/* * 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 "lighting.h" #include "../block_class.h" #include "../mc_id.h" #include "../overviewer.h" /* figures out the color from a given skylight and blocklight, used in lighting calculations */ static void calculate_light_color(void* data, uint8_t skylight, uint8_t blocklight, uint8_t* r, uint8_t* g, uint8_t* b) { uint8_t v = 255 * powf(0.8f, 15.0 - OV_MAX(blocklight, skylight)); *r = v; *g = v; *b = v; } /* fancy version that uses the colored light texture */ static void calculate_light_color_fancy(void* data, uint8_t skylight, uint8_t blocklight, uint8_t* r, uint8_t* g, uint8_t* b) { RenderPrimitiveLighting* mode = (RenderPrimitiveLighting*)(data); uint32_t index; PyObject* color; blocklight = OV_MAX(blocklight, skylight); index = skylight + blocklight * 16; color = PySequence_GetItem(mode->lightcolor, index); *r = PyLong_AsLong(PyTuple_GET_ITEM(color, 0)); *g = PyLong_AsLong(PyTuple_GET_ITEM(color, 1)); *b = PyLong_AsLong(PyTuple_GET_ITEM(color, 2)); Py_DECREF(color); } /* figures out the color from a given skylight and blocklight, used in lighting calculations -- note this is *different* from the one above (the "skylight - 11" part) */ static void calculate_light_color_night(void* data, uint8_t skylight, uint8_t blocklight, uint8_t* r, uint8_t* g, uint8_t* b) { uint8_t v = 255 * powf(0.8f, 15.0 - OV_MAX(blocklight, skylight - 11)); *r = v; *g = v; *b = v; } /* fancy night version that uses the colored light texture */ static void calculate_light_color_fancy_night(void* data, uint8_t skylight, uint8_t blocklight, uint8_t* r, uint8_t* g, uint8_t* b) { RenderPrimitiveLighting* mode = (RenderPrimitiveLighting*)(data); uint32_t index; PyObject* color; index = skylight + blocklight * 16; color = PySequence_GetItem(mode->lightcolor, index); *r = PyLong_AsLong(PyTuple_GET_ITEM(color, 0)); *g = PyLong_AsLong(PyTuple_GET_ITEM(color, 1)); *b = PyLong_AsLong(PyTuple_GET_ITEM(color, 2)); Py_DECREF(color); } /* loads the appropriate light data for the given (possibly non-local) * coordinates, and returns a black_coeff this is exposed, so other (derived) * rendermodes can use it * * authoratative is a return slot for whether or not this lighting calculation * is true, or a guess. If we guessed, *authoratative will be false, but if it * was calculated correctly from available light data, it will be true. You * may (and probably should) pass NULL. */ uint8_t estimate_blocklevel(RenderPrimitiveLighting* self, RenderState* state, int32_t x, int32_t y, int32_t z, bool* authoratative) { /* placeholders for later data arrays, coordinates */ mc_block_t block; uint8_t blocklevel; uint32_t average_count = 0, average_gather = 0, coeff = 0; /* defaults to "guess" until told otherwise */ if (authoratative) *authoratative = false; block = get_data(state, BLOCKS, x, y, z); if (authoratative == NULL) { bool auth; /* iterate through all surrounding blocks to take an average */ int32_t dx, dy, dz, local_block; for (dx = -1; dx <= 1; dx += 2) { for (dy = -1; dy <= 1; dy += 2) { for (dz = -1; dz <= 1; dz += 2) { coeff = estimate_blocklevel(self, state, x + dx, y + dy, z + dz, &auth); local_block = get_data(state, BLOCKS, x + dx, y + dy, z + dz); /* only add if the block is transparent, this seems to look better than using every block */ if (auth && is_transparent(local_block)) { average_gather += coeff; average_count++; } } } } } /* only return the average if at least one was authoratative */ if (average_count > 0) { return average_gather / average_count; } blocklevel = get_data(state, BLOCKLIGHT, x, y, z); /* no longer a guess */ if (!block_class_is_subset(block, block_class_alt_height, block_class_alt_height_len) && authoratative) { *authoratative = 1; } return blocklevel; } inline void get_lighting_color(RenderPrimitiveLighting* self, RenderState* state, int32_t x, int32_t y, int32_t z, uint8_t* r, uint8_t* g, uint8_t* b) { /* placeholders for later data arrays, coordinates */ mc_block_t block; uint8_t skylevel, blocklevel; block = get_data(state, BLOCKS, x, y, z); skylevel = get_data(state, SKYLIGHT, x, y, z); blocklevel = get_data(state, BLOCKLIGHT, x, y, z); /* special half-step handling, stairs handling */ /* Anvil also needs to be here, blockid 145 */ if (block_class_is_subset(block, block_class_alt_height, block_class_alt_height_len) || block == block_anvil) { uint32_t upper_block; /* stairs and half-blocks take the skylevel from the upper block if it's transparent */ int32_t upper_counter = 0; /* but if the upper_block is one of these special half-steps, we need to look at *its* upper_block */ do { upper_counter++; upper_block = get_data(state, BLOCKS, x, y + upper_counter, z); } while (block_class_is_subset(upper_block, block_class_alt_height, block_class_alt_height_len)); if (is_transparent(upper_block)) { skylevel = get_data(state, SKYLIGHT, x, y + upper_counter, z); } else { skylevel = 15; } /* the block has a bad blocklevel, estimate it from neigborhood * use given coordinates, no local ones! */ blocklevel = estimate_blocklevel(self, state, x, y, z, NULL); } if (block_class_is_subset(block, (mc_block_t[]){block_flowing_lava, block_lava}, 2)) { /* lava blocks should always be lit! */ *r = 255; *g = 255; *b = 255; return; } self->calculate_light_color(self, OV_MIN(skylevel, 15), OV_MIN(blocklevel, 15), r, g, b); } /* does per-face occlusion checking for do_shading_with_mask */ inline bool lighting_is_face_occluded(RenderState* state, bool skip_sides, int32_t x, int32_t y, int32_t z) { /* first, check for occlusion if the block is in the local chunk */ if (x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 16) { mc_block_t block = getArrayShort3D(state->blocks, x, y, z); if (!is_transparent(block) && !render_mode_hidden(state->rendermode, x, y, z)) { /* this face isn't visible, so don't draw anything */ return true; } } else if (!skip_sides) { mc_block_t block = get_data(state, BLOCKS, x, y, z); if (!is_transparent(block)) { /* the same thing but for adjacent chunks, this solves an ugly black doted line between chunks in night rendermode. This wouldn't be necessary if the textures were truly tessellate-able */ return true; } } return false; } /* shades the drawn block with the given facemask, based on the lighting results from (x, y, z) */ static inline void do_shading_with_mask(RenderPrimitiveLighting* self, RenderState* state, int32_t x, int32_t y, int32_t z, PyObject* mask) { uint8_t r, g, b; float comp_strength; /* check occlusion */ if (lighting_is_face_occluded(state, self->skip_sides, x, y, z)) return; get_lighting_color(self, state, x, y, z, &r, &g, &b); comp_strength = 1.0 - self->strength; r += (255 - r) * comp_strength; g += (255 - g) * comp_strength; b += (255 - b) * comp_strength; tint_with_mask(state->img, r, g, b, 255, mask, state->imgx, state->imgy, 0, 0); } static int32_t lighting_start(void* data, RenderState* state, PyObject* support) { RenderPrimitiveLighting* self; self = (RenderPrimitiveLighting*)data; /* don't skip sides by default */ self->skip_sides = false; if (!render_mode_parse_option(support, "strength", "f", &(self->strength))) return true; if (!render_mode_parse_option(support, "night", "p", &(self->night))) return true; if (!render_mode_parse_option(support, "color", "p", &(self->color))) return true; self->facemasks_py = PyObject_GetAttrString(support, "facemasks"); // borrowed references, don't need to be decref'd self->facemasks[0] = PyTuple_GetItem(self->facemasks_py, 0); self->facemasks[1] = PyTuple_GetItem(self->facemasks_py, 1); self->facemasks[2] = PyTuple_GetItem(self->facemasks_py, 2); if (self->night) { self->calculate_light_color = calculate_light_color_night; } else { self->calculate_light_color = calculate_light_color; } if (self->color) { self->lightcolor = PyObject_CallMethod(state->textures, "load_light_color", ""); if (self->lightcolor == Py_None) { Py_DECREF(self->lightcolor); self->lightcolor = NULL; self->color = false; } else { if (self->night) { self->calculate_light_color = calculate_light_color_fancy_night; } else { self->calculate_light_color = calculate_light_color_fancy; } } } else { self->lightcolor = NULL; } return false; } static void lighting_finish(void* data, RenderState* state) { RenderPrimitiveLighting* self = (RenderPrimitiveLighting*)data; Py_DECREF(self->facemasks_py); } static void lighting_draw(void* data, RenderState* state, PyObject* src, PyObject* mask, PyObject* mask_light) { RenderPrimitiveLighting* self; int32_t x, y, z; self = (RenderPrimitiveLighting*)data; x = state->x, y = state->y, z = state->z; 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 * blocks that are transparent for occlusion calculations and * need per-face shading if the face is drawn. */ if ((state->block_pdata & 16) == 16) { do_shading_with_mask(self, state, x, y + 1, z, self->facemasks[0]); } if ((state->block_pdata & 2) == 2) { /* bottom left */ do_shading_with_mask(self, state, x - 1, y, z, self->facemasks[1]); } if ((state->block_pdata & 4) == 4) { /* bottom right */ do_shading_with_mask(self, state, x, y, z + 1, self->facemasks[2]); } /* leaves and ice are transparent for occlusion calculations but they * per face-shading to look as in game */ } else if (is_transparent(state->block) && (state->block != 18) && (state->block != 79)) { /* transparent: do shading on whole block */ do_shading_with_mask(self, state, x, y, z, mask_light); } else { /* opaque: do per-face shading */ do_shading_with_mask(self, state, x, y + 1, z, self->facemasks[0]); do_shading_with_mask(self, state, x - 1, y, z, self->facemasks[1]); do_shading_with_mask(self, state, x, y, z + 1, self->facemasks[2]); } } RenderPrimitiveInterface primitive_lighting = { "lighting", sizeof(RenderPrimitiveLighting), lighting_start, lighting_finish, NULL, NULL, lighting_draw, };