Implement style fixes
This commit is contained in:
@@ -26,42 +26,35 @@ bool block_class_is_subset(
|
||||
mc_block_t block,
|
||||
const mc_block_t block_class[],
|
||||
size_t block_class_len
|
||||
)
|
||||
{
|
||||
) {
|
||||
size_t i = 0;
|
||||
|
||||
#ifdef __SSE2__
|
||||
for( ; i / 8 < block_class_len / 8; i += 8 )
|
||||
{
|
||||
for (; i / 8 < block_class_len / 8; i += 8) {
|
||||
const __m128i block_class_vec = _mm_loadu_si128(
|
||||
(__m128i*)&block_class[i]
|
||||
);
|
||||
const __m128i block_vec = _mm_set1_epi16(block);
|
||||
const __m128i block_cmp = _mm_cmpeq_epi16(block_vec,block_class_vec);
|
||||
if( _mm_movemask_epi8(block_cmp) )
|
||||
{
|
||||
if (_mm_movemask_epi8(block_cmp)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
#ifdef __MMX__
|
||||
for( ; i / 4 < block_class_len / 4; i += 4 )
|
||||
{
|
||||
for (; i / 4 < block_class_len / 4; i += 4) {
|
||||
const __m64 block_class_vec = _mm_cvtsi64_m64(
|
||||
*(uint64_t*)&block_class[i]
|
||||
);
|
||||
const __m64 block_vec = _mm_set1_pi16(block);
|
||||
const __m64 block_cmp = _mm_cmpeq_pi16(block_vec,block_class_vec);
|
||||
if( _mm_cvtm64_si64(block_cmp) )
|
||||
{
|
||||
if (_mm_cvtm64_si64(block_cmp)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
for( ; i < block_class_len; ++i )
|
||||
{
|
||||
if( block == block_class[i] )
|
||||
{
|
||||
for (; i < block_class_len; ++i) {
|
||||
if (block == block_class[i]) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
@@ -85,7 +78,7 @@ const mc_block_t block_class_stair[] = {
|
||||
block_red_sandstone_stairs,
|
||||
block_purpur_stairs
|
||||
};
|
||||
const size_t block_class_stair_len = count_of(block_class_stair);
|
||||
const size_t block_class_stair_len = COUNT_OF(block_class_stair);
|
||||
|
||||
const mc_block_t block_class_door[] = {
|
||||
block_wooden_door,
|
||||
@@ -96,7 +89,7 @@ const mc_block_t block_class_door[] = {
|
||||
block_acacia_door,
|
||||
block_dark_oak_door
|
||||
};
|
||||
const size_t block_class_door_len = count_of(block_class_door);
|
||||
const size_t block_class_door_len = COUNT_OF(block_class_door);
|
||||
|
||||
const mc_block_t block_class_fence[] = {
|
||||
block_fence,
|
||||
@@ -107,7 +100,7 @@ const mc_block_t block_class_fence[] = {
|
||||
block_dark_oak_fence,
|
||||
block_acacia_fence
|
||||
};
|
||||
const size_t block_class_fence_len = count_of(block_class_fence);
|
||||
const size_t block_class_fence_len = COUNT_OF(block_class_fence);
|
||||
|
||||
const mc_block_t block_class_fence_gate[] = {
|
||||
block_fence_gate,
|
||||
@@ -117,7 +110,7 @@ const mc_block_t block_class_fence_gate[] = {
|
||||
block_dark_oak_fence_gate,
|
||||
block_acacia_fence_gate
|
||||
};
|
||||
const size_t block_class_fence_gate_len = count_of(block_class_fence_gate);
|
||||
const size_t block_class_fence_gate_len = COUNT_OF(block_class_fence_gate);
|
||||
|
||||
const mc_block_t block_class_ancil[] = {
|
||||
block_wooden_door,
|
||||
@@ -165,7 +158,7 @@ const mc_block_t block_class_ancil[] = {
|
||||
block_dark_oak_fence,
|
||||
block_acacia_fence
|
||||
};
|
||||
const size_t block_class_ancil_len = count_of(block_class_ancil);
|
||||
const size_t block_class_ancil_len = COUNT_OF(block_class_ancil);
|
||||
|
||||
const mc_block_t block_class_alt_height[] = {
|
||||
block_stone_slab,
|
||||
@@ -187,4 +180,5 @@ const mc_block_t block_class_alt_height[] = {
|
||||
block_purpur_slab,
|
||||
block_wooden_slab
|
||||
};
|
||||
const size_t block_class_alt_height_len = count_of(block_class_alt_height);
|
||||
const size_t block_class_alt_height_len = COUNT_OF(block_class_alt_height);
|
||||
|
||||
|
||||
@@ -47,4 +47,5 @@ extern const size_t block_class_ancil_len;
|
||||
extern const mc_block_t block_class_alt_height[];
|
||||
extern const size_t block_class_alt_height_len;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
|
||||
@@ -259,13 +259,13 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
|
||||
if (get_data(state, BLOCKS, x, y+1, z) == 78)
|
||||
return 0x10;
|
||||
return ancilData;
|
||||
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_flowing_water,block_water},2)) { /* water */
