slabs are now treated as solid
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ed910330e8
commit
b98b509907
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@ -13,6 +13,9 @@ import (
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)
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func blockColorAt(c *chunk.Chunk, x uint8, y int16, z uint8) (blockColor color.RGBA) {
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if y < int16(c.Range().Min()) {
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return color.RGBA{0, 0, 0, 0}
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}
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blockColor = color.RGBA{255, 0, 255, 255}
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rid := c.Block(x, y, z, 0)
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if rid == 0 && y == 0 { // void
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@ -20,10 +23,13 @@ func blockColorAt(c *chunk.Chunk, x uint8, y int16, z uint8) (blockColor color.R
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} else {
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b, found := world.BlockByRuntimeID(rid)
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if found {
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if d, ok := b.(block.LightDiffuser); ok && d.LightDiffusionLevel() == 0 && y > int16(c.Range().Min()) {
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return blockColorAt(c, x, y-1, z)
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d, isDiffuser := b.(block.LightDiffuser)
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if isDiffuser && d.LightDiffusionLevel() == 0 {
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if _, ok := b.(block.Slab); !ok {
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return blockColorAt(c, x, y-1, z)
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}
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}
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if _, ok := b.(block.Water); ok {
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if _, ok := b.(block.Water); ok && false {
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y2 := c.HeightMap().At(x, z)
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depth := y - y2
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if depth > 0 {
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