Merge branch 'master' into py-package
This commit is contained in:
@@ -114,10 +114,10 @@ def get_tileentity_data(level):
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return data
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# This set holds blocks ids that can be seen through, for occlusion calculations
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transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 37, 38, 39, 40,
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44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67, 68, 69,
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70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85, 90, 92,
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93, 94])
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transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 31, 32, 37, 38,
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39, 40, 44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67,
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68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85,
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90, 92, 93, 94, 96])
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# This set holds block ids that are solid blocks
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solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,
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@@ -160,13 +160,17 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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return ancilData;
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} else if (state->block == 9) { /* water */
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/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
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if ((ancilData == 0) || (ancilData >= 10)) { /* static water, only top, and unkown ancildata values */
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data = 16;
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if (ancilData == 0) { /* static water */
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if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 9)) {
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data = 0;
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} else {
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data = 16;
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}
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return data; /* = 0b10000 */
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} else if ((ancilData > 0) && (ancilData < 8)) { /* flowing water */
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data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | 0x10;
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return data;
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} else if ((ancilData == 8) || (ancilData == 9)) { /* falling water */
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} else if (ancilData >= 8) { /* falling water */
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data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f);
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return data;
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}
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@@ -289,7 +293,6 @@ PyObject*
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chunk_render(PyObject *self, PyObject *args) {
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RenderState state;
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PyObject *blockdata_expanded;
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int xoff, yoff;
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PyObject *imgsize, *imgsize0_py, *imgsize1_py;
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@@ -307,7 +310,7 @@ chunk_render(PyObject *self, PyObject *args) {
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PyObject *t = NULL;
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if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &blockdata_expanded))
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if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &state.blockdata_expanded))
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return NULL;
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/* fill in important modules */
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@@ -398,7 +401,7 @@ chunk_render(PyObject *self, PyObject *args) {
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} else {
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PyObject *tmp;
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unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z);
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unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
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if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2) || (state.block == 90)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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}
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@@ -417,14 +420,15 @@ chunk_render(PyObject *self, PyObject *args) {
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/* if we found a proper texture, render it! */
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if (t != NULL && t != Py_None)
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{
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PyObject *src, *mask;
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PyObject *src, *mask, *mask_light;
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src = PyTuple_GetItem(t, 0);
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mask = PyTuple_GetItem(t, 1);
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mask_light = PyTuple_GetItem(t, 2);
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if (mask == Py_None)
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mask = src;
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rendermode->draw(rm_data, &state, src, mask);
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rendermode->draw(rm_data, &state, src, mask, mask_light);
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}
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}
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@@ -26,7 +26,7 @@
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// increment this value if you've made a change to the c extesion
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// and want to force users to rebuild
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#define OVERVIEWER_EXTENSION_VERSION 6
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#define OVERVIEWER_EXTENSION_VERSION 7
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/* Python PIL, and numpy headers */
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#include <Python.h>
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@@ -70,6 +70,7 @@ typedef struct {
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/* the block position and type, and the block array */
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int x, y, z;
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unsigned char block;
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PyObject *blockdata_expanded;
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PyObject *blocks;
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PyObject *up_left_blocks;
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PyObject *up_right_blocks;
