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Merge pull request #353 from Fenixin/more-textures.

More textures.
This commit is contained in:
Aaron Griffith
2011-05-01 15:29:41 -07:00
2 changed files with 164 additions and 62 deletions

View File

@@ -207,9 +207,73 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
if ((above_level_data & 0x08)) { /* draw top right going up redstonewire */
final_data = final_data | 0x10;
}
return final_data;
return final_data;
} else if (state-> block == 54) { /* chests */
/* the top 2 bits are used to store the type of chest
* (single or double), the 2 bottom bits are used for
* orientation, look textures.py for more information. */
/* if placed alone chests always face west, return 0 to make a
* chest facing west */
unsigned char chest_data = 0, air_data = 0, final_data = 0;
/* search for chests */
chest_data = check_adjacent_blocks(state, x, y, z, 54);
/* search for air */
air_data = check_adjacent_blocks(state, x, y, z, 0);
if (chest_data == 1) { /* another chest in the east */
final_data = final_data | 0x8; /* only can face to north or south */
if ( (air_data & 0x2) == 2 ) {
final_data = final_data | 0x1; /* facing north */
} else {
final_data = final_data | 0x3; /* facing south */
}
} else if (chest_data == 2) { /* in the north */
final_data = final_data | 0x4; /* only can face to east or west */
if ( !((air_data & 0x4) == 4) ) { /* 0 = west */
final_data = final_data | 0x2; /* facing east */
}
} else if (chest_data == 4) { /*in the west */
final_data = final_data | 0x4;
if ( (air_data & 0x2) == 2 ) {
final_data = final_data | 0x1; /* facing north */
} else {
final_data = final_data | 0x3; /* facing south */
}
} else if (chest_data == 8) { /*in the south */
final_data = final_data | 0x8;
if ( !((air_data & 0x4) == 4) ) {
final_data = final_data | 0x2; /* facing east */
}
} else if (chest_data == 0) {
/* Single chest, determine the orientation */
if ( ((air_data & 0x8) == 0) && ((air_data & 0x2) == 2) ) { /* block in +x and no block in -x */
final_data = final_data | 0x1; /* facing north */
} else if ( ((air_data & 0x2) == 0) && ((air_data & 0x8) == 8)) {
final_data = final_data | 0x3;
} else if ( ((air_data & 0x4) == 0) && ((air_data & 0x1) == 1)) {
final_data = final_data | 0x2;
} /* else, facing west, value = 0 */
} else {
/* more than one adjacent chests! render as normal chest */
return 0;
}
return final_data;
}
return 0;
}
@@ -329,7 +393,7 @@ chunk_render(PyObject *self, PyObject *args) {
PyObject *tmp;
unsigned char ancilData = getArrayByte3D(blockdata_expanded, state.x, state.y, state.z);
if ((state.block == 85) || (state.block == 9) || (state.block == 55)) {
if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) ) {
ancilData = generate_pseudo_data(&state, ancilData);
}

