fixed transparent block lighting
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@@ -59,33 +59,42 @@ imaging_python_to_c(PyObject *obj)
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}
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/**
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* img should be an Image object, type 'L'
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* img should be an Image object, type 'L' or 'RGBA'
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* for RGBA images, operates on the alpha only
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* factor should be between 0 and 1, inclusive
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*/
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PyObject *brightness(PyObject *img, double factor) {
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PyObject *brightness(PyObject *img, float factor) {
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Imaging imDest;
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imDest = imaging_python_to_c(img);
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assert(imDest);
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if (!imDest)
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return NULL;
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if (strcmp(imDest->mode, "RGBA") != 0 && strcmp(imDest->mode, "L") != 0) {
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PyErr_SetString(PyExc_ValueError,
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"given image does not have mode \"RGBA\" or \"L\"");
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return NULL;
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}
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/* how far into image the first alpha byte resides */
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int offset = (imDest->pixelsize == 4 ? 3 : 0);
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/* how many bytes to skip to get to the next alpha byte */
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int stride = imDest->pixelsize;
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int x, y;
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int xsize = imDest->xsize;
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int ysize = imDest->ysize;
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for (y = 0; y < ysize; y++) {
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UINT8 *out = (UINT8 *)imDest->image[y];
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//UINT8 *outmask = (UINT8 *)imDest->image[y] + 3;
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UINT8 *out = (UINT8 *)imDest->image[y] + offset;
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for (x = 0; x < xsize; x++) {
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//printf("old out: %d\n", *out);
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*out *= factor;
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//printf("new out: %d\n", *out);
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out++;
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out += stride;
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}
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}
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return NULL;
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}
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/* the alpha_over function, in a form that can be called from C */
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@@ -41,7 +41,7 @@ Imaging imaging_python_to_c(PyObject *obj);
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PyObject *alpha_over(PyObject *dest, PyObject *src, PyObject *mask, int dx,
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int dy, int xsize, int ysize);
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PyObject *alpha_over_wrap(PyObject *self, PyObject *args);
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PyObject *brightness(PyObject *img, double factor);
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PyObject *brightness(PyObject *img, float factor);
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/* in iterate.c */
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typedef struct {
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@@ -133,8 +133,8 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
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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(RenderModeLighting *self, RenderState *state,
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int x, int y, int z, PyObject *facemask) {
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do_shading_with_mask(RenderModeLighting *self, RenderState *state,
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int x, int y, int z, PyObject *facemask) {
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/* first, check for occlusion if the block is in the local chunk */
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if (x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 128) {
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unsigned char block = getArrayByte3D(state->blocks, x, y, z);
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@@ -220,10 +220,15 @@ rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject
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RenderModeLighting* self = (RenderModeLighting *)data;
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int x = state->x, y = state->y, z = state->z;
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// TODO whole-block shading for transparent blocks
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do_shading_for_face(self, state, x, y, z+1, self->facemasks[0]);
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do_shading_for_face(self, state, x-1, y, z, self->facemasks[1]);
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do_shading_for_face(self, state, x, y+1, z, self->facemasks[2]);
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if (is_transparent(state->block)) {
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/* transparent: do shading on whole block */
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do_shading_with_mask(self, state, x, y, z, mask);
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} else {
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/* opaque: do per-face shading */
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
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do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
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do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
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}
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}
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RenderModeInterface rendermode_lighting = {
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