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@@ -202,7 +202,7 @@ rendermode_cave_finish(void *data, RenderState *state) {
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}
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static void
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rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeCave* self;
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int z, r, g, b;
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self = (RenderModeCave *)data;
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@@ -211,7 +211,7 @@ rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *ma
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r = 0, g = 0, b = 0;
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/* draw the normal block */
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rendermode_normal.draw(data, state, src, mask);
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rendermode_normal.draw(data, state, src, mask, mask_light);
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/* get the colors and tint and tint */
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/* TODO TODO for a nether mode there isn't tinting! */
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@@ -91,7 +91,7 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
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/* only do special half-step handling if no authoratative pointer was
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passed in, which is a sign that we're recursing */
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if (block == 44 && authoratative == NULL) {
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if ((block == 44 || block == 53 || block == 67) && authoratative == NULL) {
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float average_gather = 0.0f;
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unsigned int average_count = 0;
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int auth;
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@@ -206,19 +206,19 @@ rendermode_lighting_occluded(void *data, RenderState *state) {
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}
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static void
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rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeLighting* self;
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int x, y, z;
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/* first, chain up */
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rendermode_normal.draw(data, state, src, mask);
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rendermode_normal.draw(data, state, src, mask, mask_light);
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self = (RenderModeLighting *)data;
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x = state->x, y = state->y, z = state->z;
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if (is_transparent(state->block)) {
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/* transparent: do shading on whole block */
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do_shading_with_mask(self, state, x, y, z, mask);
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do_shading_with_mask(self, state, x, y, z, mask_light);
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} else {
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/* opaque: do per-face shading */
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
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@@ -54,9 +54,9 @@ rendermode_night_occluded(void *data, RenderState *state) {
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}
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static void
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rendermode_night_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_night_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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/* nothing special to do */
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rendermode_lighting.draw(data, state, src, mask);
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rendermode_lighting.draw(data, state, src, mask, mask_light);
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}
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RenderModeInterface rendermode_night = {
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@@ -56,6 +56,7 @@ rendermode_normal_start(void *data, RenderState *state) {
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self->leaf_texture = NULL;
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self->grass_texture = NULL;
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self->tall_grass_texture = NULL;
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self->facemask_top = NULL;
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} else {
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@@ -64,6 +65,8 @@ rendermode_normal_start(void *data, RenderState *state) {
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self->leaf_texture = PyObject_GetAttrString(state->textures, "biome_leaf_texture");
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self->grass_texture = PyObject_GetAttrString(state->textures, "biome_grass_texture");
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self->tall_grass_texture = PyObject_GetAttrString(state->textures, "biome_tall_grass_texture");
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self->tall_fern_texture = PyObject_GetAttrString(state->textures, "biome_tall_fern_texture");
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facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks");
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/* borrowed reference, needs to be incref'd if we keep it */
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@@ -78,6 +81,8 @@ rendermode_normal_start(void *data, RenderState *state) {
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self->leaf_texture = NULL;
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self->grass_texture = NULL;
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self->tall_grass_texture = NULL;
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self->tall_fern_texture = NULL;
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self->facemask_top = NULL;
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}
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@@ -98,6 +103,8 @@ rendermode_normal_finish(void *data, RenderState *state) {
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Py_XDECREF(self->grasscolor);
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Py_XDECREF(self->leaf_texture);
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Py_XDECREF(self->grass_texture);
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Py_XDECREF(self->tall_grass_texture);
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Py_XDECREF(self->tall_fern_texture);
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Py_XDECREF(self->facemask_top);
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}
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@@ -116,12 +123,21 @@ rendermode_normal_occluded(void *data, RenderState *state) {
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}
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static void
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rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeNormal *self = (RenderModeNormal *)data;
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/* first, check to see if we should use biome-compatible src, mask */
