0

block_class_is_subset implementation pass

This commit is contained in:
Wunkolo
2019-03-17 16:05:12 -07:00
parent 2c3d54ea5d
commit ee9a3411ba
7 changed files with 239 additions and 201 deletions

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@@ -1,136 +1,190 @@
/* /*
* This file is part of the Minecraft Overviewer. * This file is part of the Minecraft Overviewer.
* *
* Minecraft Overviewer is free software: you can redistribute it and/or * Minecraft Overviewer is free software: you can redistribute it and/or
* modify it under the terms of the GNU General Public License as published * 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 * by the Free Software Foundation, either version 3 of the License, or (at
* your option) any later version. * your option) any later version.
* *
* Minecraft Overviewer is distributed in the hope that it will be useful, * Minecraft Overviewer is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of * but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
* Public License for more details. * Public License for more details.
* *
* You should have received a copy of the GNU General Public License along * You should have received a copy of the GNU General Public License along
* with the Overviewer. If not, see <http://www.gnu.org/licenses/>. * with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
*/ */
#include "block_class.h" #include "block_class.h"
#include "utils.h" #include "utils.h"
#if defined(__i386__) || defined(__x86_64__)
bool block_class_is_subset( #include <immintrin.h>
mc_block_t block, #endif
const mc_block_t block_class[],
size_t block_class_len bool block_class_is_subset(
) mc_block_t block,
{ const mc_block_t block_class[],
size_t i; size_t block_class_len
for( i = 0; i < block_class_len; ++i ) )
{ {
if( block == block_class[i] ) size_t i = 0;
{
return true; #ifdef __SSE2__
} for( ; i / 8 < block_class_len / 8; i += 8 )
} {
return false; const __m128i block_class_vec = _mm_loadu_si128(
} (__m128i*)&block_class[i]
);
const __m128i block_vec = _mm_set1_epi16(block);
const mc_block_t block_class_stair[] = { const __m128i block_cmp = _mm_cmpeq_epi16(block_vec,block_class_vec);
block_oak_stairs, if( _mm_movemask_epi8(block_cmp) )
block_stone_stairs, {
block_brick_stairs, return true;
block_stone_brick_stairs, }
block_nether_brick_stairs, }
block_sandstone_stairs, #endif
block_spruce_stairs, #ifdef __MMX__
block_birch_stairs, for( ; i / 4 < block_class_len / 4; i += 4 )
block_jungle_stairs, {
block_quartz_stairs, const __m64 block_class_vec = _mm_cvtsi64_m64(
block_acacia_stairs, *(uint64_t*)&block_class[i]
block_dark_oak_stairs, );
block_red_sandstone_stairs, const __m64 block_vec = _mm_set1_pi16(block);
block_purpur_stairs const __m64 block_cmp = _mm_cmpeq_pi16(block_vec,block_class_vec);
}; if( _mm_cvtm64_si64(block_cmp) )
const size_t block_class_stair_len = count_of(block_class_stair); {
return true;
const mc_block_t block_class_door[] = { }
block_wooden_door, }
block_iron_door, #endif
block_spruce_door, for( ; i < block_class_len; ++i )
block_birch_door, {
block_jungle_door, if( block == block_class[i] )
block_acacia_door, {
block_dark_oak_door return true;
}; }
const size_t block_class_door_len = count_of(block_class_door); }
return false;
const mc_block_t block_class_fence[] = { }
block_fence,
block_nether_brick_fence,
block_spruce_fence, const mc_block_t block_class_stair[] = {
block_birch_fence, block_oak_stairs,
block_jungle_fence, block_stone_stairs,
block_dark_oak_fence, block_brick_stairs,
block_acacia_fence block_stone_brick_stairs,
}; block_nether_brick_stairs,
const size_t block_class_fence_len = count_of(block_class_fence); block_sandstone_stairs,
block_spruce_stairs,
const mc_block_t block_class_fence_gate[] = { block_birch_stairs,
block_fence_gate, block_jungle_stairs,
block_spruce_fence_gate, block_quartz_stairs,
block_birch_fence_gate, block_acacia_stairs,
block_jungle_fence_gate, block_dark_oak_stairs,
block_dark_oak_fence_gate, block_red_sandstone_stairs,
block_acacia_fence_gate block_purpur_stairs
}; };
const size_t block_class_fence_gate_len = count_of(block_class_fence_gate); const size_t block_class_stair_len = count_of(block_class_stair);
