Merge pull request #348 from mikeprimm/master

Improve rendering of textures for redstone wire
This commit is contained in:
mikeprimm 2011-07-29 23:41:38 -07:00
commit 5a39ba5d5a
4 changed files with 179 additions and 22 deletions

View File

@ -76,6 +76,7 @@ public class IsoHDPerspective implements HDPerspective {
private static final int CHEST_BLKTYPEID = 54; private static final int CHEST_BLKTYPEID = 54;
private static final int FENCE_BLKTYPEID = 85; private static final int FENCE_BLKTYPEID = 85;
private static final int REDSTONE_BLKTYPEID = 55;
private enum ChestData { private enum ChestData {
SINGLE_WEST, SINGLE_SOUTH, SINGLE_EAST, SINGLE_NORTH, LEFT_WEST, LEFT_SOUTH, LEFT_EAST, LEFT_NORTH, RIGHT_WEST, RIGHT_SOUTH, RIGHT_EAST, RIGHT_NORTH SINGLE_WEST, SINGLE_SOUTH, SINGLE_EAST, SINGLE_NORTH, LEFT_WEST, LEFT_SOUTH, LEFT_EAST, LEFT_NORTH, RIGHT_WEST, RIGHT_SOUTH, RIGHT_EAST, RIGHT_NORTH
@ -386,6 +387,62 @@ public class IsoHDPerspective implements HDPerspective {
return cd.ordinal(); return cd.ordinal();
} }
/**
* Generate redstone wire model data:
* 0 = NSEW wire
* 1 = NS wire
* 2 = EW wire
* 3 = NE wire
* 4 = NW wire
* 5 = SE wire
* 6 = SW wire
* 7 = NSE wire
* 8 = NSW wire
* 9 = NEW wire
* 10 = SEW wire
* @param mapiter
* @return
*/
private int generateRedstoneWireBlockData(MapIterator mapiter) {
/* Check adjacent block IDs */
int ids[] = { mapiter.getBlockTypeIDAt(BlockStep.Z_PLUS), /* To west */
mapiter.getBlockTypeIDAt(BlockStep.X_PLUS), /* To south */
mapiter.getBlockTypeIDAt(BlockStep.Z_MINUS), /* To east */
mapiter.getBlockTypeIDAt(BlockStep.X_MINUS) }; /* To north */
int flags = 0;
for(int i = 0; i < 4; i++)
if(ids[i] == REDSTONE_BLKTYPEID) flags |= (1<<i);
switch(flags) {
case 0: /* Nothing nearby */
case 15: /* NSEW */
return 0; /* NSEW graphic */
case 2: /* S */
case 8: /* N */
case 10: /* NS */
return 1; /* NS graphic */
case 1: /* W */
case 4: /* E */
case 5: /* EW */
return 2; /* EW graphic */
case 12: /* NE */
return 3;
case 9: /* NW */
return 4;
case 6: /* SE */
return 5;
case 3: /* SW */
return 6;
case 14: /* NSE */
return 7;
case 11: /* NSW */
return 8;
case 13: /* NEW */
return 9;
case 7: /* SEW */
return 10;
}
return 0;
}
private final boolean handleSubModel(short[] model, HDShaderState[] shaderstate, boolean[] shaderdone) { private final boolean handleSubModel(short[] model, HDShaderState[] shaderstate, boolean[] shaderdone) {
boolean firststep = true; boolean firststep = true;
@ -423,6 +480,9 @@ public class IsoHDPerspective implements HDPerspective {
case CHEST_BLKTYPEID: /* Special case for chest - need to fake data so we can render */ case CHEST_BLKTYPEID: /* Special case for chest - need to fake data so we can render */
blockdata = generateChestBlockData(mapiter); blockdata = generateChestBlockData(mapiter);
break; break;
case REDSTONE_BLKTYPEID: /* Special case for redstone - fake data for wire pattern */
blockdata = generateRedstoneWireBlockData(mapiter);
break;
default: default:
blockdata = mapiter.getBlockData(); blockdata = mapiter.getBlockData();
break; break;

