0

Rworked glass pane connection

- use in game data instead of manually calculating the adjacency data
This commit is contained in:
Bernd Buschinski
2021-06-06 13:50:41 +02:00
parent 999e613b28
commit ef56dbcf3b
6 changed files with 35 additions and 239 deletions

View File

@@ -207,8 +207,6 @@ const mc_block_t block_class_ancil[] = {
block_ice,
block_fence,
block_portal,
block_iron_bars,
block_glass_pane,
block_waterlily,
block_nether_brick_fence,
block_andesite_wall,
@@ -232,7 +230,6 @@ const mc_block_t block_class_ancil[] = {
block_lodestone,
block_respawn_anchor,
block_double_plant,
block_stained_glass_pane,
block_stained_glass,
block_spruce_fence,
block_birch_fence,
@@ -320,157 +317,3 @@ const mc_block_t block_class_nether_roof[] = {
block_nether_gold_ore,
block_ancient_debris};
const size_t block_class_nether_roof_len = COUNT_OF(block_class_nether_roof);
const mc_block_t block_connects_to_glass_pane[] = {
block_stone,
block_grass,
block_dirt,
block_cobblestone,
block_planks,
block_bedrock,
block_sand,
block_gravel,
block_gold_ore,
block_iron_ore,
block_coal_ore,
block_log,
block_sponge,
block_glass,
block_lapis_ore,
block_lapis_block,
block_dispenser,
block_sandstone,
block_noteblock,
block_sticky_piston,
block_piston,
block_wool,
block_gold_block,
block_iron_block,
block_double_stone_slab,
block_brick_block,
block_tnt,
block_bookshelf,
block_mossy_cobblestone,
block_obsidian,
block_mob_spawner,
block_diamond_ore,
block_diamond_block,
block_crafting_table,
block_furnace,
block_lit_furnace,
block_redstone_ore,
block_lit_redstone_ore,
block_ice,
block_snow,
block_clay,
block_jukebox,
block_netherrack,
block_soul_sand,
block_glowstone,
block_stained_glass,
block_stonebrick,
block_brown_mushroom_block,
block_red_mushroom_block,
block_iron_bars,
block_glass_pane,
block_mycelium,
block_nether_brick,
block_cauldron,
block_end_stone,
block_redstone_lamp,
block_lit_redstone_lamp,
block_double_wooden_slab,
block_emerald_ore,
block_emerald_block,
block_beacon,
block_mushroom_stem,
block_redstone_block,
block_quartz_ore,
block_hopper,
block_quartz_block,
block_dropper,
block_stained_hardened_clay,
block_stained_glass_pane,
block_prismarine,
block_sea_lantern,
block_hay_block,
block_hardened_clay,
block_coal_block,
block_packed_ice,
block_red_sandstone,
block_double_stone_slab2,
block_chorus_flower,
block_purpur_block,
block_purpur_pillar,
block_purpur_double_slab,
block_end_bricks,
block_frosted_ice,
block_magma,
block_nether_wart_block,
block_red_nether_brick,
block_bone_block,
block_observer,
block_white_glazed_terracotta,
block_orange_glazed_terracotta,
block_magenta_glazed_terracotta,
block_light_blue_glazed_terracotta,
block_yellow_glazed_terracotta,
block_lime_glazed_terracotta,
block_pink_glazed_terracotta,
block_gray_glazed_terracotta,
block_light_gray_glazed_terracotta,
block_cyan_glazed_terracotta,
block_purple_glazed_terracotta,
block_blue_glazed_terracotta,
block_brown_glazed_terracotta,
block_green_glazed_terracotta,
block_red_glazed_terracotta,
block_black_glazed_terracotta,
block_concrete,
block_concrete_powder,
block_ancient_debris,
block_basalt,
block_polished_basalt,
block_blackstone,
block_netherite_block,
block_warped_wart_block,
block_shroomlight,
block_soul_soil,
block_nether_gold_ore,
block_andesite_wall,
block_brick_wall,
block_cobblestone_wall,
block_diorite_wall,
block_end_stone_brick_wall,
block_granite_wall,
block_mossy_cobblestone_wall,
block_mossy_stone_brick_wall,
block_nether_brick_wall,
block_prismarine_wall,
block_red_nether_brick_wall,
block_red_sandstone_wall,
block_sandstone_wall,
block_stone_brick_wall,
block_fletching_table,
block_cartography_table,
block_smithing_table,
block_blast_furnace,
block_smoker,
block_loom,
block_composter,
block_beehive,
block_bee_nest,
block_honeycomb_block
};
const size_t block_connects_to_glass_pane_len = COUNT_OF(block_connects_to_glass_pane);
const mc_block_t block_class_trapdoor[] = {
block_trapdoor,
block_iron_trapdoor,
block_spruce_trapdoor,
block_birch_trapdoor,
block_jungle_trapdoor,
block_acacia_trapdoor,
block_dark_oak_trapdoor
};
const size_t block_class_trapdoor_len = COUNT_OF(block_class_trapdoor);

