initial C biome code
This commit is contained in:
7
chunk.py
7
chunk.py
@@ -437,13 +437,6 @@ class ChunkRenderer(object):
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tileEntities = get_tileentity_data(self.level)
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tileEntities = get_tileentity_data(self.level)
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if self.world.useBiomeData:
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biomeColorData = textures.getBiomeData(self.world.worlddir,
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self.chunkX, self.chunkY)
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# in the 32x32 block of biome data, what chunk is this?l
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startX = self.chunkX % 32
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startY = self.chunkY % 32
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# Each block is 24x24
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# Each block is 24x24
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# The next block on the X axis adds 12px to x and subtracts 6px from y in the image
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# The next block on the X axis adds 12px to x and subtracts 6px from y in the image
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# The next block on the Y axis adds 12px to x and adds 6px to y in the image
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# The next block on the Y axis adds 12px to x and adds 6px to y in the image
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168
src/composite.c
168
src/composite.c
@@ -34,7 +34,7 @@ typedef struct {
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Imaging image;
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Imaging image;
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} ImagingObject;
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} ImagingObject;
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Imaging
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inline Imaging
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imaging_python_to_c(PyObject *obj)
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imaging_python_to_c(PyObject *obj)
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{
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{
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PyObject *im;
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PyObject *im;
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@@ -58,6 +58,45 @@ imaging_python_to_c(PyObject *obj)
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return image;
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return image;
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}
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}
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/* helper function to setup s{x,y}, d{x,y}, and {x,y}size variables
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in these composite functions -- even handles auto-sizing to src! */
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static inline void
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setup_source_destination(Imaging src, Imaging dest,
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int *sx, int *sy, int *dx, int *dy, int *xsize, int *ysize)
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{
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/* handle negative/zero sizes appropriately */
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if (*xsize <= 0 || *ysize <= 0) {
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*xsize = src->xsize;
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*ysize = src->ysize;
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}
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/* set up the source position, size and destination position */
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/* handle negative dest pos */
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if (*dx < 0) {
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*sx = -(*dx);
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*dx = 0;
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} else {
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*sx = 0;
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}
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if (*dy < 0) {
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*sy = -(*dy);
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*dy = 0;
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} else {
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*sy = 0;
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}
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/* set up source dimensions */
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*xsize -= *sx;
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*ysize -= *sy;
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/* clip dimensions, if needed */
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if (*dx + *xsize > dest->xsize)
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*xsize = dest->xsize - *dx;
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if (*dy + *ysize > dest->ysize)
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*ysize = dest->ysize - *dy;
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}
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/* convenience alpha_over with 1.0 as overall_alpha */
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/* convenience alpha_over with 1.0 as overall_alpha */
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inline PyObject* alpha_over(PyObject *dest, PyObject *src, PyObject *mask,
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inline PyObject* alpha_over(PyObject *dest, PyObject *src, PyObject *mask,
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int dx, int dy, int xsize, int ysize) {
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int dx, int dy, int xsize, int ysize) {
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@@ -129,39 +168,8 @@ alpha_over_full(PyObject *dest, PyObject *src, PyObject *mask, float overall_alp
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/* how many bytes to skip to get to the next alpha byte */
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/* how many bytes to skip to get to the next alpha byte */
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mask_stride = imMask->pixelsize;
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mask_stride = imMask->pixelsize;
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/* handle negative/zero sizes appropriately */
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/* setup source & destination vars */
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if (xsize <= 0 || ysize <= 0) {
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setup_source_destination(imSrc, imDest, &sx, &sy, &dx, &dy, &xsize, &ysize);
