, zmatbmpYP, xw, yw, zcolor);
     DrawImageShiftZ(bmp, zmatbmpZP, xw, yw, zcolor);
 }