migrated cave mode into cave and depth-tinting primitives
This commit is contained in:
@@ -59,6 +59,40 @@ class EdgeLines(RenderPrimitive):
|
||||
"opacity": ("darkness of the edge lines, from 0.0 to 1.0", 0.15),
|
||||
}
|
||||
|
||||
class Cave(RenderPrimitive):
|
||||
name = "cave"
|
||||
options = {
|
||||
"only_lit": ("only render lit caves", False),
|
||||
}
|
||||
|
||||
class DepthTinting(RenderPrimitive):
|
||||
name = "depth-tinting"
|
||||
|
||||
@property
|
||||
def depth_colors(self):
|
||||
depth_colors = getattr(self, "_depth_colors", [])
|
||||
if depth_colors:
|
||||
return depth_colors
|
||||
r = 255
|
||||
g = 0
|
||||
b = 0
|
||||
for z in range(128):
|
||||
depth_colors.append(r)
|
||||
depth_colors.append(g)
|
||||
depth_colors.append(b)
|
||||
|
||||
if z < 32:
|
||||
g += 7
|
||||
elif z < 64:
|
||||
r -= 7
|
||||
elif z < 96:
|
||||
b += 7
|
||||
else:
|
||||
g -= 7
|
||||
|
||||
self._depth_colors = depth_colors
|
||||
return depth_colors
|
||||
|
||||
# Render 3 blending masks for lighting
|
||||
# first is top (+Z), second is left (-X), third is right (+Y)
|
||||
def generate_facemasks():
|
||||
@@ -90,26 +124,3 @@ def generate_facemasks():
|
||||
|
||||
return (top, left, right)
|
||||
facemasks = generate_facemasks()
|
||||
|
||||
# Render 128 different color images for color coded depth blending in cave mode
|
||||
def generate_depthcolors():
|
||||
depth_colors = []
|
||||
r = 255
|
||||
g = 0
|
||||
b = 0
|
||||
for z in range(128):
|
||||
depth_colors.append(r)
|
||||
depth_colors.append(g)
|
||||
depth_colors.append(b)
|
||||
|
||||
if z < 32:
|
||||
g += 7
|
||||
elif z < 64:
|
||||
r -= 7
|
||||
elif z < 96:
|
||||
b += 7
|
||||
else:
|
||||
g -= 7
|
||||
|
||||
return depth_colors
|
||||
depth_colors = generate_depthcolors()
|
||||
|
||||
@@ -15,15 +15,32 @@
|
||||
* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "overviewer.h"
|
||||
#include "../overviewer.h"
|
||||
#include <math.h>
|
||||
|
||||
typedef struct {
|
||||
/* data used to know where the surface is */
|
||||
PyObject *skylight;
|
||||
PyObject *left_skylight;
|
||||
PyObject *right_skylight;
|
||||
PyObject *up_left_skylight;
|
||||
PyObject *up_right_skylight;
|
||||
|
||||
/* data used to know where the lit caves are */
|
||||
PyObject *blocklight;
|
||||
PyObject *left_blocklight;
|
||||
PyObject *right_blocklight;
|
||||
PyObject *up_left_blocklight;
|
||||
PyObject *up_right_blocklight;
|
||||
|
||||
int only_lit;
|
||||
} RenderPrimitiveCave;
|
||||
|
||||
static inline int
|
||||
touches_light(unsigned int x, unsigned int y, unsigned int z,
|
||||
PyObject *light, PyObject *left_light, PyObject *right_light,
|
||||
PyObject *up_left_light, PyObject *up_right_light) {
|
||||
|
||||
|
||||
if (getArrayByte3D(light, x, y, z+1) != 0) {
|
||||
return 1;
|
||||
}
|
||||
@@ -79,10 +96,11 @@ touches_light(unsigned int x, unsigned int y, unsigned int z,
|
||||
return 0;
|
||||
}
|
||||
|
||||
static inline int
|
||||
rendermode_cave_adjacent_occluded(void *data, RenderState *state, int x, int y, int z) {
|
||||
/* check for occlusion of edge blocks, using adjacent block data */
|
||||
|
||||
static int
|
||||
cave_occluded(void *data, RenderState *state, int x, int y, int z) {
|
||||
/* check for normal occlusion */
|
||||
/* use ajacent chunks, if not you get blocks spreaded in chunk edges */
