moved important render state into a struct, to prepare for modular render modes
(making the code look worse, so it can look better!)
This commit is contained in:
@@ -113,25 +113,25 @@ do_shading_for_face(PyObject *chunk, int x, int y, int z, PyObject *facemask, Py
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/* TODO triple check this to make sure reference counting is correct */
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PyObject*
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chunk_render(PyObject *self, PyObject *args) {
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RenderState state;
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PyObject *chunk;
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PyObject *blockdata_expanded;
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int xoff, yoff;
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PyObject *img;
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PyObject *imgsize, *imgsize0_py, *imgsize1_py;
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int imgsize0, imgsize1;
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PyObject *blocks_py;
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int imgx, imgy;
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int x, y, z;
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if (!PyArg_ParseTuple(args, "OOiiO", &chunk, &img, &xoff, &yoff, &blockdata_expanded))
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if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &blockdata_expanded))
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return Py_BuildValue("i", "-1");
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/* fill in important modules */
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state.textures = textures;
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state.chunk = chunk_mod;
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/* tuple */
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imgsize = PyObject_GetAttrString(img, "size");
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imgsize = PyObject_GetAttrString(state.img, "size");
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imgsize0_py = PySequence_GetItem(imgsize, 0);
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imgsize1_py = PySequence_GetItem(imgsize, 1);
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@@ -144,50 +144,47 @@ chunk_render(PyObject *self, PyObject *args) {
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/* get the block data directly from numpy: */
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blocks_py = PyObject_GetAttrString(chunk, "blocks");
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blocks_py = PyObject_GetAttrString(state.self, "blocks");
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/*
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PyObject *left_blocks = PyObject_GetAttrString(chunk, "left_blocks");
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PyObject *right_blocks = PyObject_GetAttrString(chunk, "right_blocks");
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*/
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PyObject *quadtree = PyObject_GetAttrString(chunk, "quadtree");
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PyObject *quadtree = PyObject_GetAttrString(state.self, "quadtree");
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PyObject *lighting_py = PyObject_GetAttrString(quadtree, "lighting");
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int lighting = PyObject_IsTrue(lighting_py);
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Py_DECREF(lighting_py);
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Py_DECREF(quadtree);
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PyObject *black_color = PyObject_GetAttrString(chunk_mod, "black_color");
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PyObject *facemasks_py = PyObject_GetAttrString(chunk_mod, "facemasks");
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PyObject *black_color = PyObject_GetAttrString(state.chunk, "black_color");
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PyObject *facemasks_py = PyObject_GetAttrString(state.chunk, "facemasks");
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PyObject *facemasks[3];
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// borrowed references, don't need to be decref'd
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facemasks[0] = PyTuple_GetItem(facemasks_py, 0);
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facemasks[1] = PyTuple_GetItem(facemasks_py, 1);
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facemasks[2] = PyTuple_GetItem(facemasks_py, 2);
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for (x = 15; x > -1; x--) {
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for (y = 0; y < 16; y++) {
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for (state.x = 15; state.x > -1; state.x--) {
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for (state.y = 0; state.y < 16; state.y++) {
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PyObject *blockid = NULL;
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imgx = xoff + x*12 + y*12;
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state.imgx = xoff + state.x*12 + state.y*12;
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/* 128*12 -- offset for z direction, 15*6 -- offset for x */
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imgy = yoff - x*6 + y*6 + 128*12 + 15*6;
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for (z = 0; z < 128; z++) {
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unsigned char block;
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state.imgy = yoff - state.x*6 + state.y*6 + 128*12 + 15*6;
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for (state.z = 0; state.z < 128; state.z++) {
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state.imgy -= 12;
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imgy -= 12;
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if ((imgx >= imgsize0 + 24) || (imgx <= -24)) {
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if ((state.imgx >= imgsize0 + 24) || (state.imgx <= -24)) {
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continue;
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}
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if ((imgy >= imgsize1 + 24) || (imgy <= -24)) {
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if ((state.imgy >= imgsize1 + 24) || (state.imgy <= -24)) {
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continue;
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}
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/* get blockid
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note the order: x, z, y */
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block = getArrayByte3D(blocks_py, x, y, z);
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if (block == 0) {
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/* get blockid */
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state.block = getArrayByte3D(blocks_py, state.x, state.y, state.z);
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if (state.block == 0) {
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continue;
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}
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@@ -195,20 +192,20 @@ chunk_render(PyObject *self, PyObject *args) {
