0

all biome tinting is now handled in rendermode-normal.c.

Note that the case when there isn't any biome data available is not
yet properly handled.
This commit is contained in:
Aaron Griffith
2011-09-14 15:04:18 -04:00
parent da6b650119
commit 309db05924
3 changed files with 93 additions and 127 deletions

View File

@@ -45,6 +45,9 @@ rendermode_normal_start(void *data, RenderState *state, PyObject *options) {
self->white_color = PyObject_GetAttrString(state->chunk, "white_color");
}
/* biome-compliant grass mask (includes sides!) */
self->grass_texture = PyObject_GetAttrString(state->textures, "biome_grass_texture");
chunk_x_py = PyObject_GetAttrString(state->self, "chunkX");
chunk_y_py = PyObject_GetAttrString(state->self, "chunkY");
@@ -68,45 +71,21 @@ rendermode_normal_start(void *data, RenderState *state, PyObject *options) {
Py_DECREF(world);
if (PyObject_IsTrue(use_biomes)) {
PyObject *facemasks_py;
self->biome_data = PyObject_CallMethod(state->textures, "getBiomeData", "OOO",
worlddir, chunk_x_py, chunk_y_py);
if (self->biome_data == Py_None) {
Py_DECREF(self->biome_data);
self->biome_data = NULL;
self->foliagecolor = NULL;
self->grasscolor = NULL;
self->leaf_texture = NULL;
self->grass_texture = NULL;
self->tall_grass_texture = NULL;
self->facemask_top = NULL;
} else {
self->foliagecolor = PyObject_GetAttrString(state->textures, "foliagecolor");
self->grasscolor = PyObject_GetAttrString(state->textures, "grasscolor");
self->leaf_texture = PyObject_GetAttrString(state->textures, "biome_leaf_texture");
self->grass_texture = PyObject_GetAttrString(state->textures, "biome_grass_texture");
self->tall_grass_texture = PyObject_GetAttrString(state->textures, "biome_tall_grass_texture");
self->tall_fern_texture = PyObject_GetAttrString(state->textures, "biome_tall_fern_texture");
facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks");
/* borrowed reference, needs to be incref'd if we keep it */
self->facemask_top = PyTuple_GetItem(facemasks_py, 0);
Py_INCREF(self->facemask_top);
Py_DECREF(facemasks_py);
}
} else {
self->biome_data = NULL;
self->foliagecolor = NULL;
self->grasscolor = NULL;
self->leaf_texture = NULL;
self->grass_texture = NULL;
self->tall_grass_texture = NULL;
self->tall_fern_texture = NULL;
self->facemask_top = NULL;
}
Py_DECREF(use_biomes);
@@ -124,11 +103,7 @@ rendermode_normal_finish(void *data, RenderState *state) {
Py_XDECREF(self->biome_data);
Py_XDECREF(self->foliagecolor);
Py_XDECREF(self->grasscolor);
Py_XDECREF(self->leaf_texture);
Py_XDECREF(self->grass_texture);
Py_XDECREF(self->tall_grass_texture);
Py_XDECREF(self->tall_fern_texture);
Py_XDECREF(self->facemask_top);
Py_XDECREF(self->black_color);
Py_XDECREF(self->white_color);
}
@@ -162,77 +137,88 @@ rendermode_normal_hidden(void *data, RenderState *state, int x, int y, int z) {
static void
rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeNormal *self = (RenderModeNormal *)data;
unsigned char data_byte;
/* first, check to see if we should use biome-compatible src, mask */
if (self->biome_data) {
if (state->block == 18) {
src = mask = self->leaf_texture;
} else if (state->block == 31) {
data_byte = getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z);
if (data_byte == 1) {
src = mask = self->tall_grass_texture;
} else if (data_byte == 2) {
src = mask = self->tall_fern_texture;
}
}
}
/* draw the block! */
alpha_over(state->img, src, mask, state->imgx, state->imgy, 0, 0);
if (self->biome_data) {
/* check for biome-compatible blocks
*
* NOTES for maintainers:
*
* To add a biome-compatible block, add an OR'd condition to this
* following if block, a case to the first switch statement to handle when
* biome info IS available, and another case to the second switch
* statement for when biome info ISN'T available.
*
* Make sure that in textures.py, the generated textures are the
* biome-compliant ones! The tinting is now all done here.
*/
if (/* grass, but not snowgrass */
(state->block == 2 && !(state->z < 127 && getArrayByte3D(state->blocks, state->x, state->y, state->z+1) == 78)) ||
/* leaves */
state->block == 18 ||
/* tallgrass, but not dead shrubs */
(state->block == 31 && getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z) != 0) ||
/* vines */
state->block == 106)
{
/* do the biome stuff! */
unsigned int index;
PyObject *color = NULL, *facemask = NULL;
PyObject *facemask = mask;
unsigned char r, g, b;
index = ((self->chunk_y * 16) + state->y) * 16 * 32 + (self->chunk_x * 16) + state->x;
index = big_endian_ushort(getArrayShort1D(self->biome_data, index));
switch (state->block) {
case 2:
/* grass -- skip for snowgrass */
if (state->z < 127 && getArrayByte3D(state->blocks, state->x, state->y, state->z+1) == 78)
break;
color = PySequence_GetItem(self->grasscolor, index);
if (state->block == 2) {
/* grass needs a special facemask */
facemask = self->grass_texture;
alpha_over(state->img, self->grass_texture, self->grass_texture, state->imgx, state->imgy, 0, 0);
break;
case 18:
/* leaves */
color = PySequence_GetItem(self->foliagecolor, index);
facemask = mask;
break;
case 31:
/* tall grass */
if ( getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z) != 0 )
{ /* do not tint dead shrubs */
color = PySequence_GetItem(self->grasscolor, index);
facemask = mask;
break;
}
break;
case 106:
/* vines */
color = PySequence_GetItem(self->grasscolor, index);
facemask = mask;
break;
default:
break;
};
if (color)
{
/* we've got work to do */
r = PyInt_AsLong(PyTuple_GET_ITEM(color, 0));
g = PyInt_AsLong(PyTuple_GET_ITEM(color, 1));
b = PyInt_AsLong(PyTuple_GET_ITEM(color, 2));
Py_DECREF(color);
tint_with_mask(state->img, r, g, b, 255, facemask, state->imgx, state->imgy, 0, 0);
}
if (self->biome_data) {
/* we have data, so use it! */
unsigned int index;
PyObject *color = NULL;
index = ((self->chunk_y * 16) + state->y) * 16 * 32 + (self->chunk_x * 16) + state->x;
index = big_endian_ushort(getArrayShort1D(self->biome_data, index));
switch (state->block) {
case 2:
/* grass */
color = PySequence_GetItem(self->grasscolor, index);
break;
case 18:
/* leaves */
color = PySequence_GetItem(self->foliagecolor, index);
break;
case 31:
/* tall grass */
color = PySequence_GetItem(self->grasscolor, index);
break;
case 106:
/* vines */
color = PySequence_GetItem(self->grasscolor, index);
break;
default:
break;
};
if (color)
{
/* we've got work to do */
r = PyInt_AsLong(PyTuple_GET_ITEM(color, 0));
g = PyInt_AsLong(PyTuple_GET_ITEM(color, 1));
b = PyInt_AsLong(PyTuple_GET_ITEM(color, 2));
Py_DECREF(color);
}
} else {
/* manual tinting required */
/* FIXME */
r = 255;
g = 255;
b = 255;
}
tint_with_mask(state->img, r, g, b, 255, facemask, state->imgx, state->imgy, 0, 0);
}
if (self->height_fading) {

