unified blockmap and specialblockmap (Issue #516)
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@@ -21,7 +21,6 @@ static PyObject *textures = NULL;
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static PyObject *chunk_mod = NULL;
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static PyObject *blockmap = NULL;
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static PyObject *special_blocks = NULL;
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static PyObject *specialblockmap = NULL;
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static PyObject *transparent_blocks = NULL;
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PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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@@ -50,9 +49,6 @@ PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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special_blocks = PyObject_GetAttrString(textures, "special_blocks");
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if (!special_blocks)
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return NULL;
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specialblockmap = PyObject_GetAttrString(textures, "specialblockmap");
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if (!specialblockmap)
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return NULL;
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transparent_blocks = PyObject_GetAttrString(textures, "transparent_blocks");
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if (!transparent_blocks)
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return NULL;
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@@ -380,6 +376,9 @@ chunk_render(PyObject *self, PyObject *args) {
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state.imgy = yoff - state.x*6 + state.y*6 + 128*12 + 15*6;
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for (state.z = 0; state.z < 128; state.z++) {
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PyObject *tmp;
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unsigned char ancilData;
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state.imgy -= 12;
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/* get blockid */
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@@ -403,21 +402,14 @@ chunk_render(PyObject *self, PyObject *args) {
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}
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blockid = PyInt_FromLong(state.block);
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// check for occlusion
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/* check for occlusion */
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if (render_mode_occluded(rendermode, state.x, state.y, state.z)) {
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continue;
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}
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// everything stored here will be a borrowed ref
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/* everything stored here will be a borrowed ref */
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/* get the texture and mask from block type / ancil. data */
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if (!PySequence_Contains(special_blocks, blockid)) {
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/* t = textures.blockmap[blockid] */
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t = PyList_GetItem(blockmap, state.block);
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} else {
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PyObject *tmp;
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unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
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ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
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state.block_data = ancilData;
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/* block that need pseudo ancildata:
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* grass, water, glass, chest, restone wire,
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@@ -440,9 +432,8 @@ chunk_render(PyObject *self, PyObject *args) {
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PyTuple_SetItem(tmp, 1, PyInt_FromLong(ancilData));
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/* this is a borrowed reference. no need to decref */
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t = PyDict_GetItem(specialblockmap, tmp);
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t = PyDict_GetItem(blockmap, tmp);
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Py_DECREF(tmp);
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}
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/* if we found a proper texture, render it! */
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if (t != NULL && t != Py_None)
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@@ -496,15 +496,22 @@ def load_water():
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Block 8, flowing water, is given a full 3 sided cube."""
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watertexture = _load_image("water.png")
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w1 = _build_block(watertexture, None)
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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] = generate_texture_tuple(w2,8)
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lavatexture = _load_image("lava.png")
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w1 = _build_block(watertexture, None)
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w1 = generate_texture_tuple(w1,9)
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w2 = _build_block(watertexture, watertexture)
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w2 = generate_texture_tuple(w2,8)
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lavablock = _build_block(lavatexture, lavatexture)
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blockmap[10] = generate_texture_tuple(lavablock,10)
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blockmap[11] = blockmap[10]
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lava = generate_texture_tuple(lavablock,10)
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for data in range(16):
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blockmap[(9, data)] = w1
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blockmap[(8, data)] = w2
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blockmap[(10, data)] = lava
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blockmap[(11, data)] = lava
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def generate_opaque_mask(img):
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""" Takes the alpha channel of the image and generates a mask
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@@ -516,7 +523,7 @@ def generate_opaque_mask(img):
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def generate_texture_tuple(img, blockid):
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""" This takes an image and returns the needed tuple for the
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blockmap list and specialblockmap dictionary."""
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blockmap dictionary."""
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return (img, generate_opaque_mask(img))
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def generate_special_texture(blockID, data):
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@@ -2425,7 +2432,6 @@ bgcolor = None
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terrain_images = None
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blockmap = None
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biome_grass_texture = None
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specialblockmap = None
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def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower-left'):
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global _north
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@@ -2443,7 +2449,10 @@ def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower
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# generate the normal blocks
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global blockmap
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blockmap = _build_blockimages()
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blockmap = {}
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for blockID, t in enumerate(_build_blockimages()):
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blockmap[(blockID, 0)] = t
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load_water()
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# generate biome grass mask
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@@ -2451,32 +2460,19 @@ def generate(path=None,texture_size=24,bgc = (26,26,26,0),north_direction='lower
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biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2)
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# generate the special blocks
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global specialblockmap, special_blocks
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specialblockmap = {}
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global special_blocks
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for blockID in special_blocks:
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for data in special_map[blockID]:
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specialblockmap[(blockID, data)] = generate_special_texture(blockID, data)
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blockmap[(blockID, data)] = generate_special_texture(blockID, data)
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if texture_size != 24:
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# rescale biome textures.
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biome_grass_texture = biome_grass_texture.resize(texture_dimensions, Image.ANTIALIAS)
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# rescale the normal block images
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for i in range(len(blockmap)):
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if blockmap[i] != None:
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block = blockmap[i]
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alpha = block[1]
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block = block[0]
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block.putalpha(alpha)
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scaled_block = block.resize(texture_dimensions, Image.ANTIALIAS)
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blockmap[i] = generate_texture_tuple(scaled_block, i)
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# rescale the special block images
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for blockid, data in iter(specialblockmap):
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block = specialblockmap[(blockid,data)]
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for blockid, data in iter(blockmap):
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block = blockmap[(blockid,data)]
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if block != None:
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alpha = block[1]
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block = block[0]
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block.putalpha(alpha)
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scaled_block = block.resize(texture_dimensions, Image.ANTIALIAS)
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specialblockmap[(blockid,data)] = generate_texture_tuple(scaled_block, blockid)
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blockmap[(blockid,data)] = generate_texture_tuple(scaled_block, blockid)
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