View File

@@ -210,9 +210,8 @@ def _build_block(top, side, blockID=None):
return img
side = transform_image_side(side, blockID)
otherside = side.transpose(Image.FLIP_LEFT_RIGHT)
# Darken the sides slightly. These methods also affect the alpha layer,
# so save them first (we don't want to "darken" the alpha layer making
# the block transparent)
@@ -224,8 +223,6 @@ def _build_block(top, side, blockID=None):
otherside.putalpha(othersidealpha)
## special case for non-block things
# TODO once torches are handled by generate_special_texture, remove
# them from this list
if blockID in (37,38,6,39,40,83): ## flowers, sapling, mushrooms, reeds
#
# instead of pasting these blocks at the cube edges, place them in the middle:
@@ -351,13 +348,13 @@ def _build_blockimages():
# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
34, -1, 52, 48, 49,160,144, -1,176, 74, -1, -1, -1, -1, -1, -1, # Cloths are left out, sandstone (it has top, side, and bottom wich is ignored here), note block
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35, # Gold/iron blocks? Doublestep? TNT from above?
-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 4, # Gold/iron blocks? Doublestep? TNT from above?
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, -1, 25, -1, 98, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post
36, 37, -1, -1, 65, -1, -1, -1, 98, 24, -1, -1, 86, -1, -1, -1, # Torch from above? leaving out fire. Redstone wire? Crops/furnaces handled elsewhere. sign post
# 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, # door,ladder left out. Minecart rail orientation, redstone torches
# 80 81 82 83 84 85 86 87 88 89 90 91
66, 69, 72, 73, 74, -1,102,103,104,105,-1, 102 # clay?
66, 69, 72, 73, 75, -1,102,103,104,105,-1, 102 # clay?
]
# NOTE: For non-block textures, the sideid is ignored, but can't be -1
@@ -370,7 +367,7 @@ def _build_blockimages():
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
-1, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 8, 35,
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, -1, 25,101, 98, 24, -1, -1, 86, -1, -1, -1,
36, 37, -1, -1, 65, -1, -1,101, 98, 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,
# 80 81 82 83 84 85 86 87 88 89 90 91
@@ -439,18 +436,25 @@ def generate_special_texture(blockID, data):
if blockID == 6: # saplings
if data == 1: # spruce sapling
# The bottom two bits are used fo the sapling type, the top two
# bits are used as a grow-counter for the tree.
if data & 0x3 == 0: # usual saplings
toptexture = terrain_images[15]
sidetexture = terrain_images[15]
if data & 0x3 == 1: # spruce sapling
toptexture = terrain_images[63]
sidetexture = terrain_images[63]
if data == 2: # birch sapling
if data & 0x3 == 2: # birch sapling
toptexture = terrain_images[79]
sidetexture = terrain_images[79]
else: # usual and future saplings
if data & 0x3 == 3: # unused usual sapling
toptexture = terrain_images[15]
sidetexture = terrain_images[15]
img = _build_block(toptexture, sidetexture, blockID)
return (img.convert("RGB"),img.split()[3])
@@ -505,18 +509,6 @@ def generate_special_texture(blockID, data):
t = tintTexture(terrain_images[52], (37, 118, 25))
img = _build_block(t, t, 18)
return (img.convert("RGB"), img.split()[3])
if blockID == 23: # dispenser
top = transform_image(terrain_images[62])
side1 = transform_image_side(terrain_images[46])
side2 = transform_image_side(terrain_images[45]).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, side1, (0,6), side1)
composite.alpha_over(img, side2, (12,6), side2)
composite.alpha_over(img, top, (0,0), top)
return (img.convert("RGB"), img.split()[3])
if blockID == 35: # wool
@@ -748,6 +740,48 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3])
if blockID == 54: # chests
# First to bits of the pseudo data store if it's a single chest
# or it's a double chest, first half or second half.
# The to last bits store the orientation.
top = terrain_images[25]
side = terrain_images[26]
if data & 12 == 0: # single chest
front = terrain_images[27]
back = terrain_images[26]
elif data & 12 == 4: # double, first half
front = terrain_images[41]
back = terrain_images[57]
elif data & 12 == 8: # double, second half
front = terrain_images[42]
back = terrain_images[58]
else: # just in case
front = terrain_images[25]
side = terrain_images[25]
back = terrain_images[25]
if data & 3 == 0: # facing west
img = _build_full_block(top, None, None, side, front)
elif data & 3 == 1: # north
img = _build_full_block(top, None, None, front, side)
elif data & 3 == 2: # east
img = _build_full_block(top, None, None, side, back)
elif data & 3 == 3: # south
img = _build_full_block(top, None, None, back, side)
else:
img = _build_full_block(top, None, None, back, side)
return (img.convert("RGB"), img.split()[3])
if blockID == 55: # redstone wire
@@ -849,29 +883,28 @@ def generate_special_texture(blockID, data):