const mc_block_t block_class_ancil[] = { const mc_block_t block_class_door[] = {
block_wooden_door, block_wooden_door,
block_iron_door, block_iron_door,
block_spruce_door, block_spruce_door,
block_birch_door, block_birch_door,
block_jungle_door, block_jungle_door,
block_acacia_door, block_acacia_door,
block_dark_oak_door, block_dark_oak_door
block_oak_stairs, };
block_stone_stairs, const size_t block_class_door_len = count_of(block_class_door);
block_brick_stairs,
block_stone_brick_stairs, const mc_block_t block_class_fence[] = {
block_nether_brick_stairs, block_fence,
block_sandstone_stairs, block_nether_brick_fence,
block_spruce_stairs, block_spruce_fence,
block_birch_stairs, block_birch_fence,
block_jungle_stairs, block_jungle_fence,
block_quartz_stairs, block_dark_oak_fence,
block_acacia_stairs, block_acacia_fence
block_dark_oak_stairs, };
block_red_sandstone_stairs, const size_t block_class_fence_len = count_of(block_class_fence);
block_purpur_stairs,
block_grass, const mc_block_t block_class_fence_gate[] = {
block_flowing_water, block_fence_gate,
block_water, block_spruce_fence_gate,
block_glass, block_birch_fence_gate,
block_chest, block_jungle_fence_gate,
block_redstone_wire, block_dark_oak_fence_gate,
block_ice, block_acacia_fence_gate
block_fence, };
block_portal, const size_t block_class_fence_gate_len = count_of(block_class_fence_gate);
block_iron_bars,
block_glass_pane, const mc_block_t block_class_ancil[] = {
block_waterlily, block_wooden_door,
block_nether_brick_fence, block_iron_door,
block_cobblestone_wall, block_spruce_door,
block_double_plant, block_birch_door,
block_stained_glass_pane, block_jungle_door,
block_stained_glass, block_acacia_door,
block_trapped_chest, block_dark_oak_door,
block_spruce_fence, block_oak_stairs,
block_birch_fence, block_stone_stairs,
block_jungle_fence, block_brick_stairs,
block_dark_oak_fence, block_stone_brick_stairs,
block_acacia_fence block_nether_brick_stairs,
}; block_sandstone_stairs,
const size_t block_class_ancil_len = count_of(block_class_ancil); block_spruce_stairs,
block_birch_stairs,
block_jungle_stairs,
block_quartz_stairs,
block_acacia_stairs,
block_dark_oak_stairs,
block_red_sandstone_stairs,
block_purpur_stairs,
block_grass,
block_flowing_water,
block_water,
block_glass,
block_chest,
block_redstone_wire,
block_ice,
block_fence,
block_portal,
block_iron_bars,
block_glass_pane,
block_waterlily,
block_nether_brick_fence,
block_cobblestone_wall,
block_double_plant,
block_stained_glass_pane,
block_stained_glass,
block_trapped_chest,
block_spruce_fence,
block_birch_fence,
block_jungle_fence,
block_dark_oak_fence,
block_acacia_fence
};
const size_t block_class_ancil_len = count_of(block_class_ancil);
const mc_block_t block_class_alt_height[] = {
block_stone_slab,
block_oak_stairs,
block_stone_stairs,
block_brick_stairs,
block_stone_brick_stairs,
block_nether_brick_stairs,
block_sandstone_stairs,
block_spruce_stairs,
block_birch_stairs,
block_jungle_stairs,
block_quartz_stairs,
block_acacia_stairs,
block_dark_oak_stairs,
block_red_sandstone_stairs,
block_stone_slab2,
block_purpur_stairs,
block_purpur_slab,
block_wooden_slab
};
const size_t block_class_alt_height_len = count_of(block_class_alt_height);

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@@ -44,4 +44,7 @@ extern const size_t block_class_fence_gate_len;
extern const mc_block_t block_class_ancil[]; extern const mc_block_t block_class_ancil[];
extern const size_t block_class_ancil_len; extern const size_t block_class_ancil_len;
extern const mc_block_t block_class_alt_height[];
extern const size_t block_class_alt_height_len;
#endif #endif

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@@ -259,13 +259,13 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
if (get_data(state, BLOCKS, x, y+1, z) == 78) if (get_data(state, BLOCKS, x, y+1, z) == 78)
return 0x10; return 0x10;
return ancilData; return ancilData;
} else if (state->block == block_flowing_water || state->block == block_water) { /* water */ } else if (block_class_is_subset(state->block,(mc_block_t[]){block_flowing_water,block_water},2)) { /* water */