View File

@ -71,6 +71,10 @@ public class TexturePack {
/* Special tile index values */ /* Special tile index values */
private static final int BLOCKINDEX_BLANK = -1; private static final int BLOCKINDEX_BLANK = -1;
private static final int BLOCKINDEX_REDSTONE_NSEW_TONE = 164;
private static final int BLOCKINDEX_REDSTONE_EW_TONE = 165;
private static final int BLOCKINDEX_REDSTONE_NSEW = 180;
private static final int BLOCKINDEX_REDSTONE_EW = 181;
private static final int BLOCKINDEX_STATIONARYWATER = 257; private static final int BLOCKINDEX_STATIONARYWATER = 257;
private static final int BLOCKINDEX_MOVINGWATER = 258; private static final int BLOCKINDEX_MOVINGWATER = 258;
private static final int BLOCKINDEX_STATIONARYLAVA = 259; private static final int BLOCKINDEX_STATIONARYLAVA = 259;
@ -344,7 +348,22 @@ public class TexturePack {
/* Fallbacks */ /* Fallbacks */
terrain_argb[BLOCKINDEX_STATIONARYLAVA] = terrain_argb[255]; terrain_argb[BLOCKINDEX_STATIONARYLAVA] = terrain_argb[255];
terrain_argb[BLOCKINDEX_MOVINGLAVA] = terrain_argb[255]; terrain_argb[BLOCKINDEX_MOVINGLAVA] = terrain_argb[255];
/* Now, build redstone textures with active wire color (since we're not messing with that) */
Color tc = new Color();
for(i = 0; i < native_scale*native_scale; i++) {
if(terrain_argb[BLOCKINDEX_REDSTONE_NSEW_TONE][i] != 0) {
/* Overlay NSEW redstone texture with toned wire color */
tc.setARGB(terrain_argb[BLOCKINDEX_REDSTONE_NSEW_TONE][i]);
tc.blendColor(0xFFC00000); /* Blend in red */
terrain_argb[BLOCKINDEX_REDSTONE_NSEW][i] = tc.getARGB();
}
if(terrain_argb[BLOCKINDEX_REDSTONE_EW_TONE][i] != 0) {
/* Overlay NSEW redstone texture with toned wire color */
tc.setARGB(terrain_argb[BLOCKINDEX_REDSTONE_EW_TONE][i]);
tc.blendColor(0xFFC00000); /* Blend in red */
terrain_argb[BLOCKINDEX_REDSTONE_EW][i] = tc.getARGB();
}
}
img.flush(); img.flush();
} }

View File

@ -903,25 +903,103 @@ rotate:id=68,data=2,rot=270
# Wall sign - facing south # Wall sign - facing south
block:id=68,data=5,scale=4 block:id=68,data=5,scale=4
rotate:id=68,data=2,rot=90 rotate:id=68,data=2,rot=90
# Redstone wire # Redstone wire (NSEW)
block:id=55,data=*,scale=16 block:id=55,data=0,scale=16
layer:0 layer:0,1
-------**------- ------****------
--------**------ ------****------
-------**------- ------****------
------**-------- ------****------
-------**------- ------****------
--------**------ ------****------
-*---*-**---*--- ****************
***-******-***-* ****************
*-***-******-*** ****************
---*---**-*---*- ****************
------**-------- ------****------
-------**------- ------****------
--------**------ ------****------
-------**------- ------****------
------**-------- ------****------
-------**------- ------****------
# Redstone wire (NS)
block:id=55,data=1,scale=16
layer:0,1
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
------****------
# Redstone wire (EW)
block:id=55,data=2,scale=16
rotate:id=55,data=1,rot=90
# Redstone wire (NE)
block:id=55,data=3,scale=16
layer:0,1
------****------
------****------
------****------
------****------
------****------
------****------
------**********
------**********
------**********
------**********
----------------
----------------
----------------
----------------
----------------
----------------
# Redstone wire (NW)
block:id=55,data=4,scale=16
rotate:id=55,data=3,rot=270
# Redstone wire (SE)
block:id=55,data=5,scale=16
rotate:id=55,data=3,rot=90
# Redstone wire (SW)
block:id=55,data=6,scale=16
rotate:id=55,data=3,rot=180
# Redstone wire (NSE)
block:id=55,data=7,scale=16
layer:0,1
------****------
------****------
------****------
------****------
------****------
------****------
------**********
------**********
------**********
------**********
------****------
------****------
------****------
------****------
------****------
------****------
# Redstone wire (NSW)
block:id=55,data=8,scale=16
rotate:id=55,data=7,rot=180
# Redstone wire (NEW)
block:id=55,data=9,scale=16
rotate:id=55,data=7,rot=270
# Redstone wire (SEW)
block:id=55,data=10,scale=16
rotate:id=55,data=7,rot=90
# Signpost - facing west # Signpost - facing west
block:id=63,data=0,scale=16 block:id=63,data=0,scale=16
layer:0,1,2,3,4,5 layer:0,1,2,3,4,5

View File

@ -255,8 +255,8 @@ block:id=54,data=9,topbottom=25,south=42,north=57,east=26,west=26
block:id=54,data=10,topbottom=25,south=26,north=26,east=42,west=57 block:id=54,data=10,topbottom=25,south=26,north=26,east=42,west=57
# Chest - right side of double, facing north # Chest - right side of double, facing north
block:id=54,data=11,topbottom=25,south=57,north=42,east=26,west=26 block:id=54,data=11,topbottom=25,south=57,north=42,east=26,west=26
# Redstone wire (model handling shape - use red wool for color) # Redstone wire (use processed tile - pretoned to active)
block:id=55,allfaces=129,transparency=TRANSPARENT block:id=55,allfaces=180,transparency=TRANSPARENT
# Diamond ore # Diamond ore
block:id=56,allfaces=50 block:id=56,allfaces=50
# Diamond block # Diamond block