Merge branch 'master' into rendermode-options
This commit is contained in:
450
overviewer_core/src/iterate.c
Normal file
450
overviewer_core/src/iterate.c
Normal file
@@ -0,0 +1,450 @@
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/*
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* This file is part of the Minecraft Overviewer.
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*
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* Minecraft Overviewer is free software: you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as published
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* by the Free Software Foundation, either version 3 of the License, or (at
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* your option) any later version.
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*
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* Minecraft Overviewer is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General
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* Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "overviewer.h"
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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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static PyObject *special_blocks = NULL;
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static PyObject *specialblockmap = NULL;
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static PyObject *transparent_blocks = NULL;
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PyObject *init_chunk_render(PyObject *self, PyObject *args) {
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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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if (blockmap) {
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Py_RETURN_NONE;
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}
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textures = PyImport_ImportModule("overviewer_core.textures");
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/* ensure none of these pointers are NULL */
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if ((!textures)) {
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return NULL;
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}
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chunk_mod = PyImport_ImportModule("overviewer_core.chunk");
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/* ensure none of these pointers are NULL */
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if ((!chunk_mod)) {
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return NULL;
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}
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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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special_blocks = PyObject_GetAttrString(textures, "special_blocks");
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if (!special_blocks)
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return NULL;
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specialblockmap = PyObject_GetAttrString(textures, "specialblockmap");
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if (!specialblockmap)
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return NULL;
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transparent_blocks = PyObject_GetAttrString(chunk_mod, "transparent_blocks");
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if (!transparent_blocks)
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return NULL;
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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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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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* Generates a pseudo ancillary data for blocks that depend of
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* what are surrounded and don't have ancillary data. This
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* function is through generate_pseudo_data.
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*
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* This uses a binary number of 4 digits to encode the info.
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* The encode is:
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*
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* 0b1234:
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* Bit: 1 2 3 4
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* Side: +x +y -x -y
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* Values: bit = 0 -> The corresponding side block has different blockid
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* bit = 1 -> The corresponding side block has same blockid
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* Example: if the bit1 is 1 that means that there is a block with
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* blockid in the side of the +x direction.
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*/
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unsigned char pdata=0;
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if (state->x == 15) { /* +x direction */
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if (state->up_right_blocks != Py_None) { /* just in case we are in the end of the world */
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if (getArrayByte3D(state->up_right_blocks, 0, y, z) == blockid) {
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pdata = pdata|(1 << 3);
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}
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}
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} else {
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if (getArrayByte3D(state->blocks, x + 1, y, z) == blockid) {
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pdata = pdata|(1 << 3);
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}
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}
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if (state->y == 15) { /* +y direction*/
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if (state->right_blocks != Py_None) {
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if (getArrayByte3D(state->right_blocks, x, 0, z) == blockid) {
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pdata = pdata|(1 << 2);
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}
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}
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} else {
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if (getArrayByte3D(state->blocks, x, y + 1, z) == blockid) {
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pdata = pdata|(1 << 2);
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}
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}
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if (state->x == 0) { /* -x direction*/
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if (state->left_blocks != Py_None) {
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if (getArrayByte3D(state->left_blocks, 15, y, z) == blockid) {
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pdata = pdata|(1 << 1);
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}
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}
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} else {
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if (getArrayByte3D(state->blocks, x - 1, y, z) == blockid) {
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pdata = pdata|(1 << 1);
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}
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}
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if (state->y == 0) { /* -y direction */
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if (state->up_left_blocks != Py_None) {
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if (getArrayByte3D(state->up_left_blocks, x, 15, z) == blockid) {
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pdata = pdata|(1 << 0);
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}
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}
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} else {
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if (getArrayByte3D(state->blocks, x, y - 1, z) == blockid) {
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pdata = pdata|(1 << 0);
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}
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}
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return pdata;
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}
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unsigned char
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generate_pseudo_data(RenderState *state, unsigned char ancilData) {
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/*
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* Generates a fake ancillary data for blocks that are drawn
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* depending on what are surrounded.
