Minecraft-Overviewer/overviewer_core/src/primitives/cave.c

125 lines
3.9 KiB
C

/*
* 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 <math.h>
#include "../overviewer.h"
typedef struct {
int only_lit;
} RenderPrimitiveCave;
static inline int
touches_light(RenderState* state, DataType type, unsigned int x, unsigned int y, unsigned int z) {
if (get_data(state, type, x, y + 1, z))
return 1;
if (get_data(state, type, x + 1, y, z))
return 1;
if (get_data(state, type, x - 1, y, z))
return 1;
if (get_data(state, type, x, y, z + 1))
return 1;
if (get_data(state, type, x, y, z - 1))
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 (!is_known_transparent(get_data(state, BLOCKS, x - 1, y, z)) &&
!is_known_transparent(get_data(state, BLOCKS, x, y, z + 1)) &&
!is_known_transparent(get_data(state, BLOCKS, x, y + 1, z))) {
return 1;
}
/* special handling for section boundaries */
if (x == 0 && (!(state->chunks[0][1].loaded) || state->chunks[0][1].sections[state->chunky].blocks == NULL))
return 1;
if (y == 15 && (state->chunky + 1 >= SECTIONS_PER_CHUNK || state->chunks[1][1].sections[state->chunky + 1].blocks == NULL))
return 1;
if (z == 15 && (!(state->chunks[1][2].loaded) || state->chunks[1][2].sections[state->chunky].blocks == NULL))
return 1;
return 0;
}
static int
cave_hidden(void* data, RenderState* state, int x, int y, int z) {
RenderPrimitiveCave* self;
int dy = 0;
self = (RenderPrimitiveCave*)data;
/* check if the block is touching skylight */
if (touches_light(state, SKYLIGHT, x, y, z)) {
return 1;
}
if (self->only_lit && !touches_light(state, BLOCKLIGHT, x, y, z)) {
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 ((getArrayShort3D(state->blocks, x, y, z) == 9) ||
(get_data(state, BLOCKS, x, y + 1, z) == 9)) {
for (dy = y + 1; dy < (SECTIONS_PER_CHUNK - state->chunky) * 16; dy++) {
/* go up and check for skylight */
if (get_data(state, SKYLIGHT, x, dy, z) != 0) {
return 1;
}
if (get_data(state, BLOCKS, x, dy, z) != 9) {
/* we are out of the water! and there's no skylight
* , i.e. is a cave lake or something similar */
break;
}
}
}
/* 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
*/
return cave_occluded(data, state, x, y, z);
}
static int
cave_start(void* data, RenderState* state, PyObject* support) {
RenderPrimitiveCave* self;
self = (RenderPrimitiveCave*)data;
if (!render_mode_parse_option(support, "only_lit", "i", &(self->only_lit)))
return 1;
return 0;
}
RenderPrimitiveInterface primitive_cave = {
"cave",
sizeof(RenderPrimitiveCave),
cave_start,
NULL,
cave_occluded,
cave_hidden,
NULL,
};