0

fixed transparent block lighting

This commit is contained in:
Aaron Griffith
2011-03-23 03:27:42 -04:00
parent d36bd20e6a
commit c18d6924ea
3 changed files with 30 additions and 16 deletions

View File

@@ -133,8 +133,8 @@ get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
/* shades the drawn block with the given facemask/black_color, based on the
lighting results from (x, y, z) */
static inline void
do_shading_for_face(RenderModeLighting *self, RenderState *state,
int x, int y, int z, PyObject *facemask) {
do_shading_with_mask(RenderModeLighting *self, RenderState *state,
int x, int y, int z, PyObject *facemask) {
/* first, check for occlusion if the block is in the local chunk */
if (x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 128) {
unsigned char block = getArrayByte3D(state->blocks, x, y, z);
@@ -220,10 +220,15 @@ rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject
RenderModeLighting* self = (RenderModeLighting *)data;
int x = state->x, y = state->y, z = state->z;
// TODO whole-block shading for transparent blocks
do_shading_for_face(self, state, x, y, z+1, self->facemasks[0]);
do_shading_for_face(self, state, x-1, y, z, self->facemasks[1]);
do_shading_for_face(self, state, x, y+1, z, self->facemasks[2]);
if (is_transparent(state->block)) {
/* transparent: do shading on whole block */
do_shading_with_mask(self, state, x, y, z, mask);
} else {
/* opaque: do per-face shading */
do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
}
}
RenderModeInterface rendermode_lighting = {