|
||||
|
||||
if (z != 127) {
|
||||
if ( (x == 0) && (y != 15) ) {
|
||||
if (state->left_blocks != Py_None) {
|
||||
@@ -133,26 +151,11 @@ rendermode_cave_adjacent_occluded(void *data, RenderState *state, int x, int y,
|
||||
}
|
||||
|
||||
static int
|
||||
rendermode_cave_occluded(void *data, RenderState *state, int x, int y, int z) {
|
||||
/* first, check to see if it's "normally" occluded */
|
||||
if (rendermode_lighting.occluded(data, state, x, y, z))
|
||||
return 1;
|
||||
|
||||
/* check for normal occlusion */
|
||||
/* use ajacent chunks, if not you get blocks spreaded in chunk edges */
|
||||
return rendermode_cave_adjacent_occluded(data, state, x, y, z);
|
||||
}
|
||||
|
||||
static int
|
||||
rendermode_cave_hidden(void *data, RenderState *state, int x, int y, int z) {
|
||||
RenderModeCave* self;
|
||||
cave_hidden(void *data, RenderState *state, int x, int y, int z) {
|
||||
RenderPrimitiveCave* self;
|
||||
int dz = 0;
|
||||
self = (RenderModeCave *)data;
|
||||
self = (RenderPrimitiveCave *)data;
|
||||
|
||||
/* first, check to see if it's "normally" hidden */
|
||||
if (rendermode_lighting.hidden(data, state, x, y, z))
|
||||
return 1;
|
||||
|
||||
/* check if the block is touching skylight */
|
||||
if (z != 127) {
|
||||
|
||||
@@ -190,51 +193,25 @@ rendermode_cave_hidden(void *data, RenderState *state, int x, int y, int z) {
|
||||
/* unfortunate side-effect of lit cave mode: we need to count occluded
|
||||
* blocks as hidden for the lighting to look right, since technically our
|
||||
* hiding depends on occlusion as well
|
||||
*
|
||||
* We leave out this check otherwise because it's fairly expensive.
|
||||
*/
|
||||
if (self->lighting) {
|
||||
if ( (x != 0) && (y != 15) && (z != 127) &&
|
||||
!is_transparent(getArrayByte3D(state->blocks, x-1, y, z)) &&
|
||||
!is_transparent(getArrayByte3D(state->blocks, x, y, z+1)) &&
|
||||
!is_transparent(getArrayByte3D(state->blocks, x, y+1, z))) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
return rendermode_cave_adjacent_occluded(data, state, x, y, z);
|
||||
if ( (x != 0) && (y != 15) && (z != 127) &&
|
||||
!is_transparent(getArrayByte3D(state->blocks, x-1, y, z)) &&
|
||||
!is_transparent(getArrayByte3D(state->blocks, x, y, z+1)) &&
|
||||
!is_transparent(getArrayByte3D(state->blocks, x, y+1, z))) {
|
||||
return 1;
|
||||
}
|
||||
|
||||
return 0;
|
||||
return cave_occluded(data, state, x, y, z);
|
||||
}
|
||||
|
||||
static int
|
||||
rendermode_cave_start(void *data, RenderState *state, PyObject *options) {
|
||||
RenderModeCave* self;
|
||||
cave_start(void *data, RenderState *state, PyObject *support) {
|
||||
RenderPrimitiveCave* self;
|
||||
int ret;
|
||||
self = (RenderModeCave *)data;
|
||||
self = (RenderPrimitiveCave *)data;
|
||||
|
||||
/* first, chain up */
|
||||
ret = rendermode_lighting.start(data, state, options);
|
||||
if (ret != 0)
|
||||
return ret;
|
||||
|
||||
self->depth_tinting = 1;
|
||||
if (!render_mode_parse_option(options, "depth_tinting", "i", &(self->depth_tinting)))
|
||||
if (!render_mode_parse_option(support, "only_lit", "i", &(self->only_lit)))
|
||||
return 1;
|
||||
|
||||
self->only_lit = 0;
|
||||
if (!render_mode_parse_option(options, "only_lit", "i", &(self->only_lit)))
|
||||
return 1;
|
||||
|
||||
self->lighting = 0;
|
||||
