Add comments. Delete printfs.
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@@ -85,17 +85,17 @@ estimate_blocklevel(RenderModeLighting *self, RenderState *state,
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/* iterate through all surrounding blocks to take an average */
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/* iterate through all surrounding blocks to take an average */
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int dx, dy, dz, local_block;
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int dx, dy, dz, local_block;
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//~ printf("\n[Starting loop]\n");
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for (dx = -1; dx <= 1; dx += 2) {
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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 (dy = -1; dy <= 1; dy += 2) {
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for (dz = -1; dz <= 1; dz += 2) {
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for (dz = -1; dz <= 1; dz += 2) {
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coeff = estimate_blocklevel(self, state, x+dx, y+dy, z+dz, &auth);
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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 = getArrayByte3D(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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if (auth && is_transparent(local_block)) {
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average_gather += coeff;
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average_gather += coeff;
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average_count++;
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average_count++;
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}
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}
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//~ printf(" [Inside the loop] Coeff = %d, average_gather = %d, average_count = %d, auth = %d, block = %d\n", coeff, average_gather, average_count, auth, local_block);
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}
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}
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}
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}
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}
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}
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@@ -103,12 +103,6 @@ estimate_blocklevel(RenderModeLighting *self, RenderState *state,
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/* only return the average if at least one was authoratative */
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/* only return the average if at least one was authoratative */
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if (average_count > 0) {
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if (average_count > 0) {
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int result;
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float resultf;
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result = average_gather / average_count;
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resultf = average_gather / average_count;
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//~ printf("[Outside the loop] average_gather = %d, average_count = %d\n", average_gather, average_count);
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//~ printf("[Outside the loop] result = %d, resultf = %f\n", result, resultf);
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return average_gather / average_count;
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return average_gather / average_count;
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}
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}
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@@ -176,16 +170,13 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
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skylevel = getArrayByte3D(skylight, 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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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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//~ if (block == 0 && blocklevel != 0) {
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//~ printf("Para este aire tenemos skylevel %d, blocklevel %d\n", skylevel, blocklevel);
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//~ }
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/* only do special half-step handling if no authoratative pointer was
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/* special half-step handling */
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passed in, which is a sign that we're recursing */
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if (block == 44 || block == 53 || block == 67) {
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if (block == 44 || block == 53 || block == 67) {
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unsigned int upper_block;
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unsigned int upper_block;
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if (local_z != 127) { /* stairs and half-blocks take the skylevel from the upper block if it's transparent */
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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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upper_block = getArrayByte3D(blocks, local_x, local_y, local_z + 1);
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upper_block = getArrayByte3D(blocks, local_x, local_y, local_z + 1);
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if (is_transparent(upper_block)) {
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if (is_transparent(upper_block)) {
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skylevel = getArrayByte3D(skylight, local_x, local_y, local_z + 1);
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skylevel = getArrayByte3D(skylight, local_x, local_y, local_z + 1);
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@@ -197,6 +188,7 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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}
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}
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/* the block has a bad blocklevel, estimate it from neigborhood
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/* use given coordinates, no local ones! */
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/* use given coordinates, no local ones! */
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blocklevel = estimate_blocklevel(self, state, x, y, z, NULL);
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blocklevel = estimate_blocklevel(self, state, x, y, z, NULL);
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