125 lines
3.9 KiB
C
125 lines
3.9 KiB
C
/*
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* This file is part of the Minecraft Overviewer.
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*
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* Minecraft Overviewer is free software: you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as published
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* by the Free Software Foundation, either version 3 of the License, or (at
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* your option) any later version.
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*
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* Minecraft Overviewer is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
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* Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <math.h>
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#include "../overviewer.h"
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typedef struct {
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int only_lit;
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} RenderPrimitiveCave;
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static inline int
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touches_light(RenderState* state, DataType type, unsigned int x, unsigned int y, unsigned int z) {
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if (get_data(state, type, x, y + 1, z))
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return 1;
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if (get_data(state, type, x + 1, y, z))
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return 1;
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if (get_data(state, type, x - 1, y, z))
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return 1;
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if (get_data(state, type, x, y, z + 1))
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return 1;
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if (get_data(state, type, x, y, z - 1))
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return 1;
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return 0;
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}
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static int
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cave_occluded(void* data, RenderState* state, int x, int y, int z) {
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/* check for normal occlusion */
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/* use ajacent chunks, if not you get blocks spreaded in chunk edges */
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if (!is_known_transparent(get_data(state, BLOCKS, x - 1, y, z)) &&
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!is_known_transparent(get_data(state, BLOCKS, x, y, z + 1)) &&
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!is_known_transparent(get_data(state, BLOCKS, x, y + 1, z))) {
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return 1;
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}
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/* special handling for section boundaries */
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if (x == 0 && (!(state->chunks[0][1].loaded) || state->chunks[0][1].sections[state->chunky].blocks == NULL))
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return 1;
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if (y == 15 && (state->chunky + 1 >= SECTIONS_PER_CHUNK || state->chunks[1][1].sections[state->chunky + 1].blocks == NULL))
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return 1;
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if (z == 15 && (!(state->chunks[1][2].loaded) || state->chunks[1][2].sections[state->chunky].blocks == NULL))
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return 1;
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return 0;
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}
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static int
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cave_hidden(void* data, RenderState* state, int x, int y, int z) {
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RenderPrimitiveCave* self;
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int dy = 0;
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self = (RenderPrimitiveCave*)data;
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/* check if the block is touching skylight */
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if (touches_light(state, SKYLIGHT, x, y, z)) {
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return 1;
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}
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if (self->only_lit && !touches_light(state, BLOCKLIGHT, x, y, z)) {
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return 1;
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}
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/* check for lakes and seas and don't render them
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* at this point of the code the block has no skylight
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* but a deep sea can be completely dark
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*/
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if ((getArrayShort3D(state->blocks, x, y, z) == 9) ||
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(get_data(state, BLOCKS, x, y + 1, z) == 9)) {
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for (dy = y + 1; dy < (SECTIONS_PER_CHUNK - state->chunky) * 16; dy++) {
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/* go up and check for skylight */
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if (get_data(state, SKYLIGHT, x, dy, z) != 0) {
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return 1;
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}
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if (get_data(state, BLOCKS, x, dy, z) != 9) {
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/* we are out of the water! and there's no skylight
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* , i.e. is a cave lake or something similar */
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break;
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}
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}
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}
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/* unfortunate side-effect of lit cave mode: we need to count occluded
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* blocks as hidden for the lighting to look right, since technically our
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* hiding depends on occlusion as well
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*/
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return cave_occluded(data, state, x, y, z);
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}
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static int
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cave_start(void* data, RenderState* state, PyObject* support) {
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RenderPrimitiveCave* self;
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self = (RenderPrimitiveCave*)data;
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if (!render_mode_parse_option(support, "only_lit", "i", &(self->only_lit)))
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return 1;
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return 0;
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}
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RenderPrimitiveInterface primitive_cave = {
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"cave",
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sizeof(RenderPrimitiveCave),
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cave_start,
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NULL,
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cave_occluded,
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cave_hidden,
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NULL,
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};
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