data = check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f; data = check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f;
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */ /* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
if (get_data(state, BLOCKS, x, y+1, z) != state->block) if (get_data(state, BLOCKS, x, y+1, z) != state->block)
data |= 0x10; data |= 0x10;
return data; return data;
} else if ((state->block == block_glass) || (state->block == block_ice) || (state->block == block_stained_glass)) { /* glass and ice and stained glass*/ } else if (block_class_is_subset(state->block,(mc_block_t[]){block_glass,block_ice,block_stained_glass},3)) { /* glass and ice and stained glass*/
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks /* an aditional bit for top is added to the 4 bits of check_adjacent_blocks
* Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an unsigned char, * Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an unsigned char,
* forcing us to use an unsigned short to hold 16 bits of pseudo ancil data * forcing us to use an unsigned short to hold 16 bits of pseudo ancil data
@@ -317,7 +317,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
} }
return final_data; return final_data;
} else if (state->block == block_chest || state->block == block_trapped_chest) { } else if (block_class_is_subset(state->block,(mc_block_t[]){block_chest,block_trapped_chest},2)) {
/* Orientation is given by ancilData, pseudo data needed to /* Orientation is given by ancilData, pseudo data needed to
* choose from single or double chest and the correct half of * choose from single or double chest and the correct half of
* the chest. */ * the chest. */
@@ -354,7 +354,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
} }
return final_data; return final_data;
} else if ((state->block == block_iron_bars) || (state->block == block_glass_pane) || (state->block == block_stained_glass_pane)) { } else if (block_class_is_subset(state->block,(mc_block_t[]){block_iron_bars,block_glass_pane,block_stained_glass_pane},3)) {
/* iron bars and glass panes: /* iron bars and glass panes:
* they seem to stick to almost everything but air, * they seem to stick to almost everything but air,
* not sure yet! Still a TODO! */ * not sure yet! Still a TODO! */
@@ -363,7 +363,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
data = (check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f); data = (check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f);
return (data << 4) | (ancilData & 0xf); return (data << 4) | (ancilData & 0xf);
} else if ((state->block == block_portal) || (state->block == block_nether_brick_fence)) { } else if (block_class_is_subset(state->block,(mc_block_t[]){block_portal,block_nether_brick_fence},2)) {
/* portal and nether brick fences */ /* portal and nether brick fences */
return check_adjacent_blocks(state, x, y, z, state->block); return check_adjacent_blocks(state, x, y, z, state->block);

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@@ -17,6 +17,7 @@
#include "../overviewer.h" #include "../overviewer.h"
#include "../mc_id.h" #include "../mc_id.h"
#include "../block_class.h"
#include "biomes.h" #include "biomes.h"
typedef struct { typedef struct {
@@ -95,19 +96,20 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
*/ */
if (/* grass, but not snowgrass */ if (/* grass, but not snowgrass */
(state->block == block_grass && get_data(state, BLOCKS, state->x, state->y+1, state->z) != 78) || (state->block == block_grass && get_data(state, BLOCKS, state->x, state->y+1, state->z) != 78) ||
/* water */ block_class_is_subset(state->block,(mc_block_t[]){
state->block == block_flowing_water || state->block == block_water || block_vine,
/* leaves */ block_waterlily,
state->block == block_leaves || state->block == block_leaves2 || block_flowing_water,
block_water,
block_leaves,
block_leaves2
},
6) ||
/* tallgrass, but not dead shrubs */ /* tallgrass, but not dead shrubs */
(state->block == block_tallgrass && state->block_data != 0) || (state->block == block_tallgrass && state->block_data != 0) ||
/* pumpkin/melon stem, not fully grown. Fully grown stems /* pumpkin/melon stem, not fully grown. Fully grown stems