|
||||
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_flowing_water,block_water}, 2)) { /* water */
|
||||
data = check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f;
|
||||
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
|
||||
if (get_data(state, BLOCKS, x, y+1, z) != state->block)
|
||||
data |= 0x10;
|
||||
return data;
|
||||
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_glass,block_ice,block_stained_glass},3)) { /* glass and ice and stained glass*/
|
||||
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_glass,block_ice,block_stained_glass}, 3)) { /* glass and ice and stained glass*/
|
||||
/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks
|
||||
* Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an unsigned char,
|
||||
* forcing us to use an unsigned short to hold 16 bits of pseudo ancil data
|
||||
@@ -277,7 +277,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
|
||||
}
|
||||
data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | data;
|
||||
return (data << 4) | (ancilData & 0x0f);
|
||||
} else if (block_class_is_subset(state->block,block_class_fence,block_class_fence_len)) { /* fences */
|
||||
} else if (block_class_is_subset(state->block, block_class_fence, block_class_fence_len)) { /* fences */
|
||||
/* check for fences AND fence gates */
|
||||
return check_adjacent_blocks(state, x, y, z, state->block) | check_adjacent_blocks(state, x, y, z, block_fence_gate) |
|
||||
check_adjacent_blocks(state, x, y, z, block_fence_gate) | check_adjacent_blocks(state, x, y, z, block_birch_fence_gate) | check_adjacent_blocks(state, x, y, z, block_jungle_fence_gate) |
|
||||
@@ -317,7 +317,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
|
||||
}
|
||||
return final_data;
|
||||
|
||||
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_chest,block_trapped_chest},2)) {
|
||||
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_chest,block_trapped_chest}, 2)) {
|
||||
/* Orientation is given by ancilData, pseudo data needed to
|
||||
* choose from single or double chest and the correct half of
|
||||
* the chest. */
|
||||
@@ -354,7 +354,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
|
||||
}
|
||||
return final_data;
|
||||
|
||||
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_iron_bars,block_glass_pane,block_stained_glass_pane},3)) {
|
||||
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_iron_bars,block_glass_pane, block_stained_glass_pane},3)) {
|
||||
/* iron bars and glass panes:
|
||||
* they seem to stick to almost everything but air,
|
||||
* not sure yet! Still a TODO! */
|
||||
@@ -363,11 +363,11 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
|
||||
data = (check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f);
|
||||
return (data << 4) | (ancilData & 0xf);
|
||||
|
||||
} else if (block_class_is_subset(state->block,(mc_block_t[]){block_portal,block_nether_brick_fence},2)) {
|
||||
} else if (block_class_is_subset(state->block, (mc_block_t[]){block_portal,block_nether_brick_fence}, 2)) {
|
||||
/* portal and nether brick fences */
|
||||
return check_adjacent_blocks(state, x, y, z, state->block);
|
||||
|
||||
} else if (block_class_is_subset(state->block,block_class_door,block_class_door_len)) {
|
||||
} else if (block_class_is_subset(state->block, block_class_door, block_class_door_len)) {
|
||||
/* use bottom block data format plus one bit for top/down
|
||||
* block (0x8) and one bit for hinge position (0x10)
|
||||
*/
|
||||
@@ -414,7 +414,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
|
||||
pr = pr * pr * 42317861 + pr * 11;
|
||||
rotation = 3 & (pr >> 16);
|
||||
return rotation;
|
||||
} else if (block_class_is_subset(state->block,block_class_stair,block_class_stair_len)) { /* stairs */
|
||||
} else if (block_class_is_subset(state->block, block_class_stair, block_class_stair_len)) { /* stairs */
|
||||
/* 4 ancillary bits will be added to indicate which quarters of the block contain the
|
||||
* upper step. Regular stairs will have 2 bits set & corner stairs will have 1 or 3.
