75 lines
2.3 KiB
C
75 lines
2.3 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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/* list of colors used for tinting */
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PyObject* depth_colors;
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} RenderPrimitiveDepthTinting;
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static int
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depth_tinting_start(void* data, RenderState* state, PyObject* support) {
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RenderPrimitiveDepthTinting* self;
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self = (RenderPrimitiveDepthTinting*)data;
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self->depth_colors = PyObject_GetAttrString(support, "depth_colors");
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if (self->depth_colors == NULL)
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return 1;
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return 0;
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}
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static void
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depth_tinting_finish(void* data, RenderState* state) {
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RenderPrimitiveDepthTinting* self;
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self = (RenderPrimitiveDepthTinting*)data;
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Py_DECREF(self->depth_colors);
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}
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static void
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depth_tinting_draw(void* data, RenderState* state, PyObject* src, PyObject* mask, PyObject* mask_light) {
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RenderPrimitiveDepthTinting* self;
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int y, r, g, b;
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self = (RenderPrimitiveDepthTinting*)data;
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y = state->chunky * 16 + state->y;
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r = 0, g = 0, b = 0;
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/* the colors array assumes y is between 0 and 127, so we scale it */
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y = (y * 128) / (16 * SECTIONS_PER_CHUNK);
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/* get the colors and tint and tint */
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r = PyLong_AsLong(PyList_GetItem(self->depth_colors, 0 + y * 3));
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g = PyLong_AsLong(PyList_GetItem(self->depth_colors, 1 + y * 3));
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b = PyLong_AsLong(PyList_GetItem(self->depth_colors, 2 + y * 3));
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tint_with_mask(state->img, r, g, b, 255, mask, state->imgx, state->imgy, 0, 0);
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}
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RenderPrimitiveInterface primitive_depth_tinting = {
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"depth-tinting",
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sizeof(RenderPrimitiveDepthTinting),
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depth_tinting_start,
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depth_tinting_finish,
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NULL,
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NULL,
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depth_tinting_draw,
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};
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