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Propagate block, bool, standard integer types across codebase

Posix type integer pass

Propagate block, bool, integer types across codebase

Add standard integer types to prototypes
This commit is contained in:
Wunkolo
2019-06-25 10:20:38 -07:00
parent b6a3c18b65
commit d738c21852
31 changed files with 399 additions and 394 deletions

View File

@@ -25,9 +25,9 @@
used in lighting calculations */
static void
calculate_light_color(void* data,
unsigned char skylight, unsigned char blocklight,
unsigned char* r, unsigned char* g, unsigned char* b) {
unsigned char v = 255 * powf(0.8f, 15.0 - OV_MAX(blocklight, skylight));
uint8_t skylight, uint8_t blocklight,
uint8_t* r, uint8_t* g, uint8_t* b) {
uint8_t v = 255 * powf(0.8f, 15.0 - OV_MAX(blocklight, skylight));
*r = v;
*g = v;
*b = v;
@@ -36,10 +36,10 @@ calculate_light_color(void* data,
/* fancy version that uses the colored light texture */
static void
calculate_light_color_fancy(void* data,
unsigned char skylight, unsigned char blocklight,
unsigned char* r, unsigned char* g, unsigned char* b) {
uint8_t skylight, uint8_t blocklight,
uint8_t* r, uint8_t* g, uint8_t* b) {
RenderPrimitiveLighting* mode = (RenderPrimitiveLighting*)(data);
unsigned int index;
uint32_t index;
PyObject* color;
blocklight = OV_MAX(blocklight, skylight);
@@ -60,9 +60,9 @@ calculate_light_color_fancy(void* data,
*/
static void
calculate_light_color_night(void* data,
unsigned char skylight, unsigned char blocklight,
unsigned char* r, unsigned char* g, unsigned char* b) {
unsigned char v = 255 * powf(0.8f, 15.0 - OV_MAX(blocklight, skylight - 11));
uint8_t skylight, uint8_t blocklight,
uint8_t* r, uint8_t* g, uint8_t* b) {
uint8_t v = 255 * powf(0.8f, 15.0 - OV_MAX(blocklight, skylight - 11));
*r = v;
*g = v;
*b = v;
@@ -71,10 +71,10 @@ calculate_light_color_night(void* data,
/* fancy night version that uses the colored light texture */
static void
calculate_light_color_fancy_night(void* data,
unsigned char skylight, unsigned char blocklight,
unsigned char* r, unsigned char* g, unsigned char* b) {
uint8_t skylight, uint8_t blocklight,
uint8_t* r, uint8_t* g, uint8_t* b) {
RenderPrimitiveLighting* mode = (RenderPrimitiveLighting*)(data);
unsigned int index;
uint32_t index;
PyObject* color;
index = skylight + blocklight * 16;
@@ -97,14 +97,14 @@ calculate_light_color_fancy_night(void* data,
* may (and probably should) pass NULL.
*/
unsigned char
uint8_t
estimate_blocklevel(RenderPrimitiveLighting* self, RenderState* state,
int x, int y, int z, int* authoratative) {
int32_t x, int32_t y, int32_t z, int* authoratative) {
/* placeholders for later data arrays, coordinates */
unsigned short block;
unsigned char blocklevel;
unsigned int average_count = 0, average_gather = 0, coeff = 0;
mc_block_t block;
uint8_t blocklevel;
uint32_t average_count = 0, average_gather = 0, coeff = 0;
/* defaults to "guess" until told otherwise */
if (authoratative)
@@ -113,10 +113,10 @@ estimate_blocklevel(RenderPrimitiveLighting* self, RenderState* state,
block = get_data(state, BLOCKS, x, y, z);
if (authoratative == NULL) {
int auth;
int32_t auth;
/* iterate through all surrounding blocks to take an average */
int dx, dy, dz, local_block;
int32_t dx, dy, dz, local_block;
for (dx = -1; dx <= 1; dx += 2) {
for (dy = -1; dy <= 1; dy += 2) {