|
||||
* Southwest quarter is part of the upper step - 0x40
|
||||
@@ -471,10 +471,10 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
|
||||
|
||||
/* get block & data for neighbors in this order: east, north, west, south */
|
||||
/* so we can rotate things easily */
|
||||
stairs[0] = stairs[4] = block_class_is_subset(get_data(state, BLOCKS, x+1, y, z),block_class_stair,block_class_stair_len);
|
||||
stairs[1] = stairs[5] = block_class_is_subset(get_data(state, BLOCKS, x, y, z-1),block_class_stair,block_class_stair_len);
|
||||
stairs[2] = stairs[6] = block_class_is_subset(get_data(state, BLOCKS, x-1, y, z),block_class_stair,block_class_stair_len);
|
||||
stairs[3] = stairs[7] = block_class_is_subset(get_data(state, BLOCKS, x, y, z+1),block_class_stair,block_class_stair_len);
|
||||
stairs[0] = stairs[4] = block_class_is_subset(get_data(state, BLOCKS, x+1, y, z), block_class_stair, block_class_stair_len);
|
||||
stairs[1] = stairs[5] = block_class_is_subset(get_data(state, BLOCKS, x, y, z-1), block_class_stair, block_class_stair_len);
|
||||
stairs[2] = stairs[6] = block_class_is_subset(get_data(state, BLOCKS, x-1, y, z), block_class_stair, block_class_stair_len);
|
||||
stairs[3] = stairs[7] = block_class_is_subset(get_data(state, BLOCKS, x, y, z+1), block_class_stair, block_class_stair_len);
|
||||
neigh[0] = neigh[4] = FIX_ROT(get_data(state, DATA, x+1, y, z));
|
||||
neigh[1] = neigh[5] = FIX_ROT(get_data(state, DATA, x, y, z-1));
|
||||
neigh[2] = neigh[6] = FIX_ROT(get_data(state, DATA, x-1, y, z));
|
||||
@@ -670,7 +670,7 @@ chunk_render(PyObject *self, PyObject *args) {
|
||||
* grass, water, glass, chest, restone wire,
|
||||
* ice, fence, portal, iron bars, glass panes,
|
||||
* trapped chests, stairs */
|
||||
if (block_class_is_subset(state.block,block_class_ancil,block_class_ancil_len)) {
|
||||
if (block_class_is_subset(state.block, block_class_ancil, block_class_ancil_len)) {
|
||||
ancilData = generate_pseudo_data(&state, ancilData);
|
||||
state.block_pdata = ancilData;
|
||||
} else {
|
||||
|
||||
@@ -96,7 +96,7 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
|
||||
*/
|
||||
if (/* grass, but not snowgrass */
|
||||
(state->block == block_grass && get_data(state, BLOCKS, state->x, state->y+1, state->z) != 78) ||
|
||||
block_class_is_subset(state->block,(mc_block_t[]){
|
||||
block_class_is_subset(state->block, (mc_block_t[]){
|
||||
block_vine,
|
||||
block_waterlily,
|
||||
block_flowing_water,
|
||||
@@ -125,7 +125,7 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
|
||||
/* grass needs a special facemask */
|
||||
facemask = self->grass_texture;
|
||||
}
|
||||
if(block_class_is_subset(state->block,(mc_block_t[]){
|
||||
if(block_class_is_subset(state->block, (mc_block_t[]){
|
||||
block_grass,
|
||||
block_tallgrass,
|
||||
block_pumpkin_stem,
|
||||
@@ -136,12 +136,12 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
|
||||
},7)) {
|
||||
color_table = self->grasscolor;
|
||||
}
|
||||
else if(block_class_is_subset(state->block,(mc_block_t[]){
|
||||
else if(block_class_is_subset(state->block, (mc_block_t[]){
|
||||
block_flowing_water,block_water
|
||||
},2)) {
|
||||
color_table = self->watercolor;
|
||||
}
|
||||
else if(block_class_is_subset(state->block,(mc_block_t[]){
|
||||
else if(block_class_is_subset(state->block, (mc_block_t[]){
|
||||
block_leaves,block_leaves2
|
||||
},2)) {
|
||||
color_table = self->foliagecolor;
|
||||
|
||||
@@ -36,7 +36,7 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
|
||||
PrimitiveEdgeLines *self = (PrimitiveEdgeLines *)data;
|
