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converted smooth-lighting into a primitive

for the first time ever, smooth-lit cave mode is now possible \o/
This commit is contained in:
Aaron Griffith
2012-01-08 22:49:20 -05:00
parent ae88b6e27b
commit 16fec5085e
5 changed files with 82 additions and 83 deletions

View File

@@ -16,36 +16,9 @@
*/
#include "../overviewer.h"
#include "lighting.h"
#include <math.h>
typedef struct {
PyObject *facemasks_py;
PyObject *facemasks[3];
/* extra data, loaded off the chunk class */
PyObject *skylight, *blocklight;
PyObject *left_skylight, *left_blocklight;
PyObject *right_skylight, *right_blocklight;
PyObject *up_left_skylight, *up_left_blocklight;
PyObject *up_right_skylight, *up_right_blocklight;
/* light color image, loaded if color_light is True */
PyObject *lightcolor;
/* can be overridden in derived rendermodes to control lighting
arguments are data, skylight, blocklight, return RGB */
void (*calculate_light_color)(void *, unsigned char, unsigned char, unsigned char *, unsigned char *, unsigned char *);
/* can be set to 0 in derived modes to indicate that lighting the chunk
* sides is actually important. Right now, this is used in cave mode
*/
int skip_sides;
float strength;
int color;
int night;
} RenderPrimitiveLighting;
/* figures out the color from a given skylight and blocklight,
used in lighting calculations */
static void