0

added 'only_lit' option to cave mode

This commit is contained in:
Aaron Griffith
2011-06-12 20:49:54 -04:00
parent 5ae843aa80
commit 3d6042260c
3 changed files with 112 additions and 50 deletions

View File

@@ -294,6 +294,13 @@ class ChunkRenderer(object):
return self._up_right_skylight return self._up_right_skylight
up_right_skylight = property(_load_up_right_skylight) up_right_skylight = property(_load_up_right_skylight)
def _load_up_right_blocklight(self):
"""Loads and returns lower-right blocklight array"""
if not hasattr(self, "_up_right_blocklight"):
self._load_up_right()
return self._up_right_blocklight
up_right_blocklight = property(_load_up_right_blocklight)
def _load_up_left(self): def _load_up_left(self):
"""Loads and sets data from upper-left chunk""" """Loads and sets data from upper-left chunk"""
chunk_path = self.world.get_region_path(self.chunkX, self.chunkY - 1) chunk_path = self.world.get_region_path(self.chunkX, self.chunkY - 1)
@@ -321,6 +328,13 @@ class ChunkRenderer(object):
return self._up_left_skylight return self._up_left_skylight
up_left_skylight = property(_load_up_left_skylight) up_left_skylight = property(_load_up_left_skylight)
def _load_up_left_blocklight(self):
"""Loads and returns lower-left blocklight array"""
if not hasattr(self, "_up_left_blocklight"):
self._load_up_left()
return self._up_left_blocklight
up_left_blocklight = property(_load_up_left_blocklight)
def generate_pseudo_ancildata(self,x,y,z,blockid, north_position = 0 ): def generate_pseudo_ancildata(self,x,y,z,blockid, north_position = 0 ):
""" Generates a pseudo ancillary data for blocks that depend of """ Generates a pseudo ancillary data for blocks that depend of
what are surrounded and don't have ancillary data what are surrounded and don't have ancillary data

