created a distinct 'hidden' function
This commit is contained in:
@@ -80,13 +80,69 @@ touches_light(unsigned int x, unsigned int y, unsigned int z,
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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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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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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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/* 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_hidden(void *data, RenderState *state, int x, int y, int z) {
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RenderModeCave* self;
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int dz = 0;
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self = (RenderModeCave *)data;
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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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/* first, check to see if it's "normally" hidden */
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if (rendermode_lighting.hidden(data, state, x, y, z))
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return 1;
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/* check if the block is touching skylight */
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@@ -99,61 +155,14 @@ rendermode_cave_occluded(void *data, RenderState *state, int x, int y, int z) {
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if (self->only_lit && !touches_light(x, y, z, self->blocklight, self->left_blocklight, self->right_blocklight, self->up_left_blocklight, self->up_right_blocklight)) {
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return 1;
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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 skip */
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return 1;
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}
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/* check for lakes and seas and don't render them */
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/* at this point of the code the block has no skylight
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* and is not occluded, but a deep sea can fool these
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* 2 tests */
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/* check for lakes and seas and don't render them
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* at this point of the code the block has no skylight
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* but a deep sea can be completely dark
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*/
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if ((getArrayByte3D(state->blocks, x, y, z) == 9) ||
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(getArrayByte3D(state->blocks, x, y, z+1) == 9)) {
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@@ -169,8 +178,7 @@ rendermode_cave_occluded(void *data, RenderState *state, int x, int y, int z) {
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}
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}
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}
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return 0;
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}
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@@ -284,5 +292,6 @@ RenderModeInterface rendermode_cave = {
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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_hidden,
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rendermode_cave_draw,
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};
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