Working cave rendermode without tinting.
This commit is contained in:
14
chunk.py
14
chunk.py
@@ -285,6 +285,13 @@ class ChunkRenderer(object):
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return self._up_right_blocks
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up_right_blocks = property(_load_up_right_blocks)
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def _load_up_right_skylight(self):
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"""Loads and returns lower-right skylight array"""
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if not hasattr(self, "_up_right_skylight"):
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self._load_up_right()
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return self._up_right_skylight
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up_right_skylight = property(_load_up_right_skylight)
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def _load_up_left(self):
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"""Loads and sets data from upper-left chunk"""
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chunk_path = self.world.get_region_path(self.chunkX, self.chunkY - 1)
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@@ -305,6 +312,13 @@ class ChunkRenderer(object):
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return self._up_left_blocks
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up_left_blocks = property(_load_up_left_blocks)
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def _load_up_left_skylight(self):
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"""Loads and returns lower-right skylight array"""
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if not hasattr(self, "_up_left_skylight"):
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self._load_up_left()
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return self._up_left_skylight
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up_left_skylight = property(_load_up_left_skylight)
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def generate_pseudo_ancildata(self,x,y,z,blockid, north_position = 0 ):
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""" Generates a pseudo ancillary data for blocks that depend of
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what are surrounded and don't have ancillary data
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2
setup.py
2
setup.py
@@ -55,7 +55,7 @@ except:
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pil_include = []
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c_overviewer_files = ['src/main.c', 'src/composite.c', 'src/iterate.c', 'src/endian.c']
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c_overviewer_files += ['src/rendermodes.c', 'src/rendermode-normal.c', 'src/rendermode-lighting.c', 'src/rendermode-night.c', 'src/rendermode-spawn.c']
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c_overviewer_files += ['src/rendermodes.c', 'src/rendermode-normal.c', 'src/rendermode-lighting.c', 'src/rendermode-night.c', 'src/rendermode-spawn.c', 'src/rendermode-cave.c']
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c_overviewer_files += ['src/Draw.c']
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c_overviewer_includes = ['src/overviewer.h', 'src/rendermodes.h']
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setup_kwargs['ext_modules'].append(Extension('c_overviewer', c_overviewer_files, include_dirs=['.', numpy_include] + pil_include, depends=c_overviewer_includes, extra_link_args=[]))
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190
src/rendermode-cave.c
Normal file
190
src/rendermode-cave.c
Normal file
@@ -0,0 +1,190 @@
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/*
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* This file is part of the Minecraft Overviewer.
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*
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* Minecraft Overviewer is free software: you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as published
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* by the Free Software Foundation, either version 3 of the License, or (at
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* your option) any later version.
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*
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* Minecraft Overviewer is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
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* Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "overviewer.h"
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#include <math.h>
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//~
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//~ /* figures out the black_coeff from a given skylight and blocklight, used in
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//~ lighting calculations -- note this is *different* from the one in
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//~ rendermode-lighting.c (the "skylight - 11" part) */
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//~ static float calculate_darkness(unsigned char skylight, unsigned char blocklight) {
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//~ return 1.0f - powf(0.8f, 15.0 - MAX(blocklight, skylight - 11));
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//~ }
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static int
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rendermode_cave_occluded(void *data, RenderState *state) {
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int x = state->x, y = state->y, z = state->z;
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RenderModeCave* self;
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self = (RenderModeCave *)data;
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/* check if the block is touching skylight */
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if (z != 127) {
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if (getArrayByte3D(self->skylight, x, y, z+1) != 0) {
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return 1;
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}
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if ((x == 15)) {
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if (self->up_right_skylight != Py_None) {
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if (getArrayByte3D(self->up_right_skylight, 0, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(self->skylight, x+1, y, z) != 0) {
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return 1;
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}
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}
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if (x == 0) {
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if (self->left_skylight != Py_None) {
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if (getArrayByte3D(self->left_skylight, 15, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(self->skylight, x-1, y, z) != 0) {
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return 1;
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}
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}
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if (y == 15) {
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if (self->right_skylight != Py_None) {
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if (getArrayByte3D(self->right_skylight, 0, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(self->skylight, x, y+1, z) != 0) {
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return 1;
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}
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}
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if (y == 0) {
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if (self->up_left_skylight != Py_None) {
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if (getArrayByte3D(self->up_left_skylight, 15, y, z) != 0) {
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return 1;
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}
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}
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} else {
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if (getArrayByte3D(self->skylight, x, y-1, z) != 0) {
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return 1;
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}
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}
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/* check for normal occlusion */
