0

migrated cave mode into cave and depth-tinting primitives

This commit is contained in:
Aaron Griffith
2012-01-08 18:29:32 -05:00
parent 30c4bb26c3
commit c93715ebfa
4 changed files with 151 additions and 166 deletions

View File

@@ -0,0 +1,261 @@
/*
* 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 {
/* 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;
}
if ((x == 15)) {
if (up_right_light != Py_None) {
if (getArrayByte3D(up_right_light, 0, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(light, x+1, y, z) != 0) {
return 1;
}
}
if (x == 0) {
if (left_light != Py_None) {
if (getArrayByte3D(left_light, 15, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(light, x-1, y, z) != 0) {
return 1;
}
}
if (y == 15) {
if (right_light != Py_None) {
if (getArrayByte3D(right_light, 0, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(light, x, y+1, z) != 0) {
return 1;
}
}
if (y == 0) {
if (up_left_light != Py_None) {
if (getArrayByte3D(up_left_light, 15, y, z) != 0) {
return 1;
}
}
} else {
if (getArrayByte3D(light, x, y-1, z) != 0) {
return 1;
}
}
return 0;
}
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) {
if (!is_transparent(getArrayByte3D(state->left_blocks, 15, y, z)) &&
!is_transparent(getArrayByte3D(state->blocks, x, y, z+1)) &&
!is_transparent(getArrayByte3D(state->blocks, x, y+1, z))) {
return 1;
}
} else {
return 1;
}
}
if ( (x != 0) && (y == 15) ) {
if (state->right_blocks != Py_None) {
if (!is_transparent(getArrayByte3D(state->blocks, x-1, y, z)) &&
!is_transparent(getArrayByte3D(state->right_blocks, x, 0, z)) &&
!is_transparent(getArrayByte3D(state->blocks, x, y, z+1))) {
return 1;
}
} else {
return 1;
}
}
if ( (x == 0) && (y == 15) ) {
if ((state->left_blocks != Py_None) &&
(state->right_blocks != Py_None)) {
if (!is_transparent(getArrayByte3D(state->left_blocks, 15, y, z)) &&
!is_transparent(getArrayByte3D(state->right_blocks, x, 0, z)) &&
!is_transparent(getArrayByte3D(state->blocks, x, y, z+1))) {
return 1;
}
} else {
return 1;
}
}
if ( (x != 0) && (y != 15) &&
!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;
}
static int
cave_hidden(void *data, RenderState *state, int x, int y, int z) {
RenderPrimitiveCave* self;
int dz = 0;
self = (RenderPrimitiveCave *)data;
/* check if the block is touching skylight */
if (z != 127) {
if (touches_light(x, y, z, self->skylight, self->left_skylight, self->right_skylight, self->up_left_skylight, self->up_right_skylight)) {
return 1;
}
if (self->only_lit && !touches_light(x, y, z, self->blocklight, self->left_blocklight, self->right_blocklight, self->up_left_blocklight, self->up_right_blocklight)) {
return 1;
}
} else { /* if z == 127 skip */
return 1;
}
/* check for lakes and seas and don't render them
* at this point of the code the block has no skylight
* but a deep sea can be completely dark
*/
if ((getArrayByte3D(state->blocks, x, y, z) == 9) ||
(getArrayByte3D(state->blocks, x, y, z+1) == 9)) {
for (dz = z+1; dz < 127; dz++) { /* go up and check for skylight */
if (getArrayByte3D(self->skylight, x, y, dz) != 0) {
return 1;
}
if (getArrayByte3D(state->blocks, x, y, dz) != 9) {
/* we are out of the water! and there's no skylight
* , i.e. is a cave lake or something similar */
return 0;
}
}
}
/* 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
*/
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 cave_occluded(data, state, x, y, z);
}
static int
cave_start(void *data, RenderState *state, PyObject *support) {
RenderPrimitiveCave* self;
int ret;
self = (RenderPrimitiveCave *)data;
if (!render_mode_parse_option(support, "only_lit", "i", &(self->only_lit)))
return 1;
/* if there's skylight we are in the surface! */
self->skylight = get_chunk_data(state, CURRENT, SKYLIGHT);
self->left_skylight = get_chunk_data(state, DOWN_LEFT, SKYLIGHT);
self->right_skylight = get_chunk_data(state, DOWN_RIGHT, SKYLIGHT);
self->up_left_skylight = get_chunk_data(state, UP_LEFT, SKYLIGHT);
self->up_right_skylight = get_chunk_data(state, UP_RIGHT, SKYLIGHT);
if (self->only_lit) {
self->blocklight = get_chunk_data(state, CURRENT, BLOCKLIGHT);
self->left_blocklight = get_chunk_data(state, DOWN_LEFT, BLOCKLIGHT);
self->right_blocklight = get_chunk_data(state, DOWN_RIGHT, BLOCKLIGHT);
self->up_left_blocklight = get_chunk_data(state, UP_LEFT, BLOCKLIGHT);
self->up_right_blocklight = get_chunk_data(state, UP_RIGHT, BLOCKLIGHT);
}
return 0;
}
static void
cave_finish(void *data, RenderState *state) {
RenderPrimitiveCave* self;
self = (RenderPrimitiveCave *)data;
Py_DECREF(self->skylight);
Py_DECREF(self->left_skylight);
Py_DECREF(self->right_skylight);
Py_DECREF(self->up_left_skylight);
Py_DECREF(self->up_right_skylight);
if (self->only_lit) {
Py_DECREF(self->blocklight);
Py_DECREF(self->left_blocklight);
Py_DECREF(self->right_blocklight);
Py_DECREF(self->up_left_blocklight);
Py_DECREF(self->up_right_blocklight);
}
}
RenderPrimitiveInterface primitive_cave = {
"cave", sizeof(RenderPrimitiveCave),
cave_start,
cave_finish,
cave_occluded,
cave_hidden,
NULL,
};