block_class_is_subset implementation pass
This commit is contained in:
@@ -18,15 +18,47 @@
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#include "block_class.h"
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#include "utils.h"
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#if defined(__i386__) || defined(__x86_64__)
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#include <immintrin.h>
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#endif
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bool block_class_is_subset(
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mc_block_t block,
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const mc_block_t block_class[],
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size_t block_class_len
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size_t block_class_len
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)
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{
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size_t i;
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for( i = 0; i < block_class_len; ++i )
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size_t i = 0;
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#ifdef __SSE2__
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for( ; i / 8 < block_class_len / 8; i += 8 )
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{
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const __m128i block_class_vec = _mm_loadu_si128(
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(__m128i*)&block_class[i]
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);
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const __m128i block_vec = _mm_set1_epi16(block);
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const __m128i block_cmp = _mm_cmpeq_epi16(block_vec,block_class_vec);
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if( _mm_movemask_epi8(block_cmp) )
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{
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return true;
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}
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}
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#endif
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#ifdef __MMX__
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for( ; i / 4 < block_class_len / 4; i += 4 )
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{
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const __m64 block_class_vec = _mm_cvtsi64_m64(
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*(uint64_t*)&block_class[i]
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);
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const __m64 block_vec = _mm_set1_pi16(block);
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const __m64 block_cmp = _mm_cmpeq_pi16(block_vec,block_class_vec);
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if( _mm_cvtm64_si64(block_cmp) )
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{
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return true;
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}
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}
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#endif
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for( ; i < block_class_len; ++i )
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{
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if( block == block_class[i] )
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{
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@@ -134,3 +166,25 @@ const mc_block_t block_class_ancil[] = {
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block_acacia_fence
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};
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const size_t block_class_ancil_len = count_of(block_class_ancil);
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const mc_block_t block_class_alt_height[] = {
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block_stone_slab,
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block_oak_stairs,
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block_stone_stairs,
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block_brick_stairs,
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block_stone_brick_stairs,
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block_nether_brick_stairs,
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block_sandstone_stairs,
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block_spruce_stairs,
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block_birch_stairs,
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block_jungle_stairs,
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block_quartz_stairs,
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block_acacia_stairs,
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block_dark_oak_stairs,
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block_red_sandstone_stairs,
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block_stone_slab2,
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block_purpur_stairs,
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block_purpur_slab,
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block_wooden_slab
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};
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const size_t block_class_alt_height_len = count_of(block_class_alt_height);
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@@ -44,4 +44,7 @@ extern const size_t block_class_fence_gate_len;
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extern const mc_block_t block_class_ancil[];
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extern const size_t block_class_ancil_len;
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extern const mc_block_t block_class_alt_height[];
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extern const size_t block_class_alt_height_len;
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#endif
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@@ -259,13 +259,13 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
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if (get_data(state, BLOCKS, x, y+1, z) == 78)
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return 0x10;
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return ancilData;
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} else if (state->block == block_flowing_water || state->block == block_water) { /* water */
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} else if (block_class_is_subset(state->block,(mc_block_t[]){block_flowing_water,block_water},2)) { /* water */
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data = check_adjacent_blocks(state, x, y, z, state->block) ^ 0x0f;
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/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks */
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if (get_data(state, BLOCKS, x, y+1, z) != state->block)
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data |= 0x10;
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return data;
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} else if ((state->block == block_glass) || (state->block == block_ice) || (state->block == block_stained_glass)) { /* glass and ice and stained glass*/
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} else if (block_class_is_subset(state->block,(mc_block_t[]){block_glass,block_ice,block_stained_glass},3)) { /* glass and ice and stained glass*/
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/* an aditional bit for top is added to the 4 bits of check_adjacent_blocks
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* Note that stained glass encodes 16 colors using 4 bits. this pushes us over the 8-bits of an unsigned char,
