using System;
using System.Collections.Generic;
//using System.Drawing;
//using System.Drawing.Imaging;
//using System.IO;
using System.Linq;
using Hjg.Pngcs;
using Vintagestory.API.Client;
using Vintagestory.API.Common;
using Vintagestory.API.MathTools;
using Vintagestory.Common;
namespace Automap
{
public class StandardRenderer : AChunkRenderer
{
public const string Name = @"Standard";
///
/// Renders shards similar to the Default VS version, plus P.O.I. markings.
///
/// Client API.
/// Logger.
public StandardRenderer(ICoreClientAPI clientAPI, ILogger logger, bool seasonalColor) : base(clientAPI, logger, seasonalColor)
{
}
public override void GenerateChunkPngShard(Vec2i chunkPos, IMapChunk mapChunk, ColumnMeta targetColMeta, ref ColumnsMetadata allCols, out uint pixelCount)
{
pixelCount = 0;
BlockPos tmpPos = new BlockPos( );
Vec2i localpos = new Vec2i( );
var chunksColumn = new IWorldChunk[ClientAPI.World.BlockAccessor.MapSizeY / chunkSize];
//pre-create PNG line slices...
ImageLine[ ] lines = Enumerable.Repeat(new object( ), chunkSize).Select(l => new ImageLine(this.PngWriter.ImgInfo)).ToArray( );
int topChunkY = targetColMeta.YMax / chunkSize;
for (int chunkY = 0; chunkY <= topChunkY; chunkY++) {
chunksColumn[chunkY] = ClientAPI.World.BlockAccessor.GetChunk(chunkPos.X, chunkY, chunkPos.Y);
WorldChunk ownChunk = chunksColumn[chunkY] as WorldChunk;
if (ownChunk != null) {
if (ownChunk.IsPacked( )) ownChunk.Unpack( );//Gah - probably done already by chunk processor
}
else {
Logger.Warning("CHUNK A.W.O.L. : X{0} Y{1} Z{2} - Missing slice FOR COLUMN", chunkPos.X, chunkY, chunkPos.Y);
//return;
}
}
// Prefetch map chunks, in pattern
var corner_pos = new Vec2i(chunkPos.X - 1, chunkPos.Y - 1);
var west_pos = new Vec2i(chunkPos.X, chunkPos.Y - 1);
var north_pos = new Vec2i(chunkPos.X - 1 , chunkPos.Y);
uint missingRainmap = 0, missingHeightmap = 0;
ColumnMeta north, northWest, west;
/*
"Overlap" Heightmap for Slope (height) values; covers 1 whole + 2 chunk edges, and corner block,
substitute ZERO with Average Height....better than nothing even if its wrong?
*/
var overlapHeightmap = new ushort[chunkSize + 1, chunkSize + 1];
//Ofset copy of Heightmap...copied to Bottom, Rightmost
for (int copyX = 0; copyX < chunkSize; copyX++)
{
for (int copyY = 0; copyY < chunkSize; copyY++) {
overlapHeightmap[copyX + 1, copyY + 1] = targetColMeta.HeightMap[copyX, copyY];
}
}
if (allCols.Contains(corner_pos) && allCols[corner_pos].HeightMap != null) {
northWest = allCols[corner_pos];
overlapHeightmap[0, 0] = northWest.HeightMap[chunkSize - 1, chunkSize - 1];
}
else {
missingHeightmap++;
var cornerMC = ClientAPI.World.BlockAccessor.GetMapChunk(corner_pos);
if (cornerMC != null && cornerMC.RainHeightMap != null)
{
overlapHeightmap[0, 0] = cornerMC.RainHeight2DMap(chunkSize - 1, (chunkSize - 1));
} else missingRainmap++;
}
if (allCols.Contains(north_pos) && allCols[north_pos].HeightMap != null) {
north = allCols[north_pos];
for (int northEdgeIndex = 0; northEdgeIndex < chunkSize; northEdgeIndex++)
{
overlapHeightmap[0, northEdgeIndex + 1 ] = north.HeightMap[ (chunkSize - 1), northEdgeIndex];
}
}
else {
missingHeightmap++;
var northMC = ClientAPI.World.BlockAccessor.GetMapChunk(north_pos);
if (northMC != null && northMC.RainHeightMap != null) {
for (int northEdgeIndex = 0; northEdgeIndex < chunkSize; northEdgeIndex++)
{
overlapHeightmap[0, northEdgeIndex + 1] = northMC.RainHeight2DMap((chunkSize - 1), northEdgeIndex);
}
} else missingRainmap++;
}
if (allCols.Contains(west_pos) && allCols[west_pos].HeightMap != null) {
west = allCols[west_pos];
for (int westEdgeIndex = 0; westEdgeIndex < chunkSize; westEdgeIndex++)
{
overlapHeightmap[westEdgeIndex + 1, 0] = west.HeightMap[westEdgeIndex, chunkSize - 1];
}
}
else {
missingHeightmap++;
var westMC = ClientAPI.World.BlockAccessor.GetMapChunk(west_pos);
if (westMC != null && westMC.RainHeightMap != null) {
for (int westEdgeIndex = 0; westEdgeIndex < chunkSize; westEdgeIndex++) {
overlapHeightmap[westEdgeIndex + 1, 0] = westMC.RainHeight2DMap(westEdgeIndex, chunkSize - 1);
}
} else missingRainmap++;
}
ushort avgOverlap_Y = ( ushort )overlapHeightmap.OfType( ).Average((ushort sel) => sel == 0 ? targetColMeta.YMax : sel);
//TODO: Row - then - Column averaging at Edges?
