diff --git a/overviewer_core/src/iterate.c b/overviewer_core/src/iterate.c index 59e8f26..3e6e27a 100644 --- a/overviewer_core/src/iterate.c +++ b/overviewer_core/src/iterate.c @@ -122,7 +122,6 @@ static inline void load_chunk_section(ChunkData *dest, int i, PyObject *section) */ int load_chunk(RenderState* state, int x, int z, unsigned char required) { ChunkData *dest = &(state->chunks[1 + x][1 + z]); - int y = state->chunky; int i; PyObject *chunk = NULL; PyObject *sections = NULL; @@ -157,7 +156,7 @@ int load_chunk(RenderState* state, int x, int z, unsigned char required) { } /* set up reasonable defaults */ - for (i = 0; i < 3; i++) + for (i = 0; i < SECTIONS_PER_CHUNK; i++) { dest->sections[i].blocks = NULL; dest->sections[i].data = NULL; @@ -167,16 +166,15 @@ int load_chunk(RenderState* state, int x, int z, unsigned char required) { for (i = 0; i < PySequence_Fast_GET_SIZE(sections); i++) { PyObject *ycoord = NULL; - int rely = 0; + int sectiony = 0; PyObject *section = PySequence_Fast_GET_ITEM(sections, i); ycoord = PyDict_GetItemString(section, "Y"); if (!ycoord) continue; - rely = PyInt_AsLong(ycoord) + 1 - y; - if (rely >= 0 && rely < 3) { - load_chunk_section(dest, rely, section); - } + sectiony = PyInt_AsLong(ycoord); + if (sectiony >= 0 && sectiony < SECTIONS_PER_CHUNK) + load_chunk_section(dest, sectiony, section); } Py_DECREF(sections); @@ -451,7 +449,7 @@ chunk_render(PyObject *self, PyObject *args) { Py_DECREF(blockmap); return NULL; } - if (state.chunks[1][1].sections[1].blocks == NULL) { + if (state.chunks[1][1].sections[state.chunky].blocks == NULL) { /* this section doesn't exist, let's skeddadle */ render_mode_destroy(rendermode); Py_DECREF(blockmap); @@ -459,8 +457,8 @@ chunk_render(PyObject *self, PyObject *args) { } /* set blocks_py, state.blocks, and state.blockdatas as convenience */ - blocks_py = state.blocks = state.chunks[1][1].sections[1].blocks; - state.blockdatas = state.chunks[1][1].sections[1].data; + blocks_py = state.blocks = state.chunks[1][1].sections[state.chunky].blocks; + state.blockdatas = state.chunks[1][1].sections[state.chunky].data; /* set up the random number generator again for each chunk so tallgrass is in the same place, no matter what mode is used */ @@ -575,7 +573,7 @@ chunk_render(PyObject *self, PyObject *args) { for (j = 0; j < 3; j++) { if (state.chunks[i][j].loaded) { int k; - for (k = 0; k < 3; k++) { + for (k = 0; k < SECTIONS_PER_CHUNK; k++) { Py_XDECREF(state.chunks[i][j].sections[k].blocks); Py_XDECREF(state.chunks[i][j].sections[k].data); Py_XDECREF(state.chunks[i][j].sections[k].skylight); diff --git a/overviewer_core/src/overviewer.h b/overviewer_core/src/overviewer.h index 216b816..3cfd3d4 100644 --- a/overviewer_core/src/overviewer.h +++ b/overviewer_core/src/overviewer.h @@ -26,7 +26,7 @@ // increment this value if you've made a change to the c extesion // and want to force users to rebuild -#define OVERVIEWER_EXTENSION_VERSION 22 +#define OVERVIEWER_EXTENSION_VERSION 23 /* Python PIL, and numpy headers */ #include @@ -67,14 +67,15 @@ PyObject *draw_triangle(PyObject *dest, int inclusive, typedef struct _RenderMode RenderMode; /* in iterate.c */ +#define SECTIONS_PER_CHUNK 16 typedef struct { /* whether this chunk is loaded: use load_chunk to load */ int loaded; - /* the 3 sections: below, current, above */ + /* all the sections in a given chunk */ struct { /* all there is to know about each section */ PyObject *blocks, *data, *skylight, *blocklight; - } sections[3]; + } sections[SECTIONS_PER_CHUNK]; } ChunkData; typedef struct { /* the regionset object, and chunk coords */ @@ -142,10 +143,10 @@ typedef enum DATA, BLOCKLIGHT, SKYLIGHT, -} ChunkType; -static inline unsigned int get_data(RenderState *state, ChunkType type, int x, int y, int z) +} DataType; +static inline unsigned int get_data(RenderState *state, DataType type, int x, int y, int z) { - int chunkx = 1, chunky = 1, chunkz = 1; + int chunkx = 1, chunky = state->chunky, chunkz = 1; PyObject *data_array = NULL; if (x >= 16) { x -= 16; @@ -154,13 +155,6 @@ static inline unsigned int get_data(RenderState *state, ChunkType type, int x, i x += 16; chunkx--; } - if (y >= 16) { - y -= 16; - chunky++; - } else if (y < 0) { - y += 16; - chunky--; - } if (z >= 16) { z -= 16; chunkz++; @@ -168,6 +162,17 @@ static inline unsigned int get_data(RenderState *state, ChunkType type, int x, i z += 16; chunkz--; } + + while (y >= 16) { + y -= 16; + chunky++; + } + while (y < 0) { + y += 16; + chunky--; + } + if (chunky < 0 || chunky >= SECTIONS_PER_CHUNK) + return 0; if (!