Add another element to the texture tuple with a mask for the lighting.
Make needed changes in textures.py. Because some textures have garbage in the alpha channel, this new method has some problems.
This commit is contained in:
198
textures.py
198
textures.py
@@ -453,7 +453,7 @@ def _build_blockimages():
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## of the block or the texture ID
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img = _build_block(toptexture, sidetexture, blockID)
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allimages.append((img.convert("RGB"), img.split()[3]))
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allimages.append(generate_texture_tuple(img, blockID))
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# Future block types:
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while len(allimages) < 256:
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@@ -472,15 +472,32 @@ def load_water():
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watertexture = _load_image("water.png")
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w1 = _build_block(watertexture, None)
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blockmap[9] = w1.convert("RGB"), w1
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blockmap[9] = generate_texture_tuple(w1,9)
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w2 = _build_block(watertexture, watertexture)
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blockmap[8] = w2.convert("RGB"), w2
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blockmap[8] = generate_texture_tuple(w2,8)
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lavatexture = _load_image("lava.png")
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lavablock = _build_block(lavatexture, lavatexture)
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blockmap[10] = lavablock.convert("RGB"), lavablock
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blockmap[10] = generate_texture_tuple(lavablock,10)
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blockmap[11] = blockmap[10]
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def generate_opaque_mask(img):
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alpha = img.split()[3]
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pixel = alpha.load()
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for x in range(img.size[0]):
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for y in range(img.size[1]):
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if pixel[x,y] != 0:
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pixel[x,y] = 255
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return alpha
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def generate_texture_tuple(img, blockid):
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if blockid in (8,9,79,85):
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return (img.convert("RGB"), img.split()[3], generate_opaque_mask(img))
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else:
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return (img.convert("RGB"), img.split()[3], img.split()[3])
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def generate_special_texture(blockID, data):
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"""Generates a special texture, such as a correctly facing minecraft track"""
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#print "%s has ancillary data: %X" %(blockID, data)
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@@ -496,7 +513,7 @@ def generate_special_texture(blockID, data):
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if not data & 0x10:
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colored = tintTexture(biome_grass_texture, (115, 175, 71))
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composite.alpha_over(img, colored, (0, 0), colored)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 6: # saplings
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@@ -520,7 +537,7 @@ def generate_special_texture(blockID, data):
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sidetexture = terrain_images[15]
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img = _build_block(toptexture, sidetexture, blockID)
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return (img.convert("RGB"),img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 9: # spring water, flowing water and waterfall water
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@@ -548,9 +565,9 @@ def generate_special_texture(blockID, data):
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side4 = watertexture # bottom right
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else: side4 = None
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img = _build_full_block(top,side1,side2,side3,side4)
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img = _build_full_block(top,None,None,side3,side4)
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return (img.convert("RGB"),img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 17: # wood: normal, birch and pines
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@@ -558,21 +575,20 @@ def generate_special_texture(blockID, data):
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if data == 0:
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side = terrain_images[20]
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img = _build_block(top, side, 17)
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return (img.convert("RGB"), img.split()[3])
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if data == 1:
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side = terrain_images[116]
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img = _build_block(top, side, 17)
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return (img.convert("RGB"), img.split()[3])
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if data == 2:
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side = terrain_images[117]
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img = _build_block(top, side, 17)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 18: # leaves
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t = tintTexture(terrain_images[52], (37, 118, 25))
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img = _build_block(t, t, 18)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 26: # bed
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@@ -618,74 +634,45 @@ def generate_special_texture(blockID, data):
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top = (top, increment)
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img = _build_full_block(top, None, None, left_face, right_face)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 35: # wool
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if data == 0: # white
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top = side = terrain_images[64]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 1: # orange
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elif data == 1: # orange
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top = side = terrain_images[210]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 2: # magenta
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elif data == 2: # magenta
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top = side = terrain_images[194]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 3: # light blue
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elif data == 3: # light blue
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top = side = terrain_images[178]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 4: # yellow
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elif data == 4: # yellow
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top = side = terrain_images[162]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 5: # light green
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elif data == 5: # light green
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top = side = terrain_images[146]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 6: # pink
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elif data == 6: # pink
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top = side = terrain_images[130]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 7: # grey