View File

@@ -127,9 +127,7 @@ typedef struct {
/* grasscolor and foliagecolor lookup tables */
PyObject *grasscolor, *foliagecolor;
/* biome-compatible grass/leaf textures */
PyObject *grass_texture, *leaf_texture, *tall_grass_texture, *tall_fern_texture;
/* top facemask for grass biome tinting */
PyObject *facemask_top;
PyObject *grass_texture;
/* black and white colors for height fading */
PyObject *black_color, *white_color;

View File

@@ -532,8 +532,8 @@ def generate_special_texture(blockID, data):
side_img = terrain_images[68]
img = _build_block(terrain_images[0], side_img, 2)
if not data & 0x10:
colored = tintTexture(biome_grass_texture, (115, 175, 71))
composite.alpha_over(img, colored, (0, 0), colored)
global biome_grass_texture
composite.alpha_over(img, biome_grass_texture, (0, 0), biome_grass_texture)
return generate_texture_tuple(img, blockID)
@@ -615,7 +615,7 @@ def generate_special_texture(blockID, data):
if blockID == 18: # leaves
t = tintTexture(terrain_images[52], (37, 118, 25))
t = terrain_images[52]
img = _build_block(t, t, 18)
return generate_texture_tuple(img, blockID)
@@ -670,11 +670,9 @@ def generate_special_texture(blockID, data):
if data == 0: # dead shrub
texture = terrain_images[55]
elif data == 1: # tall grass
texture = terrain_images[39].copy()
texture = tintTexture(texture, (115, 175, 71))
texture = terrain_images[39]
elif data == 2: # fern
texture = terrain_images[56].copy()
texture = tintTexture(texture, (115, 175, 71))
texture = terrain_images[56]
img = _build_block(texture, texture, blockID)
return generate_texture_tuple(img,31)
@@ -2182,15 +2180,22 @@ special_blocks = set([ 2, 6, 9, 17, 18, 20, 26, 23, 27, 28, 29, 31, 33,
special_map = {}
# 0x10 means SNOW sides
special_map[2] = range(11) + [0x10,] # grass, grass has not ancildata but is
# used in the mod WildGrass, and this
# small fix shows the map as expected,
# and is harmless for normal maps
special_map[6] = range(16) # saplings: usual, spruce, birch and future ones (rendered as usual saplings)
special_map[9] = range(32) # water: spring,flowing, waterfall, and others (unknown) ancildata values, uses pseudo data
special_map[17] = range(3) # wood: normal, birch and pine
special_map[18] = range(16) # leaves, birch, normal or pine leaves (not implemented)
special_map[20] = range(32) # glass, used to only render the exterior surface, uses pseudo data
special_map[26] = range(12) # bed, orientation
special_map[23] = range(6) # dispensers, orientation
special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered
special_map[28] = range(6) # detector rail, orientation/slope
special_map[29] = (0,1,2,3,4,5,8,9,10,11,12,13) # sticky piston body, orientation, pushed in/out
special_map[31] = range(3) # tall grass, dead shrub, fern and tall grass itself
special_map[33] = (0,1,2,3,4,5,8,9,10,11,12,13) # normal piston body, orientation, pushed in/out
special_map[34] = (0,1,2,3,4,5,8,9,10,11,12,13) # normal and sticky piston extension, orientation, sticky/normal
special_map[35] = range(16) # wool, colored and white
@@ -2232,26 +2237,11 @@ special_map[106] = (1,2,4,8) # vine, orientation
special_map[108]= range(4) # red stairs, orientation
special_map[109]= range(4) # stonebrick stairs, orientation
# grass and leaves are graysacle in terrain.png
# we treat them as special so we can manually tint them
# it is unknown how the specific tint (biomes) is calculated
# also, 0x10 means SNOW sides
special_map[2] = range(11) + [0x10,] # grass, grass has not ancildata but is
# used in the mod WildGrass, and this
# small fix shows the map as expected,
# and is harmless for normal maps
special_map[18] = range(16) # leaves, birch, normal or pine leaves (not implemented)
special_map[31] = range(3) # tall grass, dead shrub, fern and tall grass itself
# placeholders that are generated in generate()
bgcolor = None
terrain_images = None
blockmap = None
biome_grass_texture = None
biome_tall_grass_texture = None
biome_tall_fern_texture = None
biome_leaf_texture = None
biome_vine_texture = None
specialblockmap = None
def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower-left'):
@@ -2273,13 +2263,9 @@ def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower
blockmap = _build_blockimages()
load_water()
# generate biome (still grayscale) leaf, grass textures
global biome_grass_texture, biome_leaf_texture, biome_tall_grass_texture, biome_tall_fern_texture, biome_vine_texture
# generate biome grass mask
global biome_grass_texture
biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2)
biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18)
biome_tall_grass_texture = _build_block(terrain_images[39], terrain_images[39], 31)
biome_tall_fern_texture = _build_block(terrain_images[56], terrain_images[56], 31)
biome_vine_texture = _build_block(terrain_images[143], terrain_images[143], 106)
# generate the special blocks
global specialblockmap, special_blocks
@@ -2291,10 +2277,6 @@ def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower
if texture_size != 24:
# rescale biome textures.
biome_grass_texture = biome_grass_texture.resize(texture_dimensions, Image.ANTIALIAS)
biome_leaf_texture = biome_leaf_texture.resize(texture_dimensions, Image.ANTIALIAS)
biome_tall_grass_texture = biome_tall_grass_texture.resize(texture_dimensions, Image.ANTIALIAS)
biome_tall_fern_texture = biome_tall_fern_texture.resize(texture_dimensions, Image.ANTIALIAS)
biome_vine_texture = biome_vine_texture.resize(texture_dimensions, Image.ANTIALIAS)
# rescale the normal block images
for i in range(len(blockmap)):