370 lines
14 KiB
C
370 lines
14 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 "overviewer.h"
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#include <math.h>
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/* figures out the black_coeff from a given skylight and blocklight,
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used in lighting calculations */
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static float calculate_darkness(unsigned char skylight, unsigned char blocklight) {
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return 1.0f - powf(0.8f, 15.0 - MAX(blocklight, skylight));
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}
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/* loads the appropriate light data for the given (possibly non-local)
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* coordinates, and returns a black_coeff this is exposed, so other (derived)
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* rendermodes can use it
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*
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* authoratative is a return slot for whether or not this lighting calculation
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* is true, or a guess. If we guessed, *authoratative will be false, but if it
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* was calculated correctly from available light data, it will be true. You
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* may (and probably should) pass NULL.
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*/
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inline unsigned char
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estimate_blocklevel(RenderModeLighting *self, RenderState *state,
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int x, int y, int z, int *authoratative) {
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/* placeholders for later data arrays, coordinates */
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PyObject *blocks = NULL;
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PyObject *blocklight = NULL;
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int local_x = x, local_y = y, local_z = z;
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unsigned char block, blocklevel;
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unsigned int average_count = 0, average_gather = 0, coeff = 0;
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/* defaults to "guess" until told otherwise */
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if (authoratative)
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*authoratative = 0;
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/* find out what chunk we're in, and translate accordingly */
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if (x >= 0 && y < 16) {
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blocks = state->blocks;
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blocklight = self->blocklight;
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} else if (x < 0) {
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local_x += 16;
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blocks = state->left_blocks;
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blocklight = self->left_blocklight;
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} else if (y >= 16) {
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local_y -= 16;
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blocks = state->right_blocks;
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blocklight = self->right_blocklight;
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}
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/* make sure we have correctly-ranged coordinates */
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if (!(local_x >= 0 && local_x < 16 &&
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local_y >= 0 && local_y < 16 &&
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local_z >= 0 && local_z < 128)) {
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return 0;
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}
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/* also, make sure we have enough info to correctly calculate lighting */
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if (blocks == Py_None || blocks == NULL ||
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blocklight == Py_None || blocklight == NULL) {
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return 0;
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}
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block = getArrayByte3D(blocks, local_x, local_y, local_z);
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if (authoratative == NULL) {
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int auth;
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/* iterate through all surrounding blocks to take an average */
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int dx, dy, dz, local_block;
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for (dx = -1; dx <= 1; dx += 2) {
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for (dy = -1; dy <= 1; dy += 2) {
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for (dz = -1; dz <= 1; dz += 2) {
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/* skip if block is out of range */
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if (x+dx < 0 || x+dx >= 16 ||
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y+dy < 0 || y+dy >= 16 ||
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z+dz < 0 || z+dz >= 128) {
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continue;
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}
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coeff = estimate_blocklevel(self, state, x+dx, y+dy, z+dz, &auth);
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local_block = getArrayByte3D(blocks, x+dx, y+dy, z+dz);
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/* only add if the block is transparent, this seems to look better than
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using every block */
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if (auth && is_transparent(local_block)) {
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average_gather += coeff;
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average_count++;
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}
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}
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}
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}
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}
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/* only return the average if at least one was authoratative */
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if (average_count > 0) {
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return average_gather / average_count;
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}
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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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/* no longer a guess */
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if (!(block == 44 || block == 53 || block == 67) && authoratative) {
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*authoratative = 1;
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}
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return blocklevel;
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}
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inline float
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get_lighting_coefficient(RenderModeLighting *self, RenderState *state,
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int x, int y, int z) {
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/* placeholders for later data arrays, coordinates */
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PyObject *blocks = NULL;
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PyObject *skylight = NULL;
