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textures.py
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1692 lines (1335 loc) · 67.2 KB
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# This file is part of the Minecraft Overviewer.
#
# Minecraft Overviewer is free software: you can redistribute it and/or
# modify it under the terms of the GNU General Public License as published
# by the Free Software Foundation, either version 3 of the License, or (at
# your option) any later version.
#
# Minecraft Overviewer is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
# Public License for more details.
#
# You should have received a copy of the GNU General Public License along
# with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
import sys
import os
import os.path
import zipfile
from cStringIO import StringIO
import math
from random import randint
import numpy
from PIL import Image, ImageEnhance, ImageOps, ImageDraw
import util
import composite
_find_file_local_path = None
def _find_file(filename, mode="rb"):
"""Searches for the given file and returns an open handle to it.
This searches the following locations in this order:
* the textures_path given in the config file (if present)
* The program dir (same dir as this file)
* The program dir / textures
* On Darwin, in /Applications/Minecraft
* Inside minecraft.jar, which is looked for at these locations
* On Windows, at %APPDATA%/.minecraft/bin/minecraft.jar
* On Darwin, at $HOME/Library/Application Support/minecraft/bin/minecraft.jar
* at $HOME/.minecraft/bin/minecraft.jar
"""
if _find_file_local_path:
path = os.path.join(_find_file_local_path, filename)
if os.path.exists(path):
return open(path, mode)
programdir = util.get_program_path()
path = os.path.join(programdir, filename)
if os.path.exists(path):
return open(path, mode)
path = os.path.join(programdir, "textures", filename)
if os.path.exists(path):
return open(path, mode)
if sys.platform == "darwin":
path = os.path.join("/Applications/Minecraft", filename)
if os.path.exists(path):
return open(path, mode)
# Find minecraft.jar.
jarpaths = []
if "APPDATA" in os.environ:
jarpaths.append( os.path.join(os.environ['APPDATA'], ".minecraft",
"bin", "minecraft.jar"))
if "HOME" in os.environ:
jarpaths.append(os.path.join(os.environ['HOME'], "Library",
"Application Support", "minecraft","bin","minecraft.jar"))
jarpaths.append(os.path.join(os.environ['HOME'], ".minecraft", "bin",
"minecraft.jar"))
jarpaths.append(programdir)
jarpaths.append(os.getcwd())
for jarpath in jarpaths:
if os.path.exists(jarpath):
try:
jar = zipfile.ZipFile(jarpath)
return jar.open(filename)
except (KeyError, IOError):
pass
raise IOError("Could not find the file {0}. Is Minecraft installed? If so, I couldn't find the minecraft.jar file.".format(filename))
def _load_image(filename):
"""Returns an image object"""
fileobj = _find_file(filename)
buffer = StringIO(fileobj.read())
return Image.open(buffer)
def _get_terrain_image():
return _load_image("terrain.png")
def _split_terrain(terrain):
"""Builds and returns a length 256 array of each 16x16 chunk of texture"""
textures = []
(terrain_width, terrain_height) = terrain.size
texture_resolution = terrain_width / 16
for y in xrange(16):
for x in xrange(16):
left = x*texture_resolution
upper = y*texture_resolution
right = left+texture_resolution
lower = upper+texture_resolution
region = terrain.transform(
(16, 16),
Image.EXTENT,
(left,upper,right,lower),
Image.BICUBIC)
textures.append(region)
return textures
def transform_image(img, blockID=None):
"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
by a factor of 2. Returns the resulting image, which will be 24x12 pixels
