separated iterate and rendermode code, rendermodes are now defined by interface structs
This commit is contained in:
150
src/iterate.c
150
src/iterate.c
@@ -17,10 +17,8 @@
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#include "overviewer.h"
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#include <numpy/arrayobject.h>
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/* macro for getting a value out of a 3D numpy byte array */
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#define getArrayByte3D(array, x,y,z) (*(unsigned char *)(PyArray_GETPTR3((array), (x), (y), (z))))
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/* available render modes */
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extern RenderModeInterface rendermode_normal;
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static PyObject *textures = NULL;
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static PyObject *chunk_mod = NULL;
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@@ -55,61 +53,14 @@ int init_chunk_render(void) {
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}
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inline int
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is_transparent(PyObject* tup, unsigned char b) {
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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(tup, block);
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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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/* helper to handle alpha_over calls involving a texture tuple */
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static inline PyObject *
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texture_alpha_over(PyObject *dest, PyObject *t, int imgx, int imgy)
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{
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PyObject* src, * mask;
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src = PyTuple_GET_ITEM(t, 0);
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mask = PyTuple_GET_ITEM(t, 1);
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if (mask == Py_None) {
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mask = src;
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}
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return alpha_over(dest, src, mask, imgx, imgy, 0, 0);
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}
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/* shades the drawn block with the given facemask/black_color, based on the
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lighting results from (x, y, z) */
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static inline void
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do_shading_for_face(PyObject *chunk, int x, int y, int z, PyObject *facemask, PyObject *black_color,
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PyObject *img, int imgx, int imgy)
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{
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// returns new references
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PyObject* light_tup = PyObject_CallMethod(chunk, "get_lighting_coefficient", "iii", x, y, z);
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PyObject *black_coeff_py = PySequence_GetItem(light_tup, 0);
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double black_coeff = PyFloat_AsDouble(black_coeff_py);
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Py_DECREF(black_coeff_py);
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PyObject *face_occlude_py = PySequence_GetItem(light_tup, 1);
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int face_occlude = PyInt_AsLong(face_occlude_py);
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Py_DECREF(face_occlude_py);
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if (!face_occlude) {
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//#composite.alpha_over(img, over_color, (imgx, imgy), ImageEnhance.Brightness(facemasks[0]).enhance(black_coeff))
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PyObject *mask = PyObject_CallMethod(facemask, "copy", NULL); // new ref
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//printf("black_coeff: %f\n", black_coeff);
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brightness(mask, black_coeff);
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//printf("done with brightness\n");
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alpha_over(img, black_color, mask, imgx, imgy, 0, 0);
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//printf("done with alpha_over\n");
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Py_DECREF(mask);
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}
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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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@@ -129,8 +80,19 @@ chunk_render(PyObject *self, PyObject *args) {
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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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/* FIXME deciding on correct rendermode */
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RenderModeInterface *rendermode = &rendermode_normal;
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void* rm_data = malloc(rendermode->data_size);
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if (rendermode->start) {
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if (rendermode->start(rm_data, &state)) {
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free(rm_data);
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return Py_BuildValue("i", "-1");
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}
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}
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/* tuple */
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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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@@ -145,36 +107,26 @@ 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(state.self, "blocks");
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state.blocks = blocks_py;
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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(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(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 (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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/* 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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@@ -194,28 +146,21 @@ chunk_render(PyObject *self, PyObject *args) {
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}
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blockid = PyInt_FromLong(state.block);
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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, state.block);
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/* PyList_GetItem returns borrowed ref */
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if (t == Py_None) {
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// check for occlusion
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if (rendermode->occluded) {
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if (rendermode->occluded(rm_data, &state)) {
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continue;
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}
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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(state.img, t, state.imgx, state.imgy );
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}
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// everything stored here will be a borrowed ref
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PyObject *t = NULL;
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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 {
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PyObject *tmp, *t;
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PyObject *tmp;
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/* this should be a pointer to a unsigned char */
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void* ancilData_p = PyArray_GETPTR3(blockdata_expanded, state.x, state.y, state.z);
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@@ -234,19 +179,21 @@ chunk_render(PyObject *self, PyObject *args) {
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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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if (t != NULL)
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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(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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/* if we found a proper texture, render it! */
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if (t != NULL && t != Py_None)
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{
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PyObject *src, *mask;
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src = PyTuple_GetItem(t, 0);
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mask = PyTuple_GetItem(t, 1);
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if (mask == Py_None)
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mask = src;
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if (rendermode->draw)
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rendermode->draw(rm_data, &state, src, mask);
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}
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}
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if (blockid) {
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@@ -256,8 +203,11 @@ chunk_render(PyObject *self, PyObject *args) {
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}
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}
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Py_DECREF(black_color);
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Py_DECREF(facemasks_py);
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/* free up the rendermode info */
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if (rendermode->finish)
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rendermode->finish(rm_data, &state);
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free(rm_data);
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Py_DECREF(blocks_py);
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return Py_BuildValue("i",2);
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