View File

@@ -51,10 +51,4 @@ extern const size_t block_class_alt_height_len;
extern const mc_block_t block_class_nether_roof[];
extern const size_t block_class_nether_roof_len;
extern const mc_block_t block_class_trapdoor[];
extern const size_t block_class_trapdoor_len;
extern const mc_block_t block_connects_to_glass_pane[];
extern const size_t block_connects_to_glass_pane_len;
#endif

View File

@@ -317,75 +317,6 @@ generate_pseudo_data(RenderState* state, uint16_t ancilData) {
}
return final_data;
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_iron_bars, block_glass_pane, block_stained_glass_pane}, 3)) {
uint8_t pdata = 0;
PyObject* texrot;
int32_t northdir;
struct {
int32_t x;
int32_t y;
int32_t z;
uint8_t direction; /*!< direction bit if glass pane should connect */
} blocks[] = { {x + 1, y, z, 1 << 3},
{x, y, z + 1, 1 << 2},
{x - 1, y, z, 1 << 1},
{x, y, z - 1, 1 << 0} };
texrot = PyObject_GetAttrString(state->textures, "rotation");
northdir = PyLong_AsLong(texrot) & 0x3;
for (size_t i = 0; i < sizeof(blocks)/sizeof(blocks[0]); ++i) {
mc_block_t block = get_data(state, BLOCKS, blocks[i].x, blocks[i].y, blocks[i].z);
if (block_class_is_subset(block, block_connects_to_glass_pane, block_connects_to_glass_pane_len)) {
pdata |= blocks[i].direction;
} else if (block_class_is_subset(block, block_class_stair, block_class_stair_len)) {
uint8_t stair_direction[4][4] = {
{ 1, 3, 0, 2 }, // 'northdirection': 'upper-left'
{ 2, 1, 3, 0 }, // 'northdirection': 'upper-right'
{ 0, 2, 1, 3 }, // 'northdirection': 'lower-right'
{ 3, 0, 2, 1 } // 'northdirection': 'lower-left'
};
mc_block_t block_data = get_data(state, DATA, blocks[i].x, blocks[i].y, blocks[i].z);
if ((block_data & 0xf) == stair_direction[northdir][i]) {
pdata |= blocks[i].direction;
}
} else if (block_class_is_subset(block, block_class_trapdoor, block_class_trapdoor_len)) {
uint8_t trapdoor_direction[4][4] = {
{ 3, 1, 2, 0 }, // 'northdirection': 'upper-left'
{ 0, 3, 1, 2 }, // 'northdirection': 'upper-right'
{ 2, 0, 3, 1 }, // 'northdirection': 'lower-right'
{ 1, 2, 0, 3 } // 'northdirection': 'lower-left'
};
mc_block_t block_data = get_data(state, DATA, blocks[i].x, blocks[i].y, blocks[i].z);
// only connects to "open" trapdoors
if ((block_data & 0x4) == 0x4 && (block_data & 0x3) == trapdoor_direction[northdir][i]) {
pdata |= blocks[i].direction;
}
} else if (block == block_snow_layer) {
// glass pane only connect to full high snow layers
mc_block_t skylight_data = get_data(state, SKYLIGHT, blocks[i].x, blocks[i].y, blocks[i].z);
if (skylight_data == 0) {
pdata |= blocks[i].direction;
}
}
}
// shift up 4 bits because the lower 4 bits encode color
return (pdata << 4) | (ancilData & 0xf);
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_portal, block_nether_brick_fence}, 2)) {
/* portal and nether brick fences */
return check_adjacent_blocks(state, x, y, z, state->block);

