changed material property lookups to use a bit table, not python sets
This commit is contained in:
@@ -20,14 +20,21 @@
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static PyObject *textures = NULL;
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static PyObject *chunk_mod = NULL;
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static PyObject *blockmap = NULL;
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unsigned int max_blockid = 0;
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unsigned int max_data = 0;
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unsigned char *block_properties = NULL;
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static PyObject *known_blocks = NULL;
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static PyObject *transparent_blocks = NULL;
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static unsigned int max_blockid = 0;
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static unsigned int max_data = 0;
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static PyObject *solid_blocks = NULL;
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static PyObject *fluid_blocks = NULL;
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static PyObject *nospawn_blocks = NULL;
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PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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PyObject *tmp = NULL;
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unsigned int i;
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/* this function only needs to be called once, anything more should be
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* ignored */
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@@ -50,12 +57,6 @@ PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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blockmap = PyObject_GetAttrString(textures, "blockmap");
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if (!blockmap)
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return NULL;
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known_blocks = PyObject_GetAttrString(textures, "known_blocks");
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if (!known_blocks)
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return NULL;
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transparent_blocks = PyObject_GetAttrString(textures, "transparent_blocks");
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if (!transparent_blocks)
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return NULL;
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tmp = PyObject_GetAttrString(textures, "max_blockid");
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if (!tmp)
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@@ -66,23 +67,44 @@ PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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return NULL;
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max_data = PyInt_AsLong(tmp);
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/* assemble the property table */
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known_blocks = PyObject_GetAttrString(textures, "known_blocks");
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if (!known_blocks)
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return NULL;
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transparent_blocks = PyObject_GetAttrString(textures, "transparent_blocks");
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if (!transparent_blocks)
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return NULL;
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solid_blocks = PyObject_GetAttrString(textures, "solid_blocks");
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if (!solid_blocks)
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return NULL;
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fluid_blocks = PyObject_GetAttrString(textures, "fluid_blocks");
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if (!fluid_blocks)
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return NULL;
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nospawn_blocks = PyObject_GetAttrString(textures, "nospawn_blocks");
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if (!nospawn_blocks)
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return NULL;
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block_properties = calloc(max_blockid, sizeof(unsigned char));
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for (i = 0; i < max_blockid; i++) {
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PyObject *block = PyInt_FromLong(i);
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if (PySequence_Contains(known_blocks, block))
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block_properties[i] |= 1 << KNOWN;
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if (PySequence_Contains(transparent_blocks, block))
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block_properties[i] |= 1 << TRANSPARENT;
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if (PySequence_Contains(solid_blocks, block))
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block_properties[i] |= 1 << SOLID;
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if (PySequence_Contains(fluid_blocks, block))
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block_properties[i] |= 1 << FLUID;
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if (PySequence_Contains(nospawn_blocks, block))
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block_properties[i] |= 1 << NOSPAWN;
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Py_DECREF(block);
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}
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Py_RETURN_NONE;
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}
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int
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is_transparent(unsigned char b) {
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PyObject *block = PyInt_FromLong(b);
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int ret = PySequence_Contains(transparent_blocks, block);
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if (!ret)
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{
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ret = !(PySequence_Contains(known_blocks, block));
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}
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Py_DECREF(block);
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return ret;
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}
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unsigned char
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check_adjacent_blocks(RenderState *state, int x,int y,int z, unsigned char blockid) {
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/*
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@@ -86,8 +86,32 @@ typedef struct {
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PyObject *right_blocks;
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} RenderState;
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PyObject *init_chunk_render(PyObject *self, PyObject *args);
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int is_transparent(unsigned char b);
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PyObject *chunk_render(PyObject *self, PyObject *args);
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typedef enum
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{
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KNOWN,
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TRANSPARENT,
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SOLID,
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FLUID,
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NOSPAWN,
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} BlockProperty;
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/* globals set in init_chunk_render, here because they're used
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in block_has_property */
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extern unsigned int max_blockid;
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extern unsigned int max_data;
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extern unsigned char *block_properties;
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static inline int
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block_has_property(unsigned char b, BlockProperty prop) {
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if (b >= max_blockid || !(block_properties[b] & (1 << KNOWN))) {
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/* block is unknown, return defaults */
