Merge branch 'master' into rendermode-options
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@@ -173,7 +173,7 @@ generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f);
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return data;
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}
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} else if (state->block == 20) { /* glass */
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} else if ((state->block == 20) || (state->block == 79)) { /* glass and ice */
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/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
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if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 20)) {
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data = 0;
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@@ -410,11 +410,18 @@ chunk_render(PyObject *self, PyObject *args) {
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PyObject *tmp;
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unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
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state.block_data = ancilData;
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/* block that need pseudo ancildata:
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* grass, water, glass, chest, restone wire,
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* ice, fence and portal. */
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if ((state.block == 2) || (state.block == 9) ||
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(state.block == 20) || (state.block == 54) ||
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(state.block == 55) || (state.block == 85) ||
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(state.block == 90)) {
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(state.block == 55) || (state.block == 79) ||
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(state.block == 85) || (state.block == 90)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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state.block_pdata = ancilData;
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} else {
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state.block_pdata = 0;
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}
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tmp = PyTuple_New(2);
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@@ -76,6 +76,8 @@ typedef struct {
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/* the block position and type, and the block array */
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int x, y, z;
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unsigned char block;
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unsigned char block_data;
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unsigned char block_pdata;
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PyObject *blockdata_expanded;
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PyObject *blocks;
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PyObject *up_left_blocks;
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@@ -294,7 +294,22 @@ rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject
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self = (RenderModeLighting *)data;
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x = state->x, y = state->y, z = state->z;
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if (is_transparent(state->block)) {
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if ((state->block == 9) || (state->block == 79)) { /* special case for water and ice */
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/* looks like we need a new case for lighting, there are
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* blocks that are transparent for occlusion calculations and
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* need per-face shading if the face is drawn. */
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if ((state->block_pdata & 16) == 16) {
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
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}
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if ((state->block_pdata & 2) == 2) { /* bottom left */
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do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
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}
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if ((state->block_pdata & 4) == 4) { /* bottom right */
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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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/* leaves are transparent for occlusion calculations but they
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* per face-shading to look as in game */
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} else if (is_transparent(state->block) && (state->block != 18)) {
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/* transparent: do shading on whole block */
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do_shading_with_mask(self, state, x, y, z, mask_light);
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} else {
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