Add another element to the texture tuple with a mask for the lighting.
Make needed changes in textures.py. Because some textures have garbage in the alpha channel, this new method has some problems.
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@@ -421,14 +421,15 @@ chunk_render(PyObject *self, PyObject *args) {
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/* if we found a proper texture, render it! */
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if (t != NULL && t != Py_None)
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{
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PyObject *src, *mask;
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PyObject *src, *mask, *mask_light;
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src = PyTuple_GetItem(t, 0);
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mask = PyTuple_GetItem(t, 1);
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mask_light = PyTuple_GetItem(t, 2);
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if (mask == Py_None)
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mask = src;
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rendermode->draw(rm_data, &state, src, mask);
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rendermode->draw(rm_data, &state, src, mask, mask_light);
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}
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}
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@@ -202,7 +202,7 @@ rendermode_cave_finish(void *data, RenderState *state) {
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}
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static void
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rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeCave* self;
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int z, r, g, b;
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self = (RenderModeCave *)data;
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@@ -211,7 +211,7 @@ rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *ma
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r = 0, g = 0, b = 0;
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/* draw the normal block */
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rendermode_normal.draw(data, state, src, mask);
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rendermode_normal.draw(data, state, src, mask, mask_light);
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/* get the colors and tint and tint */
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/* TODO TODO for a nether mode there isn't tinting! */
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@@ -206,19 +206,19 @@ rendermode_lighting_occluded(void *data, RenderState *state) {
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}
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static void
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rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeLighting* self;
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int x, y, z;
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/* first, chain up */
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rendermode_normal.draw(data, state, src, mask);
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rendermode_normal.draw(data, state, src, mask, mask_light);
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self = (RenderModeLighting *)data;
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x = state->x, y = state->y, z = state->z;
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if (is_transparent(state->block)) {
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/* transparent: do shading on whole block */
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do_shading_with_mask(self, state, x, y, z, mask);
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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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@@ -54,9 +54,9 @@ rendermode_night_occluded(void *data, RenderState *state) {
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}
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static void
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rendermode_night_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_night_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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/* nothing special to do */
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rendermode_lighting.draw(data, state, src, mask);
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rendermode_lighting.draw(data, state, src, mask, mask_light);
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}
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RenderModeInterface rendermode_night = {
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@@ -116,7 +116,7 @@ rendermode_normal_occluded(void *data, RenderState *state) {
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}
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static void
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rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_normal_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeNormal *self = (RenderModeNormal *)data;
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/* first, check to see if we should use biome-compatible src, mask */
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@@ -71,7 +71,7 @@ rendermode_overlay_occluded(void *data, RenderState *state) {
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}
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static void
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rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeOverlay *self = (RenderModeOverlay *)data;
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unsigned char r, g, b, a;
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PyObject *top_block_py, *block_py;
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@@ -102,9 +102,9 @@ rendermode_spawn_occluded(void *data, RenderState *state) {
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}
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static void
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rendermode_spawn_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
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rendermode_spawn_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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/* draw normally */
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rendermode_overlay.draw(data, state, src, mask);
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rendermode_overlay.draw(data, state, src, mask, mask_light);
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}
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RenderModeInterface rendermode_spawn = {
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@@ -56,7 +56,7 @@ struct _RenderModeInterface {
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/* returns non-zero to skip rendering this block */
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int (*occluded)(void *, RenderState *);
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/* last two arguments are img and mask, from texture lookup */
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void (*draw)(void *, RenderState *, PyObject *, PyObject *);
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void (*draw)(void *, RenderState *, PyObject *, PyObject *, PyObject *);
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};
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/* figures out the render mode to use from the given ChunkRenderer */
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