"""
# Resize to 17x17, since the diagonal is approximately 24 pixels, a nice
# even number that can be split in half twice
img = img.resize((17, 17), Image.ANTIALIAS)
# Build the Affine transformation matrix for this perspective
transform = numpy.matrix(numpy.identity(3))
# Translate up and left, since rotations are about the origin
transform *= numpy.matrix([[1,0,8.5],[0,1,8.5],[0,0,1]])
# Rotate 45 degrees
ratio = math.cos(math.pi/4)
#transform *= numpy.matrix("[0.707,-0.707,0;0.707,0.707,0;0,0,1]")
transform *= numpy.matrix([[ratio,-ratio,0],[ratio,ratio,0],[0,0,1]])
# Translate back down and right
transform *= numpy.matrix([[1,0,-12],[0,1,-12],[0,0,1]])
# scale the image down by a factor of 2
transform *= numpy.matrix("[1,0,0;0,2,0;0,0,1]")
transform = numpy.array(transform)[:2,:].ravel().tolist()
newimg = img.transform((24,12), Image.AFFINE, transform)
return newimg
def transform_image_side(img, blockID=None):
"""Takes an image and shears it for the left side of the cube (reflect for
the right side)"""
if blockID in (44,): # step block
# make the top half transparent
# (don't just crop img, since we want the size of
# img to be unchanged
mask = img.crop((0,8,16,16))
n = Image.new(img.mode, img.size, (38,92,255,0))
composite.alpha_over(n, mask,(0,0,16,8), mask)
img = n
if blockID in (78,): # snow
# make the top three quarters transparent
mask = img.crop((0,12,16,16))
n = Image.new(img.mode, img.size, (38,92,255,0))
composite.alpha_over(n, mask,(0,12,16,16), mask)
img = n
# Size of the cube side before shear
img = img.resize((12,12), Image.ANTIALIAS)
# Apply shear
transform = numpy.matrix(numpy.identity(3))
transform *= numpy.matrix("[1,0,0;-0.5,1,0;0,0,1]")
transform = numpy.array(transform)[:2,:].ravel().tolist()
newimg = img.transform((12,18), Image.AFFINE, transform)
return newimg
def transform_image_slope(img, blockID=None):
"""Takes an image and shears it in the shape of a slope going up
in the -y direction (reflect for +x direction). Used for minetracks"""
# Take the same size as trasform_image_side
img = img.resize((12,12), Image.ANTIALIAS)
# Apply shear
transform = numpy.matrix(numpy.identity(3))
transform *= numpy.matrix("[0.75,-0.5,3;0.25,0.5,-3;0,0,1]")
transform = numpy.array(transform)[:2,:].ravel().tolist()
newimg = img.transform((24,24), Image.AFFINE, transform)
return newimg
def transform_image_angle(img, angle, blockID=None):
"""Takes an image an shears it in arbitrary angle with the axis of
rotation being vertical.
WARNING! Don't use angle = pi/2 (or multiplies), it will return
a blank image (or maybe garbage).
NOTE: angle is in the image not in game, so for the left side of a
block angle = 30 degree.
"""
# Take the same size as trasform_image_side
img = img.resize((12,12), Image.ANTIALIAS)
# some values
cos_angle = math.cos(angle)
sin_angle = math.sin(angle)
# function_x and function_y are used to keep the result image in the
# same position, and constant_x and constant_y are the coordinates
# for the center for angle = 0.
constant_x = 6.
constant_y = 6.
function_x = 6.*(1-cos_angle)
function_y = -6*sin_angle
big_term = ( (sin_angle * (function_x + constant_x)) - cos_angle* (function_y + constant_y))/cos_angle
# The numpy array is not really used, but is helpful to
# see the matrix used for the transformation.
transform = numpy.array([[1./cos_angle, 0, -(function_x + constant_x)/cos_angle],
[-sin_angle/(cos_angle), 1., big_term ],
[0, 0, 1.]])
transform = tuple(transform[0]) + tuple(transform[1])
newimg = img.transform((24,24), Image.AFFINE, transform)
return newimg
def _build_block(top, side, blockID=None):
"""From a top texture and a side texture, build a block image.
