lighting and smooth lighting updated for anvil
This commit is contained in:
@@ -100,9 +100,6 @@ estimate_blocklevel(RenderPrimitiveLighting *self, RenderState *state,
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int x, int y, int z, int *authoratative) {
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/* placeholders for later data arrays, coordinates */
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PyObject *blocks = NULL;
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PyObject *blocklight = NULL;
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int local_x = x, local_y = y, local_z = z;
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unsigned char block, blocklevel;
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unsigned int average_count = 0, average_gather = 0, coeff = 0;
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@@ -110,36 +107,7 @@ estimate_blocklevel(RenderPrimitiveLighting *self, RenderState *state,
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if (authoratative)
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*authoratative = 0;
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/* find out what chunk we're in, and translate accordingly */
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if (x >= 0 && y < 16) {
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blocks = state->blocks;
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blocklight = self->blocklight;
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} else if (x < 0) {
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local_x += 16;
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blocks = state->left_blocks;
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blocklight = self->left_blocklight;
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} else if (y >= 16) {
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local_y -= 16;
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blocks = state->right_blocks;
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blocklight = self->right_blocklight;
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}
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/* make sure we have correctly-ranged coordinates */
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if (!(local_x >= 0 && local_x < 16 &&
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local_y >= 0 && local_y < 16 &&
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local_z >= 0 && local_z < 128)) {
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return 0;
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}
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/* also, make sure we have enough info to correctly calculate lighting */
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if (blocks == NULL ||
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blocklight == NULL) {
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return 0;
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}
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block = getArrayByte3D(blocks, local_x, local_y, local_z);
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block = get_data(state, BLOCKS, x, y, z);
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if (authoratative == NULL) {
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int auth;
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@@ -149,16 +117,8 @@ estimate_blocklevel(RenderPrimitiveLighting *self, RenderState *state,
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for (dx = -1; dx <= 1; dx += 2) {
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for (dy = -1; dy <= 1; dy += 2) {
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for (dz = -1; dz <= 1; dz += 2) {
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/* skip if block is out of range */
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if (x+dx < 0 || x+dx >= 16 ||
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y+dy < 0 || y+dy >= 16 ||
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z+dz < 0 || z+dz >= 128) {
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continue;
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}
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coeff = estimate_blocklevel(self, state, x+dx, y+dy, z+dz, &auth);
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local_block = getArrayByte3D(blocks, x+dx, y+dy, z+dz);
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local_block = get_data(state, BLOCKS, x+dx, y+dy, z+dz);
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/* only add if the block is transparent, this seems to look better than
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using every block */
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if (auth && is_transparent(local_block)) {
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@@ -175,7 +135,7 @@ estimate_blocklevel(RenderPrimitiveLighting *self, RenderState *state,
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return average_gather / average_count;
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}
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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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blocklevel = get_data(state, BLOCKLIGHT, x, y, z);
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/* no longer a guess */
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if (!(block == 44 || block == 53 || block == 67 || block == 108 || block == 109) && authoratative) {
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@@ -191,78 +151,26 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
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unsigned char *r, unsigned char *g, unsigned char *b) {
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/* placeholders for later data arrays, coordinates */
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PyObject *blocks = NULL;
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PyObject *skylight = NULL;
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PyObject *blocklight = NULL;
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int local_x = x, local_y = y, local_z = z;
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unsigned char block, skylevel, blocklevel;
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/* find out what chunk we're in, and translate accordingly */
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if (x >= 0 && x < 16 && y >= 0 && y < 16) {
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blocks = state->blocks;
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skylight = self->skylight;
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blocklight = self->blocklight;
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} else if (x < 0) {
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local_x += 16;
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blocks = state->left_blocks;
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skylight = self->left_skylight;
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blocklight = self->left_blocklight;
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} else if (y >= 16) {
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local_y -= 16;
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blocks = state->right_blocks;
