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