139 Commits

Author SHA1 Message Date
Rogier
d57ce63c46 Move min/max mapblock defines to config.h, and rename them 2014-05-22 10:41:11 +02:00
Rogier
c692d3d652 Improvements to database code & some small optimisations 2014-05-22 10:32:12 +02:00
Rogier
bbf92d2ffa Split struct BlockPos into own header 2014-05-22 10:12:10 +02:00
Rogier
902f3b45d7 Use a common ustring type definition instead of different custom versions 2014-05-22 10:12:03 +02:00
Rogier
0117556550 Make --geometrymode accept an empty option list
An empty option list modifies the behavior of a subsequent plain
--geometry to not make the old mode (shrink,block) the default.
2014-05-12 09:26:17 +02:00
Rogier
5915e1712a Add error messages when failing to parse command-line
Mention the help option as well in the help text.
2014-05-12 09:26:17 +02:00
Rogier
5e4ee45575 Move color string parsing to constructor of class Color & add a constructor using an integer
Added formats for Color constructor:
- plain interger (2^24 * alpha + 2^16 * red + 2^8 * green + blue)
- Color string consisting of:
  - '#'
  - 3, 4, 6 or 8 hex digits
2014-05-12 09:26:17 +02:00
Rogier
6ccb2285a1 Fix to verbose geometry messages - report requested geometry with pixel-accurate geometry 2014-04-24 16:58:06 +02:00
Rogier-5
efa067ab79 Fix README.rst to display correctly on github 2014-04-16 15:27:56 +02:00
ShadowNinja
5525eb11af Add CPack files to .gitignore 2014-04-16 15:14:32 +02:00
Rogier
751f3dc131 Abstraction of tile parameters computation to its own function. 2014-04-16 15:13:51 +02:00
Rogier
e97e19921c Search more locations for the colors.txt file
The colors.txt file can now be located:
- in the directory of the world being mapped
- in the user's private minetest directory ($HOME/.minetest)
- in the current directory as a last resort

The location can also be specified using a command-line option
2014-04-16 15:13:09 +02:00
Sfan5
56efa78cd3 Revert "Fix compiling with clang"
This problem was caused by my incorrect configuration.
2014-04-16 15:13:04 +02:00
Rogier
06237f5abc Improve layout of verbose geometry messages & tune their verbosity 2014-04-16 15:12:59 +02:00
Rogier
6a26a8ef4b Make the geometry pixel-accurate instead of map-block accurate
When requesting, for instance, a 75x85 map, the mapper will
now create a 75x85 map, instead of an 80x96 (or even 96x108)
map as it did before.

This new behavior is the default when using one of the options
--centergeometry or --cornergeometry.

In addition, both of these options will no longer shrink the
map, to remove rows or columns of empty blocks at the edges.
Previously, this behavior was enabled with --forcegeometry.

An option --geometrymode has been added as well, to tune
the interpretation of the geometry. It supports 4 flags:

- pixel:  the requested geometry is interpreted with pixel
	  granularity. The map is not enlarged to include
	  entire map blocks.

- block:  the requested geometry is interpreted with block
	  granularity. The map is enlarged with at most 15
	  nodes at each of the four edges, so that it
	  includes entire map blocks only.

- fixed:  a map of the requested geometry is created (after
	  adjustmens for 'block' mode). Empty rows or
	  columns at the edges are not removed.

- shrink: Empty rows and columns at the map edges are
	  removed to generate the smallest picture possible.

Lastly, a new geometry syntax has been added, which is more
compatible with known syntax (i.e. X-Windows), and which
allows the offset to be optional. If the offset is omitted,
the picture defaults to be centered around 0,0.

`<width>x<height>[+|-<xoffset>+|-<yoffset>]`

For compatibility, the behavior of the option --geometry
was not changed. If (and only if) used before --geometrymode,
it enables block granularity and shrink.

The old option --forcegeometry is no longer documented,
but still recognised for compatibility.
2014-04-16 15:12:37 +02:00
Rogier
ec7178dde3 Change --tileorigin to accept ',' as separator
The previous separator (':') still works, but is not advertised.
2014-04-16 10:57:21 +02:00
Rogier
2119a6ae75 Make PixelAttributes more generic
In preparation for other changes
2014-04-16 10:55:58 +02:00
Rogier
ec557c0231 Small tweak to scrolling code 2014-04-14 16:53:00 +02:00
Rogier
b7dc38d7fa Make README.rst look better on github 2014-04-14 16:39:13 +02:00
Rogier
13463f2214 Catch option parsing errors & colors.txt errors. 2014-04-14 01:30:17 +02:00
Rogier
ce94029c95 Merge PixelCacheEntry into PixelAttributes 2014-04-14 01:29:58 +02:00
Rogier
b9993d68cf Allow disabling tiles on the command line (i.e. accept 0 as tile size) 2014-04-14 01:29:29 +02:00
Rogier
f79abf832d Fix compilation problem 2014-04-14 01:26:48 +02:00
Rogier
8faa2d4a87 Fix/improve handling of colors with alpha channel
Color mixing using alpha channel now spans map blocks.
So for instance, water is partly translucent to great depths.

Water (or other translucent material) now also becomes darker
with depth.
2014-04-10 22:57:37 +02:00
Rogier
7dc3b48a7c Move color structs & functions to own header
To prepare for the map zoom level support
2014-04-10 19:53:35 +02:00
Rogier
1fbcdc281e Fix alpha handling - libgd treats 0xff as transparent and 0x00 as opaque. 2014-04-10 15:29:48 +02:00
Rogier
683d9fe368 Remove superfluous '--' in README.rst 2014-04-10 12:30:03 +02:00
Rogier
62f004ae0a Inform the user of libgd and system limitations when applicable.
This is necessary, because libgd may fail, or print some
unintelligible message when these limits are reached.