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PyObject *blocklight = NULL;
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int local_x = x, local_y = y, local_z = z;
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unsigned char block, skylevel, blocklevel;
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/* find out what chunk we're in, and translate accordingly */
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if (x >= 0 && y < 16) {
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blocks = state->blocks;
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skylight = self->skylight;
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blocklight = self->blocklight;
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} else if (x < 0) {
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local_x += 16;
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blocks = state->left_blocks;
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skylight = self->left_skylight;
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blocklight = self->left_blocklight;
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} else if (y >= 16) {
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local_y -= 16;
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blocks = state->right_blocks;
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skylight = self->right_skylight;
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blocklight = self->right_blocklight;
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}
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/* make sure we have correctly-ranged coordinates */
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if (!(local_x >= 0 && local_x < 16 &&
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local_y >= 0 && local_y < 16 &&
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local_z >= 0 && local_z < 128)) {
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return self->calculate_darkness(15, 0);
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}
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/* also, make sure we have enough info to correctly calculate lighting */
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if (blocks == Py_None || blocks == NULL ||
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skylight == Py_None || skylight == NULL ||
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blocklight == Py_None || blocklight == NULL) {
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return self->calculate_darkness(15, 0);
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}
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block = getArrayByte3D(blocks, local_x, local_y, local_z);
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skylevel = getArrayByte3D(skylight, local_x, local_y, local_z);
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blocklevel = getArrayByte3D(blocklight, local_x, local_y, local_z);
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/* special half-step handling */
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if (block == 44 || block == 53 || block == 67) {
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unsigned int upper_block;
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/* stairs and half-blocks take the skylevel from the upper block if it's transparent */
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if (local_z != 127) {
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int upper_counter = 0;
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/* but if the upper_block is one of these special half-steps, we need to look at *its* upper_block */
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do {
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upper_counter++;
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upper_block = getArrayByte3D(blocks, local_x, local_y, local_z + upper_counter);
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} while ((upper_block == 44 || upper_block == 54 || upper_block == 67) && local_z < 127);
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if (is_transparent(upper_block)) {
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skylevel = getArrayByte3D(skylight, local_x, local_y, local_z + upper_counter);
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}
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} else {
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upper_block = 0;
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skylevel = 15;
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}
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/* the block has a bad blocklevel, estimate it from neigborhood
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* use given coordinates, no local ones! */
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blocklevel = estimate_blocklevel(self, state, x, y, z, NULL);
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}
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if (block == 10 || block == 11) {
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/* lava blocks should always be lit! */
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return 0.0f;
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}
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return self->calculate_darkness(skylevel, blocklevel);
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}
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/* shades the drawn block with the given facemask/black_color, based on the
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lighting results from (x, y, z) */
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static inline void
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do_shading_with_mask(RenderModeLighting *self, RenderState *state,
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int x, int y, int z, PyObject *mask) {
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float black_coeff;
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/* first, check for occlusion if the block is in the local chunk */
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if (x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 128) {
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unsigned char block = getArrayByte3D(state->blocks, x, y, z);
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if (!is_transparent(block) && !render_mode_hidden(state->rendermode, x, y, z)) {
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/* this face isn't visible, so don't draw anything */
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return;
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}
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} else if (self->skip_sides && (x == -1) && (state->left_blocks != Py_None)) {
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unsigned char block = getArrayByte3D(state->left_blocks, 15, state->y, state->z);
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if (!is_transparent(block)) {
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/* the same thing but for adjacent chunks, this solves an
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ugly black doted line between chunks in night rendermode.
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This wouldn't be necessary if the textures were truly
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tessellate-able */
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return;
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}
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} else if (self->skip_sides && (y == 16) && (state->right_blocks != Py_None)) {
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unsigned char block = getArrayByte3D(state->right_blocks, state->x, 0, state->z);
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if (!is_transparent(block)) {
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/* the same thing but for adjacent chunks, this solves an
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ugly black doted line between chunks in night rendermode.