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elif data == 7: # grey
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top = side = terrain_images[114]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 8: # light grey
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elif data == 8: # light grey
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top = side = terrain_images[225]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 9: # cyan
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elif data == 9: # cyan
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top = side = terrain_images[209]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 10: # purple
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elif data == 10: # purple
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top = side = terrain_images[193]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 11: # blue
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elif data == 11: # blue
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top = side = terrain_images[177]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 12: # brown
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elif data == 12: # brown
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top = side = terrain_images[161]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 13: # dark green
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elif data == 13: # dark green
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top = side = terrain_images[145]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 14: # red
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elif data == 14: # red
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top = side = terrain_images[129]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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if data == 15: # black
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elif data == 15: # black
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top = side = terrain_images[113]
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img = _build_block(top, side, 35)
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return (img.convert("RGB"), img.split()[3])
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img = _build_block(top, side, 35)
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return generate_texture_tuple(img, blockID)
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if blockID in (43,44): # slab and double-slab
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@@ -693,24 +680,16 @@ def generate_special_texture(blockID, data):
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if data == 0: # stone slab
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top = terrain_images[6]
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side = terrain_images[5]
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img = _build_block(top, side, blockID)
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return (img.convert("RGB"), img.split()[3])
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if data == 1: # stone slab
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top = terrain_images[176]
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side = terrain_images[192]
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img = _build_block(top, side, blockID)
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return (img.convert("RGB"), img.split()[3])
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if data == 2: # wooden slab
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top = side = terrain_images[4]
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img = _build_block(top, side, blockID)
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return (img.convert("RGB"), img.split()[3])
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if data == 3: # cobblestone slab
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top = side = terrain_images[16]
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img = _build_block(top, side, blockID)
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return (img.convert("RGB"), img.split()[3])
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img = _build_block(top, side, blockID)
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return generate_texture_tuple(img, blockID)
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if blockID in (50,75,76): # torch, off redstone torch, on redstone torch
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@@ -763,7 +742,7 @@ def generate_special_texture(blockID, data):
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composite.alpha_over(img, small_crop, (6,5))
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composite.alpha_over(img, slice, (6,6))
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 51: # fire
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@@ -779,7 +758,7 @@ def generate_special_texture(blockID, data):
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composite.alpha_over(img, side1, (0,6), side1)
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composite.alpha_over(img, side2, (12,6), side2)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID in (53,67): # wooden and cobblestone stairs.
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@@ -848,7 +827,7 @@ def generate_special_texture(blockID, data):
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# touch up a (horrible) pixel
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img.putpixel((18,3),(0,0,0,0))
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 54: # chests
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# First to bits of the pseudo data store if it's a single chest
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@@ -890,7 +869,7 @@ def generate_special_texture(blockID, data):
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else:
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img = _build_full_block(top, None, None, back, side)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 55: # redstone wire
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@@ -968,7 +947,7 @@ def generate_special_texture(blockID, data):
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img = _build_full_block(None,side1,side2,None,None,bottom)
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return (img.convert("RGB"),img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 58: # crafting table
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@@ -977,7 +956,7 @@ def generate_special_texture(blockID, data):
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side4 = terrain_images[43+16+1]
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img = _build_full_block(top, None, None, side3, side4, None, 58)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 59: # crops
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@@ -990,7 +969,7 @@ def generate_special_texture(blockID, data):
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composite.alpha_over(img, crop1, (0,12), crop1)
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composite.alpha_over(img, crop2, (6,3), crop2)
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composite.alpha_over(img, crop3, (6,3), crop3)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID in (61, 62, 23): #furnace and burning furnace
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@@ -1015,7 +994,7 @@ def generate_special_texture(blockID, data):
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else: # in any other direction the front can't be seen
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img = _build_full_block(top, None, None, side, side)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 63: # singposts
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@@ -1058,7 +1037,7 @@ def generate_special_texture(blockID, data):
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composite.alpha_over(img, post2,(incrementx, -3),post2)
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composite.alpha_over(img, post, (0,-2), post)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID in (64,71): #wooden door, or iron door
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@@ -1110,10 +1089,11 @@ def generate_special_texture(blockID, data):
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tex = transform_image_side(raw_door.transpose(Image.FLIP_LEFT_RIGHT))