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if (self->biome_data && state->block == 18) {
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src = mask = self->leaf_texture;
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if (self->biome_data) {
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if (state->block == 18) {
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src = mask = self->leaf_texture;
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} else if (state->block == 31) {
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unsigned char data = getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z);
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if (data == 1) {
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src = mask = self->tall_grass_texture;
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} else if (data == 2) {
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src = mask = self->tall_fern_texture;
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}
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}
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}
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/* draw the block! */
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@@ -150,6 +166,15 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
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color = PySequence_GetItem(self->foliagecolor, index);
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facemask = mask;
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break;
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case 31:
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/* tall grass */
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if ( getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z) != 0 )
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{ /* do not tint dead shrubs */
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color = PySequence_GetItem(self->grasscolor, index);
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facemask = mask;
|
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break;
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||||
}
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break;
|
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default:
|
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break;
|
||||
};
|
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|
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@@ -71,7 +71,7 @@ rendermode_overlay_occluded(void *data, RenderState *state) {
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}
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|
||||
static void
|
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rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
|
||||
rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
|
||||
RenderModeOverlay *self = (RenderModeOverlay *)data;
|
||||
unsigned char r, g, b, a;
|
||||
PyObject *top_block_py, *block_py;
|
||||
|
||||
@@ -102,9 +102,9 @@ rendermode_spawn_occluded(void *data, RenderState *state) {
|
||||
}
|
||||
|
||||
static void
|
||||
rendermode_spawn_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
|
||||
rendermode_spawn_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
|
||||
/* draw normally */
|
||||
rendermode_overlay.draw(data, state, src, mask);
|
||||
rendermode_overlay.draw(data, state, src, mask, mask_light);
|
||||
}
|
||||
|
||||
RenderModeInterface rendermode_spawn = {
|
||||
|
||||
@@ -56,7 +56,7 @@ struct _RenderModeInterface {
|
||||
/* returns non-zero to skip rendering this block */
|
||||
int (*occluded)(void *, RenderState *);
|
||||
/* last two arguments are img and mask, from texture lookup */
|
||||
void (*draw)(void *, RenderState *, PyObject *, PyObject *);
|
||||
void (*draw)(void *, RenderState *, PyObject *, PyObject *, PyObject *);
|
||||
};
|
||||
|
||||
/* figures out the render mode to use from the given ChunkRenderer */
|
||||
@@ -79,7 +79,7 @@ typedef struct {
|
||||
/* grasscolor and foliagecolor lookup tables */
|
||||
PyObject *grasscolor, *foliagecolor;
|
||||
/* biome-compatible grass/leaf textures */
|
||||
PyObject *grass_texture, *leaf_texture;
|
||||
PyObject *grass_texture, *leaf_texture, *tall_grass_texture, *tall_fern_texture;
|
||||
/* top facemask for grass biome tinting */
|
||||
PyObject *facemask_top;
|
||||
} RenderModeNormal;
|
||||
|
||||
@@ -263,7 +263,7 @@ def _build_block(top, side, blockID=None):
|
||||
otherside.putalpha(othersidealpha)
|
||||
|
||||
## special case for non-block things
|
||||
if blockID in (37,38,6,39,40,83,30): ## flowers, sapling, mushrooms, reeds, web
|
||||
if blockID in (31,32,37,38,6,39,40,83,30): ## tall grass, dead shrubs, flowers, sapling, mushrooms, reeds, web
|
||||
#
|
||||
# instead of pasting these blocks at the cube edges, place them in the middle:
|
||||
# and omit the top
|
||||
@@ -416,7 +416,7 @@ def _build_blockimages():
|
||||
# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
|
||||
34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, 11, -1,
|
||||
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
|
||||
-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 9, 4,
|
||||
55, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 9, 4,
|
||||
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
|
||||
36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1,
|
||||
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
|
||||
@@ -433,7 +433,7 @@ def _build_blockimages():
|
||||
# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
|
||||
34, -1, 52, 48, 49,160,144, -1,192, 74, -1, -1,- 1, -1, 11, -1,
|
||||
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
|
||||
-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35,
|
||||
55, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35,
|
||||
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
|
||||
36, 37, -1, -1, 65, -1, -1,101, 50, 24, -1, -1, 86, -1, -1, -1,
|
||||
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
|
||||
@@ -459,7 +459,7 @@ def _build_blockimages():
|
||||
## of the block or the texture ID
|
||||
img = _build_block(toptexture, sidetexture, blockID)
|
||||
|
||||
allimages.append((img.convert("RGB"), img.split()[3]))
|
||||
allimages.append(generate_texture_tuple(img, blockID))
|
||||
|
||||
# Future block types:
|
||||
while len(allimages) < 256:
|
||||
@@ -478,15 +478,34 @@ def load_water():
|
||||
|
||||
watertexture = _load_image("water.png")
|
||||
w1 = _build_block(watertexture, None)
|
||||
blockmap[9] = w1.convert("RGB"), w1
|
||||
blockmap[9] = generate_texture_tuple(w1,9)
|
||||
w2 = _build_block(watertexture, watertexture)
|
||||
blockmap[8] = w2.convert("RGB"), w2
|
||||
blockmap[8] = generate_texture_tuple(w2,8)
|
||||
|
||||
lavatexture = _load_image("lava.png")
|
||||
lavablock = _build_block(lavatexture, lavatexture)
|
||||
blockmap[10] = lavablock.convert("RGB"), lavablock
|
||||
blockmap[10] = generate_texture_tuple(lavablock,10)
|
||||
blockmap[11] = blockmap[10]
|
||||
|
||||
def generate_opaque_mask(img):
|
||||
""" Takes the alpha channel of the image and generates a mask
|
||||
(used for lighting the block) that deprecates values of alpha
|
||||
smallers than 50, and sets every other value to 255. """
|
||||
|
||||
alpha = img.split()[3]
|
||||
pixel = alpha.load()
|
||||
for x in range(img.size[0]):
|
||||
for y in range(img.size[1]):
|
||||
if pixel[x,y] > 25:
|
||||
pixel[x,y] = 255
|
||||
|
||||
return alpha
|
||||
|
||||
def generate_texture_tuple(img, blockid):
|
||||
""" This takes an image and returns the needed tuple for the
|
||||
blockmap list and specialblockmap dictionary."""