(state->chunks[chunkx][chunkz].loaded)) { diff --git a/overviewer_core/src/primitives/cave.c b/overviewer_core/src/primitives/cave.c index b518f0f..a93b8ce 100644 --- a/overviewer_core/src/primitives/cave.c +++ b/overviewer_core/src/primitives/cave.c @@ -19,80 +19,22 @@ #include typedef struct { - /* data used to know where the surface is */ - PyObject *skylight; - PyObject *left_skylight; - PyObject *right_skylight; - PyObject *up_left_skylight; - PyObject *up_right_skylight; - - /* data used to know where the lit caves are */ - PyObject *blocklight; - PyObject *left_blocklight; - PyObject *right_blocklight; - PyObject *up_left_blocklight; - PyObject *up_right_blocklight; - int only_lit; } RenderPrimitiveCave; static inline int -touches_light(unsigned int x, unsigned int y, unsigned int z, - PyObject *light, PyObject *left_light, PyObject *right_light, - PyObject *up_left_light, PyObject *up_right_light) { - - if (getArrayByte3D(light, x, y, z+1) != 0) { +touches_light(RenderState *state, DataType type, unsigned int x, unsigned int y, unsigned int z) { + if (get_data(state, type, x, y+1, z)) return 1; - } - if ((x == 15)) { - if (up_right_light) { - if (getArrayByte3D(up_right_light, 0, y, z) != 0) { - return 1; - } - } - } else { - if (getArrayByte3D(light, x+1, y, z) != 0) { - return 1; - } - } - - if (x == 0) { - if (left_light) { - if (getArrayByte3D(left_light, 15, y, z) != 0) { - return 1; - } - } - } else { - if (getArrayByte3D(light, x-1, y, z) != 0) { - return 1; - } - } - - if (y == 15) { - if (right_light) { - if (getArrayByte3D(right_light, 0, y, z) != 0) { - return 1; - } - } - } else { - if (getArrayByte3D(light, x, y+1, z) != 0) { - return 1; - } - } - - if (y == 0) { - if (up_left_light) { - if (getArrayByte3D(up_left_light, 15, y, z) != 0) { - return 1; - } - } - } else { - if (getArrayByte3D(light, x, y-1, z) != 0) { - return 1; - } - } - + if (get_data(state, type, x+1, y, z)) + return 1; + if (get_data(state, type, x-1, y, z)) + return 1; + if (get_data(state, type, x, y, z+1)) + return 1; + if (get_data(state, type, x, y, z-1)) + return 1; return 0; } @@ -101,72 +43,35 @@ cave_occluded(void *data, RenderState *state, int x, int y, int z) { /* check for normal occlusion */ /* use ajacent chunks, if not you get blocks spreaded in chunk edges */ - if (z != 127) { - if ( (x == 0) && (y != 15) ) { - if (state->left_blocks != NULL) { - if (!is_transparent(getArrayByte3D(state->left_blocks, 15, y, z)) && - !is_transparent(getArrayByte3D(state->blocks, x, y, z+1)) && - !is_transparent(getArrayByte3D(state->blocks, x, y+1, z))) { - return 1; - } - } else { - return 1; - } - } - - if ( (x != 0) && (y == 15) ) { - if (state->right_blocks != NULL) { - if (!is_transparent(getArrayByte3D(state->blocks, x-1, y, z)) && - !is_transparent(getArrayByte3D(state->right_blocks, x, 0, z)) && - !is_transparent(getArrayByte3D(state->blocks, x, y, z+1))) { - return 1; - } - } else { - return 1; - } - } - - if ( (x == 0) && (y == 15) ) { - if ((state->left_blocks != NULL) && - (state->right_blocks != NULL)) { - if (!is_transparent(getArrayByte3D(state->left_blocks, 15, y, z)) && - !is_transparent(getArrayByte3D(state->right_blocks, x, 0, z)) && - !is_transparent(getArrayByte3D(state->blocks, x, y, z+1))) { - return 1; - } - } else { - return 1; - } - } - - if ( (x != 0) && (y != 15) && - !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; - } + if (!is_transparent(get_data(state, BLOCKS, x-1, y, z)) && + !is_transparent(get_data(state, BLOCKS, x, y, z+1)) && + !is_transparent(get_data(state, BLOCKS, x, y+1, z))) { + return 1; } + /* special handling for section boundaries */ + if (x == 0 && (!