top and side should be 16x16 image objects. Returns a 24x24 image
"""
img = Image.new("RGBA", (24,24), (38,92,255,0))
original_texture = top.copy()
top = transform_image(top, blockID)
if not side:
composite.alpha_over(img, top, (0,0), top)
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)
sidealpha = side.split()[3]
side = ImageEnhance.Brightness(side).enhance(0.9)
side.putalpha(sidealpha)
othersidealpha = otherside.split()[3]
otherside = ImageEnhance.Brightness(otherside).enhance(0.8)
otherside.putalpha(othersidealpha)
## special case for tall-grass, fern and dead shrub,
if blockID in (31,32):
front = original_texture.resize((14,11), Image.ANTIALIAS)
composite.alpha_over(img, front, (5,9))
return img
## special case for non-block things
if blockID in (37,38,6,39,40,83,30): ## flowers, sapling, mushrooms, reeds, web
#
# instead of pasting these blocks at the cube edges, place them in the middle:
# and omit the top
composite.alpha_over(img, side, (6,3), side)
composite.alpha_over(img, otherside, (6,3), otherside)
return img
if blockID in (81,): # cacti!
composite.alpha_over(img, side, (1,6), side)
composite.alpha_over(img, otherside, (11,6), otherside)
composite.alpha_over(img, top, (0,0), top)
elif blockID in (44,): # half step
# shift each texture down 6 pixels
composite.alpha_over(img, side, (0,12), side)
composite.alpha_over(img, otherside, (12,12), otherside)
composite.alpha_over(img, top, (0,6), top)
elif blockID in (78,): # snow
# shift each texture down 9 pixels
composite.alpha_over(img, side, (0,6), side)
composite.alpha_over(img, otherside, (12,6), otherside)
composite.alpha_over(img, top, (0,9), top)
else:
composite.alpha_over(img, side, (0,6), side)
composite.alpha_over(img, otherside, (12,6), otherside)
composite.alpha_over(img, top, (0,0), top)
# Manually touch up 6 pixels that leave a gap because of how the
# shearing works out. This makes the blocks perfectly tessellate-able
for x,y in [(13,23), (17,21), (21,19)]:
# Copy a pixel to x,y from x-1,y
img.putpixel((x,y), img.getpixel((x-1,y)))
for x,y in [(3,4), (7,2), (11,0)]:
# Copy a pixel to x,y from x+1,y
img.putpixel((x,y), img.getpixel((x+1,y)))
return img
def _build_full_block(top, side1, side2, side3, side4, bottom=None, blockID=None):
"""From a top texture, a bottom texture and 4 different side textures,
build a full block with four differnts faces. All images should be 16x16
image objects. Returns a 24x24 image. Can be used to render any block.
side1 is in the -y face of the cube (top left, east)
side2 is in the +x (top right, south)
side3 is in the -x (bottom left, north)
side4 is in the +y (bottom right, west)
A non transparent block uses top, side 3 and side 4.
If top is a tuple then first member is the top image and the second
member is an increment (integer) from 0 to 12. This increment will
used to crop the side images to look like a block and to paste all
the images increment pixels lower. Using increment = 6 will create
a half-block.
NOTE: this method uses the top of the texture image (as done in
minecraft with beds)
"""
increment = 0
if isinstance(top, tuple):
increment = top[1]
crop_height = int(increment * 16./12.)
top = top[0]
if side1 != None:
side1 = side1.copy()
ImageDraw.Draw(side1).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
if side2 != None:
side2 = side2.copy()
ImageDraw.Draw(side2).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
if side3 != None:
side3 = side3.copy()
ImageDraw.Draw(side3).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
if side4 != None:
side4 = side4.copy()
ImageDraw.Draw(side4).rectangle((0, 16 - crop_height,16,16),outline=(0,0,0,0),fill=(0,0,0,0))
img = Image.new("RGBA", (24,24), (38,92,255,0))
# first back sides
if side1 != None :
side1 = transform_image_side(side1, blockID)
side1 = side1.transpose(Image.FLIP_LEFT_RIGHT)
