/* * 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 "overviewer.h" #include /* figures out the black_coeff from a given skylight and blocklight, used in lighting calculations */ static float calculate_darkness(unsigned char skylight, unsigned char blocklight) { return 1.0f - powf(0.8f, 15.0 - MAX(blocklight, skylight)); } /* 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 */ inline float get_lighting_coefficient(RenderModeLighting *self, RenderState *state, int x, int y, int z) { /* placeholders for later data arrays, coordinates */ PyObject *blocks = NULL; PyObject *skylight = NULL; PyObject *blocklight = NULL; int local_x = x, local_y = y, local_z = z; /* find out what chunk we're in, and translate accordingly */ if (x >= 0 && y < 16) { blocks = state->blocks; skylight = self->skylight; blocklight = self->blocklight; } else if (x < 0) { local_x += 16; blocks = self->left_blocks; skylight = self->left_skylight; blocklight = self->left_blocklight; } else if (y >= 16) { local_y -= 16; blocks = self->right_blocks; skylight = self->right_skylight; blocklight = self->right_blocklight; } /* make sure we have correctly-ranged coordinates */ if (!(local_x >= 0 && local_x < 16 && local_y >= 0 && local_y < 16 && local_z >= 0 && local_z < 128)) { return self->calculate_darkness(15, 0); } /* also, make sure we have enough info to correctly calculate lighting */ if (blocks == Py_None || blocks == NULL || skylight == Py_None || skylight == NULL || blocklight == Py_None || blocklight == NULL) { return self->calculate_darkness(15, 0); } unsigned char block = getArrayByte3D(blocks, local_x, local_y, local_z); /* if this block is opaque, use a fully-lit coeff instead to prevent stippled lines along chunk boundaries! */ if (!is_transparent(block)) { return self->calculate_darkness(15, 0); } if (block == 44) { /* TODO special handling for half-blocks! */ } if (block == 10 || block == 11) { /* lava blocks should always be lit! */ return 0.0f; } unsigned char skylevel = getArrayByte3D(skylight, local_x, local_y, local_z); unsigned char blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z); return self->calculate_darkness(skylevel, blocklevel); } /* shades the drawn block with the given facemask/black_color, based on the lighting results from (x, y, z) */ static inline void do_shading_for_face(RenderModeLighting *self, RenderState *state, int x, int y, int z, PyObject *facemask) { /* first, check for occlusion if the block is in the local chunk */ if (x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 128) { unsigned char block = getArrayByte3D(state->blocks, x, y, z); if (!is_transparent(block)) { /* this face isn't visible, so don't draw anything */ return; } } float black_coeff = get_lighting_coefficient(self, state, x, y, z); PyObject *mask = PyObject_CallMethod(facemask, "copy", NULL); // new ref brightness(mask, black_coeff); alpha_over(state->img, self->black_color, mask, state->imgx, state->imgy, 0, 0); Py_DECREF(mask); } static int rendermode_lighting_start(void *data, RenderState *state) { /* first, chain up */ int ret = rendermode_normal.start(data, state); if (ret != 0) return ret; RenderModeLighting* self = (RenderModeLighting *)data; self->black_color = PyObject_GetAttrString(state->chunk, "black_color"); self->facemasks_py = PyObject_GetAttrString(state->chunk, "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); self->skylight = PyObject_GetAttrString(state->self, "skylight"); self->blocklight = PyObject_GetAttrString(state->self, "blocklight"); self->left_blocks = PyObject_GetAttrString(state->self, "left_blocks"); self->left_skylight = PyObject_GetAttrString(state->self, "left_skylight"); self->left_blocklight = PyObject_GetAttrString(state->self, "left_blocklight"); self->right_blocks = PyObject_GetAttrString(state->self, "right_blocks"); self->right_skylight = PyObject_GetAttrString(state->self, "right_skylight"); self->right_blocklight = PyObject_GetAttrString(state->self, "right_blocklight"); self->calculate_darkness = calculate_darkness; return 0; } static void rendermode_lighting_finish(void *data, RenderState *state) { RenderModeLighting *self = (RenderModeLighting *)data; Py_DECREF(self->black_color); Py_DECREF(self->facemasks_py); Py_DECREF(self->skylight); Py_DECREF(self->blocklight); Py_DECREF(self->left_blocks); Py_DECREF(self->left_skylight); Py_DECREF(self->left_blocklight); Py_DECREF(self->right_blocks); Py_DECREF(self->right_skylight); Py_DECREF(self->right_blocklight); /* now chain up */ rendermode_normal.finish(data, state); } static int rendermode_lighting_occluded(void *data, RenderState *state) { /* no special occlusion here */ return rendermode_normal.occluded(data, state); } static void rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) { /* first, chain up */ rendermode_normal.draw(data, state, src, mask); RenderModeLighting* self = (RenderModeLighting *)data; int x = state->x, y = state->y, z = state->z; // TODO whole-block shading for transparent blocks do_shading_for_face(self, state, x, y, z+1, self->facemasks[0]); do_shading_for_face(self, state, x-1, y, z, self->facemasks[1]); do_shading_for_face(self, state, x, y+1, z, self->facemasks[2]); } RenderModeInterface rendermode_lighting = { sizeof(RenderModeLighting), rendermode_lighting_start, rendermode_lighting_finish, rendermode_lighting_occluded, rendermode_lighting_draw, };