/* * 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 . */ #include #include "../overviewer.h" typedef struct { /* list of colors used for tinting */ PyObject* depth_colors; } RenderPrimitiveDepthTinting; static bool 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 true; return false; } 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; int32_t y, r, g, b; self = (RenderPrimitiveDepthTinting*)data; y = state->chunky * 16 + state->y; r = 0, g = 0, b = 0; /* the colors array assumes y is between 0 and 127, so we scale it */ y = (y * 128) / (16 * SECTIONS_PER_CHUNK); /* get the colors and tint and tint */ r = PyLong_AsLong(PyList_GetItem(self->depth_colors, 0 + y * 3)); g = PyLong_AsLong(PyList_GetItem(self->depth_colors, 1 + y * 3)); b = PyLong_AsLong(PyList_GetItem(self->depth_colors, 2 + y * 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, };