# Darken this side.
sidealpha = side1.split()[3]
side1 = ImageEnhance.Brightness(side1).enhance(0.9)
side1.putalpha(sidealpha)
composite.alpha_over(img, side1, (0,0 + increment), side1)
if side2 != None :
side2 = transform_image_side(side2, blockID)
# Darken this side.
sidealpha2 = side2.split()[3]
side2 = ImageEnhance.Brightness(side2).enhance(0.8)
side2.putalpha(sidealpha2)
composite.alpha_over(img, side2, (12,0 + increment), side2)
if bottom != None :
bottom = transform_image(bottom, blockID)
composite.alpha_over(img, bottom, (0,12), top)
# front sides
if side3 != None :
side3 = transform_image_side(side3, blockID)
# Darken this side
sidealpha = side3.split()[3]
side3 = ImageEnhance.Brightness(side3).enhance(0.9)
side3.putalpha(sidealpha)
composite.alpha_over(img, side3, (0,6 + increment), side3)
if side4 != None :
side4 = transform_image_side(side4, blockID)
side4 = side4.transpose(Image.FLIP_LEFT_RIGHT)
# Darken this side
sidealpha = side4.split()[3]
side4 = ImageEnhance.Brightness(side4).enhance(0.8)
side4.putalpha(sidealpha)
composite.alpha_over(img, side4, (12,6 + increment), side4)
if top != None :
top = transform_image(top, blockID)
composite.alpha_over(img, top, (0, increment), top)
return img
def _build_blockimages():
"""Returns a mapping from blockid to an image of that block in perspective
The values of the mapping are actually (image in RGB mode, alpha channel).
This is not appropriate for all block types, only block types that are
proper cubes"""
# Top textures of all block types. The number here is the index in the
# texture array (terrain_images), which comes from terrain.png's cells, left to right top to
# bottom.
# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
topids = [ -1, 1, 0, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33,
# 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, 11, -1,
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
55, -1, -1, -1, -1, 13, 12, 29, 28, 23, 22, -1, -1, 7, 9, 4,
# 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63
36, 37, -1, -1, 65, -1, -1, -1, 50, 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
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
# And side textures of all block types
# 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
sideids = [ -1, 1, 3, 2, 16, 4, -1, 17,205,205,237,237, 18, 19, 32, 33,
# 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
34, -1, 52, 48, 49,160,144, -1,192, 74, -1, -1,- 1, -1, 11, -1,
# 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47
55, -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, -1,101, 50, 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
66, 70, 72, 73, 74,-1 ,118,103,104,105, -1, 118
]
# This maps block id to the texture that goes on the side of the block
if len(topids) != len(sideids):
raise Exception("mismatched lengths")
allimages = []
for toptextureid, sidetextureid,blockID in zip(topids, sideids,range(len(topids))):
if toptextureid == -1 or sidetextureid == -1:
allimages.append(None)
continue
toptexture = terrain_images[toptextureid]
sidetexture = terrain_images[sidetextureid]
## _build_block needs to know about the block ID, not just the textures
## of the block or the texture ID
img = _build_block(toptexture, sidetexture, blockID)
allimages.append(generate_texture_tuple(img, blockID))
# Future block types:
while len(allimages) < 256:
allimages.append(None)
return allimages
def load_water():
"""Evidentially, the water and lava textures are not loaded from any files
in the jar (that I can tell). They must be generated on the fly. While
terrain.png does have some water and lava cells, not all texture packs
include them. So I load them here from a couple pngs included.
This mutates the blockmap global list with the new water and lava blocks.
Block 9, standing water, is given a block with only the top face showing.