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/* use ajacent chunks, if not you get blocks spreaded in chunk edges */
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if ( (x == 0) && (y != 15) ) {
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if (state->left_blocks != Py_None) {
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if (!is_transparent(getArrayByte3D(state->left_blocks, 15, y, z)) &&
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!is_transparent(getArrayByte3D(state->blocks, x, y, z+1)) &&
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!is_transparent(getArrayByte3D(state->blocks, x, y+1, z))) {
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return 1;
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}
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} else {
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return 1;
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}
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}
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if ( (x != 0) && (y == 15) ) {
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if (state->right_blocks != Py_None) {
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if (!is_transparent(getArrayByte3D(state->blocks, x-1, y, z)) &&
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!is_transparent(getArrayByte3D(state->right_blocks, x, 0, z)) &&
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!is_transparent(getArrayByte3D(state->blocks, x, y, z+1))) {
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return 1;
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}
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} else {
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return 1;
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}
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}
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if ( (x == 0) && (y == 15) ) {
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if ((state->left_blocks != Py_None) &&
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(state->right_blocks != Py_None)) {
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if (!is_transparent(getArrayByte3D(state->left_blocks, 15, y, z)) &&
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!is_transparent(getArrayByte3D(state->right_blocks, x, 0, z)) &&
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!is_transparent(getArrayByte3D(state->blocks, x, y, z+1))) {
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return 1;
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}
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} else {
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return 1;
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}
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}
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if ( (x != 0) && (y != 15) &&
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!is_transparent(getArrayByte3D(state->blocks, x-1, y, z)) &&
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!is_transparent(getArrayByte3D(state->blocks, x, y, z+1)) &&
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!is_transparent(getArrayByte3D(state->blocks, x, y+1, z))) {
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return 1;
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}
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} else { /* if z == 127 don't skip */
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return 1;
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}
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return 0;
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}
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static int
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rendermode_cave_start(void *data, RenderState *state) {
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RenderModeCave* self;
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self = (RenderModeCave *)data;
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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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/* if there's skylight we are in the surface! */
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self->skylight = PyObject_GetAttrString(state->self, "skylight");
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self->left_skylight = PyObject_GetAttrString(state->self, "left_skylight");
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self->right_skylight = PyObject_GetAttrString(state->self, "right_skylight");
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self->up_left_skylight = PyObject_GetAttrString(state->self, "up_left_skylight");
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self->up_right_skylight = PyObject_GetAttrString(state->self, "up_right_skylight");
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return 0;
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}
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static void
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rendermode_cave_finish(void *data, RenderState *state) {
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RenderModeCave* self;
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self = (RenderModeCave *)data;
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Py_DECREF(self->skylight);
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Py_DECREF(self->left_skylight);
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Py_DECREF(self->right_skylight);
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Py_DECREF(self->up_left_skylight);
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Py_DECREF(self->up_right_skylight);
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rendermode_normal.finish(data, 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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/* nothing special to do */
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rendermode_normal.draw(data, state, src, mask);
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}
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RenderModeInterface rendermode_cave = {
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"cave", "render only caves in normal mode",
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sizeof(RenderModeCave),
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rendermode_cave_start,
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rendermode_cave_finish,
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rendermode_cave_occluded,
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rendermode_cave_draw,
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};
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@@ -26,6 +26,7 @@ static RenderModeInterface *render_modes[] = {
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&rendermode_lighting,
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&rendermode_night,
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&rendermode_spawn,
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&rendermode_cave,
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NULL
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};
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@@ -119,4 +119,18 @@ typedef struct {
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} RenderModeSpawn;
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extern RenderModeInterface rendermode_spawn;
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/* CAVE */
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typedef struct {
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/* render blocks with lighting mode */
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RenderModeNormal parent;
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/* data used to know where the surface is */
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PyObject *skylight;
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PyObject *left_skylight;
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PyObject *right_skylight;
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PyObject *up_left_skylight;
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PyObject *up_right_skylight;
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} RenderModeCave;
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extern RenderModeInterface rendermode_cave;
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#endif /* __RENDERMODES_H_INCLUDED__ */
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