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Minecraft-Overviewer/overviewer_core/src/primitives/base.c
Aaron Griffith 94c1e2980a Fixed ocean biomes being needlessly dark
partial fix for issue #676; thanks @contre
2012-05-11 22:09:10 -03:00

298 lines
10 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 "../overviewer.h"
#define DEFAULT_BIOME 4 /* forest, nice and green */
typedef struct {
int use_biomes;
/* grasscolor and foliagecolor lookup tables */
PyObject *grasscolor, *foliagecolor, *watercolor;
/* biome-compatible grass/leaf textures */
PyObject *grass_texture;
} PrimitiveBase;
typedef struct {
const char* name;
float temperature;
float rainfall;
unsigned int r, g, b;
} Biome;
/* each entry in this table is yanked *directly* out of the minecraft source
* temp/rainfall are taken from what MCP calls setTemperatureRainfall
*
* Some biomes, like Swamp, do a bit of post-processing by multiplying on a
* hard-coded color. The RGB tuple used follows the temp/rainfall.
* 255, 255, 255 is white, which means do nothing
*
* keep in mind the x/y coordinate in the color tables is found *after*
* multiplying rainfall and temperature for the second coordinate, *and* the
* origin is in the lower-right. <3 biomes.
*/
static Biome biome_table[] = {
/* 0 */
{"Ocean", 0.5, 0.5, 255, 255, 255},
{"Plains", 0.8, 0.4, 255, 255, 255},
{"Desert", 2.0, 0.0, 255, 255, 255},
{"Extreme Hills", 0.2, 0.3, 255, 255, 255},
{"Forest", 0.7, 0.8, 255, 255, 255},
/* 5 */
{"Taiga", 0.05, 0.8, 255, 255, 255},
{"Swampland", 0.8, 0.9, 205, 128, 255},
{"River", 0.5, 0.5, 255, 255, 255},
{"Hell", 2.0, 0.0, 255, 255, 255},
{"Sky", 0.5, 0.5, 255, 255, 255},
/* 10 */
{"FrozenOcean", 0.0, 0.5, 255, 255, 255},
{"FrozenRiver", 0.0, 0.5, 255, 255, 255},
{"Ice Plains", 0.0, 0.5, 255, 255, 255},
{"Ice Mountains", 0.0, 0.5, 255, 255, 255},
{"MushroomIsland", 0.9, 1.0, 255, 255, 255},
/* 15 */
{"MushroomIslandShore", 0.9, 1.0, 255, 255, 255},
{"Beach", 0.8, 0.4, 255, 255, 255},
{"DesertHills", 2.0, 0.0, 255, 255, 255},
{"ForestHills", 0.7, 0.8, 255, 255, 255},
{"TaigaHills", 0.05, 0.8, 255, 255, 255},
/* 20 */
{"Extreme Hills Edge", 0.2, 0.3, 255, 255, 255},
{"Jungle", 2.0, 0.45, 255, 255, 255}, /* <-- GUESS, but a good one */
{"Jungle Mountains", 2.0, 0.45, 255, 255, 255}, /* <-- also a guess */
};
#define NUM_BIOMES (sizeof(biome_table) / sizeof(Biome))
static int
base_start(void *data, RenderState *state, PyObject *support) {
PrimitiveBase *self = (PrimitiveBase *)data;
if (!render_mode_parse_option(support, "biomes", "i", &(self->use_biomes)))
return 1;
/* biome-compliant grass mask (includes sides!) */
self->grass_texture = PyObject_GetAttrString(state->textures, "biome_grass_texture");
/* color lookup tables */
self->foliagecolor = PyObject_CallMethod(state->textures, "load_foliage_color", "");
self->grasscolor = PyObject_CallMethod(state->textures, "load_grass_color", "");
self->watercolor = PyObject_CallMethod(state->textures, "load_water_color", "");
return 0;
}
static void
base_finish(void *data, RenderState *state) {
PrimitiveBase *self = (PrimitiveBase *)data;
Py_DECREF(self->foliagecolor);
Py_DECREF(self->grasscolor);
Py_DECREF(self->watercolor);
Py_DECREF(self->grass_texture);
}
static int
base_occluded(void *data, RenderState *state, int x, int y, int z) {
if ( (x != 0) && (y != 15) && (z != 15) &&
!render_mode_hidden(state->rendermode, x-1, y, z) &&
!render_mode_hidden(state->rendermode, x, y, z+1) &&
!render_mode_hidden(state->rendermode, x, y+1, z) &&
!is_transparent(getArrayByte3D(state->blocks, x-1, y, z)) &&
!is_transparent(getArrayByte3D(state->blocks, x, y, z+1)) &&
!is_transparent(getArrayByte3D(state->blocks, x, y+1, z))) {
return 1;
}
return 0;
}
static void
base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
PrimitiveBase *self = (PrimitiveBase *)data;
/* draw the block! */
alpha_over(state->img, src, mask, state->imgx, state->imgy, 0, 0);
/* check for biome-compatible blocks
*
* NOTES for maintainers:
*
* To add a biome-compatible block, add an OR'd condition to this
* following if block, and a case to the switch statement to handle biome
* coloring.