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* forcing us to use an unsigned short to hold 16 bits of pseudo ancil data
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@@ -317,7 +317,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
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}
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return final_data;
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} else if (state->block == block_chest || state->block == block_trapped_chest) {
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} else if (block_class_is_subset(state->block,(mc_block_t[]){block_chest,block_trapped_chest},2)) {
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/* Orientation is given by ancilData, pseudo data needed to
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* choose from single or double chest and the correct half of
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* the chest. */
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@@ -354,7 +354,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
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}
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return final_data;
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} else if ((state->block == block_iron_bars) || (state->block == block_glass_pane) || (state->block == block_stained_glass_pane)) {
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} else if (block_class_is_subset(state->block,(mc_block_t[]){block_iron_bars,block_glass_pane,block_stained_glass_pane},3)) {
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/* iron bars and glass panes:
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* they seem to stick to almost everything but air,
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* not sure yet! Still a TODO! */
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@@ -363,7 +363,7 @@ generate_pseudo_data(RenderState *state, unsigned short ancilData) {
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data = (check_adjacent_blocks(state, x, y, z, 0) ^ 0x0f);
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return (data << 4) | (ancilData & 0xf);
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} else if ((state->block == block_portal) || (state->block == block_nether_brick_fence)) {
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} else if (block_class_is_subset(state->block,(mc_block_t[]){block_portal,block_nether_brick_fence},2)) {
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/* portal and nether brick fences */
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return check_adjacent_blocks(state, x, y, z, state->block);
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@@ -17,6 +17,7 @@
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#include "../overviewer.h"
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#include "../mc_id.h"
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#include "../block_class.h"
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#include "biomes.h"
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typedef struct {
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@@ -95,19 +96,20 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
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*/
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if (/* grass, but not snowgrass */
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(state->block == block_grass && get_data(state, BLOCKS, state->x, state->y+1, state->z) != 78) ||
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/* water */
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state->block == block_flowing_water || state->block == block_water ||
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/* leaves */
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state->block == block_leaves || state->block == block_leaves2 ||
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block_class_is_subset(state->block,(mc_block_t[]){
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block_vine,
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block_waterlily,
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block_flowing_water,
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block_water,
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block_leaves,
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block_leaves2
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},
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6) ||
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/* tallgrass, but not dead shrubs */
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(state->block == block_tallgrass && state->block_data != 0) ||
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/* pumpkin/melon stem, not fully grown. Fully grown stems
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* get constant brown color (see textures.py) */
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(((state->block == block_pumpkin_stem) || (state->block == block_melon_stem)) && (state->block_data != 7)) ||
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/* vines */
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state->block == block_vine ||
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/* lily pads */
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state->block == block_waterlily ||
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/* doublePlant grass & ferns */
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(state->block == block_double_plant && (state->block_data == 2 || state->block_data == 3)) ||
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/* doublePlant grass & ferns tops */
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@@ -125,18 +127,21 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
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}
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switch (state->block) {
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case 2:
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/* grass */
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case block_grass:
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case block_tallgrass:
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case block_pumpkin_stem:
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case block_melon_stem:
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case block_vine:
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case block_waterlily:
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case block_double_plant:
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color_table = self->grasscolor;
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break;
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case 8:
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case 9:
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/* water */
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case block_flowing_water:
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case block_water:
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color_table = self->watercolor;
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break;
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case 18:
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case 161:
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/* leaves */
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case block_leaves:
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case block_leaves2:
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color_table = self->foliagecolor;
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if (state->block_data == 2)
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{
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@@ -145,30 +150,6 @@ base_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyObjec