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skylight = self->right_skylight;
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blocklight = self->right_blocklight;
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} else if (y < 0) {
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local_y += 16;
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blocks = state->up_left_blocks;
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skylight = self->up_left_skylight;
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blocklight = self->up_left_blocklight;
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} else if (x >= 16) {
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local_x -= 16;
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blocks = state->up_right_blocks;
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skylight = self->up_right_skylight;
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blocklight = self->up_right_blocklight;
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}
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/* make sure we have correctly-ranged coordinates */
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if (!(local_x >= 0 && local_x < 16 &&
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local_y >= 0 && local_y < 16 &&
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local_z >= 0 && local_z < 128)) {
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self->calculate_light_color(self, 15, 0, r, g, b);
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return;
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}
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/* also, make sure we have enough info to correctly calculate lighting */
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if (!blocks ||
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!skylight ||
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!blocklight) {
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self->calculate_light_color(self, 15, 0, r, g, b);
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return;
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}
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block = getArrayByte3D(blocks, local_x, local_y, local_z);
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skylevel = getArrayByte3D(skylight, local_x, local_y, local_z);
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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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block = get_data(state, BLOCKS, x, y, z);
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skylevel = get_data(state, SKYLIGHT, x, y, z);
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blocklevel = get_data(state, BLOCKLIGHT, x, y, z);
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/* special half-step handling, stairs handling */
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if (block == 44 || block == 53 || block == 67 || block == 108 || block == 109 || block == 114) {
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unsigned int upper_block;
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/* stairs and half-blocks take the skylevel from the upper block if it's transparent */
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if (local_z != 127) {
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int upper_counter = 0;
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/* but if the upper_block is one of these special half-steps, we need to look at *its* upper_block */
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do {
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upper_counter++;
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upper_block = getArrayByte3D(blocks, local_x, local_y, local_z + upper_counter);
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} while ((upper_block == 44 || upper_block == 53 || upper_block == 67 || upper_block == 108 || upper_block == 109) && local_z < 127);
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if (is_transparent(upper_block)) {
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skylevel = getArrayByte3D(skylight, local_x, local_y, local_z + upper_counter);
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}
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int upper_counter = 0;
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/* but if the upper_block is one of these special half-steps, we need to look at *its* upper_block */
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do {
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upper_counter++;
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upper_block = get_data(state, BLOCKS, x, y + upper_counter, z);
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} while (upper_block == 44 || upper_block == 53 || upper_block == 67 || upper_block == 108 || upper_block == 109 || upper_block == 114);
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if (is_transparent(upper_block)) {
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skylevel = get_data(state, SKYLIGHT, x, y + upper_counter, z);
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} else {
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upper_block = 0;
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skylevel = 15;
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}
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@@ -287,31 +195,22 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
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inline int
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lighting_is_face_occluded(RenderState *state, int skip_sides, int x, int y, int z) {
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/* first, check for occlusion if the block is in the local chunk */
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if (x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 128) {
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unsigned char block = getArrayByte3D(state->blocks, x, y, z);
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if (x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 16) {
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unsigned short block = getArrayShort3D(state->blocks, x, y, z);
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if (!is_transparent(block) && !render_mode_hidden(state->rendermode, x, y, z)) {
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/* this face isn't visible, so don't draw anything */
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return 1;
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}
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} else if (skip_sides && (x == -1) && (state->left_blocks != NULL)) {
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unsigned char block = getArrayByte3D(state->left_blocks, 15, state->y, state->z);
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} else if (skip_sides) {
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unsigned short block = get_data(state, BLOCKS, x, y, z);
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if (!is_transparent(block)) {
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/* the same thing but for adjacent chunks, this solves an
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ugly black doted line between chunks in night rendermode.
