0

Implement block_class header

This commit is contained in:
Wunkolo
2019-03-17 15:09:33 -07:00
parent 00b4e83822
commit 2c3d54ea5d
5 changed files with 197 additions and 61 deletions

View File

@@ -17,6 +17,7 @@
#include "overviewer.h"
#include "mc_id.h"
#include "block_class.h"
static PyObject *textures = NULL;
@@ -244,32 +245,6 @@ check_adjacent_blocks(RenderState *state, int x,int y,int z, unsigned short bloc
return pdata;
}
static int
is_stairs(int block) {
/*
* Determines if a block is stairs of any material
*/
switch (block) {
case block_oak_stairs:
case block_stone_stairs:
case block_brick_stairs:
case block_stone_brick_stairs:
case block_nether_brick_stairs:
case block_sandstone_stairs:
case block_spruce_stairs:
case block_birch_stairs:
case block_jungle_stairs:
case block_quartz_stairs:
case block_acacia_stairs:
case block_dark_oak_stairs:
case block_red_sandstone_stairs:
case block_purpur_stairs:
return 1;
}
return 0;
}
unsigned short
generate_pseudo_data(RenderState *state, unsigned short ancilData) {
/*
@@ -302,8 +277,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
}
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | data;
return (data << 4) | (ancilData & 0x0f);
} else if ((state->block == block_fence) || (state->block == block_spruce_fence) || (state->block == block_birch_fence) ||
(state->block == block_jungle_fence) || (state->block == block_dark_oak_fence) || (state->block == block_acacia_fence)) { /* fences */
} else if (block_class_is_subset(state->block,block_class_fence,block_class_fence_len)) { /* fences */
/* check for fences AND fence gates */
return check_adjacent_blocks(state, x, y, z, state->block) | check_adjacent_blocks(state, x, y, z, block_fence_gate) |
check_adjacent_blocks(state, x, y, z, block_fence_gate) | check_adjacent_blocks(state, x, y, z, block_birch_fence_gate) | check_adjacent_blocks(state, x, y, z, block_jungle_fence_gate) |
@@ -393,9 +367,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
/* portal and nether brick fences */
return check_adjacent_blocks(state, x, y, z, state->block);
} else if ((state->block == block_wooden_door) || (state->block == block_iron_door) || (state->block == block_spruce_door) ||
(state->block == block_birch_door) || (state->block == block_jungle_door) || (state->block == block_acacia_door) ||
(state->block == block_dark_oak_door)) {
} else if (block_class_is_subset(state->block,block_class_door,block_class_door_len)) {
/* use bottom block data format plus one bit for top/down
* block (0x8) and one bit for hinge position (0x10)
*/
@@ -442,7 +414,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
pr = pr * pr * 42317861 + pr * 11;
rotation = 3 & (pr >> 16);
return rotation;
} else if (is_stairs(state->block)) { /* stairs */
} else if (block_class_is_subset(state->block,block_class_stair,block_class_stair_len)) { /* stairs */
/* 4 ancillary bits will be added to indicate which quarters of the block contain the
* upper step. Regular stairs will have 2 bits set & corner stairs will have 1 or 3.
* Southwest quarter is part of the upper step - 0x40
@@ -499,10 +471,10 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
/* get block & data for neighbors in this order: east, north, west, south */
/* so we can rotate things easily */
stairs[0] = stairs[4] = is_stairs(get_data(state, BLOCKS, x+1, y, z));
stairs[1] = stairs[5] = is_stairs(get_data(state, BLOCKS, x, y, z-1));
stairs[2] = stairs[6] = is_stairs(get_data(state, BLOCKS, x-1, y, z));
stairs[3] = stairs[7] = is_stairs(get_data(state, BLOCKS, x, y, z+1));
stairs[0] = stairs[4] = block_class_is_subset(get_data(state, BLOCKS, x+1, y, z),block_class_stair,block_class_stair_len);
stairs[1] = stairs[5] = block_class_is_subset(get_data(state, BLOCKS, x, y, z-1),block_class_stair,block_class_stair_len);
stairs[2] = stairs[6] = block_class_is_subset(get_data(state, BLOCKS, x-1, y, z),block_class_stair,block_class_stair_len);
stairs[3] = stairs[7] = block_class_is_subset(get_data(state, BLOCKS, x, y, z+1),block_class_stair,block_class_stair_len);
neigh[0] = neigh[4] = FIX_ROT(get_data(state, DATA, x+1, y, z));
neigh[1] = neigh[5] = FIX_ROT(get_data(state, DATA, x, y, z-1));
neigh[2] = neigh[6] = FIX_ROT(get_data(state, DATA, x-1, y, z));
@@ -698,29 +670,7 @@ chunk_render(PyObject *self, PyObject *args) {
* grass, water, glass, chest, restone wire,
* ice, fence, portal, iron bars, glass panes,
* trapped chests, stairs */
if ((state.block == block_grass) ||
(state.block == block_flowing_water) || (state.block == block_water) ||
(state.block == block_glass) || (state.block == block_chest) ||
(state.block == block_redstone_wire) ||
/* doors */
(state.block == block_wooden_door ) ||
(state.block == block_iron_door ) ||
(state.block == block_spruce_door ) ||
(state.block == block_birch_door ) ||
(state.block == block_jungle_door ) ||
(state.block == block_acacia_door ) ||
(state.block == block_dark_oak_door) ||
/* end doors */
(state.block == block_ice) ||
(state.block == block_fence) || (state.block == block_portal) ||
(state.block == block_iron_bars) || (state.block == block_glass_pane) ||
(state.block == block_waterlily) || (state.block == block_nether_brick_fence) ||
(state.block == block_cobblestone_wall) || (state.block == block_double_plant) ||
(state.block == block_stained_glass_pane) || (state.block == block_stained_glass) ||
(state.block == block_trapped_chest) || (state.block == block_spruce_fence) ||
(state.block == block_birch_fence) || (state.block == block_jungle_fence) ||
(state.block == block_dark_oak_fence) || (state.block == block_acacia_fence) ||
is_stairs(state.block)) {
if (block_class_is_subset(state.block,block_class_ancil,block_class_ancil_len)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;
} else {