|
||||
return (img.convert("RGB"), img.split()[3], generate_opaque_mask(img))
|
||||
|
||||
def generate_special_texture(blockID, data):
|
||||
"""Generates a special texture, such as a correctly facing minecraft track"""
|
||||
#print "%s has ancillary data: %X" %(blockID, data)
|
||||
@@ -502,7 +521,7 @@ def generate_special_texture(blockID, data):
|
||||
if not data & 0x10:
|
||||
colored = tintTexture(biome_grass_texture, (115, 175, 71))
|
||||
composite.alpha_over(img, colored, (0, 0), colored)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 6: # saplings
|
||||
@@ -526,7 +545,7 @@ def generate_special_texture(blockID, data):
|
||||
sidetexture = terrain_images[15]
|
||||
|
||||
img = _build_block(toptexture, sidetexture, blockID)
|
||||
return (img.convert("RGB"),img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 9: # spring water, flowing water and waterfall water
|
||||
@@ -554,9 +573,9 @@ def generate_special_texture(blockID, data):
|
||||
side4 = watertexture # bottom right
|
||||
else: side4 = None
|
||||
|
||||
img = _build_full_block(top,side1,side2,side3,side4)
|
||||
img = _build_full_block(top,None,None,side3,side4)
|
||||
|
||||
return (img.convert("RGB"),img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 17: # wood: normal, birch and pines
|
||||
@@ -564,21 +583,20 @@ def generate_special_texture(blockID, data):
|
||||
if data == 0:
|
||||
side = terrain_images[20]
|
||||
img = _build_block(top, side, 17)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 1:
|
||||
side = terrain_images[116]
|
||||
img = _build_block(top, side, 17)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 2:
|
||||
side = terrain_images[117]
|
||||
img = _build_block(top, side, 17)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 18: # leaves
|
||||
t = tintTexture(terrain_images[52], (37, 118, 25))
|
||||
img = _build_block(t, t, 18)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 26: # bed
|
||||
@@ -624,74 +642,58 @@ def generate_special_texture(blockID, data):
|
||||
top = (top, increment)
|
||||
img = _build_full_block(top, None, None, left_face, right_face)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
if blockID == 31: # tall grass
|
||||
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))
|
||||
elif data == 2: # fern
|
||||
texture = terrain_images[56].copy()
|
||||
texture = tintTexture(texture, (115, 175, 71))
|
||||
|
||||
img = _build_block(texture, texture, blockID)
|
||||
return generate_texture_tuple(img,31)
|
||||
|
||||
|
||||
if blockID == 35: # wool
|
||||
if data == 0: # white
|
||||
top = side = terrain_images[64]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 1: # orange
|
||||
elif data == 1: # orange
|
||||
top = side = terrain_images[210]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 2: # magenta
|
||||
elif data == 2: # magenta
|
||||
top = side = terrain_images[194]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 3: # light blue
|
||||
elif data == 3: # light blue
|
||||
top = side = terrain_images[178]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 4: # yellow
|
||||
elif data == 4: # yellow
|
||||
top = side = terrain_images[162]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 5: # light green
|
||||
elif data == 5: # light green
|
||||
top = side = terrain_images[146]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 6: # pink
|
||||
elif data == 6: # pink
|
||||
top = side = terrain_images[130]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 7: # grey
|
||||
elif data == 7: # grey
|
||||
top = side = terrain_images[114]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 8: # light grey
|
||||
elif data == 8: # light grey
|
||||
top = side = terrain_images[225]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 9: # cyan
|
||||
elif data == 9: # cyan
|
||||
top = side = terrain_images[209]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 10: # purple
|
||||
elif data == 10: # purple
|
||||
top = side = terrain_images[193]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 11: # blue
|
||||
elif data == 11: # blue
|
||||
top = side = terrain_images[177]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 12: # brown
|
||||
elif data == 12: # brown
|
||||
top = side = terrain_images[161]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 13: # dark green
|
||||
elif data == 13: # dark green
|
||||
top = side = terrain_images[145]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 14: # red
|
||||
elif data == 14: # red
|
||||
top = side = terrain_images[129]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
if data == 15: # black
|
||||
elif data == 15: # black
|
||||
top = side = terrain_images[113]
|
||||
img = _build_block(top, side, 35)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
img = _build_block(top, side, 35)
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (43,44): # slab and double-slab
|
||||
@@ -699,24 +701,16 @@ def generate_special_texture(blockID, data):
