6 using Vintagestory.API.Client;
7 using Vintagestory.API.Common;
8 using Vintagestory.API.MathTools;
12 public class AlternateRenderer : IChunkRenderer
14 private readonly int chunkSize;
18 /// V.G.D:'s Alternative renderer
20 /// <param name="clientAPI">Client API.</param>
21 /// <param name="logger">Logger.</param>
22 public AlternateRenderer(ICoreClientAPI clientAPI, ILogger logger) : base(clientAPI, logger)
24 chunkSize = ClientAPI.World.BlockAccessor.ChunkSize;
27 public override void GenerateChunkPngShard(Vec2i chunkPos, IMapChunk mc, ColumnMeta metaData, PngWriter pngWriter, out uint pixelCount)
30 BlockPos tmpPos = new BlockPos( );
31 Vec2i localpos = new Vec2i( );
32 var chunksColumn = new IWorldChunk[ClientAPI.World.BlockAccessor.MapSizeY / chunkSize];
34 int topChunkY = mc.YMax / chunkSize;//Heywaitaminute -- this isn't a highest FEATURE, if Rainmap isn't accurate!
35 //Metadata of DateTime chunk was edited, chunk coords.,world-seed? Y-Max feature height
36 //Grab a chunk COLUMN... Topmost Y down...
37 for (int chunkY = 0; chunkY <= topChunkY; chunkY++) {
38 chunksColumn[chunkY] = ClientAPI.World.BlockAccessor.GetChunk(chunkPos.X, chunkY, chunkPos.Y);
39 //What to do if chunk is a void? invalid?
42 //pre-create PNG line slices...
43 ImageLine[ ] lines = Enumerable.Repeat(new object( ), chunkSize).Select(l => new ImageLine(pngWriter.ImgInfo)).ToArray( );
44 ushort[ ] allMapYs = mc.RainHeightMap;
45 for (int posIndex = 0; posIndex < (chunkSize * chunkSize); posIndex++) {
46 int currY = allMapYs[posIndex];
47 int localChunkY = currY / chunkSize;
48 if (localChunkY >= (chunksColumn.Length)) continue; //Out of range!
49 if (chunksColumn[localChunkY] == null) continue;
51 MapUtil.PosInt2d(posIndex, chunkSize, localpos);
52 int localX = localpos.X;
53 int localZ = localpos.Y;
55 chunksColumn[localChunkY].Unpack( );
56 int blockId = chunksColumn[localChunkY].Blocks[MapUtil.Index3d(localX, currY % chunkSize, localZ, chunkSize, chunkSize)];
58 Block block = ClientAPI.World.Blocks[blockId];
60 tmpPos.Set(chunkSize * chunkPos.X + localX, currY, chunkSize * chunkPos.Y + localZ);
66 //============ POI Population =================
67 if (BlockID_Designators.ContainsKey(blockId)) {
68 var desig = BlockID_Designators[blockId];
69 red = desig.OverwriteColor.R;
70 green = desig.OverwriteColor.G;
71 blue = desig.OverwriteColor.B;
74 ImageLineHelper.SetPixel(lines[localZ], localX, red, green, blue);
78 float b = GetSlope(localX, localZ, allMapYs);
80 int col = block.GetColor(ClientAPI, tmpPos);
81 int packedFormat = ColorUtil.ColorMultiply3Clamped(col, b);
83 red = ColorUtil.ColorB(packedFormat);
84 green = ColorUtil.ColorG(packedFormat);
85 blue = ColorUtil.ColorR(packedFormat);
86 ImageLineHelper.SetPixel(lines[localZ], localX, red, green, blue);
88 //chunkImage.SetPixel(localX, localZ, pixelColor);
92 for (int row = 0; row < pngWriter.ImgInfo.Rows; row++) {
93 pngWriter.WriteRow(lines[row], row);
99 private float GetSlope(int x, int y, ushort[ ] heightMap)
101 int baseY = heightMap[MapUtil.Index2d(x, y, chunkSize)];
103 // check bounds. i hate this.
106 locIndex = MapUtil.Index2d(x - 1, y, chunkSize);
107 runningY += (baseY - heightMap[locIndex]);
109 if (x < chunkSize - 1) {
110 locIndex = MapUtil.Index2d(x + 1, y, chunkSize);
111 runningY += (baseY - heightMap[locIndex]);
114 locIndex = MapUtil.Index2d(x, y - 1, chunkSize);
115 runningY += (baseY - heightMap[locIndex]);
117 if (y < chunkSize - 1) {
118 locIndex = MapUtil.Index2d(x, y + 1, chunkSize);
119 runningY += (baseY - heightMap[locIndex]);
121 runningY /= 4; // average now
122 runningY /= 5; // idk