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xsize = imSrc->xsize;
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ysize = imSrc->ysize;
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}
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/* set up the source position, size and destination position */
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/* handle negative dest pos */
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if (dx < 0) {
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sx = -dx;
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dx = 0;
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}
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else {
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sx = 0;
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}
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if (dy < 0) {
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sy = -dy;
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dy = 0;
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}
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else {
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sy = 0;
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}
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/* set up source dimensions */
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xsize -= sx;
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ysize -= sy;
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/* clip dimensions, if needed */
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if (dx + xsize > imDest->xsize)
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xsize = imDest->xsize - dx;
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if (dy + ysize > imDest->ysize)
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ysize = imDest->ysize - dy;
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/* check that there remains any blending to be done */
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/* check that there remains any blending to be done */
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if (xsize <= 0 || ysize <= 0) {
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if (xsize <= 0 || ysize <= 0) {
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@@ -195,13 +203,11 @@ alpha_over_full(PyObject *dest, PyObject *src, PyObject *mask, float overall_alp
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out++, in++;
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out++, in++;
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*out = *in;
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*out = *in;
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out++, in++;
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out++, in++;
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}
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} else if (in_alpha == 0) {
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else if (in_alpha == 0) {
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/* do nothing -- source is fully transparent */
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/* do nothing -- source is fully transparent */
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out += 3;
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out += 3;
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in += 3;
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in += 3;
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}
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} else {
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else {
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/* general case */
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/* general case */
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int alpha = in_alpha + MULDIV255(*outmask, 255 - in_alpha, tmp1);
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int alpha = in_alpha + MULDIV255(*outmask, 255 - in_alpha, tmp1);
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for (i = 0; i < 3; i++) {
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for (i = 0; i < 3; i++) {
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@@ -262,3 +268,89 @@ alpha_over_wrap(PyObject *self, PyObject *args)
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}
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}
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return ret;
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return ret;
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}
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}
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/* like alpha_over, but instead of src image it takes a source color
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* also, it multiplies instead of doing an over operation
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*/
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inline PyObject *
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tint_with_mask(PyObject *dest, unsigned char sr, unsigned char sg, unsigned char sb,
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PyObject *mask, int dx, int dy, int xsize, int ysize) {
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/* libImaging handles */
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Imaging imDest, imMask;
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/* cached blend properties */
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int mask_offset, mask_stride;
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/* source position */
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int sx, sy;
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/* iteration variables */
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unsigned int x, y;
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/* temporary calculation variables */
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int tmp1, tmp2;
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imDest = imaging_python_to_c(dest);
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imMask = imaging_python_to_c(mask);
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if (!imDest || !imMask)
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return NULL;
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/* check the various image modes, make sure they make sense */
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if (strcmp(imDest->mode, "RGBA") != 0) {
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PyErr_SetString(PyExc_ValueError,
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"given destination image does not have mode \"RGBA\"");
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return NULL;
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}
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if (strcmp(imMask->mode, "RGBA") != 0 && strcmp(imMask->mode, "L") != 0) {
