0

Cache rotated chunk data

This results in a small performance gain for rotations, but still
noticeably slower than with no rotation.
This commit is contained in:
Ryan Rector
2011-07-17 08:47:57 -06:00
parent 59594ee442
commit 077552b53b
4 changed files with 52 additions and 41 deletions

View File

@@ -70,21 +70,22 @@ def get_lvldata(world, filename, x, y, retries=2):
if not d: raise NoSuchChunk(x,y)
return d
def get_blockarray(level, north_direction):
def get_blockarray(level):
"""Takes the level struct as returned from get_lvldata, and returns the
Block array, which just contains all the block ids"""
return numpy.rot90(numpy.frombuffer(level['Blocks'], dtype=numpy.uint8).reshape((16,16,128)), get_north_rotations(north_direction))
return level['Blocks']
def get_blockarray_fromfile(filename, north_direction):
"""Same as get_blockarray except takes a filename. This is a shortcut"""
#TODO Update this for configurable-north
d = nbt.load_from_region(filename, x, y, north_direction)
level = d[1]['Level']
return get_blockarray(level, north_direction)
return get_blockarray(level)
def get_skylight_array(level, north_direction):
def get_skylight_array(level):
"""Returns the skylight array. This is 4 bits per block, but it is
expanded for you so you may index it normally."""
skylight = numpy.rot90(numpy.frombuffer(level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64)), get_north_rotations(north_direction))
skylight = level['SkyLight']
# this array is 2 blocks per byte, so expand it
skylight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
# Even elements get the lower 4 bits
@@ -93,36 +94,26 @@ def get_skylight_array(level, north_direction):
skylight_expanded[:,:,1::2] = (skylight & 0xF0) >> 4
return skylight_expanded
def get_blocklight_array(level, north_direction):
def get_blocklight_array(level):
"""Returns the blocklight array. This is 4 bits per block, but it
is expanded for you so you may index it normally."""
# expand just like get_skylight_array()
blocklight = numpy.rot90(numpy.frombuffer(level['BlockLight'], dtype=numpy.uint8).reshape((16,16,64)), get_north_rotations(north_direction))
blocklight = level['BlockLight']
blocklight_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
blocklight_expanded[:,:,::2] = blocklight & 0x0F
blocklight_expanded[:,:,1::2] = (blocklight & 0xF0) >> 4
return blocklight_expanded
def get_blockdata_array(level, north_direction):
def get_blockdata_array(level):
"""Returns the ancillary data from the 'Data' byte array. Data is packed
in a similar manner to skylight data"""
return numpy.rot90(numpy.frombuffer(level['Data'], dtype=numpy.uint8).reshape((16,16,64)), get_north_rotations(north_direction))
return level['Data']
def get_tileentity_data(level):
"""Returns the TileEntities TAG_List from chunk dat file"""
data = level['TileEntities']
return data
def get_north_rotations(north_direction):
if north_direction == "upper-left":
return 1
elif north_direction == "upper-right":
return 2
elif north_direction == "lower-right":
return 3
elif north_direction == "lower-left":
return 0
# This set holds blocks ids that can be seen through, for occlusion calculations
transparent_blocks = set([ 0, 6, 8, 9, 18, 20, 26, 27, 28, 30, 31, 32, 37, 38,
39, 40, 44, 50, 51, 52, 53, 55, 59, 63, 64, 65, 66, 67,
@@ -148,14 +139,13 @@ class NoSuchChunk(Exception):
pass
class ChunkRenderer(object):
def __init__(self, chunkcoords, worldobj, rendermode, queue, north_direction):
def __init__(self, chunkcoords, worldobj, rendermode, queue):
"""Make a new chunk renderer for the given chunk coordinates.
chunkcoors should be a tuple: (chunkX, chunkY)
cachedir is a directory to save the resulting chunk images to
"""
self.queue = queue
self.north_direction = north_direction
self.regionfile = worldobj.get_region_path(*chunkcoords)
#if not os.path.exists(self.regionfile):
@@ -192,21 +182,21 @@ class ChunkRenderer(object):
def _load_blocks(self):
"""Loads and returns the block array"""
if not hasattr(self, "_blocks"):
self._blocks = get_blockarray(self._load_level(), self.north_direction)
self._blocks = get_blockarray(self._load_level())
return self._blocks
blocks = property(_load_blocks)
def _load_skylight(self):
"""Loads and returns skylight array"""
if not hasattr(self, "_skylight"):
self._skylight = get_skylight_array(self.level, self.north_direction)
self._skylight = get_skylight_array(self.level)
return self._skylight
skylight = property(_load_skylight)
def _load_blocklight(self):
"""Loads and returns blocklight array"""
if not hasattr(self, "_blocklight"):
self._blocklight = get_blocklight_array(self.level, self.north_direction)
self._blocklight = get_blocklight_array(self.level)
return self._blocklight
blocklight = property(_load_blocklight)
@@ -215,9 +205,9 @@ class ChunkRenderer(object):
chunk_path = self.world.get_region_path(self.chunkX - 1, self.chunkY)
try:
chunk_data = get_lvldata(self.world,chunk_path, self.chunkX - 1, self.chunkY)
self._left_skylight = get_skylight_array(chunk_data, self.north_direction)
self._left_blocklight = get_blocklight_array(chunk_data, self.north_direction)
self._left_blocks = get_blockarray(chunk_data, self.north_direction)
self._left_skylight = get_skylight_array(chunk_data)
self._left_blocklight = get_blocklight_array(chunk_data)
self._left_blocks = get_blockarray(chunk_data)
except NoSuchChunk:
self._left_skylight = None
self._left_blocklight = None
@@ -249,9 +239,9 @@ class ChunkRenderer(object):
chunk_path = self.world.get_region_path(self.chunkX, self.chunkY + 1)
try:
chunk_data = get_lvldata(self.world,chunk_path, self.chunkX, self.chunkY + 1)
self._right_skylight = get_skylight_array(chunk_data, self.north_direction)
self._right_blocklight = get_blocklight_array(chunk_data, self.north_direction)
self._right_blocks = get_blockarray(chunk_data, self.north_direction)
self._right_skylight = get_skylight_array(chunk_data)
self._right_blocklight = get_blocklight_array(chunk_data)
self._right_blocks = get_blockarray(chunk_data)
except NoSuchChunk:
self._right_skylight = None
self._right_blocklight = None
@@ -283,9 +273,9 @@ class ChunkRenderer(object):
chunk_path = self.world.get_region_path(self.chunkX + 1, self.chunkY)
try:
chunk_data = get_lvldata(self.world,chunk_path, self.chunkX + 1, self.chunkY)
self._up_right_skylight = get_skylight_array(chunk_data, self.north_direction)
self._up_right_blocklight = get_blocklight_array(chunk_data, self.north_direction)
self._up_right_blocks = get_blockarray(chunk_data, self.north_direction)
self._up_right_skylight = get_skylight_array(chunk_data)
self._up_right_blocklight = get_blocklight_array(chunk_data)
self._up_right_blocks = get_blockarray(chunk_data)
except NoSuchChunk:
self._up_right_skylight = None
self._up_right_blocklight = None
@@ -310,9 +300,9 @@ class ChunkRenderer(object):
chunk_path = self.world.get_region_path(self.chunkX, self.chunkY - 1)
try:
chunk_data = get_lvldata(self.world,chunk_path, self.chunkX, self.chunkY - 1)
self._up_left_skylight = get_skylight_array(chunk_data, self.north_direction)
self._up_left_blocklight = get_blocklight_array(chunk_data, self.north_direction)
self._up_left_blocks = get_blockarray(chunk_data, self.north_direction)
self._up_left_skylight = get_skylight_array(chunk_data)
self._up_left_blocklight = get_blocklight_array(chunk_data)
self._up_left_blocks = get_blockarray(chunk_data)
except NoSuchChunk:
self._up_left_skylight = None
self._up_left_blocklight = None
@@ -402,7 +392,7 @@ class ChunkRenderer(object):
rendered, and blocks are drawn with a color tint depending on their
depth."""
blockData = get_blockdata_array(self.level, self.north_direction)
blockData = get_blockdata_array(self.level)
blockData_expanded = numpy.empty((16,16,128), dtype=numpy.uint8)
# Even elements get the lower 4 bits
blockData_expanded[:,:,::2] = blockData & 0x0F