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This wouldn't be necessary if the textures were truly
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tessellate-able */
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return;
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}
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}
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black_coeff = get_lighting_coefficient(self, state, x, y, z);
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black_coeff *= self->shade_strength;
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alpha_over_full(state->img, self->black_color, mask, black_coeff, state->imgx, state->imgy, 0, 0);
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}
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static int
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rendermode_lighting_start(void *data, RenderState *state, PyObject *options) {
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RenderModeLighting* self;
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/* first, chain up */
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int ret = rendermode_normal.start(data, state, options);
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if (ret != 0)
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return ret;
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self = (RenderModeLighting *)data;
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/* skip sides by default */
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self->skip_sides = 1;
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self->shade_strength = 1.0;
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if (!render_mode_parse_option(options, "shade_strength", "f", &(self->shade_strength)))
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return 1;
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self->black_color = PyObject_GetAttrString(state->chunk, "black_color");
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self->facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks");
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// borrowed references, don't need to be decref'd
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self->facemasks[0] = PyTuple_GetItem(self->facemasks_py, 0);
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self->facemasks[1] = PyTuple_GetItem(self->facemasks_py, 1);
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self->facemasks[2] = PyTuple_GetItem(self->facemasks_py, 2);
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self->skylight = PyObject_GetAttrString(state->self, "skylight");
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self->blocklight = PyObject_GetAttrString(state->self, "blocklight");
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self->left_skylight = PyObject_GetAttrString(state->self, "left_skylight");
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self->left_blocklight = PyObject_GetAttrString(state->self, "left_blocklight");
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self->right_skylight = PyObject_GetAttrString(state->self, "right_skylight");
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self->right_blocklight = PyObject_GetAttrString(state->self, "right_blocklight");
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self->calculate_darkness = calculate_darkness;
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return 0;
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}
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static void
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rendermode_lighting_finish(void *data, RenderState *state) {
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RenderModeLighting *self = (RenderModeLighting *)data;
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Py_DECREF(self->black_color);
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Py_DECREF(self->facemasks_py);
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Py_DECREF(self->skylight);
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Py_DECREF(self->blocklight);
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Py_DECREF(self->left_skylight);
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Py_DECREF(self->left_blocklight);
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Py_DECREF(self->right_skylight);
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Py_DECREF(self->right_blocklight);
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/* now chain up */
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rendermode_normal.finish(data, state);
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}
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static int
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rendermode_lighting_occluded(void *data, RenderState *state, int x, int y, int z) {
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/* no special occlusion here */
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return rendermode_normal.occluded(data, state, x, y, z);
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}
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static int
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rendermode_lighting_hidden(void *data, RenderState *state, int x, int y, int z) {
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/* no special hiding here */
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return rendermode_normal.hidden(data, state, x, y, z);
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}
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static void
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rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeLighting* self;
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int x, y, z;
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/* first, chain up */
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rendermode_normal.draw(data, state, src, mask, mask_light);
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self = (RenderModeLighting *)data;
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x = state->x, y = state->y, z = state->z;
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if ((state->block == 9) || (state->block == 79)) { /* special case for water and ice */
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/* looks like we need a new case for lighting, there are
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* blocks that are transparent for occlusion calculations and
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* need per-face shading if the face is drawn. */
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if ((state->block_pdata & 16) == 16) {
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
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}
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if ((state->block_pdata & 2) == 2) { /* bottom left */
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do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
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}
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if ((state->block_pdata & 4) == 4) { /* bottom right */
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do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
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}
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/* leaves are transparent for occlusion calculations but they
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* per face-shading to look as in game */
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} else if (is_transparent(state->block) && (state->block != 18)) {
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/* transparent: do shading on whole block */
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do_shading_with_mask(self, state, x, y, z, mask_light);
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} else {
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/* opaque: do per-face shading */
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do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
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do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
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do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
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}
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}
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const RenderModeOption rendermode_lighting_options[] = {
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{"shade_strength", "how dark to make the shadows, from 0.0 to 1.0 (default: 1.0)"},
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{NULL, NULL}
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};
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RenderModeInterface rendermode_lighting = {
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"lighting", "Lighting",
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"draw shadows from the lighting data",
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rendermode_lighting_options,
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&rendermode_normal,
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sizeof(RenderModeLighting),
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rendermode_lighting_start,
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rendermode_lighting_finish,
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rendermode_lighting_occluded,
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rendermode_lighting_hidden,
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rendermode_lighting_draw,
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};
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