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composite.alpha_over(img, tex, (0,6), tex)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID == 65: # ladder
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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raw_texture = terrain_images[83]
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#print "ladder is facing: %d" % data
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if data == 5:
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@@ -1121,28 +1101,25 @@ def generate_special_texture(blockID, data):
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# but since ladders can apparently be placed on transparent blocks, we
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# have to render this thing anyway. same for data == 2
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tex = transform_image_side(raw_texture)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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composite.alpha_over(img, tex, (0,6), tex)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if data == 2:
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tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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composite.alpha_over(img, tex, (12,6), tex)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if data == 3:
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tex = transform_image_side(raw_texture).transpose(Image.FLIP_LEFT_RIGHT)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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composite.alpha_over(img, tex, (0,0), tex)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if data == 4:
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tex = transform_image_side(raw_texture)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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composite.alpha_over(img, tex, (12,0), tex)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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if blockID in (27, 28, 66): # minetrack:
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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if blockID == 27: # powered rail
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if data & 0x8 == 0: # unpowered
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raw_straight = terrain_images[163]
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@@ -1165,58 +1142,48 @@ def generate_special_texture(blockID, data):
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## use transform_image to scale and shear
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if data == 0:
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track = transform_image(raw_straight, blockID)
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composite.alpha_over(img, track, (0,12), track)
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elif data == 6:
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track = transform_image(raw_corner, blockID)
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composite.alpha_over(img, track, (0,12), track)
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elif data == 7:
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track = transform_image(raw_corner.rotate(270), blockID)
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composite.alpha_over(img, track, (0,12), track)
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elif data == 8:
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# flip
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track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM).rotate(90),
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blockID)
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composite.alpha_over(img, track, (0,12), track)
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elif data == 9:
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track = transform_image(raw_corner.transpose(Image.FLIP_TOP_BOTTOM),
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blockID)
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composite.alpha_over(img, track, (0,12), track)
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elif data == 1:
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track = transform_image(raw_straight.rotate(90), blockID)
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composite.alpha_over(img, track, (0,12), track)
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#slopes
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elif data == 2: # slope going up in +x direction
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track = transform_image_slope(raw_straight,blockID)
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track = track.transpose(Image.FLIP_LEFT_RIGHT)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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composite.alpha_over(img, track, (2,0), track)
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# the 2 pixels move is needed to fit with the adjacent tracks
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return (img.convert("RGB"), img.split()[3])
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elif data == 3: # slope going up in -x direction
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# tracks are sprites, in this case we are seeing the "side" of
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# the sprite, so draw a line to make it beautiful.
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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ImageDraw.Draw(img).line([(11,11),(23,17)],fill=(164,164,164))
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# grey from track texture (exterior grey).
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# the track doesn't start from image corners, be carefull drawing the line!
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return (img.convert("RGB"), img.split()[3])
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elif data == 4: # slope going up in -y direction
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track = transform_image_slope(raw_straight,blockID)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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composite.alpha_over(img, track, (0,0), track)
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return (img.convert("RGB"), img.split()[3])
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elif data == 5: # slope going up in +y direction
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# same as "data == 3"
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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ImageDraw.Draw(img).line([(1,17),(12,11)],fill=(164,164,164))
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return (img.convert("RGB"), img.split()[3])
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else: # just in case
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track = transform_image(raw_straight, blockID)
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img = Image.new("RGBA", (24,24), (38,92,255,0))
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composite.alpha_over(img, track, (0,12), track)
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return (img.convert("RGB"), img.split()[3])
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return generate_texture_tuple(img, blockID)
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||||
|
||||
|
||||
if blockID == 68: # wall sign
|
||||
@@ -1254,7 +1221,7 @@ 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
|
||||
@@ -1349,7 +1316,8 @@ 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])
|
||||
img.save("fence" + str(data) + ".png")
|
||||
return generate_texture_tuple(img, blockID)
|
||||
|
||||
|
||||
if blockID in (86,91): # pumpkins, jack-o-lantern
|
||||
@@ -1367,7 +1335,7 @@ 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
|
||||
@@ -1383,7 +1351,7 @@ 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)
|
||||
@@ -1408,7 +1376,7 @@ 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
|
||||
@@ -1526,7 +1494,7 @@ 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)
|
||||
|
||||
|
||||
return None
|
||||
@@ -1612,7 +1580,7 @@ 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
|
||||
|
||||
Reference in New Issue
Block a user