Block 8, flowing water, is given a full 3 sided cube."""
watertexture = _load_image("water.png")
w1 = _build_block(watertexture, None)
blockmap[9] = generate_texture_tuple(w1,9)
w2 = _build_block(watertexture, watertexture)
blockmap[8] = generate_texture_tuple(w2,8)
lavatexture = _load_image("lava.png")
lavablock = _build_block(lavatexture, lavatexture)
blockmap[10] = generate_texture_tuple(lavablock,10)
blockmap[11] = blockmap[10]
def generate_opaque_mask(img):
""" Takes the alpha channel of the image and generates a mask
(used for lighting the block) that deprecates values of alpha
smallers than 50, and sets every other value to 255. """
alpha = img.split()[3]
return alpha.point(lambda a: int(min(a, 25.5) * 10))
def generate_texture_tuple(img, blockid):
""" This takes an image and returns the needed tuple for the
blockmap list and specialblockmap dictionary."""
return (img.convert("RGB"), img.split()[3], generate_opaque_mask(img))
def generate_special_texture(blockID, data):
"""Generates a special texture, such as a correctly facing minecraft track"""
#print "%s has ancillary data: %X" %(blockID, data)
# TODO ladders, stairs, levers, buttons, and signs
# all need to behandled here (and in chunkpy)
if blockID == 2: # grass
# data & 0x10 means SNOW sides
side_img = terrain_images[3]
if data & 0x10:
side_img = terrain_images[68]
img = _build_block(terrain_images[0], side_img, 2)
if not data & 0x10:
colored = tintTexture(biome_grass_texture, (115, 175, 71))
composite.alpha_over(img, colored, (0, 0), colored)
return generate_texture_tuple(img, blockID)
if blockID == 6: # saplings
# 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 & 0x3 == 2: # birch sapling
toptexture = terrain_images[79]
sidetexture = terrain_images[79]
if data & 0x3 == 3: # unused usual sapling
toptexture = terrain_images[15]
sidetexture = terrain_images[15]
img = _build_block(toptexture, sidetexture, blockID)
return generate_texture_tuple(img, blockID)
if blockID == 9: # spring water, flowing water and waterfall water
watertexture = _load_image("water.png")
if (data & 0b10000) == 16:
top = watertexture
else: top = None
if (data & 0b0001) == 1:
side1 = watertexture # top left
else: side1 = None
if (data & 0b1000) == 8:
side2 = watertexture # top right
else: side2 = None
if (data & 0b0010) == 2:
side3 = watertexture # bottom left
else: side3 = None
if (data & 0b0100) == 4:
side4 = watertexture # bottom right
else: side4 = None
img = _build_full_block(top,None,None,side3,side4)
return generate_texture_tuple(img, blockID)
if blockID == 17: # wood: normal, birch and pines
top = terrain_images[21]
if data == 0:
side = terrain_images[20]
img = _build_block(top, side, 17)
if data == 1:
side = terrain_images[116]
img = _build_block(top, side, 17)
if data == 2:
side = terrain_images[117]
img = _build_block(top, side, 17)
return generate_texture_tuple(img, blockID)
if blockID == 18: # leaves
t = tintTexture(terrain_images[52], (37, 118, 25))
img = _build_block(t, t, 18)
return generate_texture_tuple(img, blockID)
if blockID == 26: # bed
increment = 5
left_face = None
right_face = None
if data & 0x8 == 0x8: # head of the bed
top = terrain_images[135]
if data & 0x00 == 0x00: # head pointing to West
top = top.copy().rotate(270)
left_face = terrain_images[151]
right_face = terrain_images[152]
if data & 0x01 == 0x01: # ... North
top = top.rotate(270)
left_face = terrain_images[152]
right_face = terrain_images[151]
if data & 0x02 == 0x02: # East