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*/
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int x = state->x, y = state->y, z = state->z;
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unsigned char data = 0;
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if (state->block == 2) { /* grass */
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/* return 0x10 if grass is covered in snow */
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if (z < 127 && getArrayByte3D(state->blocks, x, y, z+1) == 78)
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return 0x10;
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return ancilData;
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} else if (state->block == 9) { /* water */
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/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
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if (ancilData == 0) { /* static water */
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if ((z != 127) && (getArrayByte3D(state->blocks, x, y, z+1) == 9)) {
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data = 0;
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} else {
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data = 16;
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}
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return data; /* = 0b10000 */
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} else if ((ancilData > 0) && (ancilData < 8)) { /* flowing water */
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data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f) | 0x10;
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return data;
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} else if (ancilData >= 8) { /* falling water */
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data = (check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f);
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return data;
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}
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} else if (state->block == 85) { /* fences */
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return check_adjacent_blocks(state, x, y, z, state->block);
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} else if (state->block == 55) { /* redstone */
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/* three addiotional bit are added, one for on/off state, and
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* another two for going-up redstone wire in the same block
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* (connection with the level z+1) */
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unsigned char above_level_data = 0, same_level_data = 0, below_level_data = 0, possibly_connected = 0, final_data = 0;
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/* check for air in z+1, no air = no connection with upper level */
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if ((z != 127) && (getArrayByte3D(state->left_blocks, x, y, z) == 0)) {
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above_level_data = check_adjacent_blocks(state, x, y, z + 1, state->block);
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} /* else above_level_data = 0 */
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/* check connection with same level */
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same_level_data = check_adjacent_blocks(state, x, y, z, 55);
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/* check the posibility of connection with z-1 level, check for air */
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possibly_connected = check_adjacent_blocks(state, x, y, z, 0);
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/* check connection with z-1 level */
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if (z != 0) {
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below_level_data = check_adjacent_blocks(state, x, y, z - 1, state->block);
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} /* else below_level_data = 0 */
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final_data = above_level_data | same_level_data | (below_level_data & possibly_connected);
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/* add the three bits */
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if (ancilData > 0) { /* powered redstone wire */
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final_data = final_data | 0x40;
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}
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if ((above_level_data & 0x01)) { /* draw top left going up redstonewire */
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final_data = final_data | 0x20;
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}
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if ((above_level_data & 0x08)) { /* draw top right going up redstonewire */
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final_data = final_data | 0x10;
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}
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return final_data;
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} else if (state-> block == 54) { /* chests */
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/* the top 2 bits are used to store the type of chest
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* (single or double), the 2 bottom bits are used for
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* orientation, look textures.py for more information. */
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/* if placed alone chests always face west, return 0 to make a
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* chest facing west */
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unsigned char chest_data = 0, air_data = 0, final_data = 0;
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/* search for chests */
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chest_data = check_adjacent_blocks(state, x, y, z, 54);
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/* search for air */
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air_data = check_adjacent_blocks(state, x, y, z, 0);
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if (chest_data == 1) { /* another chest in the east */
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final_data = final_data | 0x8; /* only can face to north or south */
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if ( (air_data & 0x2) == 2 ) {
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final_data = final_data | 0x1; /* facing north */
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} else {
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final_data = final_data | 0x3; /* facing south */
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}
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} else if (chest_data == 2) { /* in the north */
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final_data = final_data | 0x4; /* only can face to east or west */
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if ( !((air_data & 0x4) == 4) ) { /* 0 = west */
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final_data = final_data | 0x2; /* facing east */
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}
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} else if (chest_data == 4) { /*in the west */
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final_data = final_data | 0x4;
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if ( (air_data & 0x2) == 2 ) {
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final_data = final_data | 0x1; /* facing north */
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} else {
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final_data = final_data | 0x3; /* facing south */
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}
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} else if (chest_data == 8) { /*in the south */
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final_data = final_data | 0x8;
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if ( !((air_data & 0x4) == 4) ) {
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final_data = final_data | 0x2; /* facing east */
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}
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} else if (chest_data == 0) {
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/* Single chest, determine the orientation */
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if ( ((air_data & 0x8) == 0) && ((air_data & 0x2) == 2) ) { /* block in +x and no block in -x */
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final_data = final_data | 0x1; /* facing north */
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} else if ( ((air_data & 0x2) == 0) && ((air_data & 0x8) == 8)) {
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final_data = final_data | 0x3;
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} else if ( ((air_data & 0x4) == 0) && ((air_data & 0x1) == 1)) {
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final_data = final_data | 0x2;
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} /* else, facing west, value = 0 */
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} else {
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/* more than one adjacent chests! render as normal chest */
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return 0;
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}
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return final_data;
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} else if (state->block == 90) {
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return check_adjacent_blocks(state, x, y, z, state->block);
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}
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return 0;
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}
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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 *rendermode_py;
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int xoff, yoff;
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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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PyObject *left_blocks_py;
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PyObject *right_blocks_py;
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PyObject *up_left_blocks_py;
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PyObject *up_right_blocks_py;
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RenderMode *rendermode;
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PyObject *t = NULL;
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if (!PyArg_ParseTuple(args, "OOiiO", &state.self, &state.img, &xoff, &yoff, &state.blockdata_expanded))
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return NULL;
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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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/* set up the render mode */
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rendermode_py = PyObject_GetAttrString(state.self, "rendermode");
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state.rendermode = rendermode = render_mode_create(PyString_AsString(rendermode_py), &state);
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Py_DECREF(rendermode_py);
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if (rendermode == NULL) {
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return NULL;
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}
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/* get the image 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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Py_DECREF(imgsize);
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imgsize0 = PyInt_AsLong(imgsize0_py);
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imgsize1 = PyInt_AsLong(imgsize1_py);
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Py_DECREF(imgsize0_py);
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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 = PyObject_GetAttrString(state.self, "blocks");
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state.blocks = blocks_py;
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left_blocks_py = PyObject_GetAttrString(state.self, "left_blocks");
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state.left_blocks = left_blocks_py;
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right_blocks_py = PyObject_GetAttrString(state.self, "right_blocks");
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state.right_blocks = right_blocks_py;
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up_left_blocks_py = PyObject_GetAttrString(state.self, "up_left_blocks");
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state.up_left_blocks = up_left_blocks_py;
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up_right_blocks_py = PyObject_GetAttrString(state.self, "up_right_blocks");
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state.up_right_blocks = up_right_blocks_py;
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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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/* set up the render coordinates */
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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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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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/* 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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/* make sure we're rendering inside the image boundaries */
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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 ((state.imgy >= imgsize1 + 24) || (state.imgy <= -24)) {
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continue;
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}
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/* decref'd on replacement *and* at the end of the z for block */
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if (blockid) {
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Py_DECREF(blockid);
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}
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blockid = PyInt_FromLong(state.block);
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// check for occlusion
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if (render_mode_occluded(rendermode, state.x, state.y, state.z)) {
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continue;
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}
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||||
// everything stored here will be a borrowed ref
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/* get the texture and mask from block type / ancil. data */
|
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if (!PySequence_Contains(special_blocks, blockid)) {
|
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/* t = textures.blockmap[blockid] */
|
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t = PyList_GetItem(blockmap, state.block);
|
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} else {
|
||||
PyObject *tmp;
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||||
|
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unsigned char ancilData = getArrayByte3D(state.blockdata_expanded, state.x, state.y, state.z);
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if ((state.block == 85) || (state.block == 9) || (state.block == 55) || (state.block == 54) || (state.block == 2) || (state.block == 90)) {
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ancilData = generate_pseudo_data(&state, ancilData);
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}
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tmp = PyTuple_New(2);
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Py_INCREF(blockid); /* because SetItem steals */
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PyTuple_SetItem(tmp, 0, blockid);
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PyTuple_SetItem(tmp, 1, PyInt_FromLong(ancilData));
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/* this is a borrowed reference. no need to decref */
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t = PyDict_GetItem(specialblockmap, tmp);
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Py_DECREF(tmp);
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}
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||||
|
||||
/* if we found a proper texture, render it! */
|
||||
if (t != NULL && t != Py_None)
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||||
{
|
||||
PyObject *src, *mask, *mask_light;
|
||||
src = PyTuple_GetItem(t, 0);
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mask = PyTuple_GetItem(t, 1);
|
||||
mask_light = PyTuple_GetItem(t, 2);
|
||||
|
||||
if (mask == Py_None)
|
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mask = src;
|
||||
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render_mode_draw(rendermode, src, mask, mask_light);
|
||||
}
|
||||
}
|
||||
|
||||
if (blockid) {
|
||||
Py_DECREF(blockid);
|
||||
blockid = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/* free up the rendermode info */
|
||||
render_mode_destroy(rendermode);
|
||||
|
||||
Py_DECREF(blocks_py);
|
||||
Py_XDECREF(left_blocks_py);
|
||||
Py_XDECREF(right_blocks_py);
|
||||
Py_XDECREF(up_left_blocks_py);
|
||||
Py_XDECREF(up_right_blocks_py);
|
||||
|
||||
return Py_BuildValue("i",2);
|
||||
}
|
||||
Reference in New Issue
Block a user