0

Merge branch 'master' into py-package

This commit is contained in:
Aaron Griffith
2011-05-31 20:26:00 -04:00
12 changed files with 215 additions and 185 deletions

View File

@@ -114,10 +114,10 @@ def get_tileentity_data(level):
return data
# This set holds blocks ids that can be seen through, for occlusion calculations
transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 37, 38, 39, 40,
44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67, 68, 69,
70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85, 90, 92,
93, 94])
transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 31, 32, 37, 38,
39, 40, 44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67,
68, 69, 70, 71, 72, 74, 75, 76, 77, 78, 79, 81, 83, 85,
90, 92, 93, 94, 96])
# This set holds block ids that are solid blocks
solid_blocks = set([1, 2, 3, 4, 5, 7, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22,

View File

@@ -160,13 +160,17 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
return ancilData;
} else if (state->block == 9) { /* water */
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
if ((ancilData == 0) || (ancilData >= 10)) { /* static water, only top, and unkown ancildata values */
data = 16;
if (ancilData == 0) { /* static water */
if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 9)) {
data = 0;
} else {
data = 16;
}
return data; /* = 0b10000 */
} else if ((ancilData > 0) && (ancilData < 8)) { /* flowing water */
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | 0x10;
return data;
} else if ((ancilData == 8) || (ancilData == 9)) { /* falling water */
} else if (ancilData >= 8) { /* falling water */
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f);
return data;
}
@@ -289,7 +293,6 @@ PyObject*
chunk_render(PyObject *self, PyObject *args) {
RenderState state;
PyObject *blockdata_expanded;
int xoff, yoff;
PyObject *imgsize, *imgsize0_py, *imgsize1_py;
@@ -307,7 +310,7 @@ chunk_render(PyObject *self, PyObject *args) {
PyObject *t = NULL;
if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &blockdata_expanded))
if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &state.blockdata_expanded))
return NULL;
/* fill in important modules */
@@ -398,7 +401,7 @@ chunk_render(PyObject *self, PyObject *args) {
} else {
PyObject *tmp;
unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z);
unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2) || (state.block == 90)) {
ancilData = generate_pseudo_data(&state, ancilData);
}
@@ -417,14 +420,15 @@ chunk_render(PyObject *self, PyObject *args) {
/* if we found a proper texture, render it! */
if (t != NULL && t != Py_None)
{
PyObject *src, *mask;
PyObject *src, *mask, *mask_light;
src = PyTuple_GetItem(t, 0);
mask = PyTuple_GetItem(t, 1);
mask_light = PyTuple_GetItem(t, 2);
if (mask == Py_None)
mask = src;
rendermode->draw(rm_data, &state, src, mask);
rendermode->draw(rm_data, &state, src, mask, mask_light);
}
}

View File

@@ -26,7 +26,7 @@
// increment this value if you've made a change to the c extesion
// and want to force users to rebuild
#define OVERVIEWER_EXTENSION_VERSION 6
#define OVERVIEWER_EXTENSION_VERSION 7
/* Python PIL, and numpy headers */
#include <Python.h>
@@ -70,6 +70,7 @@ typedef struct {
/* the block position and type, and the block array */
int x, y, z;
unsigned char block;
PyObject *blockdata_expanded;
PyObject *blocks;
PyObject *up_left_blocks;
PyObject *up_right_blocks;

View File

@@ -202,7 +202,7 @@ rendermode_cave_finish(void *data, RenderState *state) {
}
static void
rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeCave* self;
int z, r, g, b;
self = (RenderModeCave *)data;
@@ -211,7 +211,7 @@ rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *ma
r = 0, g = 0, b = 0;
/* draw the normal block */
rendermode_normal.draw(data, state, src, mask);
rendermode_normal.draw(data, state, src, mask, mask_light);
/* get the colors and tint and tint */
/* TODO TODO for a nether mode there isn't tinting! */

View File

@@ -91,7 +91,7 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
/* only do special half-step handling if no authoratative pointer was
passed in, which is a sign that we're recursing */
if (block == 44 && authoratative == NULL) {
if ((block == 44 || block == 53 || block == 67) && authoratative == NULL) {
float average_gather = 0.0f;
unsigned int average_count = 0;
int auth;
@@ -206,19 +206,19 @@ rendermode_lighting_occluded(void *data, RenderState *state) {
}
static void
rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeLighting* self;
int x, y, z;
/* first, chain up */
rendermode_normal.draw(data, state, src, mask);
rendermode_normal.draw(data, state, src, mask, mask_light);
self = (RenderModeLighting *)data;
x = state->x, y = state->y, z = state->z;
if (is_transparent(state->block)) {
/* transparent: do shading on whole block */
do_shading_with_mask(self, state, x, y, z, mask);
do_shading_with_mask(self, state, x, y, z, mask_light);
} else {
/* opaque: do per-face shading */
do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);

View File

@@ -54,9 +54,9 @@ rendermode_night_occluded(void *data, RenderState *state) {
}
static void
rendermode_night_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
rendermode_night_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
/* nothing special to do */
rendermode_lighting.draw(data, state, src, mask);
rendermode_lighting.draw(data, state, src, mask, mask_light);
}
RenderModeInterface rendermode_night = {

View File

@@ -56,6 +56,7 @@ rendermode_normal_start(void *data, RenderState *state) {
self->leaf_texture = NULL;
self->grass_texture = NULL;
self->tall_grass_texture = NULL;
self->facemask_top = NULL;
} else {
@@ -64,6 +65,8 @@ rendermode_normal_start(void *data, RenderState *state) {
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 */
@@ -78,6 +81,8 @@ rendermode_normal_start(void *data, RenderState *state) {
self->leaf_texture = NULL;
self->grass_texture = NULL;
self->tall_grass_texture = NULL;
self->tall_fern_texture = NULL;
self->facemask_top = NULL;
}
@@ -98,6 +103,8 @@ rendermode_normal_finish(void *data, RenderState *state) {
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);
}
@@ -116,12 +123,21 @@ rendermode_normal_occluded(void *data, RenderState *state) {
}
static void
rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeNormal *self = (RenderModeNormal *)data;
/* first, check to see if we should use biome-compatible src, mask */
if (self->biome_data && state->block == 18) {
src = mask = self->leaf_texture;
if (self->biome_data) {
if (state->block == 18) {
src = mask = self->leaf_texture;
} else if (state->block == 31) {
unsigned char data = getArrayByte3D(state->blockdata_expanded, state->x, state->y, state->z);
if (data == 1) {
src = mask = self->tall_grass_texture;
} else if (data == 2) {
src = mask = self->tall_fern_texture;
}
}
}
/* draw the block! */
@@ -150,6 +166,15 @@ rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *
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;
default:
break;
};

View File

@@ -71,7 +71,7 @@ rendermode_overlay_occluded(void *data, RenderState *state) {
}
static void
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;

View File

@@ -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 = {

View File

@@ -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;

View File

@@ -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:
@@ -1127,27 +1122,24 @@ 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
@@ -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))
fence_top = terrain_images[4].copy()
fence_side = terrain_images[4].copy()
# 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)
# 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

View File

@@ -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 = []