top = top.rotate(180)
left_face = terrain_images[151].transpose(Image.FLIP_LEFT_RIGHT)
right_face = None
if data & 0x03 == 0x03: # South
right_face = None
right_face = terrain_images[151].transpose(Image.FLIP_LEFT_RIGHT)
else: # foot of the bed
top = terrain_images[134]
if data & 0x00 == 0x00: # head pointing to West
top = top.rotate(270)
left_face = terrain_images[150]
right_face = None
if data & 0x01 == 0x01: # ... North
top = top.rotate(270)
left_face = None
right_face = terrain_images[150]
if data & 0x02 == 0x02: # East
top = top.rotate(180)
left_face = terrain_images[150].transpose(Image.FLIP_LEFT_RIGHT)
right_face = terrain_images[149].transpose(Image.FLIP_LEFT_RIGHT)
if data & 0x03 == 0x03: # South
left_face = terrain_images[149]
right_face = terrain_images[150].transpose(Image.FLIP_LEFT_RIGHT)
top = (top, increment)
img = _build_full_block(top, None, None, left_face, right_face)
return generate_texture_tuple(img, blockID)
if blockID == 31: # tall grass
if data == 0: # dead shrub
texture = terrain_images[55]
elif data == 1: # tall grass
texture = terrain_images[39].copy()
texture = tintTexture(texture, (115, 175, 71))
elif data == 2: # fern
texture = terrain_images[56].copy()
texture = tintTexture(texture, (115, 175, 71))
img = _build_block(texture, texture, blockID)
return generate_texture_tuple(img,31)
if blockID == 35: # wool
if data == 0: # white
top = side = terrain_images[64]
elif data == 1: # orange
top = side = terrain_images[210]
elif data == 2: # magenta
top = side = terrain_images[194]
elif data == 3: # light blue
top = side = terrain_images[178]
elif data == 4: # yellow
top = side = terrain_images[162]
elif data == 5: # light green
top = side = terrain_images[146]
elif data == 6: # pink
top = side = terrain_images[130]
elif data == 7: # grey
top = side = terrain_images[114]
elif data == 8: # light grey
top = side = terrain_images[225]
elif data == 9: # cyan
top = side = terrain_images[209]
elif data == 10: # purple
top = side = terrain_images[193]
elif data == 11: # blue
top = side = terrain_images[177]
elif data == 12: # brown
top = side = terrain_images[161]
elif data == 13: # dark green
top = side = terrain_images[145]
elif data == 14: # red
top = side = terrain_images[129]
elif data == 15: # black
top = side = terrain_images[113]
img = _build_block(top, side, 35)
return generate_texture_tuple(img, blockID)
if blockID in (43,44): # slab and double-slab
if data == 0: # stone slab
top = terrain_images[6]
side = terrain_images[5]
if data == 1: # stone slab
top = terrain_images[176]
side = terrain_images[192]
if data == 2: # wooden slab
top = side = terrain_images[4]
if data == 3: # cobblestone slab
top = side = terrain_images[16]
img = _build_block(top, side, blockID)
return generate_texture_tuple(img, blockID)
if blockID in (50,75,76): # torch, off redstone torch, on redstone torch
# choose the proper texture
if blockID == 50: # torch
small = terrain_images[80]
elif blockID == 75: # off redstone torch
small = terrain_images[115]
else: # on redstone torch
small = terrain_images[99]
# compose a torch bigger than the normal
# (better for doing transformations)
torch = Image.new("RGBA", (16,16), (38,92,255,0))
composite.alpha_over(torch,small,(-4,-3))
composite.alpha_over(torch,small,(-5,-2))
composite.alpha_over(torch,small,(-3,-2))
# angle of inclination of the texture
rotation = 15
if data == 1: # pointing south
torch = torch.rotate(-rotation, Image.NEAREST) # nearest filter is more nitid.
