0

Draw ice in the same way is done with water and glass and shade it like water.

This commit is contained in:
Alejandro Aguilera
2011-08-03 11:04:03 +02:00
parent f7e1867588
commit a2b156c85f
3 changed files with 17 additions and 11 deletions

View File

@@ -174,7 +174,7 @@ 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) { /* glass */
} 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 ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 20)) {
data = 0;
@@ -413,10 +413,13 @@ chunk_render(PyObject *self, PyObject *args) {
unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
state.block_data = ancilData;
/* block that need pseudo ancildata:
* grass, water, glass, chest, restone wire,
* ice, fence and portal. */
if ((state.block == 2) || (state.block == 9) ||
(state.block == 20) || (state.block == 54) ||
(state.block == 55) || (state.block == 85) ||
(state.block == 90)) {
(state.block == 55) || (state.block == 79) ||
(state.block == 85) || (state.block == 90)) {
ancilData = generate_pseudo_data(&state, ancilData);
state.block_pdata = ancilData;
} else {

View File

@@ -293,7 +293,7 @@ rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject
self = (RenderModeLighting *)data;
x = state->x, y = state->y, z = state->z;
if (state->block == 9) { /* special case for water */
if ((state->block == 9) || (state->block == 79)) { /* special case for water and ice */
/* looks like we need a new case for lighting, there are
* blocks that are transparent and need per-face shading
* if the face is drawn. */

View File

@@ -431,7 +431,7 @@ def _build_blockimages():
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, -1, -1, -1, 50, 24, -1, -1, 86, -1, -1, -1,
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67,
-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, -1,
# 80 81 82 83 84 85 86 87 88 89 90 91
66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102 # clay?
]
@@ -448,7 +448,7 @@ def _build_blockimages():
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, -1, -1,101, 50, 24, -1, -1, 86, -1, -1, -1,
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, 67,
-1, -1, -1, -1, -1, -1, -1, -1, -1, 51, 51, -1, -1, -1, 66, -1,
# 80 81 82 83 84 85 86 87 88 89 90 91
66, 70, 72, 73, 74,-1 ,118,103,104,105, -1, 118
]
@@ -551,12 +551,14 @@ def generate_special_texture(blockID, data):
return generate_texture_tuple(img, blockID)
if blockID == 9 or blockID == 20: # spring water, flowing water and waterfall water, AND glass
# water and glass share the way to be rendered
if blockID == 9 or blockID == 20 or blockID == 79: # spring water, flowing water and waterfall water, AND glass, AND ice
# water,glass and ice share the way to be rendered
if blockID == 9:
texture = _load_image("water.png")
else:
elif blockID == 20:
texture = terrain_images[49]
else:
texture = terrain_images[67]
if (data & 0b10000) == 16:
top = texture
@@ -1749,8 +1751,8 @@ def getBiomeData(worlddir, chunkX, chunkY):
special_blocks = set([ 2, 6, 9, 17, 18, 20, 26, 23, 27, 28, 29, 31, 33,
34, 35, 43, 44, 50, 51, 53, 54, 55, 58, 59, 61, 62,
63, 64, 65, 66, 67, 68, 71, 75, 76, 85, 86, 90, 91,
92, 93, 94, 96])
63, 64, 65, 66, 67, 68, 71, 75, 76, 79, 85, 86, 90,
91, 92, 93, 94, 96])
# this is a map of special blockIDs to a list of all
# possible values for ancillary data that it might have.
@@ -1789,6 +1791,7 @@ special_map[68] = (2,3,4,5) # wall sing, orientation
special_map[71] = range(16) # iron door, open/close and orientation
special_map[75] = (1,2,3,4,5) # off redstone torch, orientation
special_map[76] = (1,2,3,4,5) # on redstone torch, orientation
special_map[79] = range(32) # ice, used to only render the exterior surface, uses pseudo data
special_map[85] = range(17) # fences, all the possible combination, uses pseudo data
special_map[86] = range(5) # pumpkin, orientation
special_map[90] = (1,2,4,8) # portal, in 2 orientations, 4 cases, uses pseudo data