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PyErr_SetString(PyExc_ValueError,
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"given mask image does not have mode \"RGBA\" or \"L\"");
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return NULL;
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}
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/* how far into image the first alpha byte resides */
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mask_offset = (imMask->pixelsize == 4 ? 3 : 0);
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/* how many bytes to skip to get to the next alpha byte */
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mask_stride = imMask->pixelsize;
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/* setup source & destination vars */
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setup_source_destination(imMask, imDest, &sx, &sy, &dx, &dy, &xsize, &ysize);
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/* check that there remains any blending to be done */
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if (xsize <= 0 || ysize <= 0) {
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/* nothing to do, return */
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return dest;
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}
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for (y = 0; y < ysize; y++) {
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UINT8 *out = (UINT8 *)imDest->image[dy + y] + dx * 4;
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UINT8 *inmask = (UINT8 *)imMask->image[sy + y] + sx * mask_stride + mask_offset;
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for (x = 0; x < xsize; x++) {
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/* special cases */
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if (*inmask == 255) {
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*out = MULDIV255(*out, sr, tmp1);
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out++;
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*out = MULDIV255(*out, sg, tmp1);
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out++;
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*out = MULDIV255(*out, sb, tmp1);
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out++;
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} else if (*inmask == 0) {
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/* do nothing -- source is fully transparent */
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out += 3;
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} else {
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/* general case */
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/* TODO work out general case */
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*out = MULDIV255(*out, (255 - *inmask) + MULDIV255(sr, *inmask, tmp1), tmp2);
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out++;
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*out = MULDIV255(*out, (255 - *inmask) + MULDIV255(sg, *inmask, tmp1), tmp2);
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out++;
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*out = MULDIV255(*out, (255 - *inmask) + MULDIV255(sb, *inmask, tmp1), tmp2);
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out++;
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}
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out++;
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inmask += mask_stride;
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}
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}
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return dest;
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}
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@@ -247,7 +247,7 @@ chunk_render(PyObject *self, PyObject *args) {
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/* set up the render mode */
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/* set up the render mode */
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rendermode = get_render_mode(&state);
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rendermode = get_render_mode(&state);
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rm_data = malloc(rendermode->data_size);
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rm_data = calloc(1, rendermode->data_size);
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if (rendermode->start(rm_data, &state)) {
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if (rendermode->start(rm_data, &state)) {
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free(rm_data);
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free(rm_data);
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return Py_BuildValue("i", "-1");
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return Py_BuildValue("i", "-1");
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@@ -29,8 +29,9 @@
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#include <Imaging.h>
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#include <Imaging.h>
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#include <numpy/arrayobject.h>
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#include <numpy/arrayobject.h>
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/* macro for getting a value out of a 3D numpy byte array */
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/* macro for getting a value out of various numpy arrays */
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#define getArrayByte3D(array, x,y,z) (*(unsigned char *)(PyArray_GETPTR3((array), (x), (y), (z))))
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#define getArrayByte3D(array, x,y,z) (*(unsigned char *)(PyArray_GETPTR3((array), (x), (y), (z))))
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#define getArrayShort1D(array, x) (*(unsigned short *)(PyArray_GETPTR1((array), (x))))
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/* generally useful MAX / MIN macros */
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/* generally useful MAX / MIN macros */
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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#define MAX(a, b) ((a) > (b) ? (a) : (b))
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@@ -43,6 +44,8 @@ PyObject *alpha_over(PyObject *dest, PyObject *src, PyObject *mask,
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PyObject *alpha_over_full(PyObject *dest, PyObject *src, PyObject *mask, float overall_alpha,
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PyObject *alpha_over_full(PyObject *dest, PyObject *src, PyObject *mask, float overall_alpha,
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int dx, int dy, int xsize, int ysize);
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int dx, int dy, int xsize, int ysize);