img = _build_full_block(None, None, None, torch, None, None, blockID)
elif data == 2: # pointing north
torch = torch.rotate(rotation, Image.NEAREST)
img = _build_full_block(None, None, torch, None, None, None, blockID)
elif data == 3: # pointing west
torch = torch.rotate(rotation, Image.NEAREST)
img = _build_full_block(None, torch, None, None, None, None, blockID)
elif data == 4: # pointing east
torch = torch.rotate(-rotation, Image.NEAREST)
img = _build_full_block(None, None, None, None, torch, None, blockID)
elif data == 5: # standing on the floor
# compose a "3d torch".
img = Image.new("RGBA", (24,24), (38,92,255,0))
small_crop = small.crop((2,2,14,14))
slice = small_crop.copy()
ImageDraw.Draw(slice).rectangle((6,0,12,12),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(slice).rectangle((0,0,4,12),outline=(0,0,0,0),fill=(0,0,0,0))
composite.alpha_over(img, slice, (6,4))
composite.alpha_over(img, small_crop, (5,5))
composite.alpha_over(img, small_crop, (6,5))
composite.alpha_over(img, slice, (6,6))
return generate_texture_tuple(img, blockID)
if blockID == 51: # fire
firetexture = _load_image("fire.png")
side1 = transform_image_side(firetexture)
side2 = transform_image_side(firetexture).transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, side1, (12,0), side1)
composite.alpha_over(img, side2, (0,0), side2)
composite.alpha_over(img, side1, (0,6), side1)
composite.alpha_over(img, side2, (12,6), side2)
return generate_texture_tuple(img, blockID)
if blockID in (53,67): # wooden and cobblestone stairs.
if blockID == 53: # wooden
texture = terrain_images[4]
elif blockID == 67: # cobblestone
texture = terrain_images[16]
side = texture.copy()
half_block_u = texture.copy() # up, down, left, right
half_block_d = texture.copy()
half_block_l = texture.copy()
half_block_r = texture.copy()
# generate needed geometries
ImageDraw.Draw(side).rectangle((0,0,7,6),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(half_block_u).rectangle((0,8,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(half_block_d).rectangle((0,0,15,6),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(half_block_l).rectangle((8,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(half_block_r).rectangle((0,0,7,15),outline=(0,0,0,0),fill=(0,0,0,0))
if data == 0: # ascending south
img = _build_full_block(half_block_r, None, None, half_block_d, side.transpose(Image.FLIP_LEFT_RIGHT))
tmp1 = transform_image_side(half_block_u)
# Darken the vertical part of the second step
sidealpha = tmp1.split()[3]
# darken it a bit more than usual, looks better
tmp1 = ImageEnhance.Brightness(tmp1).enhance(0.8)
tmp1.putalpha(sidealpha)
composite.alpha_over(img, tmp1, (6,3))
tmp2 = transform_image(half_block_l)
composite.alpha_over(img, tmp2, (0,6))
elif data == 1: # ascending north
img = Image.new("RGBA", (24,24), (38,92,255,0)) # first paste the texture in the back
tmp1 = transform_image(half_block_r)
composite.alpha_over(img, tmp1, (0,6))
tmp2 = _build_full_block(half_block_l, None, None, texture, side)
composite.alpha_over(img, tmp2)
elif data == 2: # ascending west
img = Image.new("RGBA", (24,24), (38,92,255,0)) # first paste the texture in the back
tmp1 = transform_image(half_block_u)
composite.alpha_over(img, tmp1, (0,6))
tmp2 = _build_full_block(half_block_d, None, None, side, texture)
composite.alpha_over(img, tmp2)
elif data == 3: # ascending east
img = _build_full_block(half_block_u, None, None, side.transpose(Image.FLIP_LEFT_RIGHT), half_block_d)
tmp1 = transform_image_side(half_block_u).transpose(Image.FLIP_LEFT_RIGHT)
# Darken the vertical part of the second step
sidealpha = tmp1.split()[3]
# darken it a bit more than usual, looks better
tmp1 = ImageEnhance.Brightness(tmp1).enhance(0.7)
tmp1.putalpha(sidealpha)
composite.alpha_over(img, tmp1, (6,3))
tmp2 = transform_image(half_block_d)
composite.alpha_over(img, tmp2, (0,6))