return (img.convert("RGB"), img.split()[3])
if blockID == 61: #furnace
top = transform_image(terrain_images[62])
side1 = transform_image_side(terrain_images[45])
side2 = transform_image_side(terrain_images[44]).transpose(Image.FLIP_LEFT_RIGHT)
if blockID in (61, 62, 23): #furnace and burning furnace
top = terrain_images[62]
side = terrain_images[45]
img = Image.new("RGBA", (24,24), (38,92,255,0))
if blockID == 61:
front = terrain_images[44]
composite.alpha_over(img, side1, (0,6), side1)
composite.alpha_over(img, side2, (12,6), side2)
composite.alpha_over(img, top, (0,0), top)
return (img.convert("RGB"), img.split()[3])
elif blockID == 62:
front = terrain_images[45+16]
elif blockID == 23:
front = terrain_images[46]
if blockID == 62: # lit furnace
top = transform_image(terrain_images[62])
side1 = transform_image_side(terrain_images[45])
side2 = transform_image_side(terrain_images[45+16]).transpose(Image.FLIP_LEFT_RIGHT)
if data == 3: # pointing west
img = _build_full_block(top, None, None, side, front)
elif data == 4: # pointing north
img = _build_full_block(top, None, None, front, side)
else: # in any other direction the front can't be seen
img = _build_full_block(top, None, None, side, side)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, side1, (0,6), side1)
composite.alpha_over(img, side2, (12,6), side2)
composite.alpha_over(img, top, (0,0), top)
return (img.convert("RGB"), img.split()[3])
@@ -1131,16 +1164,20 @@ def generate_special_texture(blockID, data):
if blockID in (86,91): # pumpkins, jack-o-lantern
top = transform_image(terrain_images[102])
top = terrain_images[102]
frontID = 119 if blockID == 86 else 120
side1 = transform_image_side(terrain_images[frontID])
side2 = transform_image_side(terrain_images[118]).transpose(Image.FLIP_LEFT_RIGHT)
front = terrain_images[frontID]
side = terrain_images[118]
img = Image.new("RGBA", (24,24), (38,92,255,0))
if data == 0: # pointing west
img = _build_full_block(top, None, None, side, front)
elif data == 1: # pointing north
img = _build_full_block(top, None, None, front, side)
else: # in any other direction the front can't be seen
img = _build_full_block(top, None, None, side, side)
composite.alpha_over(img, side1, (0,6), side1)
composite.alpha_over(img, side2, (12,6), side2)
composite.alpha_over(img, top, (0,0), top)
return (img.convert("RGB"), img.split()[3])
@@ -1249,16 +1286,16 @@ def getBiomeData(worlddir, chunkX, chunkY):
# please, if possible, keep the ascending order of blockid value)
special_blocks = set([ 2, 6, 9, 17, 18, 23, 27, 28, 35, 43, 44, 50, 51,
53, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71, 75, 76,
85, 86, 91, 92])
53, 54, 55, 58, 59, 61, 62, 64, 65, 66, 67, 71, 75,
76, 85, 86, 91, 92])
# this is a map of special blockIDs to a list of all
# possible values for ancillary data that it might have.
special_map = {}
special_map[6] = range(4) # 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.
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[23] = range(6) # dispensers, orientation
special_map[27] = range(14) # powered rail, orientation/slope and powered/unpowered
@@ -1269,11 +1306,12 @@ special_map[44] = range(4) # stone, sandstone, wooden and cobblestone slab
special_map[50] = (1,2,3,4,5) # torch, position in the block
special_map[51] = range(16) # fire, position in the block (not implemented)
special_map[53] = range(4) # wooden stairs, orientation
special_map[55] = range(128) # redstone wire, all the possible combinations
special_map[54] = range(12) # chests, orientation and type (single or double), uses pseudo data
special_map[55] = range(128) # redstone wire, all the possible combinations, uses pseudo data
special_map[58] = (0,) # crafting table
special_map[59] = range(8) # crops, grow from 0 to 7
special_map[61] = range(6) # furnace, orientation (not implemented)
special_map[62] = range(6) # burning furnace, orientation (not implemented)
special_map[61] = range(6) # furnace, orientation
special_map[62] = range(6) # burning furnace, orientation
special_map[64] = range(16) # wooden door, open/close and orientation
special_map[65] = (2,3,4,5) # ladder, orientation
special_map[66] = range(10) # minecrart tracks, orientation, slope
@@ -1281,9 +1319,9 @@ special_map[67] = range(4) # cobblestone stairs, 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[85] = range(17) # fences, all the possible combination
special_map[86] = range(5) # pumpkin, orientation (not implemented)
special_map[91] = range(5) # jack-o-lantern, orientation (not implemented)
special_map[85] = range(17) # fences, all the possible combination, uses pseudo data
special_map[86] = range(5) # pumpkin, orientation
special_map[91] = range(5) # jack-o-lantern, orientation
special_map[92] = range(6) # cake!
# grass and leaves are graysacle in terrain.png