if (!render_mode_parse_option(options, "lighting", "i", &(self->lighting)))
|
||||
return 1;
|
||||
|
||||
if (self->lighting)
|
||||
{
|
||||
/* we can't skip lighting the sides in cave mode, it looks too weird */
|
||||
self->parent.skip_sides = 0;
|
||||
}
|
||||
|
||||
/* if there's skylight we are in the surface! */
|
||||
self->skylight = get_chunk_data(state, CURRENT, SKYLIGHT);
|
||||
@@ -251,16 +228,13 @@ rendermode_cave_start(void *data, RenderState *state, PyObject *options) {
|
||||
self->up_right_blocklight = get_chunk_data(state, UP_RIGHT, BLOCKLIGHT);
|
||||
}
|
||||
|
||||
/* colors for tinting */
|
||||
self->depth_colors = PyObject_GetAttrString(state->support, "depth_colors");
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
rendermode_cave_finish(void *data, RenderState *state) {
|
||||
RenderModeCave* self;
|
||||
self = (RenderModeCave *)data;
|
||||
cave_finish(void *data, RenderState *state) {
|
||||
RenderPrimitiveCave* self;
|
||||
self = (RenderPrimitiveCave *)data;
|
||||
|
||||
Py_DECREF(self->skylight);
|
||||
Py_DECREF(self->left_skylight);
|
||||
@@ -275,55 +249,13 @@ rendermode_cave_finish(void *data, RenderState *state) {
|
||||
Py_DECREF(self->up_left_blocklight);
|
||||
Py_DECREF(self->up_right_blocklight);
|
||||
}
|
||||
|
||||
Py_DECREF(self->depth_colors);
|
||||
|
||||
rendermode_lighting.finish(data, state);
|
||||
}
|
||||
|
||||
static void
|
||||
rendermode_cave_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
|
||||
RenderModeCave* self;
|
||||
int z, r, g, b;
|
||||
self = (RenderModeCave *)data;
|
||||
|
||||
z = state->z;
|
||||
r = 0, g = 0, b = 0;
|
||||
|
||||
/* draw the normal block */
|
||||
if (self->lighting) {
|
||||
rendermode_lighting.draw(data, state, src, mask, mask_light);
|
||||
} else {
|
||||
rendermode_normal.draw(data, state, src, mask, mask_light);
|
||||
}
|
||||
|
||||
if (self->depth_tinting) {
|
||||
/* get the colors and tint and tint */
|
||||
r = PyInt_AsLong(PyList_GetItem(self->depth_colors, 0 + z*3));
|
||||
g = PyInt_AsLong(PyList_GetItem(self->depth_colors, 1 + z*3));
|
||||
b = PyInt_AsLong(PyList_GetItem(self->depth_colors, 2 + z*3));
|
||||
|
||||
tint_with_mask(state->img, r, g, b, 255, mask, state->imgx, state->imgy, 0, 0);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
const RenderModeOption rendermode_cave_options[] = {
|
||||
{"depth_tinting", "tint caves based on how deep they are (default: True)"},
|
||||
{"only_lit", "only render lit caves (default: False)"},
|
||||
{"lighting", "render caves with lighting enabled (default: False)"},
|
||||
{NULL, NULL}
|
||||
};
|
||||
|
||||
RenderModeInterface rendermode_cave = {
|
||||
"cave", "Cave",
|
||||
"render only caves",
|
||||
rendermode_cave_options,
|
||||
&rendermode_lighting,
|
||||
sizeof(RenderModeCave),
|
||||
rendermode_cave_start,
|
||||
rendermode_cave_finish,
|
||||
rendermode_cave_occluded,
|
||||
rendermode_cave_hidden,
|
||||
rendermode_cave_draw,
|
||||
RenderPrimitiveInterface primitive_cave = {
|
||||
"cave", sizeof(RenderPrimitiveCave),
|
||||
cave_start,
|
||||
cave_finish,
|
||||
cave_occluded,
|
||||
cave_hidden,
|
||||
NULL,
|
||||
};
|
||||
70
overviewer_core/src/primitives/depth-tinting.c
Normal file
70
overviewer_core/src/primitives/depth-tinting.c
Normal file
@@ -0,0 +1,70 @@
|
||||
/*
|
||||
* This file is part of the Minecraft Overviewer.