# touch up a (horrible) pixel
img.putpixel((18,3),(0,0,0,0))
return generate_texture_tuple(img, blockID)
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 generate_texture_tuple(img, blockID)
if blockID == 55: # redstone wire
if data & 0b1000000 == 64: # powered redstone wire
redstone_wire_t = terrain_images[165]
redstone_wire_t = tintTexture(redstone_wire_t,(255,0,0))
redstone_cross_t = terrain_images[164]
redstone_cross_t = tintTexture(redstone_cross_t,(255,0,0))
else: # unpowered redstone wire
redstone_wire_t = terrain_images[165]
redstone_wire_t = tintTexture(redstone_wire_t,(48,0,0))
redstone_cross_t = terrain_images[164]
redstone_cross_t = tintTexture(redstone_cross_t,(48,0,0))
# generate an image per redstone direction
branch_top_left = redstone_cross_t.copy()
ImageDraw.Draw(branch_top_left).rectangle((0,0,4,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(branch_top_left).rectangle((11,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(branch_top_left).rectangle((0,11,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
branch_top_right = redstone_cross_t.copy()
ImageDraw.Draw(branch_top_right).rectangle((0,0,15,4),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(branch_top_right).rectangle((0,0,4,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(branch_top_right).rectangle((0,11,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
branch_bottom_right = redstone_cross_t.copy()
ImageDraw.Draw(branch_bottom_right).rectangle((0,0,15,4),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(branch_bottom_right).rectangle((0,0,4,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(branch_bottom_right).rectangle((11,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
branch_bottom_left = redstone_cross_t.copy()
ImageDraw.Draw(branch_bottom_left).rectangle((0,0,15,4),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(branch_bottom_left).rectangle((11,0,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
ImageDraw.Draw(branch_bottom_left).rectangle((0,11,15,15),outline=(0,0,0,0),fill=(0,0,0,0))
# generate the bottom texture
if data & 0b111111 == 0:
bottom = redstone_cross_t.copy()
elif data & 0b1111 == 10: #= 0b1010 redstone wire in the x direction
bottom = redstone_wire_t.copy()
elif data & 0b1111 == 5: #= 0b0101 redstone wire in the y direction
bottom = redstone_wire_t.copy().rotate(90)
else:
bottom = Image.new("RGBA", (16,16), (38,92,255,0))
if (data & 0b0001) == 1:
composite.alpha_over(bottom,branch_top_left)
if (data & 0b1000) == 8:
composite.alpha_over(bottom,branch_top_right)
if (data & 0b0010) == 2:
composite.alpha_over(bottom,branch_bottom_left)
if (data & 0b0100) == 4:
composite.alpha_over(bottom,branch_bottom_right)
# check for going up redstone wire
if data & 0b100000 == 32:
side1 = redstone_wire_t.rotate(90)
else:
side1 = None
if data & 0b010000 == 16:
side2 = redstone_wire_t.rotate(90)
else:
side2 = None
img = _build_full_block(None,side1,side2,None,None,bottom)
return generate_texture_tuple(img, blockID)
if blockID == 58: # crafting table
top = terrain_images[43]
side3 = terrain_images[43+16]
side4 = terrain_images[43+16+1]
img = _build_full_block(top, None, None, side3, side4, None, 58)
return generate_texture_tuple(img, blockID)
if blockID == 59: # crops
raw_crop = terrain_images[88+data]
crop1 = transform_image(raw_crop, blockID)
crop2 = transform_image_side(raw_crop, blockID)
crop3 = crop2.transpose(Image.FLIP_LEFT_RIGHT)
img = Image.new("RGBA", (24,24), (38,92,255,0))
composite.alpha_over(img, crop1, (0,12), crop1)
composite.alpha_over(img, crop2, (6,3), crop2)
composite.alpha_over(img, crop3, (6,3), crop3)
return generate_texture_tuple(img, blockID)
if blockID in (61, 62, 23): #furnace and burning furnace
top = terrain_images[62]
side = terrain_images[45]
if blockID == 61:
front = terrain_images[44]
elif blockID == 62:
front = terrain_images[45+16]
elif blockID == 23: