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Merge branch 'master' into rewrite

This commit is contained in:
Aaron Griffith
2012-02-06 21:41:11 -05:00
51 changed files with 114 additions and 46 deletions

View File

@@ -28,6 +28,7 @@ static PyObject *transparent_blocks = NULL;
static PyObject *solid_blocks = NULL;
static PyObject *fluid_blocks = NULL;
static PyObject *nospawn_blocks = NULL;
static PyObject *nodata_blocks = NULL;
PyObject *init_chunk_render(void) {
@@ -74,6 +75,9 @@ PyObject *init_chunk_render(void) {
nospawn_blocks = PyObject_GetAttrString(textures, "nospawn_blocks");
if (!nospawn_blocks)
return NULL;
nodata_blocks = PyObject_GetAttrString(textures, "nodata_blocks");
if (!nodata_blocks)
return NULL;
block_properties = calloc(max_blockid, sizeof(unsigned char));
for (i = 0; i < max_blockid; i++) {
@@ -89,6 +93,8 @@ PyObject *init_chunk_render(void) {
block_properties[i] |= 1 << FLUID;
if (PySequence_Contains(nospawn_blocks, block))
block_properties[i] |= 1 << NOSPAWN;
if (PySequence_Contains(nodata_blocks, block))
block_properties[i] |= 1 << NODATA;
Py_DECREF(block);
}
@@ -502,22 +508,30 @@ chunk_render(PyObject *self, PyObject *args) {
}
/* everything stored here will be a borrowed ref */
ancilData = getArrayByte3D(state.blockdatas, state.x, state.y, state.z);
state.block_data = ancilData;
/* block that need pseudo ancildata:
* grass, water, glass, chest, restone wire,
* ice, fence, portal, iron bars, glass panes */
if ((state.block == 2) || (state.block == 9) ||
(state.block == 20) || (state.block == 54) ||
(state.block == 55) || (state.block == 79) ||
(state.block == 85) || (state.block == 90) ||
(state.block == 101) || (state.block == 102) ||
(state.block == 113)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;
} else {
if (block_has_property(state.block, NODATA)) {
/* block shouldn't have data associated with it, set it to 0 */
ancilData = 0;
state.block_data = 0;
state.block_pdata = 0;
} else {
/* block has associated data, use it */
ancilData = getArrayByte3D(state.blockdatas, state.x, state.y, state.z);
state.block_data = ancilData;
/* block that need pseudo ancildata:
* grass, water, glass, chest, restone wire,
* ice, fence, portal, iron bars, glass panes */
if ((state.block == 2) || (state.block == 9) ||
(state.block == 20) || (state.block == 54) ||
(state.block == 55) || (state.block == 79) ||
(state.block == 85) || (state.block == 90) ||
(state.block == 101) || (state.block == 102) ||
(state.block == 113)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;
} else {
state.block_pdata = 0;
}
}
/* make sure our block info is in-bounds */
@@ -526,6 +540,9 @@ chunk_render(PyObject *self, PyObject *args) {
/* get the texture */
t = PyList_GET_ITEM(blockmap, max_data * state.block + ancilData);
/* if we don't get a texture, try it again with 0 data */
if ((t == NULL || t == Py_None) && ancilData != 0)
t = PyList_GET_ITEM(blockmap, max_data * state.block);
/* if we found a proper texture, render it! */
if (t != NULL && t != Py_None)