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

@@ -59,33 +59,42 @@ imaging_python_to_c(PyObject *obj)
}
/**
* img should be an Image object, type 'L'
* img should be an Image object, type 'L' or 'RGBA'
* for RGBA images, operates on the alpha only
* factor should be between 0 and 1, inclusive
*/
PyObject *brightness(PyObject *img, double factor) {
PyObject *brightness(PyObject *img, float factor) {
Imaging imDest;
imDest = imaging_python_to_c(img);
assert(imDest);
if (!imDest)
return NULL;
if (strcmp(imDest->mode, "RGBA") != 0 && strcmp(imDest->mode, "L") != 0) {
PyErr_SetString(PyExc_ValueError,
"given image does not have mode \"RGBA\" or \"L\"");
return NULL;
}
/* how far into image the first alpha byte resides */
int offset = (imDest->pixelsize == 4 ? 3 : 0);
/* how many bytes to skip to get to the next alpha byte */
int stride = imDest->pixelsize;
int x, y;
int xsize = imDest->xsize;
int ysize = imDest->ysize;
for (y = 0; y < ysize; y++) {
UINT8 *out = (UINT8 *)imDest->image[y];
//UINT8 *outmask = (UINT8 *)imDest->image[y] + 3;
UINT8 *out = (UINT8 *)imDest->image[y] + offset;
for (x = 0; x < xsize; x++) {
//printf("old out: %d\n", *out);
*out *= factor;
//printf("new out: %d\n", *out);
out++;
out += stride;
}
}
return NULL;
}
/* the alpha_over function, in a form that can be called from C */

View File

@@ -41,7 +41,7 @@ Imaging imaging_python_to_c(PyObject *obj);
PyObject *alpha_over(PyObject *dest, PyObject *src, PyObject *mask, int dx,
int dy, int xsize, int ysize);
PyObject *alpha_over_wrap(PyObject *self, PyObject *args);
PyObject *brightness(PyObject *img, double factor);
PyObject *brightness(PyObject *img, float factor);
/* in iterate.c */
typedef struct {

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 = {