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This wouldn't be necessary if the textures were truly
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tessellate-able */
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return 1;
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}
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} else if (skip_sides && (y == 16) && (state->right_blocks != NULL)) {
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unsigned char block = getArrayByte3D(state->right_blocks, state->x, 0, state->z);
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if (!is_transparent(block)) {
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/* the same thing but for adjacent chunks, this solves an
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ugly black doted line between chunks in night rendermode.
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This wouldn't be necessary if the textures were truly
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tessellate-able */
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return 1;
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}
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}
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}
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return 0;
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}
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@@ -343,8 +242,8 @@ lighting_start(void *data, RenderState *state, PyObject *support) {
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RenderPrimitiveLighting* self;
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self = (RenderPrimitiveLighting *)data;
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/* don't skip sides by default */
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self->skip_sides = 0;
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/* skip sides by default */
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self->skip_sides = 1;
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if (!render_mode_parse_option(support, "strength", "f", &(self->strength)))
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return 1;
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@@ -359,17 +258,6 @@ lighting_start(void *data, RenderState *state, PyObject *support) {
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self->facemasks[1] = PyTuple_GetItem(self->facemasks_py, 1);
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self->facemasks[2] = PyTuple_GetItem(self->facemasks_py, 2);
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self->skylight = get_chunk_data(state, CURRENT, SKYLIGHT, 1);
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self->blocklight = get_chunk_data(state, CURRENT, BLOCKLIGHT, 1);
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self->left_skylight = get_chunk_data(state, DOWN_LEFT, SKYLIGHT, 1);
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self->left_blocklight = get_chunk_data(state, DOWN_LEFT, BLOCKLIGHT, 1);
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self->right_skylight = get_chunk_data(state, DOWN_RIGHT, SKYLIGHT, 1);
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self->right_blocklight = get_chunk_data(state, DOWN_RIGHT, BLOCKLIGHT, 1);
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self->up_left_skylight = get_chunk_data(state, UP_LEFT, SKYLIGHT, 1);
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self->up_left_blocklight = get_chunk_data(state, UP_LEFT, BLOCKLIGHT, 1);
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self->up_right_skylight = get_chunk_data(state, UP_RIGHT, SKYLIGHT, 1);
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self->up_right_blocklight = get_chunk_data(state, UP_RIGHT, BLOCKLIGHT, 1);
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if (self->night) {
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self->calculate_light_color = calculate_light_color_night;
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} else {
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@@ -401,17 +289,6 @@ lighting_finish(void *data, RenderState *state) {
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RenderPrimitiveLighting *self = (RenderPrimitiveLighting *)data;
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Py_DECREF(self->facemasks_py);
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Py_DECREF(self->skylight);
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Py_DECREF(self->blocklight);
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Py_XDECREF(self->left_skylight);
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Py_XDECREF(self->left_blocklight);
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Py_XDECREF(self->right_skylight);
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Py_XDECREF(self->right_blocklight);
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Py_XDECREF(self->up_left_skylight);
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Py_XDECREF(self->up_left_blocklight);
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Py_XDECREF(self->up_right_skylight);
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Py_XDECREF(self->up_right_blocklight);
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}
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static void
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@@ -427,13 +304,13 @@ lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyO
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* blocks that are transparent for occlusion calculations and
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* need per-face shading if the face is drawn. */
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if ((state->block_pdata & 16) == 16) {
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
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do_shading_with_mask(self, state, x, y+1, z, self->facemasks[0]);
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}
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if ((state->block_pdata & 2) == 2) { /* bottom left */
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do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
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}
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if ((state->block_pdata & 4) == 4) { /* bottom right */
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do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[2]);
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}
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/* leaves are transparent for occlusion calculations but they
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* per face-shading to look as in game */
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@@ -442,9 +319,9 @@ lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyO
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do_shading_with_mask(self, state, x, y, z, mask_light);
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} else {
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/* opaque: do per-face shading */
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
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do_shading_with_mask(self, state, x, y+1, z, self->facemasks[0]);
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do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
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do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[2]);
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}
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}
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