View File

@@ -31,7 +31,7 @@
// increment this value if you've made a change to the c extension
// and want to force users to rebuild
#define OVERVIEWER_EXTENSION_VERSION 97
#define OVERVIEWER_EXTENSION_VERSION 98
#include <stdbool.h>
#include <stdint.h>

View File

@@ -4303,16 +4303,30 @@ def panes(self, blockid, data):
data = data >> 4
if data == 0:
alpha_over(img,up_center,(6,3),up_center) # center
alpha_over(img, up_center, (6, 3), up_center) # center
else:
def draw_top_left():
alpha_over(img, up_left, (6, 3), up_left) # top left
def draw_top_right():
alpha_over(img, up_right, (6, 3), up_right) # top right
def draw_bottom_right():
alpha_over(img, dw_right, (6, 3), dw_right) # bottom right
def draw_bottom_left():
alpha_over(img, dw_left, (6, 3), dw_left) # bottom left
draw_funcs = [draw_top_left, draw_top_right, draw_bottom_right, draw_bottom_left]
if (data & 0b0001) == 1:
alpha_over(img,up_left, (6,3),up_left) # top left
if (data & 0b1000) == 8:
alpha_over(img,up_right, (6,3),up_right) # top right
draw_funcs[(self.rotation + 0) % len(draw_funcs)]()
if (data & 0b0010) == 2:
alpha_over(img,dw_left, (6,3),dw_left) # bottom left
draw_funcs[(self.rotation + 1) % len(draw_funcs)]()
if (data & 0b0100) == 4:
alpha_over(img,dw_right, (6,3),dw_right) # bottom right
draw_funcs[(self.rotation + 2) % len(draw_funcs)]()
if (data & 0b1000) == 8:
draw_funcs[(self.rotation + 3) % len(draw_funcs)]()
return img

View File

@@ -957,6 +957,9 @@ class RegionSet(object):
prismarine_slabs = ('minecraft:prismarine_slab','minecraft:dark_prismarine_slab','minecraft:prismarine_brick_slab')
colors = ['white', 'orange', 'magenta', 'light_blue', 'yellow', 'lime', 'pink', 'gray', 'light_gray', 'cyan',
'purple', 'blue', 'brown', 'green', 'red', 'black']
key = palette_entry['Name']
(block, data) = self._blockmap[key]
if key in ['minecraft:redstone_ore', 'minecraft:redstone_lamp']:
@@ -1268,6 +1271,17 @@ class RegionSet(object):
elif key == 'minecraft:bell':
data |= {'floor': 0, 'ceiling': 4, 'single_wall': 8,
'double_wall': 12}[p['attachment']]
elif key in ['minecraft:iron_bars', 'minecraft:glass_pane'] or \
key in ['minecraft:%s_stained_glass_pane' % item for item in colors]:
p = palette_entry['Properties']
if p['north'] == 'true':
data |= (1 << 4)
if p['east'] == 'true':
data |= (2 << 4)
if p['south'] == 'true':
data |= (4 << 4)
if p['west'] == 'true':
data |= (8 << 4)
return (block, data)