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PyObject *alpha_over_wrap(PyObject *self, PyObject *args);
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PyObject *alpha_over_wrap(PyObject *self, PyObject *args);
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PyObject *tint_with_mask(PyObject *dest, unsigned char sr, unsigned char sg, unsigned char sb,
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PyObject *mask, int dx, int dy, int xsize, int ysize);
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/* in iterate.c */
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/* in iterate.c */
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typedef struct {
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typedef struct {
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@@ -19,13 +19,75 @@
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static int
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static int
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rendermode_normal_start(void *data, RenderState *state) {
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rendermode_normal_start(void *data, RenderState *state) {
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/* do nothing */
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PyObject *chunk_x_py, *chunk_y_py, *world, *use_biomes, *worlddir;
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RenderModeNormal *self = (RenderModeNormal *)data;
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chunk_x_py = PyObject_GetAttrString(state->self, "chunkX");
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chunk_y_py = PyObject_GetAttrString(state->self, "chunkY");
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/* careful now -- C's % operator works differently from python's
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we can't just do x % 32 like we did before */
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self->chunk_x = PyInt_AsLong(chunk_x_py);
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self->chunk_y = PyInt_AsLong(chunk_y_py);
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while (self->chunk_x < 0)
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self->chunk_x += 32;
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while (self->chunk_y < 0)
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self->chunk_y += 32;
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self->chunk_x %= 32;
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self->chunk_y %= 32;
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/* fetch the biome data from textures.py, if needed */
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world = PyObject_GetAttrString(state->self, "world");
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worlddir = PyObject_GetAttrString(world, "worlddir");
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use_biomes = PyObject_GetAttrString(world, "useBiomeData");
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Py_DECREF(world);
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if (PyObject_IsTrue(use_biomes)) {
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PyObject *facemasks_py;
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self->biome_data = PyObject_CallMethod(state->textures, "getBiomeData", "OOO",
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worlddir, chunk_x_py, chunk_y_py);
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self->foliagecolor = PyObject_GetAttrString(state->textures, "foliagecolor");
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self->grasscolor = PyObject_GetAttrString(state->textures, "grasscolor");
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self->leaf_texture = PyObject_GetAttrString(state->textures, "biome_leaf_texture");
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self->grass_texture = PyObject_GetAttrString(state->textures, "biome_grass_texture");
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facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks");
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/* borrowed reference, needs to be incref'd if we keep it */
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self->facemask_top = PyTuple_GetItem(facemasks_py, 0);
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Py_INCREF(self->facemask_top);
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Py_DECREF(facemasks_py);
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} else {
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self->biome_data = NULL;
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self->foliagecolor = NULL;
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self->grasscolor = NULL;
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self->leaf_texture = NULL;
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||||||
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self->grass_texture = NULL;
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self->facemask_top = NULL;
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||||||
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}
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Py_DECREF(use_biomes);
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Py_DECREF(worlddir);
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Py_DECREF(chunk_x_py);
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Py_DECREF(chunk_y_py);
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return 0;
|
return 0;
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}
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}
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static void
|
static void
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rendermode_normal_finish(void *data, RenderState *state) {
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rendermode_normal_finish(void *data, RenderState *state) {
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/* do nothing */
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RenderModeNormal *self = (RenderModeNormal *)data;
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Py_XDECREF(self->biome_data);
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Py_XDECREF(self->foliagecolor);
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Py_XDECREF(self->grasscolor);
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Py_XDECREF(self->leaf_texture);
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Py_XDECREF(self->grass_texture);
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Py_XDECREF(self->facemask_top);
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||||||
}
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}
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|
||||||
static int
|
static int
|
||||||
@@ -44,7 +106,66 @@ rendermode_normal_occluded(void *data, RenderState *state) {
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|||||||