View File

@@ -18,6 +18,67 @@
#include "overviewer.h" #include "overviewer.h"
#include <math.h> #include <math.h>
static inline int
touches_light(unsigned int x, unsigned int y, unsigned int z,
PyObject *light, PyObject *left_light, PyObject *right_light,
PyObject *up_left_light, PyObject *up_right_light) {
if (getArrayByte3D(light, x, y, z+1) != 0) {
return 1;
}
if ((x == 15)) {
if (up_right_light != Py_None) {
if (getArrayByte3D(up_right_light, 0, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(light, x+1, y, z) != 0) {
return 1;
}
}
if (x == 0) {
if (left_light != Py_None) {
if (getArrayByte3D(left_light, 15, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(light, x-1, y, z) != 0) {
return 1;
}
}
if (y == 15) {
if (right_light != Py_None) {
if (getArrayByte3D(right_light, 0, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(light, x, y+1, z) != 0) {
return 1;
}
}
if (y == 0) {
if (up_left_light != Py_None) {
if (getArrayByte3D(up_left_light, 15, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(light, x, y-1, z) != 0) {
return 1;
}
}
return 0;
}
static int static int
rendermode_cave_occluded(void *data, RenderState *state) { rendermode_cave_occluded(void *data, RenderState *state) {
int x = state->x, y = state->y, z = state->z, dz = 0; int x = state->x, y = state->y, z = state->z, dz = 0;
@@ -31,56 +92,12 @@ rendermode_cave_occluded(void *data, RenderState *state) {
/* check if the block is touching skylight */ /* check if the block is touching skylight */
if (z != 127) { if (z != 127) {
if (getArrayByte3D(self->skylight, x, y, z+1) != 0) { if (touches_light(x, y, z, self->skylight, self->left_skylight, self->right_skylight, self->up_left_skylight, self->up_right_skylight)) {
return 1; return 1;
} }
if ((x == 15)) { if (self->only_lit && !touches_light(x, y, z, self->blocklight, self->left_blocklight, self->right_blocklight, self->up_left_blocklight, self->up_right_blocklight)) {
if (self->up_right_skylight != Py_None) { return 1;
if (getArrayByte3D(self->up_right_skylight, 0, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(self->skylight, x+1, y, z) != 0) {
return 1;
}
}
if (x == 0) {
if (self->left_skylight != Py_None) {
if (getArrayByte3D(self->left_skylight, 15, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(self->skylight, x-1, y, z) != 0) {
return 1;
}
}
if (y == 15) {
if (self->right_skylight != Py_None) {
if (getArrayByte3D(self->right_skylight, 0, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(self->skylight, x, y+1, z) != 0) {
return 1;
}
}
if (y == 0) {
if (self->up_left_skylight != Py_None) {
if (getArrayByte3D(self->up_left_skylight, 15, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(self->skylight, x, y-1, z) != 0) {
return 1;
}
} }
/* check for normal occlusion */ /* check for normal occlusion */
@@ -176,17 +193,31 @@ rendermode_cave_start(void *data, RenderState *state, PyObject *options) {
self->depth_tinting = 1; self->depth_tinting = 1;
} }
opt = PyDict_GetItemString(options, "only_lit");
if (opt) {
self->only_lit = PyObject_IsTrue(opt);
} else {
self->only_lit = 0;
}
/* if there's skylight we are in the surface! */ /* if there's skylight we are in the surface! */
self->skylight = PyObject_GetAttrString(state->self, "skylight"); self->skylight = PyObject_GetAttrString(state->self, "skylight");
self->left_skylight = PyObject_GetAttrString(state->self, "left_skylight"); self->left_skylight = PyObject_GetAttrString(state->self, "left_skylight");
self->right_skylight = PyObject_GetAttrString(state->self, "right_skylight"); self->right_skylight = PyObject_GetAttrString(state->self, "right_skylight");
self->up_left_skylight = PyObject_GetAttrString(state->self, "up_left_skylight"); self->up_left_skylight = PyObject_GetAttrString(state->self, "up_left_skylight");
self->up_right_skylight = PyObject_GetAttrString(state->self, "up_right_skylight"); self->up_right_skylight = PyObject_GetAttrString(state->self, "up_right_skylight");
if (self->only_lit) {
self->blocklight = PyObject_GetAttrString(state->self, "blocklight");
self->left_blocklight = PyObject_GetAttrString(state->self, "left_blocklight");
self->right_blocklight = PyObject_GetAttrString(state->self, "right_blocklight");
self->up_left_blocklight = PyObject_GetAttrString(state->self, "up_left_blocklight");
self->up_right_blocklight = PyObject_GetAttrString(state->self, "up_right_blocklight");
}
/* colors for tinting */ /* colors for tinting */
self->depth_colors = PyObject_GetAttrString(state->chunk, "depth_colors"); self->depth_colors = PyObject_GetAttrString(state->chunk, "depth_colors");
return 0; return 0;
} }
@@ -194,13 +225,21 @@ static void
rendermode_cave_finish(void *data, RenderState *state) { rendermode_cave_finish(void *data, RenderState *state) {
RenderModeCave* self; RenderModeCave* self;
self = (RenderModeCave *)data; self = (RenderModeCave *)data;
Py_DECREF(self->skylight); Py_DECREF(self->skylight);
Py_DECREF(self->left_skylight); Py_DECREF(self->left_skylight);
Py_DECREF(self->right_skylight); Py_DECREF(self->right_skylight);
Py_DECREF(self->up_left_skylight); Py_DECREF(self->up_left_skylight);
Py_DECREF(self->up_right_skylight); Py_DECREF(self->up_right_skylight);
if (self->only_lit) {
Py_DECREF(self->blocklight);
Py_DECREF(self->left_blocklight);
Py_DECREF(self->right_blocklight);
Py_DECREF(self->up_left_blocklight);
Py_DECREF(self->up_right_blocklight);
}
Py_DECREF(self->depth_colors); Py_DECREF(self->depth_colors);
rendermode_normal.finish(data, state); rendermode_normal.finish(data, state);
@@ -231,6 +270,7 @@ rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *ma
static RenderModeOption rendermode_cave_options[] = { static RenderModeOption rendermode_cave_options[] = {
{"depth_tinting", "tint caves based on how deep they are (default: True)"}, {"depth_tinting", "tint caves based on how deep they are (default: True)"},
{"only_lit", "only render lit caves (default: False)"},
{NULL, NULL} {NULL, NULL}
}; };

View File

@@ -176,10 +176,18 @@ typedef struct {
PyObject *up_left_skylight; PyObject *up_left_skylight;
PyObject *up_right_skylight; PyObject *up_right_skylight;
/* data used to know where the surface is */
PyObject *blocklight;
PyObject *left_blocklight;
PyObject *right_blocklight;
PyObject *up_left_blocklight;
PyObject *up_right_blocklight;
/* colors used for tinting */ /* colors used for tinting */
PyObject *depth_colors; PyObject *depth_colors;
int depth_tinting; int depth_tinting;
int only_lit;
} RenderModeCave; } RenderModeCave;
extern RenderModeInterface rendermode_cave; extern RenderModeInterface rendermode_cave;