for (dz = -1; dz <= 1; dz += 2) {
@@ -150,12 +150,12 @@ estimate_blocklevel(RenderPrimitiveLighting* self, RenderState* state,
inline void
get_lighting_color(RenderPrimitiveLighting* self, RenderState* state,
int x, int y, int z,
unsigned char* r, unsigned char* g, unsigned char* b) {
int32_t x, int32_t y, int32_t z,
uint8_t* r, uint8_t* g, uint8_t* b) {
/* placeholders for later data arrays, coordinates */
unsigned short block;
unsigned char skylevel, blocklevel;
mc_block_t block;
uint8_t skylevel, blocklevel;
block = get_data(state, BLOCKS, x, y, z);
skylevel = get_data(state, SKYLIGHT, x, y, z);
@@ -164,10 +164,10 @@ get_lighting_color(RenderPrimitiveLighting* self, RenderState* state,
/* special half-step handling, stairs handling */
/* Anvil also needs to be here, blockid 145 */
if (block_class_is_subset(block, block_class_alt_height, block_class_alt_height_len) || block == block_anvil) {
unsigned int upper_block;
uint32_t upper_block;
/* stairs and half-blocks take the skylevel from the upper block if it's transparent */
int upper_counter = 0;
int32_t upper_counter = 0;
/* but if the upper_block is one of these special half-steps, we need to look at *its* upper_block */
do {
upper_counter++;
@@ -196,18 +196,18 @@ get_lighting_color(RenderPrimitiveLighting* self, RenderState* state,
}
/* does per-face occlusion checking for do_shading_with_mask */
inline int
lighting_is_face_occluded(RenderState* state, int skip_sides, int x, int y, int z) {
inline int32_t
lighting_is_face_occluded(RenderState* state, int32_t skip_sides, int32_t x, int32_t y, int32_t z) {
/* first, check for occlusion if the block is in the local chunk */
if (x >= 0 && x < 16 && y >= 0 && y < 16 && z >= 0 && z < 16) {
unsigned short block = getArrayShort3D(state->blocks, x, y, z);
mc_block_t block = getArrayShort3D(state->blocks, x, y, z);
if (!is_transparent(block) && !render_mode_hidden(state->rendermode, x, y, z)) {
/* this face isn't visible, so don't draw anything */
return 1;
}
} else if (!skip_sides) {
unsigned short block = get_data(state, BLOCKS, x, y, z);
mc_block_t block = get_data(state, BLOCKS, x, y, z);
if (!is_transparent(block)) {
/* the same thing but for adjacent chunks, this solves an
ugly black doted line between chunks in night rendermode.
@@ -223,8 +223,8 @@ lighting_is_face_occluded(RenderState* state, int skip_sides, int x, int y, int
lighting results from (x, y, z) */
static inline void
do_shading_with_mask(RenderPrimitiveLighting* self, RenderState* state,
int x, int y, int z, PyObject* mask) {
unsigned char r, g, b;
int32_t x, int32_t y, int32_t z, PyObject* mask) {
uint8_t r, g, b;
float comp_strength;
/* check occlusion */
@@ -241,7 +241,7 @@ do_shading_with_mask(RenderPrimitiveLighting* self, RenderState* state,
tint_with_mask(state->img, r, g, b, 255, mask, state->imgx, state->imgy, 0, 0);
}
static int
static int32_t
lighting_start(void* data, RenderState* state, PyObject* support) {
RenderPrimitiveLighting* self;
self = (RenderPrimitiveLighting*)data;
@@ -298,7 +298,7 @@ lighting_finish(void* data, RenderState* state) {
static void
lighting_draw(void* data, RenderState* state, PyObject* src, PyObject* mask, PyObject* mask_light) {
RenderPrimitiveLighting* self;
int x, y, z;
int32_t x, y, z;
self = (RenderPrimitiveLighting*)data;
x = state->x, y = state->y, z = state->z;