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flip_xy = 1;
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}
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break;
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case 31:
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/* tall grass */
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color_table = self->grasscolor;
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break;
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case 104:
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/* pumpkin stem */
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color_table = self->grasscolor;
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break;
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case 105:
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/* melon stem */
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color_table = self->grasscolor;
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break;
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case 106:
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/* vines */
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color_table = self->grasscolor;
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break;
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case 111:
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/* lily pads */
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color_table = self->grasscolor;
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break;
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case 175:
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/* doublePlant grass & ferns */
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color_table = self->grasscolor;
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break;
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default:
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break;
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};
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@@ -17,6 +17,7 @@
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#include "../overviewer.h"
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#include "../mc_id.h"
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#include "../block_class.h"
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typedef struct {
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float opacity;
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@@ -35,16 +36,17 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
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PrimitiveEdgeLines *self = (PrimitiveEdgeLines *)data;
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/* Draw some edge lines! */
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if (state->block == block_stone_slab || state->block == block_snow_layer || !is_transparent(state->block)) {
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if (block_class_is_subset(state->block,(mc_block_t[]){block_stone_slab,block_snow_layer},2)
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|| !is_transparent(state->block)) {
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Imaging img_i = imaging_python_to_c(state->img);
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unsigned char ink[] = {0, 0, 0, 255 * self->opacity};
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unsigned short side_block;
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int x = state->x, y = state->y, z = state->z;
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int increment=0;
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if ((state->block == block_stone_slab || state->block == block_wooden_slab) && ((state->block_data & 0x8) == 0 )) // half-steps BUT no upsidown half-steps
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if (block_class_is_subset(state->block,(mc_block_t[]){block_wooden_slab,block_stone_slab},2) && ((state->block_data & 0x8) == 0 )) // half-steps BUT no upsidown half-steps
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increment=6;
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else if ((state->block == block_snow_layer) || (state->block == block_unpowered_repeater) || (state->block == block_powered_repeater)) // snow, redstone repeaters (on and off)
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else if (block_class_is_subset(state->block,(mc_block_t[]){block_snow_layer,block_unpowered_repeater,block_powered_repeater},3)) // snow, redstone repeaters (on and off)
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increment=9;
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/* +X side */
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@@ -52,9 +54,9 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
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if (side_block != state->block && (is_transparent(side_block) || render_mode_hidden(state->rendermode, x+1, y, z)) &&
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/* WARNING: ugly special case approaching */
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/* if the block is a slab and the side block is a stair don't draw anything, it can give very ugly results */
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!((state->block == block_stone_slab || state->block == block_wooden_slab) && ((side_block == block_oak_stairs) || (side_block == block_stone_stairs) || (side_block == block_brick_stairs) ||
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(side_block == block_stone_brick_stairs) || (side_block == block_nether_brick_stairs) || (side_block == block_sandstone_stairs) || (side_block == block_spruce_stairs) || (side_block == block_birch_stairs) ||
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(side_block == block_jungle_stairs)))) {
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!(block_class_is_subset(state->block,(mc_block_t[]){block_wooden_slab,block_stone_slab},2)
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&& (block_class_is_subset(side_block,block_class_stair,block_class_stair_len))
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)) {
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ImagingDrawLine(img_i, state->imgx+12, state->imgy+1+increment, state->imgx+22+1, state->imgy+5+1+increment, &ink, 1);
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ImagingDrawLine(img_i, state->imgx+12, state->imgy+increment, state->imgx+22+1, state->imgy+5+increment, &ink, 1);
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}
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@@ -64,9 +66,10 @@ edge_lines_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, P
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if (side_block != state->block && (is_transparent(side_block) || render_mode_hidden(state->rendermode, x, y, z-1)) &&
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/* WARNING: ugly special case approaching */
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/* if the block is a slab and the side block is a stair don't draw anything, it can give very ugly results */
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!((state->block == block_stone_slab || state->block == block_wooden_slab) && ((side_block == block_oak_stairs) || (side_block == block_stone_stairs) || (side_block == block_brick_stairs) ||
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(side_block == block_stone_brick_stairs) || (side_block == block_nether_brick_stairs) || (side_block == block_sandstone_stairs) || (side_block == block_spruce_stairs) || (side_block == block_birch_stairs) ||
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(side_block == block_jungle_stairs)))) {
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!(
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block_class_is_subset(state->block,(mc_block_t[]){block_stone_slab,block_wooden_slab},2)