5
nbt.py
View File

@@ -210,13 +210,12 @@ class MCRFileReader(object):
self._chunks = None
def get_north_rotations(self):
#Upper-left and lower-right are swapped from chunk.py rots
if self.north_direction == "upper-left":
return 3
return 1
elif self.north_direction == "upper-right":
return 2
elif self.north_direction == "lower-right":
return 1
return 3
elif self.north_direction == "lower-left":
return 0

View File

@@ -469,7 +469,7 @@ class QuadtreeGen(object):
# draw the chunk!
try:
a = chunk.ChunkRenderer((chunkx, chunky), world, rendermode, poi_queue, self.north_direction)
a = chunk.ChunkRenderer((chunkx, chunky), world, rendermode, poi_queue)
a.chunk_render(tileimg, xpos, ypos, None)
except chunk.ChunkCorrupt:
# an error was already printed

View File

@@ -153,6 +153,18 @@ class World(object):
data = nbt.read_all()
level = data[1]['Level']
chunk_data = level
chunk_data['Blocks'] = numpy.rot90(numpy.frombuffer(
level['Blocks'], dtype=numpy.uint8).reshape((16,16,128)),
self._get_north_rotations())
chunk_data['Data'] = numpy.rot90(numpy.frombuffer(
level['Data'], dtype=numpy.uint8).reshape((16,16,64)),
self._get_north_rotations())
chunk_data['SkyLight'] = numpy.rot90(numpy.frombuffer(
level['SkyLight'], dtype=numpy.uint8).reshape((16,16,64)),
self._get_north_rotations())
chunk_data['BlockLight'] = numpy.rot90(numpy.frombuffer(
level['BlockLight'], dtype=numpy.uint8).reshape((16,16,64)),
self._get_north_rotations())
#chunk_data = {}
#chunk_data['skylight'] = chunk.get_skylight_array(level)
#chunk_data['blocklight'] = chunk.get_blocklight_array(level)
@@ -276,6 +288,16 @@ class World(object):
self.findTrueSpawn()
def _get_north_rotations(self):
if self.north_direction == "upper-left":
return 1
elif self.north_direction == "upper-right":
return 2
elif self.north_direction == "lower-right":
return 3
elif self.north_direction == "lower-left":
return 0
def _iterate_regionfiles(self,regionlist=None):
"""Returns an iterator of all of the region files, along with their
coordinates