func (rw *RegionWrapper) renderTile(chunk *mcmap.Chunk) (maptile, biotile *gdk.Pixmap, biocache []mcmap.Biome) { maptile = emptyPixmap(tileSize, tileSize, 24) mtDrawable := maptile.GetDrawable() mtGC := gdk.NewGC(mtDrawable) biotile = emptyPixmap(tileSize, tileSize, 24) btDrawable := biotile.GetDrawable() btGC := gdk.NewGC(btDrawable) biocache = make([]mcmap.Biome, mcmap.ChunkRectXZ) i := 0 for z := 0; z < mcmap.ChunkSizeXZ; z++ { scanX: for x := 0; x < mcmap.ChunkSizeXZ; x++ { bio := chunk.Biome(x, z) btGC.SetRgbFgColor(rw.bioLookup.Color(bio)) btDrawable.DrawRectangle(btGC, true, x*zoom, z*zoom, zoom, zoom) biocache[i] = bio i++ for y := chunk.Height(x, z); y >= 0; y-- { if col, ok := blockColors[chunk.Block(x, y, z).ID]; ok { mtGC.SetRgbFgColor(col) mtDrawable.DrawRectangle(mtGC, true, x*zoom, z*zoom, zoom, zoom) continue scanX } } mtGC.SetRgbFgColor(gdk.NewColor("#ffffff")) mtDrawable.DrawRectangle(mtGC, true, x*zoom, z*zoom, zoom, zoom) } } return }
func (rw *RegionWrapper) fixWeather(bio mcmap.Biome, bx, bz int, chunk *mcmap.Chunk) (newcol *gdk.Color) { snowLine := rw.bioLookup.SnowLine(bio) for y := mcmap.ChunkSizeY; y >= 0; y-- { blk := chunk.Block(bx, y, bz) if blk.ID == mcmap.BlkAir { continue } if y >= snowLine { // Freeze water and cover blocks with snow if (blk.ID == mcmap.BlkStationaryWater) || (blk.ID == mcmap.BlkWater) { blk.ID = mcmap.BlkIce newcol = blockColors[mcmap.BlkIce] } else if blockCanSnowIn[blk.ID] { if yFix := y + 1; yFix < mcmap.ChunkSizeY { blkFix := chunk.Block(bx, yFix, bz) blkFix.ID = mcmap.BlkSnow blkFix.Data = 0x0 newcol = blockColors[mcmap.BlkSnow] } } } else { // Melt ice and remove snow cover if blk.ID == mcmap.BlkIce { blk.ID = mcmap.BlkStationaryWater blk.Data = 0x0 newcol = blockColors[mcmap.BlkStationaryWater] } else if blk.ID == mcmap.BlkSnow { blk.ID = mcmap.BlkAir for y2 := y - 1; y2 >= 0; y2-- { if col, ok := blockColors[chunk.Block(bx, y2, bz).ID]; ok { newcol = col break } } } } break } return }