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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

@@ -207,7 +207,7 @@ unload_all_chunks(RenderState *state) {
}
}
unsigned char
unsigned short
check_adjacent_blocks(RenderState *state, int x,int y,int z, unsigned short blockid) {
/*
* Generates a pseudo ancillary data for blocks that depend of
@@ -265,14 +265,14 @@ is_stairs(int block) {
return 0;
}
unsigned char
generate_pseudo_data(RenderState *state, unsigned char ancilData) {
unsigned short
generate_pseudo_data(RenderState *state, unsigned short ancilData) {
/*
* Generates a fake ancillary data for blocks that are drawn
* depending on what are surrounded.
*/
int x = state->x, y = state->y, z = state->z;
unsigned char data = 0;
unsigned short data = 0;
if (state->block == 2) { /* grass */
/* return 0x10 if grass is covered in snow */
@@ -295,15 +295,18 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f);
return data;
}
} else if ((state->block == 20) || (state->block == 79)) { /* glass and ice */
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
if (get_data(state, BLOCKS, x, y+1, z) == 20) {
} else if ((state->block == 20) || (state->block == 79) || (state->block == 95)) { /* glass and ice and stained glass*/
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks
* Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an unsigned char,
* forcing us to use an unsigned short to hold 16 bits of pseudo ancil data
* */
if ((get_data(state, BLOCKS, x, y+1, z) == 20) || (get_data(state, BLOCKS, x, y+1, z) == 95)) {
data = 0;
} else {
data = 16;
}
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | data;
return data;
return (data << 4) | (ancilData & 0x0f);
} else if (state->block == 85) { /* fences */
/* check for fences AND fence gates */
return check_adjacent_blocks(state, x, y, z, state->block) | check_adjacent_blocks(state, x, y, z, 107);
@@ -379,12 +382,14 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
}
return final_data;
} else if ((state->block == 101) || (state->block == 102)) {
} else if ((state->block == 101) || (state->block == 102) || (state->block == 160)) {
/* iron bars and glass panes:
* they seem to stick to almost everything but air,
* not sure yet! Still a TODO! */
/* return check adjacent blocks with air, bit inverted */
return check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f;
// shift up 4 bits because the lower 4 bits encode color
data = (check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f);
return (data << 4) | (ancilData & 0xf);
} else if ((state->block == 90) || (state->block == 113)) {
/* portal and nether brick fences */
@@ -656,7 +661,7 @@ chunk_render(PyObject *self, PyObject *args) {
state.imgy = yoff - state.x*6 + state.z*6 + 16*12 + 15*6;
for (state.y = 0; state.y < 16; state.y++) {
unsigned char ancilData;
unsigned short ancilData;
state.imgy -= 12;
@@ -701,6 +706,7 @@ chunk_render(PyObject *self, PyObject *args) {
(state.block == 101) || (state.block == 102) ||
(state.block == 111) || (state.block == 113) ||
(state.block == 139) || (state.block == 175) ||
(state.block == 160) || (state.block == 95) ||
is_stairs(state.block)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;

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 43
#define OVERVIEWER_EXTENSION_VERSION 44
/* Python PIL, and numpy headers */
#include <Python.h>
@@ -108,7 +108,7 @@ typedef struct {
int x, y, z;
unsigned short block;
unsigned char block_data;
unsigned char block_pdata;
unsigned short block_pdata;
/* useful information about this, and neighboring, chunks */
PyObject *blockdatas;

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: