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Updated MapRendering (markdown)
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# Introduction
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Minecraft maps usually hold a 128x128 image representing an aerial view of an area.
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This is done by saving a 128x128 image inside the map data and rendering it.
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The thing is... the server decides the contents, and there is no requirement to show an aerial view.
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This means that maps can serve as arbitrary 128x128 textures which can then be used for custom blocks, graphics and more.
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# Writing map data - Low level API
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Minestom does not save map data for you, but it will send it for you.
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At the most basic level, map framebuffers (the 128x128 pixel area the server draws on) hold the 1-byte indices of colors in a pre-determined color palette, but not RGB.
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Once you have selected a map ID to write to (see [MapMeta](https://github.com/Minestom/Minestom/blob/master/src/main/java/net/minestom/server/item/metadata/MapMeta.java) for more information), you can write its contents via a `MapDataPacket`:
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```java
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MapDataPacket mapData = new MapDataPacket();
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mapData.mapId = YOUR_MAP_ID;
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mapData.data = YOUR_PIXELS;
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mapData.x = X_START;
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mapData.z = Z_START;
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mapData.rows = ROW_COUNT;
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mapData.columns = COLUMN_COUNT;
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```
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* `mapId` is an `int` to be able to reference which map to change.
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* `data` is a `byte[]` array which holds the indices inside the color palette. Its size should be at least `rows*columns`.
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* `x` is an unsigned byte (stored inside a `short`) which represents the X coordinate of the left-most pixel to write. Ranges from 0 to 127 (inclusive).
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* `y` is an unsigned byte (stored inside a `short`) which represents the Y coordinate of the top-most pixel to write. Ranges from 0 to 127 (inclusive).
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* `rows` is an unsigned byte (stored inside a `short`) which represents the number of rows to update.
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* `rows` is an unsigned byte (stored inside a `short`) which represents the number of columns to update.
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Pixels are stored in a row-major configuration (ie index is defined by `x+width*y`). Attempting to write pixels outside of the 128x128 area WILL crash and/or disconnect the client, so be careful. Minestom does not check which area you are writing to.
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You can then send the packet to player through `PlayerConnection#sendPacket(ServerPacket)`
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# Framebuffers - High level API
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While directly writing to the pixel buffer is fast and easy for simple graphics, it is rapidly cumbersome to write each pixel individually.
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For this reason, Minestom provides framebuffers: a high-level API for rendering onto maps.
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Framebuffers are split into 2 categories: `Framebuffer` and `LargeFramebuffer`.
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The difference is that `Framebuffer` is meant to render to a single map (so resolution limited to 128x128), while `LargeFramebuffer` can render to any framebuffer size, by rendering over multiple maps. Large framebuffers offer a method to create `Framebuffer` views to help with rendering onto a map.
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Once you have finished rendering on your framebuffer, you can ask it to prepare the `MapDataPacket` for you.
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```java
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MapDataPacket mapData = new MapDataPacket();
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mapData.mapId = YOUR_MAP_ID;
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Framebuffer fb = //...
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// some render code
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fb.preparePacket(packet);
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```
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Framebuffers have 3 default flavors provided by Minestom: Direct, Graphics2D and GLFW-Capable.
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## `DirectFramebuffer` / `LargeDirectFramebuffer`
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Direct framebuffers are very close to writing directly the pixel buffer inside `MapDataPacket`.
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They hold an internal `byte[]` representing the colors on the map, which can be accessed and modified through `get` and `set` respectively.
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The entire internal buffer is also exposed via `getColors()` (you can modify it from the returned value).
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Example use:
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```java
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DirectFramebuffer fb = new DirectFramebuffer();
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byte[] colors = fb.getColors();
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for (int i = 0; i < colors.length; i++) {
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colors[i] = MapColors.COLOR_CYAN.baseColor();
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}
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fb.set(0,0, MapColors.DIRT.baseColor());
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```
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## `Graphics2DFramebuffer` / `LargeGraphics2DFramebuffer`
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As the name suggests, these framebuffers allow usage of the Graphics2D API from the AWT library included in the Java standard library.
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Access the `Graphics2D` object through `getRenderer()` and render your content on it.
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Example use:
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```java
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Graphics2D renderer = framebuffer.getRenderer();
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renderer.setColor(Color.BLACK);
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renderer.clearRect(0, 0, 128, 128);
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renderer.setColor(Color.WHITE);
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renderer.drawString("Hello from", 0, 10);
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renderer.drawString("Graphics2D!", 0, 20);
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```
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Graphics2D framebuffers also support getting/setting pixels individually if necessary.
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## GLFW-Capable buffers
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[This is an article all to itself.](https://github.com/Minestom/Minestom/wiki/GLFWMapRendering)
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