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if (blockid) {
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Py_DECREF(blockid);
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}
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blockid = PyInt_FromLong(block);
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blockid = PyInt_FromLong(state.block);
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if ( (x != 0) && (y != 15) && (z != 127) &&
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!is_transparent(transparent_blocks, getArrayByte3D(blocks_py, x-1, y, z)) &&
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!is_transparent(transparent_blocks, getArrayByte3D(blocks_py, x, y, z+1)) &&
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!is_transparent(transparent_blocks, getArrayByte3D(blocks_py, x, y+1, z))) {
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if ( (state.x != 0) && (state.y != 15) && (state.z != 127) &&
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!is_transparent(transparent_blocks, getArrayByte3D(blocks_py, state.x-1, state.y, state.z)) &&
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!is_transparent(transparent_blocks, getArrayByte3D(blocks_py, state.x, state.y, state.z+1)) &&
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!is_transparent(transparent_blocks, getArrayByte3D(blocks_py, state.x, state.y+1, state.z))) {
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continue;
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}
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if (!PySequence_Contains(special_blocks, blockid)) {
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/* t = textures.blockmap[blockid] */
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PyObject *t = PyList_GetItem(blockmap, block);
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PyObject *t = PyList_GetItem(blockmap, state.block);
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/* PyList_GetItem returns borrowed ref */
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if (t == Py_None) {
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continue;
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@@ -216,14 +213,14 @@ chunk_render(PyObject *self, PyObject *args) {
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/* note that this version of alpha_over has a different signature than the
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version in _composite.c */
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texture_alpha_over(img, t, imgx, imgy );
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texture_alpha_over(state.img, t, state.imgx, state.imgy );
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} else {
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PyObject *tmp, *t;
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/* this should be a pointer to a unsigned char */
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void* ancilData_p = PyArray_GETPTR3(blockdata_expanded, x, y, z);
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void* ancilData_p = PyArray_GETPTR3(blockdata_expanded, state.x, state.y, state.z);
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unsigned char ancilData = *((unsigned char*)ancilData_p);
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if (block == 85) {
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if (state.block == 85) {
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/* fence. skip the generate_pseudo_ancildata for now */
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continue;
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}
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@@ -238,17 +235,17 @@ chunk_render(PyObject *self, PyObject *args) {
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t = PyDict_GetItem(specialblockmap, tmp);
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Py_DECREF(tmp);
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if (t != NULL)
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texture_alpha_over(img, t, imgx, imgy );
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texture_alpha_over(state.img, t, state.imgx, state.imgy );
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}
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if (lighting) {
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// FIXME whole-block shading for transparent blocks
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do_shading_for_face(chunk, x, y, z+1, facemasks[0], black_color,
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img, imgx, imgy);
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do_shading_for_face(chunk, x-1, y, z, facemasks[1], black_color,
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img, imgx, imgy);
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do_shading_for_face(chunk, x, y+1, z, facemasks[2], black_color,
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img, imgx, imgy);
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do_shading_for_face(state.self, state.x, state.y, state.z+1, facemasks[0], black_color,
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state.img, state.imgx, state.imgy);
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do_shading_for_face(state.self, state.x-1, state.y, state.z, facemasks[1], black_color,
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state.img, state.imgx, state.imgy);
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do_shading_for_face(state.self, state.x, state.y+1, state.z, facemasks[2], black_color,
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state.img, state.imgx, state.imgy);
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}
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}
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@@ -36,6 +36,22 @@ PyObject *alpha_over_wrap(PyObject *self, PyObject *args);
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PyObject *brightness(PyObject *img, double factor);
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/* in iterate.c */
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typedef struct {
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/* the ChunkRenderer object */
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PyObject *self;
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/* important modules, for convenience */
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PyObject *textures;
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PyObject *chunk;
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/* the tile image and destination */
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PyObject *img;
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int imgx, imgy;
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/* the block position and type */
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int x, y, z;
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unsigned char block;
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} RenderState;
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int is_transparent(PyObject* tup, unsigned char b);
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PyObject *chunk_render(PyObject *self, PyObject *args);
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int init_chunk_render(void);
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