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)
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@@ -207,7 +207,7 @@ unload_all_chunks(RenderState *state) {
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}
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}
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unsigned char
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unsigned short
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check_adjacent_blocks(RenderState *state, int x,int y,int z, unsigned short blockid) {
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/*
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* Generates a pseudo ancillary data for blocks that depend of
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@@ -265,14 +265,14 @@ is_stairs(int block) {
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return 0;
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}
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unsigned char
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generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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unsigned short
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generate_pseudo_data(RenderState *state, unsigned short ancilData) {
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/*
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* Generates a fake ancillary data for blocks that are drawn
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* depending on what are surrounded.
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*/
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int x = state->x, y = state->y, z = state->z;
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unsigned char data = 0;
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unsigned short data = 0;
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if (state->block == 2) { /* grass */
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/* return 0x10 if grass is covered in snow */
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@@ -295,15 +295,18 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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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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} else if ((state->block == 20) || (state->block == 79)) { /* glass and ice */
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/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
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if (get_data(state, BLOCKS, x, y+1, z) == 20) {
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} else if ((state->block == 20) || (state->block == 79) || (state->block == 95)) { /* glass and ice and stained glass*/
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/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks
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* Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an unsigned char,
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* forcing us to use an unsigned short to hold 16 bits of pseudo ancil data
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* */
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if ((get_data(state, BLOCKS, x, y+1, z) == 20) || (get_data(state, BLOCKS, x, y+1, z) == 95)) {
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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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data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | data;
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return data;
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return (data << 4) | (ancilData & 0x0f);
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} else if (state->block == 85) { /* fences */
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/* check for fences AND fence gates */
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return check_adjacent_blocks(state, x, y, z, state->block) | check_adjacent_blocks(state, x, y, z, 107);
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@@ -379,12 +382,14 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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}
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return final_data;
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} else if ((state->block == 101) || (state->block == 102)) {
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} else if ((state->block == 101) || (state->block == 102) || (state->block == 160)) {
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/* iron bars and glass panes:
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* they seem to stick to almost everything but air,
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* not sure yet! Still a TODO! */
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/* return check adjacent blocks with air, bit inverted */
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return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f;
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// shift up 4 bits because the lower 4 bits encode color
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data = (check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f);
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return (data << 4) | (ancilData & 0xf);
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} else if ((state->block == 90) || (state->block == 113)) {
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/* portal and nether brick fences */
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@@ -656,7 +661,7 @@ chunk_render(PyObject *self, PyObject *args) {
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state.imgy = yoff - state.x*6 + state.z*6 + 16*12 + 15*6;
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for (state.y = 0; state.y < 16; state.y++) {
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unsigned char ancilData;
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unsigned short ancilData;
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state.imgy -= 12;
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@@ -701,6 +706,7 @@ chunk_render(PyObject *self, PyObject *args) {
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(state.block == 101) || (state.block == 102) ||
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(state.block == 111) || (state.block == 113) ||
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(state.block == 139) || (state.block == 175) ||
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(state.block == 160) || (state.block == 95) ||
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is_stairs(state.block)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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state.block_pdata = ancilData;
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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 43
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#define OVERVIEWER_EXTENSION_VERSION 44
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/* Python PIL, and numpy headers */
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#include <Python.h>
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@@ -108,7 +108,7 @@ typedef struct {
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int x, y, z;
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unsigned short block;
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unsigned char block_data;
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unsigned char block_pdata;
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unsigned short block_pdata;
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/* useful information about this, and neighboring, chunks */
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PyObject *blockdatas;
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@@ -914,15 +914,20 @@ def water(self, blockid, data):
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# other water, glass, and ice (no inner surfaces)
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# uses pseudo-ancildata found in iterate.c
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@material(blockid=[9, 20, 79], data=range(32), fluid=(9,), transparent=True, nospawn=True, solid=(79, 20))
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@material(blockid=[9, 20, 79, 95], data=range(512), fluid=(9,), transparent=True, nospawn=True, solid=(79, 20, 95))
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def no_inner_surfaces(self, blockid, data):
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if blockid == 9:
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texture = self.load_water()
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elif blockid == 20:
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texture = self.load_image_texture("assets/minecraft/textures/blocks/glass.png")
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elif blockid == 95:
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texture = self.load_image_texture("assets/minecraft/textures/blocks/glass_%s.png" % color_map[data & 0x0f])
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else:
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texture = self.load_image_texture("assets/minecraft/textures/blocks/ice.png")
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# now that we've used the lower 4 bits to get color, shift down to get the 5 bits that encode face hiding
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data = data >> 4
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if (data & 0b10000) == 16:
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top = texture
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else:
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@@ -1774,7 +1779,8 @@ def stairs(self, blockid, data):
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return img
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# normal, locked (used in april's fool day), ender and trapped chest
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@material(blockid=[54,95,130,146], data=range(30), transparent = True)
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# NOTE: locked chest used to be id95 (which is now stained glass)
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@material(blockid=[54,130,146], data=range(30), transparent = True)
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def chests(self, blockid, data):
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# the first 3 bits are the orientation as stored in minecraft,
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# bits 0x8 and 0x10 indicate which half of the double chest is it.
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@@ -1797,7 +1803,7 @@ def chests(self, blockid, data):
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elif orientation_data == 4: data = 3 | (data & 24)
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elif orientation_data == 5: data = 2 | (data & 24)
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if blockid in (95,130) and not data in [2,3,4,5]: return None
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if blockid == 130 and not data in [2,3,4,5]: return None
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# iterate.c will only return the ancil data (without pseudo
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# ancil data) for locked and ender chests, so only
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# ancilData = 2,3,4,5 are used for this blockids
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@@ -3333,12 +3339,14 @@ def huge_mushroom(self, blockid, data):
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# iron bars and glass pane
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# TODO glass pane is not a sprite, it has a texture for the side,
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# at the moment is not used
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@material(blockid=[101,102], data=range(16), transparent=True, nospawn=True)
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@material(blockid=[101,102, 160], data=range(256), transparent=True, nospawn=True)
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def panes(self, blockid, data):
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# no rotation, uses pseudo data
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if blockid == 101:
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# iron bars
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t = self.load_image_texture("assets/minecraft/textures/blocks/iron_bars.png")
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elif blockid == 160:
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t = self.load_image_texture("assets/minecraft/textures/blocks/glass_%s.png" % color_map[data & 0xf])
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else:
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# glass panes
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t = self.load_image_texture("assets/minecraft/textures/blocks/glass.png")
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@@ -3362,6 +3370,9 @@ def panes(self, blockid, data):
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# First compose things in the back of the image,
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# then things in the front.
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# the lower 4 bits encode color, the upper 4 encode adjencies
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data = data >> 4
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if (data & 0b0001) == 1 or data == 0:
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alpha_over(img,up_left, (6,3),up_left) # top left
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if (data & 0b1000) == 8 or data == 0:
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