mirror of
https://bitbucket.org/s_l_teichmann/mtsatellite
synced 2025-07-03 08:30:45 +02:00
Made tilerender finally work. Needs performance tweaks.
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@ -13,14 +13,15 @@ import (
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)
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type Renderer struct {
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width int
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height int
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xOfs int16
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zOfs int16
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yBuffer []int32
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cBuffer []int32
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filled []byte
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minYs []int16
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width int
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height int
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xOfs int16
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zOfs int16
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yBuffer []int32
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cBuffer []int32
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filled []uint16
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minYs []int16
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RejectedBlocks int
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}
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func NewRenderer(xOfs, zOfs int16, width, height int) (renderer *Renderer) {
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@ -28,59 +29,75 @@ func NewRenderer(xOfs, zOfs int16, width, height int) (renderer *Renderer) {
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pixSize := dim * 16 * 16
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yBuffer := make([]int32, pixSize)
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cBuffer := make([]int32, pixSize)
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filled := make([]byte, dim)
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minYs := make([]int16, dim)
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for i := 0; i < pixSize; i++ {
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yBuffer[i] = math.MinInt32
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cBuffer[i] = -1
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}
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for i := 0; i < dim; i++ {
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minYs[i] = math.MinInt16
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}
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renderer = &Renderer{
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width: width,
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height: height,
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xOfs: xOfs,
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zOfs: zOfs,
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yBuffer: yBuffer,
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cBuffer: cBuffer,
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filled: filled,
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minYs: minYs}
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cBuffer: cBuffer}
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return
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}
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func (r *Renderer) RenderBlock(block *common.Block, nameIndex map[string]int) (err error) {
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// fmt.Printf("%d %d\n", r.xOfs, r.zOfs)
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// fmt.Printf("%d %d\n", block.Coord.X, block.Coord.Z)
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func (r *Renderer) minY(x, z int16) (minY int32) {
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x -= r.xOfs
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z -= r.zOfs
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w := r.width << 4
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ofs := int(z)*w<<4 + int(x)<<4
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minY = int32(math.MaxInt32)
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for yEnd := ofs + w<<4; ofs < yEnd; {
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for xEnd := ofs + 16; ofs < xEnd; ofs++ {
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y := r.yBuffer[ofs]
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if y < minY {
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minY = y
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}
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}
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ofs += w - 16
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}
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return
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}
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func (r *Renderer) RenderBlock(block *common.Block, nameIndex map[string]int32) (err error) {
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bx := block.Coord.X - r.xOfs
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bz := block.Coord.Z - r.zOfs
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dimIndex := (bx << 4) + bz
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// We do not need to render the block if the whole 16x16 area
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// is already filled and the block is strictly below.
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if r.filled[dimIndex] == 0xff && r.minYs[dimIndex] > block.Coord.Y {
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blockY := int32(block.Coord.Y) << 4
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if blockY < r.minY(block.Coord.X, block.Coord.Z) {
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r.RejectedBlocks++
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return
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}
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// Decoding is pretty expensive so it that late.
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var db *DecodedBlock
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if db, err = NewDecodedBlock(block.Data, nameIndex); err != nil {
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return
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}
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_ = db
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w := r.width << 4
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ay := int32(block.Coord.Y) << 4
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_ = ay
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for x := 0; x < 16; x++ {
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for z := 0; z < 16; z++ {
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for y := 15; y >= 0; y-- {
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_, _, _ = x, y, z
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ofs := int(bz)*w<<4 + int(bx)<<4
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for z := 0; z < 16; z++ {
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for x := 0; x < 16; x++ {
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if currentY := r.yBuffer[ofs]; currentY < blockY {
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for y := 15; y >= 0; y-- {
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if c, ok := db.Content(x, y, z); ok {
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r.cBuffer[ofs] = c
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r.yBuffer[ofs] = blockY + int32(y)
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break
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}
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}
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}
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ofs++
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}
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ofs += w - 16
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}
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return
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@ -90,7 +107,7 @@ func (r *Renderer) CreateImage(colors []color.RGBA, background color.RGBA) *imag
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pw, ph := r.width<<4, r.height<<4
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image := image.NewRGBA(image.Rect(0, 0, pw, ph))
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ofs, numCols := 0, int32(len(colors))
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for z := 0; z < ph; z++ {
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for z := ph - 1; z >= 0; z-- {
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for x := 0; x < pw; x++ {
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colIdx := r.cBuffer[ofs]
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if colIdx >= 0 && colIdx < numCols {
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