mirror of
https://bitbucket.org/s_l_teichmann/mtsatellite
synced 2025-07-03 08:30:45 +02:00
Moved bloch decoding and rendering from tilemapper to common.
This commit is contained in:
273
common/renderer.go
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273
common/renderer.go
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@ -0,0 +1,273 @@
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// Copyright 2014 by Sascha L. Teichmann
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// Use of this source code is governed by the MIT license
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// that can be found in the LICENSE file.
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package common
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import (
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"container/heap"
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"image"
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"image/color"
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"math"
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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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yMin []int32
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cBuffer []int32
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filled int
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Rejected int
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}
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type YOrder struct {
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Renderer *Renderer
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blocks []*Block
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capacity int
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}
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func NewYOrder(renderer *Renderer, capacity int) *YOrder {
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return &YOrder{
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Renderer: renderer,
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blocks: make([]*Block, 0, capacity),
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capacity: capacity}
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}
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func max(a, b int) int {
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if a > b {
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return a
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}
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return b
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}
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func copyData(data []byte) []byte {
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l := len(data)
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ndata := make([]byte, l, max(l, 8*1024))
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copy(ndata, data)
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return ndata
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}
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func (yo *YOrder) RenderBlock(block *Block, nameIndex map[string]int32) (err error) {
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var nblock *Block
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if len(yo.blocks) == yo.capacity {
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oblock := yo.blocks[0]
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if oblock.Coord.Y < block.Coord.Y {
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// New one is above highest old. Directly render new.
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err = yo.Renderer.RenderBlock(block, nameIndex)
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return
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}
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// Render old one. Store copy of new in heap.
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heap.Pop(yo)
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err = yo.Renderer.RenderBlock(oblock, nameIndex)
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l := len(block.Data)
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if cap(oblock.Data) < l {
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oblock.Data = make([]byte, l, max(l, 8*1024))
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} else {
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oblock.Data = oblock.Data[0:l]
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}
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copy(oblock.Data, block.Data)
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oblock.Coord = block.Coord
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nblock = oblock
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} else {
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nblock = &Block{Coord: block.Coord, Data: copyData(block.Data)}
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}
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heap.Push(yo, nblock)
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return
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}
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func (yo *YOrder) Drain(nameIndex map[string]int32) (err error) {
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for len(yo.blocks) > 0 {
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if err = yo.Renderer.RenderBlock(heap.Pop(yo).(*Block), nameIndex); err != nil {
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return
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}
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}
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return
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}
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func (yo *YOrder) Len() int {
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return len(yo.blocks)
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}
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func (yo *YOrder) Swap(i, j int) {
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yo.blocks[i], yo.blocks[j] = yo.blocks[j], yo.blocks[i]
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}
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func (yo *YOrder) Less(i, j int) bool {
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// Reverse order intented.
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return yo.blocks[i].Coord.Y > yo.blocks[j].Coord.Y
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}
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func (yo *YOrder) Push(x interface{}) {
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yo.blocks = append(yo.blocks, x.(*Block))
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}
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func (yo *YOrder) Pop() (x interface{}) {
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l := len(yo.blocks)
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x = yo.blocks[l-1]
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yo.blocks = yo.blocks[0 : l-1]
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return x
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}
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func NewRenderer(xOfs, zOfs int16, width, height int) (renderer *Renderer) {
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dim := width * height
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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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yMin := make([]int32, 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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yMin[i] = math.MinInt32
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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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yMin: yMin}
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return
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}
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func (r *Renderer) IsFilled() bool {
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return r.filled == r.width<<4*r.height<<4
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}
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func (r *Renderer) RenderBlock(block *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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// 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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blockY := int32(block.Coord.Y) << 4
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pos := int(bz)*r.width + int(bx)
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if blockY < r.yMin[pos] {
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r.Rejected++
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return
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}
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// Decoding is pretty expensive so do 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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w := r.width << 4
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ofs := int(bz)*w<<4 + int(bx)<<4
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yMin := int32(math.MaxInt32)
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for z := 0; z < 16; z++ {
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for x := 0; x < 16; x++ {
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currentY := r.yBuffer[ofs]
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if 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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if r.cBuffer[ofs] == -1 {
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r.filled++
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}
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r.cBuffer[ofs] = c
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currentY = blockY + int32(y)
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r.yBuffer[ofs] = currentY
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break
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}
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}
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}
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if currentY < yMin {
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yMin = currentY
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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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r.yMin[pos] = yMin
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return
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}
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func (r *Renderer) CreateImage(colors []color.RGBA, background color.RGBA) *image.RGBA {
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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 := 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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image.Set(x, z, colors[colIdx])
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} else {
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image.Set(x, z, background)
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}
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ofs++
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}
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}
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return image
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}
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func safeColor(x int32) uint8 {
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switch {
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case x < 0:
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return 0
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case x > 255:
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return 255
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default:
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return uint8(x)
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}
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}
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func (r *Renderer) CreateShadedImage(
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xOfs, zOfs, width, height int,
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colors []color.RGBA, background color.RGBA) *image.RGBA {
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image := image.NewRGBA(image.Rect(0, 0, width, height))
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pw := r.width << 4
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ofs, numCols := zOfs*pw+xOfs, int32(len(colors))
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stride := pw - width
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for z := height - 1; z >= 0; z-- {
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for x := 0; x < width; x++ {
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colIdx := r.cBuffer[ofs]
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if colIdx < 0 || colIdx >= numCols {
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image.Set(x, z, background)
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} else {
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var y, y1, y2 int32
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y = r.yBuffer[ofs]
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if x == 0 {
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y1 = y
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} else {
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y1 = r.yBuffer[ofs-1]
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}
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if z == 0 {
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y2 = y
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} else {
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y2 = r.yBuffer[ofs+pw]
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}
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d := ((y - y1) + (y - y2)) * 12
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if d > 36 {
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d = 36
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}
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col := colors[colIdx]
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image.Set(x, z, color.RGBA{
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R: safeColor(int32(col.R) + d),
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G: safeColor(int32(col.G) + d),
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B: safeColor(int32(col.B) + d),
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A: 0xff})
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}
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ofs++
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}
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ofs += stride
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}
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return image
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}
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