overviewer no longer trusts ancillary data from blocks that should have none
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@@ -30,6 +30,7 @@ static PyObject *transparent_blocks = NULL;
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static PyObject *solid_blocks = NULL;
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static PyObject *fluid_blocks = NULL;
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static PyObject *nospawn_blocks = NULL;
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static PyObject *nodata_blocks = NULL;
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PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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@@ -86,6 +87,9 @@ PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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nospawn_blocks = PyObject_GetAttrString(textures, "nospawn_blocks");
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if (!nospawn_blocks)
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return NULL;
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nodata_blocks = PyObject_GetAttrString(textures, "nodata_blocks");
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if (!nodata_blocks)
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return NULL;
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block_properties = calloc(max_blockid, sizeof(unsigned char));
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for (i = 0; i < max_blockid; i++) {
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@@ -101,6 +105,8 @@ PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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block_properties[i] |= 1 << FLUID;
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if (PySequence_Contains(nospawn_blocks, block))
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block_properties[i] |= 1 << NOSPAWN;
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if (PySequence_Contains(nodata_blocks, block))
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block_properties[i] |= 1 << NODATA;
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Py_DECREF(block);
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}
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@@ -444,21 +450,29 @@ chunk_render(PyObject *self, PyObject *args) {
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/* everything stored here will be a borrowed ref */
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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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* ice, fence, portal, iron bars, glass panes */
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if ((state.block == 2) || (state.block == 9) ||
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(state.block == 20) || (state.block == 54) ||
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(state.block == 55) || (state.block == 79) ||
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(state.block == 85) || (state.block == 90) ||
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(state.block == 101) || (state.block == 102) ||
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(state.block == 113)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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state.block_pdata = ancilData;
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} else {
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if (block_has_property(state.block, NODATA)) {
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/* block shouldn't have data associated with it, set it to 0 */
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ancilData = 0;
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state.block_data = 0;
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state.block_pdata = 0;
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} else {
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/* block has associated data, use it */
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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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* ice, fence, portal, iron bars, glass panes */
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if ((state.block == 2) || (state.block == 9) ||
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(state.block == 20) || (state.block == 54) ||
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(state.block == 55) || (state.block == 79) ||
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(state.block == 85) || (state.block == 90) ||
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(state.block == 101) || (state.block == 102) ||
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(state.block == 113)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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state.block_pdata = ancilData;
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} else {
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state.block_pdata = 0;
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}
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}
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/* make sure our block info is in-bounds */
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@@ -26,7 +26,7 @@
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// increment this value if you've made a change to the c extesion
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// and want to force users to rebuild
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#define OVERVIEWER_EXTENSION_VERSION 13
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#define OVERVIEWER_EXTENSION_VERSION 14
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/* Python PIL, and numpy headers */
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#include <Python.h>
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@@ -102,6 +102,7 @@ typedef enum
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SOLID,
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FLUID,
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NOSPAWN,
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NODATA,
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} BlockProperty;
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/* globals set in init_chunk_render, here because they're used
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in block_has_property */
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@@ -611,11 +611,12 @@ transparent_blocks = set()
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solid_blocks = set()
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fluid_blocks = set()
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nospawn_blocks = set()
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nodata_blocks = set()
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# the material registration decorator
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def material(blockid=[], data=[0], **kwargs):
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# mapping from property name to the set to store them in
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properties = {"transparent" : transparent_blocks, "solid" : solid_blocks, "fluid" : fluid_blocks, "nospawn" : nospawn_blocks}
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properties = {"transparent" : transparent_blocks, "solid" : solid_blocks, "fluid" : fluid_blocks, "nospawn" : nospawn_blocks, "nodata" : nodata_blocks}
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# make sure blockid and data are iterable
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try:
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@@ -657,9 +658,9 @@ def material(blockid=[], data=[0], **kwargs):
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return func_wrapper
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return inner_material
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# shortcut function for pure blocks, default to solid
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# shortcut function for pure blocks, default to solid, nodata
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def block(blockid=[], top_index=None, side_index=None, **kwargs):
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new_kwargs = {'solid' : True}
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new_kwargs = {'solid' : True, 'nodata' : True}
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new_kwargs.update(kwargs)
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if top_index is None:
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@@ -673,9 +674,9 @@ def block(blockid=[], top_index=None, side_index=None, **kwargs):
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return build_block(terrain_images[top_index], terrain_images[side_index])
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return inner_block
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# shortcut function for sprite blocks, defaults to transparent
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# shortcut function for sprite blocks, defaults to transparent, nodata
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def sprite(blockid=[], index=None, **kwargs):
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new_kwargs = {'transparent' : True}
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new_kwargs = {'transparent' : True, 'nodata' : True}
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new_kwargs.update(kwargs)
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if index is None:
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@@ -686,9 +687,9 @@ def sprite(blockid=[], index=None, **kwargs):
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return build_sprite(terrain_images[index])
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return inner_sprite
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# shortcut function for billboard blocks, defaults to transparent
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# shortcut function for billboard blocks, defaults to transparent, nodata
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def billboard(blockid=[], index=None, **kwargs):
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new_kwargs = {'transparent' : True}
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new_kwargs = {'transparent' : True, 'nodata' : True}
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new_kwargs.update(kwargs)
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if index is None:
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@@ -1685,7 +1686,7 @@ block(blockid=57, top_index=24)
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# crafting table
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# needs two different sides
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@material(blockid=58, solid=True)
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@material(blockid=58, solid=True, nodata=True)
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def crafting_table(blockid, data):
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top = terrain_images[43]
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side3 = terrain_images[43+16]
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@@ -2187,7 +2188,7 @@ def buttons(blockid, data, north):
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return img
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# snow
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@material(blockid=78, data=range(8), transparent=True, solid=True)
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@material(blockid=78, data=range(16), transparent=True, solid=True)
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def snow(blockid, data):
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# still not rendered correctly: data other than 0
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@@ -2319,7 +2320,7 @@ def fence(blockid, data):
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fence_small_side = ImageEnhance.Brightness(fence_small_side).enhance(0.9)
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fence_small_side.putalpha(sidealpha)
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# Create img to compose the fence
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# Create img to compose the fence
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img = Image.new("RGBA", (24,24), bgcolor)
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# Position of fence small sticks in img.
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@@ -2982,7 +2983,7 @@ def nether_wart(blockid, data):
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# enchantment table
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# TODO there's no book at the moment
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@material(blockid=116, transparent=True)
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@material(blockid=116, transparent=True, nodata=True)
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def enchantment_table(blockid, data):
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# no book at the moment
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top = terrain_images[166]
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@@ -3027,7 +3028,7 @@ def cauldron(blockid, data):
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return img
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# end portal
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@material(blockid=119, transparent=True)
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@material(blockid=119, transparent=True, nodata=True)
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def end_portal(blockid, data):
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img = Image.new("RGBA", (24,24), bgcolor)
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# generate a black texure with white, blue and grey dots resembling stars
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