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|
||||||
static void
|
static void
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rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
|
rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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||||||
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RenderModeNormal *self = (RenderModeNormal *)data;
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||||||
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||||||
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/* first, check to see if we should use biome-compatible src, mask */
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||||||
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if (self->biome_data) {
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||||||
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switch (state->block) {
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||||||
|
case 2:
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||||||
|
src = mask = self->grass_texture;
|
||||||
|
break;
|
||||||
|
case 18:
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||||||
|
src = mask = self->leaf_texture;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
/* draw the block! */
|
||||||
alpha_over(state->img, src, mask, state->imgx, state->imgy, 0, 0);
|
alpha_over(state->img, src, mask, state->imgx, state->imgy, 0, 0);
|
||||||
|
|
||||||
|
if (self->biome_data) {
|
||||||
|
/* do the biome stuff! */
|
||||||
|
unsigned int index;
|
||||||
|
PyObject *index_py, *color = NULL, *facemask = NULL;
|
||||||
|
unsigned char r, g, b;
|
||||||
|
|
||||||
|
index = ((self->chunk_y * 16) + state->y) * 16 * 32 + (self->chunk_x * 16) + state->x;
|
||||||
|
/* TODO for some reason, this one doesn't work:
|
||||||
|
* index = getArrayShort1D(self->biome_data, index);
|
||||||
|
*/
|
||||||
|
index_py = PySequence_GetItem(self->biome_data, index);
|
||||||
|
index = PyInt_AsLong(index_py);
|
||||||
|
Py_DECREF(index_py);
|
||||||
|
|
||||||
|
switch (state->block) {
|
||||||
|
case 2:
|
||||||
|
/* grass */
|
||||||
|
color = PySequence_GetItem(self->grasscolor, index);
|
||||||
|
facemask = self->facemask_top;
|
||||||
|
break;
|
||||||
|
case 18:
|
||||||
|
/* leaves */
|
||||||
|
color = PySequence_GetItem(self->foliagecolor, index);
|
||||||
|
facemask = mask;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
};
|
||||||
|
|
||||||
|
if (color)
|
||||||
|
{
|
||||||
|
/* we've got work to do */
|
||||||
|
|
||||||
|
r = PyInt_AsLong(PyTuple_GET_ITEM(color, 0));
|
||||||
|
g = PyInt_AsLong(PyTuple_GET_ITEM(color, 1));
|
||||||
|
b = PyInt_AsLong(PyTuple_GET_ITEM(color, 2));
|
||||||
|
Py_DECREF(color);
|
||||||
|
|
||||||
|
tint_with_mask(state->img, r, g, b, facemask, state->imgx, state->imgy, 0, 0);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
RenderModeInterface rendermode_normal = {
|
RenderModeInterface rendermode_normal = {
|
||||||
|
|||||||
@@ -58,9 +58,16 @@ RenderModeInterface *get_render_mode(RenderState *state);
|
|||||||
|
|
||||||
/* NORMAL */
|
/* NORMAL */
|
||||||
typedef struct {
|
typedef struct {
|
||||||
/* normal mode does not have any special data, so just use a dummy int
|
/* coordinates of the chunk, inside its region file */
|
||||||
this way, normal mode is just like any other type of render mode */
|
int chunk_x, chunk_y;
|
||||||
int dummy;
|
/* biome data for the region */
|
||||||
|
PyObject *biome_data;
|
||||||
|
/* grasscolor and foliagecolor lookup tables */
|
||||||
|
PyObject *grasscolor, *foliagecolor;
|
||||||
|
/* biome-compatible grass/leaf textures */
|
||||||
|
PyObject *grass_texture, *leaf_texture;
|
||||||
|
/* top facemask for grass biome tinting */
|
||||||
|
PyObject *facemask_top;
|
||||||
} RenderModeNormal;
|
} RenderModeNormal;
|
||||||
extern RenderModeInterface rendermode_normal;
|
extern RenderModeInterface rendermode_normal;
|
||||||
|
|
||||||
|
|||||||
49
textures.py
49
textures.py
@@ -633,15 +633,8 @@ def generate_special_texture(blockID, data):
|
|||||||
return (img.convert("RGB"), img.split()[3])
|
return (img.convert("RGB"), img.split()[3])
|
||||||
|
|
||||||
if blockID == 2: # grass
|
if blockID == 2: # grass
|
||||||
top = transform_image(tintTexture(terrain_images[0],(115,175,71)))
|
top = tintTexture(terrain_images[0],(115,175,71))
|
||||||
side1 = transform_image_side(terrain_images[3])
|
img = _build_block(top, terrain_images[3], 2)
|
||||||
side2 = transform_image_side(terrain_images[3]).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])
|
return (img.convert("RGB"), img.split()[3])
|
||||||
|
|
||||||
if blockID == 51: # fire
|
if blockID == 51: # fire
|
||||||
@@ -661,15 +654,7 @@ def generate_special_texture(blockID, data):
|
|||||||
|
|
||||||
if blockID == 18: # leaves
|
if blockID == 18: # leaves
|
||||||
t = tintTexture(terrain_images[52], (37, 118, 25))
|
t = tintTexture(terrain_images[52], (37, 118, 25))
|
||||||
top = transform_image(t)
|
img = _build_block(t, t, 18)
|
||||||
side1 = transform_image_side(t)
|
|
||||||
side2 = transform_image_side(t).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])
|
return (img.convert("RGB"), img.split()[3])
|
||||||
|
|
||||||
if blockID == 17: # wood: normal, birch and pines
|
if blockID == 17: # wood: normal, birch and pines
|
||||||
@@ -990,31 +975,9 @@ def tintTexture(im, c):
|
|||||||
i.putalpha(im.split()[3]); # copy the alpha band back in. assuming RGBA
|
i.putalpha(im.split()[3]); # copy the alpha band back in. assuming RGBA
|
||||||
return i
|
return i
|
||||||
|
|
||||||
grassSide1 = transform_image_side(terrain_images[3])
|
# generate biome (still grayscale) leaf, grass textures
|
||||||
grassSide2 = transform_image_side(terrain_images[3]).transpose(Image.FLIP_LEFT_RIGHT)
|
biome_grass_texture = _build_block(terrain_images[0], terrain_images[3], 2)
|
||||||
def prepareGrassTexture(color):
|
biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18)
|
||||||
top = transform_image(tintTexture(terrain_images[0],color))
|
|
||||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
|
||||||
|
|
||||||
img.paste(grassSide1, (0,6), grassSide1)
|
|
||||||
img.paste(grassSide2, (12,6), grassSide2)
|
|
||||||
img.paste(top, (0,0), top)
|
|
||||||
return (img.convert("RGB"), img.split()[3])
|
|
||||||
|
|
||||||
|
|
||||||
def prepareLeafTexture(color):
|
|
||||||
t = tintTexture(terrain_images[52], color)
|
|
||||||
top = transform_image(t)
|
|
||||||
side1 = transform_image_side(t)
|
|
||||||
side2 = transform_image_side(t).transpose(Image.FLIP_LEFT_RIGHT)
|
|
||||||
|
|
||||||
img = Image.new("RGBA", (24,24), (38,92,255,0))
|
|
||||||
|
|
||||||
img.paste(side1, (0,6), side1)
|
|
||||||
img.paste(side2, (12,6), side2)
|
|
||||||
img.paste(top, (0,0), top)
|
|
||||||
return (img.convert("RGB"), img.split()[3])
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
currentBiomeFile = None
|
currentBiomeFile = None
|
||||||
|
|||||||
Reference in New Issue
Block a user