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&& (block_class_is_subset(side_block,block_class_stair,block_class_stair_len))
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)) {
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ImagingDrawLine(img_i, state->imgx, state->imgy+6+1+increment, state->imgx+12+1, state->imgy+1+increment, &ink, 1);
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ImagingDrawLine(img_i, state->imgx, state->imgy+6+increment, state->imgx+12+1, state->imgy+increment, &ink, 1);
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}
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@@ -17,6 +17,7 @@
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#include "../overviewer.h"
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#include "../mc_id.h"
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#include "../block_class.h"
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#include "lighting.h"
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#include <math.h>
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@@ -139,7 +140,7 @@ estimate_blocklevel(RenderPrimitiveLighting *self, RenderState *state,
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blocklevel = get_data(state, BLOCKLIGHT, x, y, z);
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/* no longer a guess */
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if (!(block == block_stone_slab || block == block_oak_stairs || block == block_stone_stairs || block == block_brick_stairs || block == block_stone_brick_stairs || block == block_red_sandstone_stairs || block == block_stone_slab2 || block == block_purpur_slab ) && authoratative) {
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if (!block_class_is_subset(block,block_class_alt_height,block_class_alt_height_len) && authoratative) {
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*authoratative = 1;
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}
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@@ -160,9 +161,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
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/* special half-step handling, stairs handling */
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/* Anvil also needs to be here, blockid 145 */
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if (block == block_stone_slab || block == block_oak_stairs || block == block_stone_stairs || block == block_brick_stairs || block == block_stone_brick_stairs || block == block_nether_brick_stairs ||
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block == block_sandstone_stairs || block == block_spruce_stairs || block == block_birch_stairs || block == block_jungle_stairs || block == block_anvil || block == block_quartz_stairs ||
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block == block_acacia_stairs || block == block_dark_oak_stairs || block == block_red_sandstone_stairs || block == block_stone_slab2 || block == block_purpur_stairs || block == block_purpur_slab ) {
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if ( block_class_is_subset(block,block_class_alt_height,block_class_alt_height_len) || block == block_anvil) {
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unsigned int upper_block;
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/* stairs and half-blocks take the skylevel from the upper block if it's transparent */
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@@ -171,10 +170,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
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do {
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upper_counter++;
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upper_block = get_data(state, BLOCKS, x, y + upper_counter, z);
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} while (upper_block == block_stone_slab || upper_block == block_oak_stairs || upper_block == block_stone_stairs || upper_block == block_brick_stairs ||
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upper_block == block_stone_brick_stairs || upper_block == block_nether_brick_stairs || upper_block == block_sandstone_stairs || upper_block == block_spruce_stairs ||
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upper_block == block_birch_stairs || upper_block == block_jungle_stairs || upper_block == block_quartz_stairs || upper_block == block_acacia_stairs ||
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upper_block == block_dark_oak_stairs || upper_block == block_red_sandstone_stairs || upper_block == block_stone_slab2 || upper_block == block_purpur_stairs || upper_block == block_purpur_slab );
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} while (block_class_is_subset(upper_block,block_class_alt_height,block_class_alt_height_len));
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if (is_transparent(upper_block)) {
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skylevel = get_data(state, SKYLIGHT, x, y + upper_counter, z);
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} else {
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@@ -187,7 +183,7 @@ get_lighting_color(RenderPrimitiveLighting *self, RenderState *state,
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}
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if (block == block_flowing_lava || block == block_lava) {
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if (block_class_is_subset(block,(mc_block_t[]){block_flowing_lava,block_lava},2)) {
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/* lava blocks should always be lit! */
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*r = 255;
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*g = 255;
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@@ -306,7 +302,7 @@ lighting_draw(void *data, RenderState *state, PyObject *src, PyObject *mask, PyO
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self = (RenderPrimitiveLighting *)data;
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x = state->x, y = state->y, z = state->z;
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if ((state->block == block_flowing_water) || (state->block == block_water)) { /* special case for water */
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if (block_class_is_subset(state->block,(mc_block_t[]){block_flowing_water,block_water},2)) { /* special case for water */
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/* looks like we need a new case for lighting, there are
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* blocks that are transparent for occlusion calculations and
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* need per-face shading if the face is drawn. */
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@@ -17,6 +17,7 @@
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#include "../overviewer.h"
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#include "../mc_id.h"
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#include "../block_class.h"
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#include "nether.h"
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static void
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@@ -36,7 +37,7 @@ walk_chunk(RenderState *state, RenderPrimitiveNether *data) {
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for (y = NETHER_ROOF-1; y>=0; y--) {
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id = get_data(state, BLOCKS, x, y - (state->chunky * 16), z);
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if (id == block_bedrock || id == block_netherrack || id == block_quartz_ore || id == block_lava)
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if (block_class_is_subset(id,(mc_block_t[]){block_bedrock,block_netherrack,block_quartz_ore,block_lava},4))
|
||||
data->remove_block[x+1][y][z+1] = 1;
|
||||
else
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user