fixes to get lighting mode working again
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@@ -18,6 +18,7 @@
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#include "overviewer.h"
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static PyObject *textures = NULL;
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static PyObject *support = NULL;
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unsigned int max_blockid = 0;
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unsigned int max_data = 0;
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@@ -46,6 +47,11 @@ PyObject *init_chunk_render(void) {
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return NULL;
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}
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support = PyImport_ImportModule("overviewer_core.rendermodes");
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if (!support) {
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return NULL;
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}
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tmp = PyObject_GetAttrString(textures, "max_blockid");
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if (!tmp)
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return NULL;
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@@ -96,7 +102,9 @@ PyObject *init_chunk_render(void) {
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Py_RETURN_NONE;
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}
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PyObject *get_chunk_data(PyObject *region_set, int x, int z, ChunkNeighborName neighbor, ChunkDataType type) {
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PyObject *get_chunk_data(RenderState *state, ChunkNeighborName neighbor, ChunkDataType type) {
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int x = state->chunkx;
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int z = state->chunkz;
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PyObject *chunk = NULL;
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PyObject *data = NULL;
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@@ -117,7 +125,7 @@ PyObject *get_chunk_data(PyObject *region_set, int x, int z, ChunkNeighborName n
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break;
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}
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chunk = PyObject_CallMethod(region_set, "get_chunk", "ii", x, z);
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chunk = PyObject_CallMethod(state->regionset, "get_chunk", "ii", x, z);
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if (chunk == NULL || chunk == Py_None)
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return chunk;
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@@ -401,10 +409,8 @@ chunk_render(PyObject *self, PyObject *args) {
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if (!PyArg_ParseTuple(args, "OiiOiisO", &state.regionset, &state.chunkx, &state.chunkz, &state.img, &xoff, &yoff, &rendermode_name, &state.textures))
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return NULL;
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/* conveniences */
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regionset = state.regionset;
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chunkx = state.chunkx;
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chunkz = state.chunkz;
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/* rendermode support */
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state.support = support;
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/* set up the render mode */
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state.rendermode = rendermode = render_mode_create(rendermode_name, &state);
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@@ -435,25 +441,25 @@ chunk_render(PyObject *self, PyObject *args) {
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Py_DECREF(imgsize1_py);
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/* get the block data directly from numpy: */
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blocks_py = get_chunk_data(regionset, chunkx, chunkz, CURRENT, BLOCKS);
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blocks_py = get_chunk_data(&state, CURRENT, BLOCKS);
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state.blocks = blocks_py;
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if (blocks_py == Py_None) {
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PyErr_SetString(PyExc_RuntimeError, "chunk does not exist!");
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return NULL;
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}
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state.blockdatas = get_chunk_data(regionset, chunkx, chunkz, CURRENT, BLOCKDATA);
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state.blockdatas = get_chunk_data(&state, CURRENT, BLOCKDATA);
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left_blocks_py = get_chunk_data(regionset, chunkx, chunkz, DOWN_LEFT, BLOCKS);
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left_blocks_py = get_chunk_data(&state, DOWN_LEFT, BLOCKS);
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state.left_blocks = left_blocks_py;
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right_blocks_py = get_chunk_data(regionset, chunkx, chunkz, DOWN_RIGHT, BLOCKS);
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right_blocks_py = get_chunk_data(&state, DOWN_RIGHT, BLOCKS);
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state.right_blocks = right_blocks_py;
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up_left_blocks_py = get_chunk_data(regionset, chunkx, chunkz, UP_LEFT, BLOCKS);
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up_left_blocks_py = get_chunk_data(&state, UP_LEFT, BLOCKS);
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state.up_left_blocks = up_left_blocks_py;
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up_right_blocks_py = get_chunk_data(regionset, chunkx, chunkz, UP_RIGHT, BLOCKS);
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up_right_blocks_py = get_chunk_data(&state, UP_RIGHT, BLOCKS);
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state.up_right_blocks = up_right_blocks_py;
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/* set up the random number generator again for each chunk
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