||||
|
||||
/* Draw some edge lines! */
|
||||
if (block_class_is_subset(state->block,(mc_block_t[]){block_stone_slab,block_snow_layer},2)
|
||||
if (block_class_is_subset(state->block, (mc_block_t[]){block_stone_slab,block_snow_layer}, 2)
|
||||
|| !is_transparent(state->block)) {
|
||||
Imaging img_i = imaging_python_to_c(state->img);
|
||||
unsigned char ink[] = {0, 0, 0, 255 * self->opacity};
|
||||
@@ -44,9 +44,9 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
|
||||
int x = state->x, y = state->y, z = state->z;
|
||||
|
||||
int increment=0;
|
||||
if (block_class_is_subset(state->block,(mc_block_t[]){block_wooden_slab,block_stone_slab},2) && ((state->block_data & 0x8) == 0 )) // half-steps BUT no upsidown half-steps
|
||||
if (block_class_is_subset(state->block, (mc_block_t[]){block_wooden_slab,block_stone_slab}, 2) && ((state->block_data & 0x8) == 0 )) // half-steps BUT no upsidown half-steps
|
||||
increment=6;
|
||||
else if (block_class_is_subset(state->block,(mc_block_t[]){block_snow_layer,block_unpowered_repeater,block_powered_repeater},3)) // snow, redstone repeaters (on and off)
|
||||
else if (block_class_is_subset(state->block, (mc_block_t[]){block_snow_layer,block_unpowered_repeater,block_powered_repeater}, 3)) // snow, redstone repeaters (on and off)
|
||||
increment=9;
|
||||
|
||||
/* +X side */
|
||||
@@ -54,8 +54,8 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
|
||||
if (side_block != state->block && (is_transparent(side_block) || render_mode_hidden(state->rendermode, x+1, y, z)) &&
|
||||
/* WARNING: ugly special case approaching */
|
||||
/* if the block is a slab and the side block is a stair don't draw anything, it can give very ugly results */
|
||||
!(block_class_is_subset(state->block,(mc_block_t[]){block_wooden_slab,block_stone_slab},2)
|
||||
&& (block_class_is_subset(side_block,block_class_stair,block_class_stair_len))
|
||||
!(block_class_is_subset(state->block, (mc_block_t[]){block_wooden_slab, block_stone_slab}, 2)
|
||||
&& (block_class_is_subset(side_block, block_class_stair, block_class_stair_len))
|
||||
)) {
|
||||
ImagingDrawLine(img_i, state->imgx+12, state->imgy+1+increment, state->imgx+22+1, state->imgy+5+1+increment, &ink, 1);
|
||||
ImagingDrawLine(img_i, state->imgx+12, state->imgy+increment, state->imgx+22+1, state->imgy+5+increment, &ink, 1);
|
||||
@@ -67,8 +67,8 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
|
||||
/* WARNING: ugly special case approaching */
|
||||
/* if the block is a slab and the side block is a stair don't draw anything, it can give very ugly results */
|
||||
!(
|
||||
block_class_is_subset(state->block,(mc_block_t[]){block_stone_slab,block_wooden_slab},2)
|
||||
&& (block_class_is_subset(side_block,block_class_stair,block_class_stair_len))
|
||||
block_class_is_subset(state->block, (mc_block_t[]){block_stone_slab,block_wooden_slab}, 2)
|
||||
&& (block_class_is_subset(side_block, block_class_stair, block_class_stair_len))
|
||||
)) {
|
||||
ImagingDrawLine(img_i, state->imgx, state->imgy+6+1+increment, state->imgx+12+1, state->imgy+1+increment, &ink, 1);
|
||||
ImagingDrawLine(img_i, state->imgx, state->imgy+6+increment, state->imgx+12+1, state->imgy+increment, &ink, 1);
|
||||
|
||||
@@ -140,7 +140,7 @@ estimate_blocklevel(RenderPrimitiveLighting *self, RenderState *state,
|
||||
blocklevel = get_data(state, BLOCKLIGHT, x, y, z);
|
||||
|
||||
/* no longer a guess */
|
||||
if (!block_class_is_subset(block,block_class_alt_height,block_class_alt_height_len) && authoratative) {
|
||||