Known limitations:
- libgd refuses to create images larger than approx INT_MAX (2^31-1)
  pixels (a little over 46300x46300), even on 64-bit systems.
- on a 32-bit system, in practise, the largest size that can be
  generated is a little over 24100x24100 pixels.
2014-04-10 02:19:25 +02:00
Rogier
c1f2df705b Add an option to print progress information while generating the map. 2014-04-10 01:15:58 +02:00
Rogier
db2d27c077 Catch failure of gdImageCreateTrueColor & terminate gracefully. 2014-04-09 18:56:04 +02:00
Rogier
96a9c937ab Really ignore colors.txt lines that failed to parse 2014-04-09 12:47:59 +02:00
Sfan5
a7a45b5a55 Tabs -> spaces 2014-04-09 12:02:21 +02:00
Rogier
84e1fac7d7 Improve parsing of colors file
The colors file is now parsed line by line, which means
that parse failures on one line will not carry over to the next line.

When a line fails to parse, the rest of the file is no longer silently
ignored, but the error is reported, and just the failed line is ignored.
2014-04-09 11:47:18 +02:00
Sfan5
dcecbaef96 Clarify autogenerating colors 2014-04-09 11:04:35 +02:00
Sfan5
e96c23a8f7 Add alpha transparency ability for blocks 2014-04-09 11:03:54 +02:00
ShadowNinja
dc10bd20b1 Remove embedding of colors.txt in executable 2014-04-09 10:49:46 +02:00
ShadowNinja
251664e9c9 Fix typo in project name 2014-04-09 10:40:23 +02:00
Sfan5
90677ec67d Add package generation 2014-04-09 10:39:44 +02:00
Sfan5
82bc207697 Fix compiling with clang 2014-04-09 10:39:37 +02:00
Rogier
f18d5de26a Add the option to divide the map into tiles, rendered with a border in-between.
The net effect of making an image tiled, is that a grid is added
to the image, *without* obscuring part of the image with
grid lines: all pixel information is preserved. The lines
(aka borders) are added in-between the pixels of the image.
As a result, the image dimensions increase, and the image
may look slightly distorted. (a straight slanted line crossing
a tile border, will not look straight at the crossing).

Example:
Picture:
	[                                                  ]
	[ H   H  III     TTTTT  H   H  EEEEE  RRRR   EEEEE ]
	[ H   H   I        T    H   H  E      R   R  E     ]
	[ HHHHH   I        T    HHHHH  EEE    RRRR   EEE   ]
	[ H   H   I        T    H   H  E      R   R  E     ]
	[ H   H  III       T    H   H  EEEEE  R   R  EEEEE ]
	[                                                  ]
Same picture with 10x5 tiles:
	[          |          |          |          |          ]
	[ H   H  II|I     TTTT|T  H   H  |EEEEE  RRR|R   EEEEE ]
	[ H   H   I|        T |   H   H  |E      R  | R  E     ]
	[ HHHHH   I|        T |   HHHHH  |EEE    RRR|R   EEE   ]
	[ H   H   I|        T |   H   H  |E      R  | R  E     ]
	[----------|----------|----------|----------|----------]
	[ H   H  II|I       T |   H   H  |EEEEE  R  | R  EEEEE ]
	[          |          |          |          |          ]
2014-04-08 04:40:09 +02:00
Rogier
fdc73f0374 Fix computation of origin location and player locations (off-by-one) 2014-04-07 19:11:24 +02:00
Rogier
266c1eaaf0 Small improvement to for loop iteration code 2014-03-30 01:42:43 +01:00
Rogier
a2205eb9fb Geometry: w and h are the map dimensions
For a 100x100 map, the w and h parameters would have to be
specified as +99+99. This is not intuitive. Changed this,
so that +100+100 results in a 100x100 map.
2014-03-26 11:51:48 +01:00
Rogier
8e3f1baddc Document and (attempt to) clarify licensing situation 2014-03-26 11:04:29 +01:00
Rogier
1c8cb878ab Report area rendered as well (with --verbose) 2014-03-26 09:17:56 +01:00
Rogier
eb1cb53c33 Add Rogier to AUTHORS file
Included explicit license information, as licensing of the code is
unclear at the moment.
2014-03-26 09:10:51 +01:00
Rogier
813d7ed543 Remove leveldb block-id cache
It was not used anymore after commit ecbe59 (Optimize database
access - load only blocks that are needed)
2014-03-26 08:57:45 +01:00
Rogier
1f997e788f Fix itemized list in README file (should display correctly on github now) 2014-03-26 08:56:33 +01:00
Rogier
5442db19dc Set default map geometry to the maximum world size (i.e. 4096x4096) 2014-03-26 08:55:20 +01:00
Rogier
10e6a746cd Database performance tweaks
Added the option to bulk load and cache entire world rows at
a time when using sqlite. Caching is implemented in the
database class this time around.
Enabled using --sqlite-cacheworldrow on the command line.

This is essentially re-introduces the database access strategy
that was used originally, but as an option.

Currently, one block is read at a time from the database.
The original behavior was to read and cache one entire world
row at a time, irrespective of whether or not only a (small)
subsection of the world was being mapped.
Under some circumstances, in particular if the entire world is
mapped or a relatively large percentage of it (blocks-wise), the
bulk loading and caching may outperform the one-by-one strategy,
even though it usually loads many more blocks than are actually
needed.

It seems that leveldb won't benefit from any kind of caching or
bulk loading of blocks, so none was implemented.

Leveldb does compile now. Still not tested on a database :-(

Improved the database statistics (printed with --verbose).
2014-03-26 00:23:33 +01:00