* get constant brown color (see textures.py) */ * get constant brown color (see textures.py) */
(((state->block == block_pumpkin_stem) || (state->block == block_melon_stem)) && (state->block_data != 7)) || (((state->block == block_pumpkin_stem) || (state->block == block_melon_stem)) && (state->block_data != 7)) ||
/* vines */
state->block == block_vine ||
/* lily pads */
state->block == block_waterlily ||
/* doublePlant grass & ferns */ /* doublePlant grass & ferns */
(state->block == block_double_plant && (state->block_data == 2 || state->block_data == 3)) || (state->block == block_double_plant && (state->block_data == 2 || state->block_data == 3)) ||
/* doublePlant grass & ferns tops */ /* doublePlant grass & ferns tops */
@@ -125,18 +127,21 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
} }
switch (state->block) { switch (state->block) {
case 2: case block_grass:
/* grass */ case block_tallgrass:
case block_pumpkin_stem:
case block_melon_stem:
case block_vine:
case block_waterlily:
case block_double_plant:
color_table = self->grasscolor; color_table = self->grasscolor;
break; break;
case 8: case block_flowing_water:
case 9: case block_water:
/* water */
color_table = self->watercolor; color_table = self->watercolor;
break; break;
case 18: case block_leaves:
case 161: case block_leaves2:
/* leaves */
color_table = self->foliagecolor; color_table = self->foliagecolor;
if (state->block_data == 2) if (state->block_data == 2)
{ {
@@ -145,30 +150,6 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
flip_xy = 1; flip_xy = 1;
} }
break; break;
case 31:
/* tall grass */
color_table = self->grasscolor;
break;
case 104:
/* pumpkin stem */
color_table = self->grasscolor;
break;
case 105:
/* melon stem */
color_table = self->grasscolor;
break;
case 106:
/* vines */
color_table = self->grasscolor;
break;
case 111:
/* lily pads */
color_table = self->grasscolor;
break;
case 175:
/* doublePlant grass & ferns */
color_table = self->grasscolor;
break;
default: default:
break; break;
}; };

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@@ -17,6 +17,7 @@
#include "../overviewer.h" #include "../overviewer.h"
#include "../mc_id.h" #include "../mc_id.h"
#include "../block_class.h"
typedef struct { typedef struct {
float opacity; float opacity;
@@ -35,16 +36,17 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
PrimitiveEdgeLines *self = (PrimitiveEdgeLines *)data; PrimitiveEdgeLines *self = (PrimitiveEdgeLines *)data;
/* Draw some edge lines! */ /* Draw some edge lines! */
if (state->block == block_stone_slab || state->block == block_snow_layer || !is_transparent(state->block)) { if (block_class_is_subset(state->block,(mc_block_t[]){block_stone_slab,block_snow_layer},2)
|| !is_transparent(state->block)) {
Imaging img_i = imaging_python_to_c(state->img); Imaging img_i = imaging_python_to_c(state->img);
unsigned char ink[] = {0, 0, 0, 255 * self->opacity}; unsigned char ink[] = {0, 0, 0, 255 * self->opacity};
unsigned short side_block; unsigned short side_block;
int x = state->x, y = state->y, z = state->z; int x = state->x, y = state->y, z = state->z;
int increment=0; int increment=0;
if ((state->block == block_stone_slab || state->block == block_wooden_slab) && ((state->block_data & 0x8) == 0 )) // half-steps BUT no upsidown half-steps if (block_class_is_subset(state->block,(mc_block_t[]){block_wooden_slab,block_stone_slab},2) && ((state->block_data & 0x8) == 0 )) // half-steps BUT no upsidown half-steps
increment=6; increment=6;
else if ((state->block == block_snow_layer) || (state->block == block_unpowered_repeater) || (state->block == block_powered_repeater)) // snow, redstone repeaters (on and off) else if (block_class_is_subset(state->block,(mc_block_t[]){block_snow_layer,block_unpowered_repeater,block_powered_repeater},3)) // snow, redstone repeaters (on and off)
increment=9; increment=9;
/* +X side */ /* +X side */
@@ -52,9 +54,9 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
if (side_block != state->block && (is_transparent(side_block) || render_mode_hidden(state->rendermode, x+1, y, z)) && if (side_block != state->block && (is_transparent(side_block) || render_mode_hidden(state->rendermode, x+1, y, z)) &&