|
||||
if data == 0: # stone slab
|
||||
top = terrain_images[6]
|
||||
side = terrain_images[5]
|
||||
img = _build_block(top, side, blockID)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
if data == 1: # stone slab
|
||||
top = terrain_images[176]
|
||||
side = terrain_images[192]
|
||||
img = _build_block(top, side, blockID)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
if data == 2: # wooden slab
|
||||
top = side = terrain_images[4]
|
||||
img = _build_block(top, side, blockID)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
if data == 3: # cobblestone slab
|
||||
top = side = terrain_images[16]
|
||||
img = _build_block(top, side, blockID)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
img = _build_block(top, side, blockID)
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (50,75,76): # torch, off redstone torch, on redstone torch
|
||||
@@ -769,7 +763,7 @@ def generate_special_texture(blockID, data):
|
||||
composite.alpha_over(img, small_crop, (6,5))
|
||||
composite.alpha_over(img, slice, (6,6))
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 51: # fire
|
||||
@@ -785,7 +779,7 @@ def generate_special_texture(blockID, data):
|
||||
composite.alpha_over(img, side1, (0,6), side1)
|
||||
composite.alpha_over(img, side2, (12,6), side2)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (53,67): # wooden and cobblestone stairs.
|
||||
@@ -854,7 +848,7 @@ def generate_special_texture(blockID, data):
|
||||
# touch up a (horrible) pixel
|
||||
img.putpixel((18,3),(0,0,0,0))
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
if blockID == 54: # chests
|
||||
# First to bits of the pseudo data store if it's a single chest
|
||||
@@ -896,7 +890,7 @@ def generate_special_texture(blockID, data):
|
||||
else:
|
||||
img = _build_full_block(top, None, None, back, side)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 55: # redstone wire
|
||||
@@ -974,7 +968,7 @@ def generate_special_texture(blockID, data):
|
||||
|
||||
img = _build_full_block(None,side1,side2,None,None,bottom)
|
||||
|
||||
return (img.convert("RGB"),img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 58: # crafting table
|
||||
@@ -983,7 +977,7 @@ def generate_special_texture(blockID, data):
|
||||
side4 = terrain_images[43+16+1]
|
||||
|
||||
img = _build_full_block(top, None, None, side3, side4, None, 58)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 59: # crops
|
||||
@@ -996,7 +990,7 @@ def generate_special_texture(blockID, data):
|
||||
composite.alpha_over(img, crop1, (0,12), crop1)
|
||||
composite.alpha_over(img, crop2, (6,3), crop2)
|
||||
composite.alpha_over(img, crop3, (6,3), crop3)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (61, 62, 23): #furnace and burning furnace
|
||||
@@ -1021,7 +1015,7 @@ def generate_special_texture(blockID, data):
|
||||
else: # in any other direction the front can't be seen
|
||||
img = _build_full_block(top, None, None, side, side)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 63: # singposts
|
||||
@@ -1064,7 +1058,7 @@ def generate_special_texture(blockID, data):
|
||||
composite.alpha_over(img, post2,(incrementx, -3),post2)
|
||||
composite.alpha_over(img, post, (0,-2), post)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (64,71): #wooden door, or iron door
|
||||
@@ -1116,10 +1110,11 @@ def generate_special_texture(blockID, data):
|
||||
tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
|
||||
composite.alpha_over(img, tex, (0,6), tex)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 65: # ladder
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
raw_texture = terrain_images[83]
|
||||
#print "ladder is facing: %d" % data
|
||||
if data == 5:
|
||||
@@ -1127,28 +1122,25 @@ def generate_special_texture(blockID, data):
|
||||
# but since ladders can apparently be placed on transparent blocks, we
|
||||
# have to render this thing anyway. same for data == 2
|
||||
tex = transform_image_side(raw_texture)
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
composite.alpha_over(img, tex, (0,6), tex)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
if data == 2:
|
||||
tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
composite.alpha_over(img, tex, (12,6), tex)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
if data == 3:
|
||||
tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
composite.alpha_over(img, tex, (0,0), tex)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
if data == 4:
|
||||
tex = transform_image_side(raw_texture)
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
composite.alpha_over(img, tex, (12,0), tex)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (27, 28, 66): # minetrack:
|
||||
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
|
||||
if blockID == 27: # powered rail
|
||||
if data & 0x8 == 0: # unpowered
|
||||
raw_straight = terrain_images[163]
|
||||
@@ -1171,58 +1163,48 @@ def generate_special_texture(blockID, data):
|
||||
## use transform_image to scale and shear
|
