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Add stained glass and stained glass panels

Note that this commit changes the pseudo-ancil-data type from unsigned
int to an unsigned short.  Our pseudoancil code creates 5 bits of data
to store adjacency information for glass.  Glass also has 4 bits for
color info.  This means we need a total of 9 bits to render these (thus
int --> short)
This commit is contained in:
Andrew Chin
2013-10-26 01:47:07 -04:00
parent 3eaa507d95
commit 46bda131f9
3 changed files with 35 additions and 18 deletions

View File

@@ -914,15 +914,20 @@ def water(self, blockid, data):
# other water, glass, and ice (no inner surfaces)
# uses pseudo-ancildata found in iterate.c
@material(blockid=[9, 20, 79], data=range(32), fluid=(9,), transparent=True, nospawn=True, solid=(79, 20))
@material(blockid=[9, 20, 79, 95], data=range(512), fluid=(9,), transparent=True, nospawn=True, solid=(79, 20, 95))
def no_inner_surfaces(self, blockid, data):
if blockid == 9:
texture = self.load_water()
elif blockid == 20:
texture = self.load_image_texture("assets/minecraft/textures/blocks/glass.png")
elif blockid == 95:
texture = self.load_image_texture("assets/minecraft/textures/blocks/glass_%s.png" % color_map[data & 0x0f])
else:
texture = self.load_image_texture("assets/minecraft/textures/blocks/ice.png")
# now that we've used the lower 4 bits to get color, shift down to get the 5 bits that encode face hiding
data = data >> 4
if (data & 0b10000) == 16:
top = texture
else:
@@ -1774,7 +1779,8 @@ def stairs(self, blockid, data):
return img
# normal, locked (used in april's fool day), ender and trapped chest
@material(blockid=[54,95,130,146], data=range(30), transparent = True)
# NOTE: locked chest used to be id95 (which is now stained glass)
@material(blockid=[54,130,146], data=range(30), transparent = True)
def chests(self, blockid, data):
# the first 3 bits are the orientation as stored in minecraft,
# bits 0x8 and 0x10 indicate which half of the double chest is it.
@@ -1797,7 +1803,7 @@ def chests(self, blockid, data):
elif orientation_data == 4: data = 3 | (data & 24)
elif orientation_data == 5: data = 2 | (data & 24)
if blockid in (95,130) and not data in [2,3,4,5]: return None
if blockid == 130 and not data in [2,3,4,5]: return None
# iterate.c will only return the ancil data (without pseudo
# ancil data) for locked and ender chests, so only
# ancilData = 2,3,4,5 are used for this blockids
@@ -3333,12 +3339,14 @@ def huge_mushroom(self, blockid, data):
# iron bars and glass pane
# TODO glass pane is not a sprite, it has a texture for the side,
# at the moment is not used
@material(blockid=[101,102], data=range(16), transparent=True, nospawn=True)
@material(blockid=[101,102, 160], data=range(256), transparent=True, nospawn=True)
def panes(self, blockid, data):
# no rotation, uses pseudo data
if blockid == 101:
# iron bars
t = self.load_image_texture("assets/minecraft/textures/blocks/iron_bars.png")
elif blockid == 160:
t = self.load_image_texture("assets/minecraft/textures/blocks/glass_%s.png" % color_map[data & 0xf])
else:
# glass panes
t = self.load_image_texture("assets/minecraft/textures/blocks/glass.png")
@@ -3362,6 +3370,9 @@ def panes(self, blockid, data):
# First compose things in the back of the image,
# then things in the front.
# the lower 4 bits encode color, the upper 4 encode adjencies
data = data >> 4
if (data & 0b0001) == 1 or data == 0:
alpha_over(img,up_left, (6,3),up_left) # top left
if (data & 0b1000) == 8 or data == 0: