Example #1
0
static void
lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
    RenderPrimitiveLighting* self;
    int x, y, z;

    self = (RenderPrimitiveLighting *)data;
    x = state->x, y = state->y, z = state->z;
    
    if ((state->block == 9) || (state->block == 79)) { /* special case for water and ice */
        /* looks like we need a new case for lighting, there are
         * blocks that are transparent for occlusion calculations and
         * need per-face shading if the face is drawn. */
        if ((state->block_pdata & 16) == 16) {
            do_shading_with_mask(self, state, x, y+1, z, self->facemasks[0]);
        }
        if ((state->block_pdata & 2) == 2) { /* bottom left */
            do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
        }
        if ((state->block_pdata & 4) == 4) { /* bottom right */
            do_shading_with_mask(self, state, x, y, z+1, self->facemasks[2]);
        }
        /* leaves are transparent for occlusion calculations but they 
         * per face-shading to look as in game */
    } else if (is_transparent(state->block) && (state->block != 18)) {
        /* transparent: do shading on whole block */
        do_shading_with_mask(self, state, x, y, z, mask_light);
    } else {
        /* opaque: do per-face shading */
        do_shading_with_mask(self, state, x, y+1, z, self->facemasks[0]);
        do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
        do_shading_with_mask(self, state, x, y, z+1, self->facemasks[2]);
    }
}
static void
rendermode_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask) {
    RenderModeLighting* self;
    int x, y, z;

    /* first, chain up */
    rendermode_normal.draw(data, state, src, mask);
    
    self = (RenderModeLighting *)data;
    x = state->x, y = state->y, z = state->z;
    
    if (is_transparent(state->block)) {
        /* transparent: do shading on whole block */
        do_shading_with_mask(self, state, x, y, z, mask);
    } else {
        /* opaque: do per-face shading */
        do_shading_with_mask(self, state, x, y, z+1, self->facemasks[0]);
        do_shading_with_mask(self, state, x-1, y, z, self->facemasks[1]);
        do_shading_with_mask(self, state, x, y+1, z, self->facemasks[2]);
    }
}