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Merged in half block and cactus rendering fixes

Merge remote branch 'eminence/master'
This commit is contained in:
Andrew Brown
2010-09-28 22:46:33 -04:00
2 changed files with 47 additions and 17 deletions

View File

@@ -61,8 +61,8 @@ def get_skylight_array(level):
return numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64))
# This set holds blocks ids that can be seen through, for occlusion calculations
transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 50, 51, 52, 53,
59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 79, 83, 85])
transparent_blocks = set([0, 6, 8, 9, 18, 20, 37, 38, 39, 40, 44, 50, 51, 52, 53,
59, 63, 64, 65, 66, 67, 68, 69, 70, 71, 72, 74, 75, 76, 77, 79, 81, 83, 85])
def render_and_save(chunkfile, cachedir, cave=False):
"""Used as the entry point for the multiprocessing workers (since processes

View File

@@ -112,15 +112,20 @@ def _split_terrain(terrain):
# This maps terainids to 16x16 images
terrain_images = _split_terrain(_get_terrain_image())
def _transform_image(img):
def _transform_image(img, blockID):
"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
by a factor of 2. Returns the resulting image, which will be 24x12 pixels
"""
# Resize to 17x17, since the diagonal is approximately 24 pixels, a nice
# even number that can be split in half twice
img = img.resize((17, 17), Image.BILINEAR)
if blockID in (81,): # cacti
# Resize to 15x15, since the cactus texture is a little smaller than the other textures
img = img.resize((15, 15), Image.BILINEAR)
else:
# Resize to 17x17, since the diagonal is approximately 24 pixels, a nice
# even number that can be split in half twice
img = img.resize((17, 17), Image.BILINEAR)
# Build the Affine transformation matrix for this perspective
transform = numpy.matrix(numpy.identity(3))
@@ -140,10 +145,19 @@ def _transform_image(img):
newimg = img.transform((24,12), Image.AFFINE, transform)
return newimg
def _transform_image_side(img):
def _transform_image_side(img, blockID):
"""Takes an image and shears it for the left side of the cube (reflect for
the right side)"""
if blockID in (44,): # step block
# make the top half transpartent
# (don't just crop img, since we want the size of
# img to be unchanged
mask = img.crop((0,8,16,16))
n = Image.new(img.mode, img.size, (38,92,255,0))
n.paste(mask,(0,0,16,8), mask)
img = n
# Size of the cube side before shear
img = img.resize((12,12))
@@ -157,20 +171,20 @@ def _transform_image_side(img):
return newimg
def _build_block(top, side, texID=None):
def _build_block(top, side, blockID=None):
"""From a top texture and a side texture, build a block image.
top and side should be 16x16 image objects. Returns a 24x24 image
"""
img = Image.new("RGBA", (24,24), (38,92,255,0))
top = _transform_image(top)
top = _transform_image(top, blockID)
if not side:
img.paste(top, (0,0), top)
return img
side = _transform_image_side(side)
side = _transform_image_side(side, blockID)
otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
@@ -185,16 +199,27 @@ def _build_block(top, side, texID=None):
otherside.putalpha(othersidealpha)
## special case for non-block things
if texID in (12,13,15,28,29,80,73): ## flowers, sapling, mushrooms, regular torch, reeds
if blockID in (37,38,6,39,40,50,83): ## flowers, sapling, mushrooms, regular torch, reeds
# instead of pasting these blocks at the cube edges, place them in the middle:
# and omit the top
img.paste(side, (6,3), side)
img.paste(otherside, (6,3), otherside)
return img
img.paste(side, (0,6), side)
img.paste(otherside, (12,6), otherside)
img.paste(top, (0,0), top)
if blockID in (81,): # cacti!
img.paste(side, (2,6), side)
img.paste(otherside, (10,6), otherside)
img.paste(top, (0,2), top)
elif blockID in (44,): # half step
# shift each texture down 6 pixels
img.paste(side, (0,12), side)
img.paste(otherside, (12,12), otherside)
img.paste(top, (0,6), top)
else:
img.paste(side, (0,6), side)
img.paste(otherside, (12,6), otherside)
img.paste(top, (0,0), top)
# Manually touch up 6 pixels that leave a gap because of how the
# shearing works out. This makes the blocks perfectly tessellate-able
@@ -239,7 +264,7 @@ def _build_blockimages():
# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
34, 20, 52, 48, 49, -1, -1, -1, -1, -1, -1, -1,- 1, -1, -1, -1,
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
-1, -1, -1, 64, 64, 13, 12, 29, 28, 23, 22, 6, 6, 7, 8, 35,
-1, -1, -1, 64, 64, 13, 12, 29, 28, 23, 22, 5, 5, 7, 8, 35,
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, 80, -1, 65, 4, 25,101, 98, 24, 43, -1, 86, 1, 1, -1,
# 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79
@@ -249,8 +274,11 @@ def _build_blockimages():
]
# This maps block id to the texture that goes on the side of the block
if len(topids) != len(sideids):
raise Exception("mismatched lengths")
allimages = []
for toptextureid, sidetextureid in zip(topids, sideids):
for toptextureid, sidetextureid,blockID in zip(topids, sideids,range(len(topids))):
if toptextureid == -1 or sidetextureid == -1:
allimages.append(None)
continue
@@ -258,7 +286,9 @@ def _build_blockimages():
toptexture = terrain_images[toptextureid]
sidetexture = terrain_images[sidetextureid]
img = _build_block(toptexture, sidetexture, toptextureid)
## _build_block needs to know about the block ID, not just the textures
## of the block or the texture ID
img = _build_block(toptexture, sidetexture, blockID)
allimages.append((img.convert("RGB"), img.split()[3]))