/* WARNING: ugly special case approaching */ /* WARNING: ugly special case approaching */
/* if the block is a slab and the side block is a stair don't draw anything, it can give very ugly results */ /* if the block is a slab and the side block is a stair don't draw anything, it can give very ugly results */
!((state->block == block_stone_slab || state->block == block_wooden_slab) && ((side_block == block_oak_stairs) || (side_block == block_stone_stairs) || (side_block == block_brick_stairs) || !(block_class_is_subset(state->block,(mc_block_t[]){block_wooden_slab,block_stone_slab},2)
(side_block == block_stone_brick_stairs) || (side_block == block_nether_brick_stairs) || (side_block == block_sandstone_stairs) || (side_block == block_spruce_stairs) || (side_block == block_birch_stairs) || && (block_class_is_subset(side_block,block_class_stair,block_class_stair_len))
(side_block == block_jungle_stairs)))) { )) {
ImagingDrawLine(img_i, state->imgx+12, state->imgy+1+increment, state->imgx+22+1, state->imgy+5+1+increment, &ink, 1); ImagingDrawLine(img_i, state->imgx+12, state->imgy+1+increment, state->imgx+22+1, state->imgy+5+1+increment, &ink, 1);
ImagingDrawLine(img_i, state->imgx+12, state->imgy+increment, state->imgx+22+1, state->imgy+5+increment, &ink, 1); ImagingDrawLine(img_i, state->imgx+12, state->imgy+increment, state->imgx+22+1, state->imgy+5+increment, &ink, 1);
} }
@@ -64,9 +66,10 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
if (side_block != state->block && (is_transparent(side_block) || render_mode_hidden(state->rendermode, x, y, z-1)) && if (side_block != state->block && (is_transparent(side_block) || render_mode_hidden(state->rendermode, x, y, z-1)) &&
/* WARNING: ugly special case approaching */ /* WARNING: ugly special case approaching */
/* if the block is a slab and the side block is a stair don't draw anything, it can give very ugly results */ /* if the block is a slab and the side block is a stair don't draw anything, it can give very ugly results */
!((state->block == block_stone_slab || state->block == block_wooden_slab) && ((side_block == block_oak_stairs) || (side_block == block_stone_stairs) || (side_block == block_brick_stairs) || !(
(side_block == block_stone_brick_stairs) || (side_block == block_nether_brick_stairs) || (side_block == block_sandstone_stairs) || (side_block == block_spruce_stairs) || (side_block == block_birch_stairs) || block_class_is_subset(state->block,(mc_block_t[]){block_stone_slab,block_wooden_slab},2)
(side_block == block_jungle_stairs)))) { && (block_class_is_subset(side_block,block_class_stair,block_class_stair_len))
)) {
ImagingDrawLine(img_i, state->imgx, state->imgy+6+1+increment, state->imgx+12+1, state->imgy+1+increment, &ink, 1); ImagingDrawLine(img_i, state->imgx, state->imgy+6+1+increment, state->imgx+12+1, state->imgy+1+increment, &ink, 1);
ImagingDrawLine(img_i, state->imgx, state->imgy+6+increment, state->imgx+12+1, state->imgy+increment, &ink, 1); ImagingDrawLine(img_i, state->imgx, state->imgy+6+increment, state->imgx+12+1, state->imgy+increment, &ink, 1);
} }

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@@ -17,6 +17,7 @@
#include "../overviewer.h" #include "../overviewer.h"
#include "../mc_id.h" #include "../mc_id.h"
#include "../block_class.h"
#include "lighting.h" #include "lighting.h"
#include <math.h> #include <math.h>
@@ -139,7 +140,7 @@ estimate_blocklevel(RenderPrimitiveLighting *self, RenderState *state,
blocklevel = get_data(state, BLOCKLIGHT, x, y, z); blocklevel = get_data(state, BLOCKLIGHT, x, y, z);
/* no longer a guess */ /* no longer a guess */
if (!(block == block_stone_slab || block == block_oak_stairs || block == block_stone_stairs || block == block_brick_stairs || block == block_stone_brick_stairs || block == block_red_sandstone_stairs || block == block_stone_slab2 || block == block_purpur_slab ) && authoratative) { if (!block_class_is_subset(block,block_class_alt_height,block_class_alt_height_len) && authoratative) {
*authoratative = 1; *authoratative = 1;
} }
@@ -160,9 +161,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
/* special half-step handling, stairs handling */ /* special half-step handling, stairs handling */
