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Minecraft-Overviewer/overviewer_core/src/rendermode-overlay.c
2011-05-31 20:26:00 -04:00

138 lines
4.6 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"
static void get_color(void *data, RenderState *state,
unsigned char *r, unsigned char *g, unsigned char *b, unsigned char *a) {
*r = 200;
*g = 200;
*b = 255;
*a = 155;
}
static int
rendermode_overlay_start(void *data, RenderState *state) {
PyObject *facemasks_py;
RenderModeOverlay *self = (RenderModeOverlay *)data;
facemasks_py = PyObject_GetAttrString(state->chunk, "facemasks");
/* borrowed reference, needs to be incref'd if we keep it */
self->facemask_top = PyTuple_GetItem(facemasks_py, 0);
Py_INCREF(self->facemask_top);
Py_DECREF(facemasks_py);
self->white_color = PyObject_GetAttrString(state->chunk, "white_color");
self->solid_blocks = PyObject_GetAttrString(state->chunk, "solid_blocks");
self->fluid_blocks = PyObject_GetAttrString(state->chunk, "fluid_blocks");
self->get_color = get_color;
return 0;
}
static void
rendermode_overlay_finish(void *data, RenderState *state) {
RenderModeOverlay *self = (RenderModeOverlay *)data;
Py_DECREF(self->facemask_top);
Py_DECREF(self->white_color);
Py_DECREF(self->solid_blocks);
Py_DECREF(self->fluid_blocks);
}
static int
rendermode_overlay_occluded(void *data, RenderState *state) {
int x = state->x, y = state->y, z = state->z;
if ( (x != 0) && (y != 15) && (z != 127) &&
!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
rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
RenderModeOverlay *self = (RenderModeOverlay *)data;
unsigned char r, g, b, a;
PyObject *top_block_py, *block_py;
// exactly analogous to edge-line code for these special blocks
int increment=0;
if (state->block == 44) // half-step
increment=6;
else if (state->block == 78) // snow
increment=9;
/* clear the draw space -- set alpha to 0 within mask */
tint_with_mask(state->img, 255, 255, 255, 0, mask, state->imgx, state->imgy, 0, 0);
/* skip rendering the overlay if we can't see it */
if (state->z != 127) {
unsigned char top_block = getArrayByte3D(state->blocks, state->x, state->y, state->z+1);
if (!is_transparent(top_block)) {
return;
}
/* check to be sure this block is solid/fluid */
top_block_py = PyInt_FromLong(top_block);
if (PySequence_Contains(self->solid_blocks, top_block_py) ||
PySequence_Contains(self->fluid_blocks, top_block_py)) {
/* top block is fluid or solid, skip drawing */
Py_DECREF(top_block_py);
return;
}
Py_DECREF(top_block_py);
}
/* check to be sure this block is solid/fluid */
block_py = PyInt_FromLong(state->block);
if (!PySequence_Contains(self->solid_blocks, block_py) &&
!PySequence_Contains(self->fluid_blocks, block_py)) {
/* not fluid or solid, skip drawing the overlay */
Py_DECREF(block_py);
return;
}
Py_DECREF(block_py);
/* get our color info */
self->get_color(data, state, &r, &g, &b, &a);
/* do the overlay */
if (a > 0) {
alpha_over(state->img, self->white_color, self->facemask_top, state->imgx, state->imgy + increment, 0, 0);
tint_with_mask(state->img, r, g, b, a, self->facemask_top, state->imgx, state->imgy + increment, 0, 0);
}
}
RenderModeInterface rendermode_overlay = {
"overlay", "base rendermode for informational overlays",
NULL,
sizeof(RenderModeOverlay),
rendermode_overlay_start,
rendermode_overlay_finish,
rendermode_overlay_occluded,
rendermode_overlay_draw,
};