*
* Make sure that in textures.py, the generated textures are the
* biome-compliant ones! The tinting is now all done here.
*/
if (/* grass, but not snowgrass */
(state->block == 2 && get_data(state, BLOCKS, state->x, state->y+1, state->z) != 78) ||
/* water */
state->block == 8 || state->block == 9 ||
/* leaves */
state->block == 18 ||
/* tallgrass, but not dead shrubs */
(state->block == 31 && state->block_data != 0) ||
/* pumpkin/melon stem, not fully grown. Fully grown stems
* get constant brown color (see textures.py) */
(((state->block == 104) || (state->block == 105)) && (state->block_data != 7)) ||
/* vines */
state->block == 106 ||
/* lily pads */
state->block == 111)
{
/* do the biome stuff! */
PyObject *facemask = mask;
unsigned char r = 255, g = 255, b = 255;
PyObject *color_table = NULL;
unsigned char flip_xy = 0;
if (state->block == 2) {
/* grass needs a special facemask */
facemask = self->grass_texture;
}
switch (state->block) {
case 2:
/* grass */
color_table = self->grasscolor;
break;
case 8:
case 9:
/* water */
color_table = self->watercolor;
break;
case 18:
/* leaves */
color_table = self->foliagecolor;
if (state->block_data == 2)
{
/* birch!
birch foliage color is flipped XY-ways */
flip_xy = 1;
}
break;
case 31:
/* tall grass */
color_table = self->grasscolor;
break;
case 104:
/* pumpkin stem */
color_table = self->grasscolor;
break;
case 105:
/* melon stem */
color_table = self->grasscolor;
break;
case 106:
/* vines */
color_table = self->grasscolor;
break;
case 111:
/* lily pads */
color_table = self->grasscolor;
break;
default:
break;
};
if (color_table) {
unsigned char biome;
int dx, dz;
unsigned char tablex, tabley;
float temp = 0.0, rain = 0.0;
unsigned int multr = 0, multg = 0, multb = 0;
int tmp;
PyObject *color = NULL;
if (self->use_biomes) {
/* average over all neighbors */
for (dx = -1; dx <= 1; dx++) {
for (dz = -1; dz <= 1; dz++) {
biome = get_data(state, BIOMES, state->x + dx, state->y, state->z + dz);
if (biome >= NUM_BIOMES) {
/* note -- biome 255 shows up on map borders.
who knows what it is? certainly not I.
*/
biome = DEFAULT_BIOME; /* forest -- reasonable default */
}
temp += biome_table[biome].temperature;
rain += biome_table[biome].rainfall;
multr += biome_table[biome].r;
multg += biome_table[biome].g;
multb += biome_table[biome].b;
}
}
temp /= 9.0;
rain /= 9.0;
multr /= 9;
multg /= 9;
multb /= 9;
} else {
/* don't use biomes, just use the default */
temp = biome_table[DEFAULT_BIOME].temperature;
rain = biome_table[DEFAULT_BIOME].rainfall;
}
/* second coordinate is actually scaled to fit inside the triangle
so store it in rain */
rain *= temp;
/* make sure they're sane */
temp = CLAMP(temp, 0.0, 1.0);
rain = CLAMP(rain, 0.0, 1.0);
/* convert to x/y coordinates in color table */
tablex = 255 - (255 * temp);
tabley = 255 - (255 * rain);
if (flip_xy) {
unsigned char tmp = 255 - tablex;
tablex = 255 - tabley;
tabley = tmp;
}
/* look up color! */
color = PySequence_GetItem(color_table, tabley * 256 + tablex);
r = PyInt_AsLong(PyTuple_GET_ITEM(color, 0));
g = PyInt_AsLong(PyTuple_GET_ITEM(color, 1));
b = PyInt_AsLong(PyTuple_GET_ITEM(color, 2));
Py_DECREF(color);
/* do the after-coloration */
r = MULDIV255(r, multr, tmp);
g = MULDIV255(g, multg, tmp);
b = MULDIV255(b, multb, tmp);
}
/* final coloration */
tint_with_mask(state->img, r, g, b, 255, facemask, state->imgx, state->imgy, 0, 0);
}
}
RenderPrimitiveInterface primitive_base = {
"base", sizeof(PrimitiveBase),
base_start,
base_finish,
base_occluded,
NULL,
base_draw,
};