if (!block_class_is_subset(block, block_class_alt_height, block_class_alt_height_len) && authoratative) {
|
||||
*authoratative = 1;
|
||||
}
|
||||
|
||||
@@ -161,7 +161,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
|
||||
|
||||
/* special half-step handling, stairs handling */
|
||||
/* Anvil also needs to be here, blockid 145 */
|
||||
if ( block_class_is_subset(block,block_class_alt_height,block_class_alt_height_len) || block == block_anvil) {
|
||||
if ( block_class_is_subset(block, block_class_alt_height, block_class_alt_height_len) || block == block_anvil) {
|
||||
unsigned int upper_block;
|
||||
|
||||
/* stairs and half-blocks take the skylevel from the upper block if it's transparent */
|
||||
@@ -170,7 +170,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
|
||||
do {
|
||||
upper_counter++;
|
||||
upper_block = get_data(state, BLOCKS, x, y + upper_counter, z);
|
||||
} while (block_class_is_subset(upper_block,block_class_alt_height,block_class_alt_height_len));
|
||||
} while (block_class_is_subset(upper_block, block_class_alt_height, block_class_alt_height_len));
|
||||
if (is_transparent(upper_block)) {
|
||||
skylevel = get_data(state, SKYLIGHT, x, y + upper_counter, z);
|
||||
} else {
|
||||
@@ -183,7 +183,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
|
||||
|
||||
}
|
||||
|
||||
if (block_class_is_subset(block,(mc_block_t[]){block_flowing_lava,block_lava},2)) {
|
||||
if (block_class_is_subset(block, (mc_block_t[]){block_flowing_lava,block_lava}, 2)) {
|
||||
/* lava blocks should always be lit! */
|
||||
*r = 255;
|
||||
*g = 255;
|
||||
@@ -302,7 +302,7 @@ lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyO
|
||||
self = (RenderPrimitiveLighting *)data;
|
||||
x = state->x, y = state->y, z = state->z;
|
||||
|
||||
if (block_class_is_subset(state->block,(mc_block_t[]){block_flowing_water,block_water},2)) { /* special case for water */
|
||||
if (block_class_is_subset(state->block, (mc_block_t[]){block_flowing_water,block_water}, 2)) { /* special case for water */
|
||||
/* 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. */
|
||||
|
||||
@@ -37,7 +37,7 @@ walk_chunk(RenderState *state, RenderPrimitiveNether *data) {
|
||||
|
||||
for (y = NETHER_ROOF-1; y>=0; y--) {
|
||||
id = get_data(state, BLOCKS, x, y - (state->chunky * 16), z);
|
||||
if (block_class_is_subset(id,(mc_block_t[]){block_bedrock,block_netherrack,block_quartz_ore,block_lava},4))
|
||||
if (block_class_is_subset(id, (mc_block_t[]){block_bedrock,block_netherrack,block_quartz_ore,block_lava}, 4))
|
||||
data->remove_block[x+1][y][z+1] = 1;
|
||||
else
|
||||
break;
|
||||
|
||||
@@ -220,9 +220,9 @@ smooth_lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *ma
|
||||
|
||||
/* special case for leaves, water 8, water 9, ice 79
|
||||
-- these are also smooth-lit! */
|
||||
if (!block_class_is_subset(state->block,(mc_block_t[]){
|
||||
if (!block_class_is_subset(state->block, (mc_block_t[]){
|
||||
block_leaves,block_flowing_water,block_water,block_ice
|
||||
},4) && is_transparent(state->block))
|
||||
}, 4) && is_transparent(state->block))
|
||||
{
|
||||
/* transparent blocks are rendered as usual, with flat lighting */
|
||||
primitive_lighting.draw(data, state, src, mask, mask_light);
|
||||
|
||||
@@ -14,7 +14,7 @@
|
||||
#define OV_BLEND(mask, in1, in2, tmp1, tmp2)\
|
||||
(OV_MULDIV255(in1, 255 - mask, tmp1) + OV_MULDIV255(in2, mask, tmp2))
|
||||
|
||||
#define count_of(array) \
|
||||
#define COUNT_OF(array) \
|
||||
(sizeof(array) / sizeof(array[0]))
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
Reference in New Issue
Block a user