re-fixed cave mode lighting problems (no longer slows down lighting mode itself!)
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@@ -79,14 +79,11 @@ touches_light(unsigned int x, unsigned int y, unsigned int z,
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return 0;
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}
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static int
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rendermode_cave_occluded(void *data, RenderState *state, int x, int y, int z) {
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/* first, check to see if it's "normally" occluded */
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if (rendermode_lighting.occluded(data, state, x, y, z))
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return 1;
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static inline int
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rendermode_cave_adjacent_occluded(void *data, RenderState *state, int x, int y, int z) {
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/* check for occlusion of edge blocks, using adjacent block data */
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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 (z != 127) {
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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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@@ -130,11 +127,22 @@ rendermode_cave_occluded(void *data, RenderState *state, int x, int y, int z) {
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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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}
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/* guess we're not occluded */
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return 0;
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}
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static int
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rendermode_cave_occluded(void *data, RenderState *state, int x, int y, int z) {
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/* first, check to see if it's "normally" occluded */
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if (rendermode_lighting.occluded(data, state, x, y, z))
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return 1;
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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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return rendermode_cave_adjacent_occluded(data, state, x, y, z);
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}
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static int
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rendermode_cave_hidden(void *data, RenderState *state, int x, int y, int z) {
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RenderModeCave* self;
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@@ -179,6 +187,23 @@ rendermode_cave_hidden(void *data, RenderState *state, int x, int y, int z) {
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}
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}
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/* unfortunate side-effect of lit cave mode: we need to count occluded
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* blocks as hidden for the lighting to look right, since technically our
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* hiding depends on occlusion as well
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*
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* We leave out this check otherwise because it's fairly expensive.
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*/
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if (self->lighting) {
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if ( (x != 0) && (y != 15) && (z != 127) &&
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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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return rendermode_cave_adjacent_occluded(data, state, x, y, z);
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}
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return 0;
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}
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@@ -205,6 +230,12 @@ rendermode_cave_start(void *data, RenderState *state, PyObject *options) {
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if (!render_mode_parse_option(options, "lighting", "i", &(self->lighting)))
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return 1;
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if (self->lighting)
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{
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/* we can't skip lighting the sides in cave mode, it looks too weird */
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self->parent.skip_sides = 0;
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}
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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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@@ -221,7 +221,7 @@ do_shading_with_mask(RenderModeLighting *self, RenderState *state,
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/* this face isn't visible, so don't draw anything */
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return;
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}
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} else if ((x == -1) && (state->left_blocks != Py_None)) {
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} else if (self->skip_sides && (x == -1) && (state->left_blocks != Py_None)) {
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unsigned char block = getArrayByte3D(state->left_blocks, 15, state->y, 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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@@ -230,7 +230,7 @@ do_shading_with_mask(RenderModeLighting *self, RenderState *state,
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tessellate-able */
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return;
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}
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} else if ((y == 16) && (state->right_blocks != Py_None)) {
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} else if (self->skip_sides && (y == 16) && (state->right_blocks != Py_None)) {
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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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@@ -257,6 +257,9 @@ rendermode_lighting_start(void *data, RenderState *state, PyObject *options) {
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self = (RenderModeLighting *)data;
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/* skip sides by default */
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self->skip_sides = 1;
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self->shade_strength = 1.0;
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if (!render_mode_parse_option(options, "shade_strength", "f", &(self->shade_strength)))
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return 1;
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@@ -170,6 +170,11 @@ typedef struct {
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arguments are skylight, blocklight */
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float (*calculate_darkness)(unsigned char, unsigned char);
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/* can be set to 0 in derived modes to indicate that lighting the chunk
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* sides is actually important. Right now, this is used in cave mode
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*/
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int skip_sides;
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float shade_strength;
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} RenderModeLighting;
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extern RenderModeInterface rendermode_lighting;
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