||||
if data == 0:
|
||||
track = transform_image(raw_straight, blockID)
|
||||
composite.alpha_over(img, track, (0,12), track)
|
||||
elif data == 6:
|
||||
track = transform_image(raw_corner, blockID)
|
||||
composite.alpha_over(img, track, (0,12), track)
|
||||
elif data == 7:
|
||||
track = transform_image(raw_corner.rotate(270), blockID)
|
||||
composite.alpha_over(img, track, (0,12), track)
|
||||
elif data == 8:
|
||||
# flip
|
||||
track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
|
||||
blockID)
|
||||
composite.alpha_over(img, track, (0,12), track)
|
||||
elif data == 9:
|
||||
track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
|
||||
blockID)
|
||||
composite.alpha_over(img, track, (0,12), track)
|
||||
elif data == 1:
|
||||
track = transform_image(raw_straight.rotate(90), blockID)
|
||||
composite.alpha_over(img, track, (0,12), track)
|
||||
|
||||
#slopes
|
||||
elif data == 2: # slope going up in +x direction
|
||||
track = transform_image_slope(raw_straight,blockID)
|
||||
track = track.transpose(Image.FLIP_LEFT_RIGHT)
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
composite.alpha_over(img, track, (2,0), track)
|
||||
# the 2 pixels move is needed to fit with the adjacent tracks
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
elif data == 3: # slope going up in -x direction
|
||||
# tracks are sprites, in this case we are seeing the "side" of
|
||||
# the sprite, so draw a line to make it beautiful.
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
ImageDraw.Draw(img).line([(11,11),(23,17)],fill=(164,164,164))
|
||||
# grey from track texture (exterior grey).
|
||||
# the track doesn't start from image corners, be carefull drawing the line!
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
elif data == 4: # slope going up in -y direction
|
||||
track = transform_image_slope(raw_straight,blockID)
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
composite.alpha_over(img, track, (0,0), track)
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
|
||||
elif data == 5: # slope going up in +y direction
|
||||
# same as "data == 3"
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
ImageDraw.Draw(img).line([(1,17),(12,11)],fill=(164,164,164))
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
|
||||
|
||||
else: # just in case
|
||||
track = transform_image(raw_straight, blockID)
|
||||
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
composite.alpha_over(img, track, (0,12), track)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 68: # wall sign
|
||||
@@ -1260,28 +1242,28 @@ def generate_special_texture(blockID, data):
|
||||
composite.alpha_over(img, sign2,(incrementx, 2),sign2)
|
||||
composite.alpha_over(img, sign, (0,3), sign)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
if blockID == 85: # fences
|
||||
# create needed images for Big stick fence
|
||||
raw_texture = terrain_images[4]
|
||||
raw_fence_top = Image.new("RGBA", (16,16), (38,92,255,0))
|
||||
raw_fence_side = Image.new("RGBA", (16,16), (38,92,255,0))
|
||||
fence_top_mask = Image.new("RGBA", (16,16), (38,92,255,0))
|
||||
fence_side_mask = Image.new("RGBA", (16,16), (38,92,255,0))
|
||||
|
||||
# generate the masks images for textures of the fence
|
||||
ImageDraw.Draw(fence_top_mask).rectangle((6,6,9,9),outline=(0,0,0),fill=(0,0,0))
|
||||
ImageDraw.Draw(fence_side_mask).rectangle((6,1,9,15),outline=(0,0,0),fill=(0,0,0))
|
||||
|
||||
# create textures top and side for fence big stick
|
||||
composite.alpha_over(raw_fence_top,raw_texture,(0,0),fence_top_mask)
|
||||
composite.alpha_over(raw_fence_side,raw_texture,(0,0),fence_side_mask)
|
||||
fence_top = terrain_images[4].copy()
|
||||
fence_side = terrain_images[4].copy()
|
||||
|
||||
# generate the textures of the fence
|
||||
ImageDraw.Draw(fence_top).rectangle((0,0,5,15),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_top).rectangle((10,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_top).rectangle((0,0,15,5),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_top).rectangle((0,10,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
|
||||
ImageDraw.Draw(fence_side).rectangle((0,0,15,0),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_side).rectangle((0,0,5,15),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_side).rectangle((10,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
|
||||
# Create the sides and the top of the big stick
|
||||
fence_side = transform_image_side(raw_fence_side,85)
|
||||
fence_side = transform_image_side(fence_side,85)
|
||||
fence_other_side = fence_side.transpose(Image.FLIP_LEFT_RIGHT)
|
||||
fence_top = transform_image(raw_fence_top,85)
|
||||
fence_top = transform_image(fence_top,85)
|
||||
|
||||
# Darken the sides slightly. These methods also affect the alpha layer,
|
||||
# so save them first (we don't want to "darken" the alpha layer making
|
||||
@@ -1301,18 +1283,17 @@ def generate_special_texture(blockID, data):
