put lighting render mode in its own file; it's about to get *way* more complicated
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@@ -17,18 +17,6 @@
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#include "overviewer.h"
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/*
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* ========================
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* == NORMAL rendermode ===
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* ========================
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*/
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typedef struct {
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/* normal mode does not have any special data, so just use a dummy int
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this way, normal mode is just like any other type of render mode */
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int dummy;
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} RenderModeNormal;
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static int
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rendermode_normal_start(void *data, RenderState *state) {
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/* do nothing */
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@@ -67,114 +55,8 @@ RenderModeInterface rendermode_normal = {
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rendermode_normal_draw,
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};
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/*
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* ===========================
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* === LIGHTING rendermode ===
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* ===========================
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*/
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typedef struct {
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/* inherits from normal render mode */
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RenderModeNormal parent;
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PyObject *black_color, *facemasks_py;
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PyObject *facemasks[3];
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} RenderModeLighting;
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/* shades the drawn block with the given facemask/black_color, based on the
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lighting results from (x, y, z) */
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static inline void
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do_shading_for_face(PyObject *chunk, int x, int y, int z, PyObject *facemask, PyObject *black_color,
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PyObject *img, int imgx, int imgy) {
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// returns new references
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PyObject* light_tup = PyObject_CallMethod(chunk, "get_lighting_coefficient", "iii", x, y, z);
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PyObject *black_coeff_py = PySequence_GetItem(light_tup, 0);
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double black_coeff = PyFloat_AsDouble(black_coeff_py);
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Py_DECREF(black_coeff_py);
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PyObject *face_occlude_py = PySequence_GetItem(light_tup, 1);
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int face_occlude = PyInt_AsLong(face_occlude_py);
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Py_DECREF(face_occlude_py);
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if (!face_occlude) {
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//#composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
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PyObject *mask = PyObject_CallMethod(facemask, "copy", NULL); // new ref
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//printf("black_coeff: %f\n", black_coeff);
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brightness(mask, black_coeff);
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//printf("done with brightness\n");
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alpha_over(img, black_color, mask, imgx, imgy, 0, 0);
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//printf("done with alpha_over\n");
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Py_DECREF(mask);
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}
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}
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static int
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rendermode_lighting_start(void *data, RenderState *state) {
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/* first, chain up */
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int ret = rendermode_normal_start(data, state);
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if (ret != 0)
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return ret;
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RenderModeLighting* self = (RenderModeLighting *)data;
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self->black_color = PyObject_GetAttrString(state->chunk, "black_color");
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self->facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks");
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// borrowed references, don't need to be decref'd
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self->facemasks[0] = PyTuple_GetItem(self->facemasks_py, 0);
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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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return 0;
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}
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static void
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rendermode_lighting_finish(void *data, RenderState *state) {
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RenderModeLighting *self = (RenderModeLighting *)data;
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Py_DECREF(self->black_color);
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Py_DECREF(self->facemasks_py);
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/* now chain up */
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rendermode_normal_finish(data, 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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/* first, chain up */
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rendermode_normal_draw(data, state, src, mask);
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RenderModeLighting* self = (RenderModeLighting *)data;
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PyObject *chunk = state->self;
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int x = state->x, y = state->y, z = state->z;
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PyObject **facemasks = self->facemasks;
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PyObject *black_color = self->black_color, *img = state->img;
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int imgx = state->imgx, imgy = state->imgy;
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// FIXME whole-block shading for transparent blocks
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do_shading_for_face(chunk, x, y, z+1, facemasks[0], black_color,
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img, imgx, imgy);
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do_shading_for_face(chunk, x-1, y, z, facemasks[1], black_color,
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img, imgx, imgy);
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do_shading_for_face(chunk, x, y+1, z, facemasks[2], black_color,
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img, imgx, imgy);
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}
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RenderModeInterface rendermode_lighting = {
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sizeof(RenderModeLighting),
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rendermode_lighting_start,
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rendermode_lighting_finish,
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/* no special occlusion for lighting */
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rendermode_normal_occluded,
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rendermode_lighting_draw,
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};
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/* putting it all together */
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RenderModeInterface *get_render_mode(RenderState *state)
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{
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RenderModeInterface *get_render_mode(RenderState *state) {
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/* default: normal */
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RenderModeInterface *iface = &rendermode_normal;
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PyObject *quadtree = PyObject_GetAttrString(state->self, "quadtree");
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