#if DEBUG
var badHeightData = overlapHeightmap.OfType( ).Count((ushort arg) => arg == 0);
if (badHeightData > 0)
Logger.VerboseDebug("H.M Zeros# {0} , Missing Rainmaps {1} Heightmaps {2}",badHeightData ,missingRainmap, missingHeightmap);
//RenderDebugBitmap(overlapHeightmap, chunkPos);
#endif
for (int pixelIndex = 0; pixelIndex < (chunkSize * chunkSize); pixelIndex++) {
/********* PIXEL RENDERING LOOP **********/
MapUtil.PosInt2d(pixelIndex, chunkSize, localpos);
int localX = localpos.X;
int localZ = localpos.Y;
ushort localY = targetColMeta.HeightMap[localX, localZ];
int localChunkY = localY / chunkSize;
if (localChunkY >= (chunksColumn.Length)) continue;//Out of range!
if (chunksColumn[localChunkY] == null)
{
#if DEBUG
Logger.VerboseDebug("Gap in chunk-column at render time Chunk-Y:{0}", localChunkY);
#endif
continue;
}
float slopeBoost = 1f;
int northH, northWestH, westH;
int north_X = localX + 1;
int north_Z = localZ;
int west_X = localX;
int west_Z = localZ + 1;
int northWest_X = localX;
int northWest_Z = localZ;
bool edge = localX == 0 || localZ == 0;
northH = Math.Sign(localY - (overlapHeightmap[north_X, north_Z] == 0 ? localY : overlapHeightmap[north_X, north_Z]));
northWestH = Math.Sign(localY - (overlapHeightmap[northWest_X, northWest_Z] == 0 ? localY : overlapHeightmap[northWest_X, northWest_Z]));
westH = Math.Sign(localY - (overlapHeightmap[west_X, west_Z] == 0 ? localY : overlapHeightmap[west_X, west_Z]));
float slopeness = (northH + northWestH + westH);
float tolerance = edge ? 2.0f : 0f;
if (slopeness > tolerance) slopeBoost = 1.2f;
if (slopeness < tolerance) slopeBoost = 0.8f;
if (Math.Abs(slopeness) <= float.Epsilon) slopeBoost = 1.0f;//Same height
//slopeBoost -= 0.15f; //Slope boost value
int blockId = chunksColumn[localChunkY].MaybeBlocks[MapUtil.Index3d(localX, (localY % chunkSize), localZ, chunkSize, chunkSize)];
Block block = ClientAPI.World.Blocks[blockId];
tmpPos.Set(chunkSize * chunkPos.X + localpos.X, localY, chunkSize * chunkPos.Y + localpos.Y);
int red = 0, green = 0, blue = 0;
ExtractBlockColor(tmpPos, block, slopeBoost, out red, out green, out blue);
//============ POI Population =================
if (BlockID_Designators.ContainsKey(blockId)) {
var desig = BlockID_Designators[blockId];
if (desig.Enabled)
{
red = desig.OverwriteColor.R;
green = desig.OverwriteColor.G;
blue = desig.OverwriteColor.B;
}
}
ImageLineHelper.SetPixel(lines[localZ], localX, red, green, blue);
pixelCount++;
}
for (int row = 0; row < this.PngWriter.ImgInfo.Rows; row++) {
this.PngWriter.WriteRow(lines[row], row);
}
this.PngWriter.End( );
}
/*
private void RenderDebugBitmap( ushort[ , ] heightmap, Vec2i chunkOrigin )
{
Bitmap mapBitmap = null;
Graphics gContext = null;
mapBitmap = new Bitmap(33, 33, PixelFormat.Format24bppRgb);
gContext = Graphics.FromImage(mapBitmap);
for (int x = 0; x <= chunkSize; x++) {
for (int y = 0; y <= chunkSize; y++) {
ushort heightCol = heightmap[x, y];
Color color= Color.FromArgb((byte)heightCol,( byte )heightCol,( byte )heightCol);
mapBitmap.SetPixel(x, y, color);
}
}
gContext.Flush(System.Drawing.Drawing2D.FlushIntention.Sync);
var fileName = Path.Combine( ClientAPI.GetOrCreateDataPath("Heightmaps"),$"offhm_{chunkOrigin.X}-{chunkOrigin.Y}.png");
mapBitmap.Save(fileName, ImageFormat.Png);
}
*/
}
}