|
||||
|
||||
# Now render the small sticks.
|
||||
# Create needed images
|
||||
raw_fence_small_side = Image.new("RGBA", (16,16), (38,92,255,0))
|
||||
fence_small_side_mask = Image.new("RGBA", (16,16), (38,92,255,0))
|
||||
fence_small_side = terrain_images[4].copy()
|
||||
|
||||
# Generate mask
|
||||
ImageDraw.Draw(fence_small_side_mask).rectangle((10,1,15,3),outline=(0,0,0),fill=(0,0,0))
|
||||
ImageDraw.Draw(fence_small_side_mask).rectangle((10,7,15,9),outline=(0,0,0),fill=(0,0,0))
|
||||
|
||||
# create the texture for the side of small sticks fence
|
||||
composite.alpha_over(raw_fence_small_side,raw_texture,(0,0),fence_small_side_mask)
|
||||
|
||||
ImageDraw.Draw(fence_small_side).rectangle((0,0,15,0),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_small_side).rectangle((0,4,15,6),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_small_side).rectangle((0,10,15,16),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_small_side).rectangle((0,0,4,15),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
ImageDraw.Draw(fence_small_side).rectangle((11,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
|
||||
|
||||
# Create the sides and the top of the small sticks
|
||||
fence_small_side = transform_image_side(raw_fence_small_side,85)
|
||||
fence_small_side = transform_image_side(fence_small_side,85)
|
||||
fence_small_other_side = fence_small_side.transpose(Image.FLIP_LEFT_RIGHT)
|
||||
|
||||
# Darken the sides slightly. These methods also affect the alpha layer,
|
||||
@@ -1325,18 +1306,16 @@ def generate_special_texture(blockID, data):
|
||||
fence_small_side = ImageEnhance.Brightness(fence_small_side).enhance(0.9)
|
||||
fence_small_side.putalpha(sidealpha)
|
||||
|
||||
|
||||
# Create img to compose the fence
|
||||
|
||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
||||
|
||||
# Position of fence small sticks in img.
|
||||
# These postitions are strange because the small sticks of the
|
||||
# fence are at the very left and at the very right of the 16x16 images
|
||||
pos_top_left = (-2,0)
|
||||
pos_top_right = (14,0)
|
||||
pos_bottom_right = (6,4)
|
||||
pos_bottom_left = (6,4)
|
||||
pos_top_left = (2,3)
|
||||
pos_top_right = (10,3)
|
||||
pos_bottom_right = (10,7)
|
||||
pos_bottom_left = (2,7)
|
||||
|
||||
# +x axis points top right direction
|
||||
# +y axis points bottom right direction
|
||||
@@ -1355,7 +1334,7 @@ def generate_special_texture(blockID, data):
|
||||
if (data & 0b0100) == 4:
|
||||
composite.alpha_over(img,fence_small_side, pos_bottom_right,fence_small_side) # bottom right
|
||||
|
||||
return (img.convert("RGB"),img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (86,91): # pumpkins, jack-o-lantern
|
||||
@@ -1373,7 +1352,7 @@ def generate_special_texture(blockID, data):
|
||||
else: # in any other direction the front can't be seen
|
||||
img = _build_full_block(top, None, None, side, side)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 90: # portal
|
||||
@@ -1389,7 +1368,7 @@ def generate_special_texture(blockID, data):
|
||||
if data in (2,8):
|
||||
composite.alpha_over(img, otherside, (5,4), otherside)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 92: # cake! (without bites, at the moment)
|
||||
@@ -1414,7 +1393,7 @@ def generate_special_texture(blockID, data):
|
||||
composite.alpha_over(img, otherside, (12,12), otherside)
|
||||
composite.alpha_over(img, top, (0,6), top)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (93, 94): # redstone repeaters, ON and OFF
|
||||
@@ -1532,7 +1511,25 @@ def generate_special_texture(blockID, data):
|
||||
composite.alpha_over(img, torch, static_torch, torch)
|
||||
composite.alpha_over(img, torch, moving_torch, torch)