(state->chunks[0][1].loaded) || state->chunks[0][1].sections[state->chunky].blocks == NULL)) + return 1; + if (y == 15 && (state->chunky + 1 >= SECTIONS_PER_CHUNK || state->chunks[1][1].sections[state->chunky + 1].blocks == NULL)) + return 1; + if (z == 15 && (!(state->chunks[1][2].loaded) || state->chunks[1][2].sections[state->chunky].blocks == NULL)) + return 1; + return 0; } static int cave_hidden(void *data, RenderState *state, int x, int y, int z) { RenderPrimitiveCave* self; - int dz = 0; + int dy = 0; self = (RenderPrimitiveCave *)data; /* check if the block is touching skylight */ - if (z != 127) { - - if (touches_light(x, y, z, self->skylight, self->left_skylight, self->right_skylight, self->up_left_skylight, self->up_right_skylight)) { - return 1; - } - - if (self->only_lit && !touches_light(x, y, z, self->blocklight, self->left_blocklight, self->right_blocklight, self->up_left_blocklight, self->up_right_blocklight)) { - return 1; - } - } else { /* if z == 127 skip */ + if (touches_light(state, SKYLIGHT, x, y, z)) { + return 1; + } + + if (self->only_lit && !touches_light(state, BLOCKLIGHT, x, y, z)) { return 1; } @@ -174,18 +79,18 @@ cave_hidden(void *data, RenderState *state, int x, int y, int z) { * at this point of the code the block has no skylight * but a deep sea can be completely dark */ - - if ((getArrayByte3D(state->blocks, x, y, z) == 9) || - (getArrayByte3D(state->blocks, x, y, z+1) == 9)) { - - for (dz = z+1; dz < 127; dz++) { /* go up and check for skylight */ - if (getArrayByte3D(self->skylight, x, y, dz) != 0) { + if ((getArrayShort3D(state->blocks, x, y, z) == 9) || + (get_data(state, BLOCKS, x, y+1, z) == 9)) { + + for (dy = y+1; dy < SECTIONS_PER_CHUNK * 16; dy++) { + /* go up and check for skylight */ + if (get_data(state, SKYLIGHT, x, dy, z) != 0) { return 1; } - if (getArrayByte3D(state->blocks, x, y, dz) != 9) { - /* we are out of the water! and there's no skylight - * , i.e. is a cave lake or something similar */ - return 0; + if (get_data(state, BLOCKS, x, dy, z) != 9) { + /* we are out of the water! and there's no skylight + * , i.e. is a cave lake or something similar */ + break; } } } @@ -194,13 +99,6 @@ cave_hidden(void *data, RenderState *state, int x, int y, int z) { * blocks as hidden for the lighting to look right, since technically our * hiding depends on occlusion as well */ - 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 cave_occluded(data, state, x, y, z); } @@ -213,48 +111,13 @@ cave_start(void *data, RenderState *state, PyObject *support) { if (!render_mode_parse_option(support, "only_lit", "i", &(self->only_lit))) return 1; - /* if there's skylight we are in the surface! */ - self->skylight = get_chunk_data(state, CURRENT, SKYLIGHT, 1); - self->left_skylight = get_chunk_data(state, DOWN_LEFT, SKYLIGHT, 1); - self->right_skylight = get_chunk_data(state, DOWN_RIGHT, SKYLIGHT, 1); - self->up_left_skylight = get_chunk_data(state, UP_LEFT, SKYLIGHT, 1); - self->up_right_skylight = get_chunk_data(state, UP_RIGHT, SKYLIGHT, 1); - - if (self->only_lit) { - self->blocklight = get_chunk_data(state, CURRENT, BLOCKLIGHT, 1); - self->left_blocklight = get_chunk_data(state, DOWN_LEFT, BLOCKLIGHT, 1); - self->right_blocklight = get_chunk_data(state, DOWN_RIGHT, BLOCKLIGHT, 1); - self->up_left_blocklight = get_chunk_data(state, UP_LEFT, BLOCKLIGHT, 1); - self->up_right_blocklight = get_chunk_data(state, UP_RIGHT, BLOCKLIGHT, 1); - } - return 0; } -static void -cave_finish(void *data, RenderState *state) { - RenderPrimitiveCave* self; - self = (RenderPrimitiveCave *)data; - - Py_DECREF(self->skylight); - Py_XDECREF(self->left_skylight); - Py_XDECREF(self->right_skylight); - Py_XDECREF(self->up_left_skylight); - Py_XDECREF(self->up_right_skylight); - - if (self->only_lit) { - Py_DECREF(self->blocklight); - Py_XDECREF(self->left_blocklight); - Py_XDECREF(self->right_blocklight); - Py_XDECREF(self->up_left_blocklight); - Py_XDECREF(self->up_right_blocklight); - } -} - RenderPrimitiveInterface primitive_cave = { "cave", sizeof(RenderPrimitiveCave), cave_start, - cave_finish, + NULL, cave_occluded, cave_hidden, NULL,