|
||||
*
|
||||
* Minecraft Overviewer is free software: you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License as published
|
||||
* by the Free Software Foundation, either version 3 of the License, or (at
|
||||
* your option) any later version.
|
||||
*
|
||||
* Minecraft Overviewer is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
|
||||
* Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License along
|
||||
* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
|
||||
*/
|
||||
|
||||
#include "../overviewer.h"
|
||||
#include <math.h>
|
||||
|
||||
typedef struct {
|
||||
/* list of colors used for tinting */
|
||||
PyObject *depth_colors;
|
||||
} RenderPrimitiveDepthTinting;
|
||||
|
||||
static int
|
||||
depth_tinting_start(void *data, RenderState *state, PyObject *support) {
|
||||
RenderPrimitiveDepthTinting* self;
|
||||
self = (RenderPrimitiveDepthTinting *)data;
|
||||
|
||||
self->depth_colors = PyObject_GetAttrString(support, "depth_colors");
|
||||
if (self->depth_colors == NULL)
|
||||
return 1;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void
|
||||
depth_tinting_finish(void *data, RenderState *state) {
|
||||
RenderPrimitiveDepthTinting* self;
|
||||
self = (RenderPrimitiveDepthTinting *)data;
|
||||
|
||||
Py_DECREF(self->depth_colors);
|
||||
}
|
||||
|
||||
static void
|
||||
depth_tinting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
|
||||
RenderPrimitiveDepthTinting* self;
|
||||
int z, r, g, b;
|
||||
self = (RenderPrimitiveDepthTinting *)data;
|
||||
|
||||
z = state->z;
|
||||
r = 0, g = 0, b = 0;
|
||||
|
||||
/* get the colors and tint and tint */
|
||||
r = PyInt_AsLong(PyList_GetItem(self->depth_colors, 0 + z*3));
|
||||
g = PyInt_AsLong(PyList_GetItem(self->depth_colors, 1 + z*3));
|
||||
b = PyInt_AsLong(PyList_GetItem(self->depth_colors, 2 + z*3));
|
||||
|
||||
tint_with_mask(state->img, r, g, b, 255, mask, state->imgx, state->imgy, 0, 0);
|
||||
}
|
||||
|
||||
RenderPrimitiveInterface primitive_depth_tinting = {
|
||||
"depth-tinting", sizeof(RenderPrimitiveDepthTinting),
|
||||
depth_tinting_start,
|
||||
depth_tinting_finish,
|
||||
NULL,
|
||||
NULL,
|
||||
depth_tinting_draw,
|
||||
};
|
||||
@@ -174,34 +174,6 @@ typedef struct {
|
||||
} RenderModeSpawn;
|
||||
extern RenderModeInterface rendermode_spawn;
|
||||
|
||||
/* CAVE */
|
||||
typedef struct {
|
||||
/* render blocks with lighting mode */
|
||||
RenderModeLighting parent;
|
||||
|
||||
/* data used to know where the surface is */
|
||||
PyObject *skylight;
|
||||
PyObject *left_skylight;
|
||||
PyObject *right_skylight;
|
||||
PyObject *up_left_skylight;
|
||||
PyObject *up_right_skylight;
|
||||
|
||||
/* data used to know where the surface is */
|
||||
PyObject *blocklight;
|
||||
PyObject *left_blocklight;
|
||||
PyObject *right_blocklight;
|
||||
PyObject *up_left_blocklight;
|
||||
PyObject *up_right_blocklight;
|
||||
|
||||
/* colors used for tinting */
|
||||
PyObject *depth_colors;
|
||||
|
||||
int depth_tinting;
|
||||
int only_lit;
|
||||
int lighting;
|
||||
} RenderModeCave;
|
||||
extern RenderModeInterface rendermode_cave;
|
||||
|
||||
/* MINERAL */
|
||||
typedef struct {
|
||||
/* inherits from overlay */
|
||||
|
||||
Reference in New Issue
Block a user