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if (prop == TRANSPARENT)
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return 1;
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return 0;
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}
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return block_properties[b] & (1 << prop);
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}
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#define is_transparent(b) block_has_property((b), TRANSPARENT)
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/* pull in the rendermode info */
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#include "rendermodes.h"
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@@ -37,10 +37,6 @@ rendermode_overlay_start(void *data, RenderState *state, PyObject *options) {
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Py_DECREF(facemasks_py);
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self->white_color = PyObject_GetAttrString(state->chunk, "white_color");
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self->solid_blocks = PyObject_GetAttrString(state->textures, "solid_blocks");
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self->fluid_blocks = PyObject_GetAttrString(state->textures, "fluid_blocks");
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self->get_color = get_color;
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return 0;
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@@ -52,8 +48,6 @@ rendermode_overlay_finish(void *data, RenderState *state) {
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Py_DECREF(self->facemask_top);
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Py_DECREF(self->white_color);
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Py_DECREF(self->solid_blocks);
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Py_DECREF(self->fluid_blocks);
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}
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static int
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@@ -81,7 +75,6 @@ static void
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rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObject *mask_light) {
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RenderModeOverlay *self = (RenderModeOverlay *)data;
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unsigned char r, g, b, a;
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PyObject *top_block_py, *block_py;
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// exactly analogous to edge-line code for these special blocks
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int increment=0;
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@@ -101,27 +94,19 @@ rendermode_overlay_draw(void *data, RenderState *state, PyObject *src, PyObject
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}
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/* check to be sure this block is solid/fluid */
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top_block_py = PyInt_FromLong(top_block);
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if (PySequence_Contains(self->solid_blocks, top_block_py) ||
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PySequence_Contains(self->fluid_blocks, top_block_py)) {
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if (block_has_property(top_block, SOLID) || block_has_property(top_block, FLUID)) {
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/* top block is fluid or solid, skip drawing */
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Py_DECREF(top_block_py);
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return;
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}
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Py_DECREF(top_block_py);
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}
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/* check to be sure this block is solid/fluid */
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block_py = PyInt_FromLong(state->block);
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if (!PySequence_Contains(self->solid_blocks, block_py) &&
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!PySequence_Contains(self->fluid_blocks, block_py)) {
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if (!block_has_property(state->block, SOLID) && !block_has_property(state->block, FLUID)) {
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/* not fluid or solid, skip drawing the overlay */
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Py_DECREF(block_py);
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return;
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}
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Py_DECREF(block_py);
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/* get our color info */
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self->get_color(data, state, &r, &g, &b, &a);
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@@ -35,13 +35,10 @@ static void get_color(void *data, RenderState *state,
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/* default to no overlay, until told otherwise */
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*a = 0;
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block_py = PyInt_FromLong(state->block);
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if (PySequence_Contains(self->nospawn_blocks, block_py)) {
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if (block_has_property(state->block, NOSPAWN)) {
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/* nothing can spawn on this */
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Py_DECREF(block_py);
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return;
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}
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Py_DECREF(block_py);
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blocklight = getArrayByte3D(self->blocklight, x, y, MIN(127, z_light));
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@@ -72,7 +69,6 @@ rendermode_spawn_start(void *data, RenderState *state, PyObject *options) {
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/* now do custom initializations */
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self = (RenderModeSpawn *)data;
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self->nospawn_blocks = PyObject_GetAttrString(state->textures, "nospawn_blocks");
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self->blocklight = PyObject_GetAttrString(state->self, "blocklight");
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self->skylight = PyObject_GetAttrString(state->self, "skylight");
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@@ -87,7 +83,6 @@ rendermode_spawn_finish(void *data, RenderState *state) {
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/* first free all *our* stuff */
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RenderModeSpawn* self = (RenderModeSpawn *)data;
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Py_DECREF(self->nospawn_blocks);
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Py_DECREF(self->blocklight);
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Py_DECREF(self->skylight);
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@@ -143,8 +143,6 @@ extern RenderModeInterface rendermode_normal;
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typedef struct {
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/* top facemask and white color image, for drawing overlays */
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PyObject *facemask_top, *white_color;
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/* only show overlay on top of solid or fluid blocks */
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PyObject *solid_blocks, *fluid_blocks;
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/* can be overridden in derived classes to control
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overlay alpha and color
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last four vars are r, g, b, a out */
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@@ -195,8 +193,6 @@ typedef struct {
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/* inherits from overlay */
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RenderModeOverlay parent;
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/* used to figure out which blocks are spawnable */
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PyObject *nospawn_blocks;
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PyObject *skylight, *blocklight;
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} RenderModeSpawn;
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extern RenderModeInterface rendermode_spawn;
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