/* Anvil also needs to be here, blockid 145 */ /* Anvil also needs to be here, blockid 145 */
if (block == block_stone_slab || block == block_oak_stairs || block == block_stone_stairs || block == block_brick_stairs || block == block_stone_brick_stairs || block == block_nether_brick_stairs || if ( block_class_is_subset(block,block_class_alt_height,block_class_alt_height_len) || block == block_anvil) {
block == block_sandstone_stairs || block == block_spruce_stairs || block == block_birch_stairs || block == block_jungle_stairs || block == block_anvil || block == block_quartz_stairs ||
block == block_acacia_stairs || block == block_dark_oak_stairs || block == block_red_sandstone_stairs || block == block_stone_slab2 || block == block_purpur_stairs || block == block_purpur_slab ) {
unsigned int upper_block; unsigned int upper_block;
/* stairs and half-blocks take the skylevel from the upper block if it's transparent */ /* stairs and half-blocks take the skylevel from the upper block if it's transparent */
@@ -171,10 +170,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
do { do {
upper_counter++; upper_counter++;
upper_block = get_data(state, BLOCKS, x, y + upper_counter, z); upper_block = get_data(state, BLOCKS, x, y + upper_counter, z);
} while (upper_block == block_stone_slab || upper_block == block_oak_stairs || upper_block == block_stone_stairs || upper_block == block_brick_stairs || } while (block_class_is_subset(upper_block,block_class_alt_height,block_class_alt_height_len));
upper_block == block_stone_brick_stairs || upper_block == block_nether_brick_stairs || upper_block == block_sandstone_stairs || upper_block == block_spruce_stairs ||
upper_block == block_birch_stairs || upper_block == block_jungle_stairs || upper_block == block_quartz_stairs || upper_block == block_acacia_stairs ||
upper_block == block_dark_oak_stairs || upper_block == block_red_sandstone_stairs || upper_block == block_stone_slab2 || upper_block == block_purpur_stairs || upper_block == block_purpur_slab );
if (is_transparent(upper_block)) { if (is_transparent(upper_block)) {
skylevel = get_data(state, SKYLIGHT, x, y + upper_counter, z); skylevel = get_data(state, SKYLIGHT, x, y + upper_counter, z);
} else { } else {
@@ -187,7 +183,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
} }
if (block == block_flowing_lava || block == block_lava) { if (block_class_is_subset(block,(mc_block_t[]){block_flowing_lava,block_lava},2)) {
/* lava blocks should always be lit! */ /* lava blocks should always be lit! */
*r = 255; *r = 255;
*g = 255; *g = 255;
@@ -306,7 +302,7 @@ lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyO
self = (RenderPrimitiveLighting *)data; self = (RenderPrimitiveLighting *)data;
x = state->x, y = state->y, z = state->z; x = state->x, y = state->y, z = state->z;
if ((state->block == block_flowing_water) || (state->block == block_water)) { /* special case for water */ if (block_class_is_subset(state->block,(mc_block_t[]){block_flowing_water,block_water},2)) { /* special case for water */
/* looks like we need a new case for lighting, there are /* looks like we need a new case for lighting, there are
* blocks that are transparent for occlusion calculations and * blocks that are transparent for occlusion calculations and
* need per-face shading if the face is drawn. */ * need per-face shading if the face is drawn. */

View File

@@ -17,6 +17,7 @@
#include "../overviewer.h" #include "../overviewer.h"
#include "../mc_id.h" #include "../mc_id.h"
#include "../block_class.h"
#include "nether.h" #include "nether.h"
static void static void
@@ -36,7 +37,7 @@ walk_chunk(RenderState *state, RenderPrimitiveNether *data) {
for (y = NETHER_ROOF-1; y>=0; y--) { for (y = NETHER_ROOF-1; y>=0; y--) {
id = get_data(state, BLOCKS, x, y - (state->chunky * 16), z); id = get_data(state, BLOCKS, x, y - (state->chunky * 16), z);
if (id == block_bedrock || id == block_netherrack || id == block_quartz_ore || id == block_lava) if (block_class_is_subset(id,(mc_block_t[]){block_bedrock,block_netherrack,block_quartz_ore,block_lava},4))
data->remove_block[x+1][y][z+1] = 1; data->remove_block[x+1][y][z+1] = 1;
else else
break; break;