|
||||
|
||||
return (img.convert("RGB"), img.split()[3])
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID == 96: # trapdoor
|
||||
texture = terrain_images[84]
|
||||
if data & 0x4 == 0x4: # opened trapdoor
|
||||
if data & 0x3 == 0: # west
|
||||
img = _build_full_block(None, None, None, None, texture)
|
||||
if data & 0x3 == 1: # east
|
||||
img = _build_full_block(None, texture, None, None, None)
|
||||
if data & 0x3 == 2: # south
|
||||
img = _build_full_block(None, None, texture, None, None)
|
||||
if data & 0x3 == 3: # north
|
||||
img = _build_full_block(None, None, None, texture, None)
|
||||
|
||||
elif data & 0x4 == 0: # closed trapdoor
|
||||
img = _build_full_block((texture, 9), None, None, texture, texture)
|
||||
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
return None
|
||||
@@ -1607,9 +1604,9 @@ def getBiomeData(worlddir, chunkX, chunkY):
|
||||
# (when adding new blocks here and in generate_special_textures,
|
||||
# please, if possible, keep the ascending order of blockid value)
|
||||
|
||||
special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 35, 43, 44, 50,
|
||||
51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66, 67,
|
||||
68, 71, 75, 76, 85, 86, 90, 91, 92, 93, 94])
|
||||
special_blocks = set([ 2, 6, 9, 17, 18, 26, 23, 27, 28, 31, 35, 43, 44,
|
||||
50, 51, 53, 54, 55, 58, 59, 61, 62, 63, 64, 65, 66,
|
||||
67, 68, 71, 75, 76, 85, 86, 90, 91, 92, 93, 94, 96])
|
||||
|
||||
# this is a map of special blockIDs to a list of all
|
||||
# possible values for ancillary data that it might have.
|
||||
@@ -1618,7 +1615,7 @@ special_map = {}
|
||||
|
||||
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(4) # wood: normal, birch and pine
|
||||
special_map[17] = range(3) # wood: normal, birch and pine
|
||||
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
|
||||
@@ -1651,6 +1648,7 @@ special_map[91] = range(5) # jack-o-lantern, orientation
|
||||
special_map[92] = range(6) # cake!
|
||||
special_map[93] = range(16) # OFF redstone repeater, orientation and delay (delay not implemented)
|
||||
special_map[94] = range(16) # ON redstone repeater, orientation and delay (delay not implemented)
|
||||
special_map[96] = range(8) # trapdoor, open, closed, orientation
|
||||
|
||||
# grass and leaves are graysacle in terrain.png
|
||||
# we treat them as special so we can manually tint them
|
||||
@@ -1661,11 +1659,14 @@ special_map[2] = range(11) + [0x10,] # grass, grass has not ancildata but is
|
||||
# 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()
|
||||
terrain_images = None
|
||||
blockmap = None
|
||||
biome_grass_texture = None
|
||||
biome_tall_grass_texture = None
|
||||
biome_tall_fern_texture = None
|
||||
biome_leaf_texture = None
|
||||
specialblockmap = None
|
||||
|
||||
@@ -1683,9 +1684,11 @@ def generate(path=None):
|
||||
load_water()
|
||||
|
||||
# generate biome (still grayscale) leaf, grass textures
|
||||
global biome_grass_texture, biome_leaf_texture
|
||||
global biome_grass_texture, biome_leaf_texture, biome_tall_grass_texture, biome_tall_fern_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)
|
||||
|
||||
# generate the special blocks
|
||||
global specialblockmap, special_blocks
|
||||
|
||||
@@ -100,9 +100,6 @@ class World(object):
|
||||
logging.error("Sorry, This version of Minecraft-Overviewer only works with the new McRegion chunk format")
|
||||
sys.exit(1)
|
||||
|
||||
if self.useBiomeData:
|
||||
textures.prepareBiomeData(worlddir)
|
||||
|
||||
# stores Points Of Interest to be mapped with markers
|
||||
# a list of dictionaries, see below for an example
|
||||
self.POI = []
|
||||
|
||||
Reference in New Issue
Block a user