mirror of
https://bitbucket.org/s_l_teichmann/mtsatellite
synced 2024-11-18 08:00:26 +01:00
6a1356f0eb
concurrently to the rendering of the next tile.
398 lines
7.8 KiB
Go
398 lines
7.8 KiB
Go
// Copyright 2014, 2015 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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"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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RejectedBlocks int
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SolidBlocks int
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TransparentBlocks int
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spans *SpanPool
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tBuffer []*Span
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}
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func NewRenderer(width, height int, transparent bool) (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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var tBuffer []*Span
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var spans *SpanPool
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if transparent {
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tBuffer = make([]*Span, pixSize)
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spans = NewSpanPool()
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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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yBuffer: yBuffer,
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cBuffer: cBuffer,
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yMin: yMin,
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tBuffer: tBuffer,
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spans: spans}
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renderer.initBuffers()
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return
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}
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func (r *Renderer) SetPos(xOfs, zOfs int16) {
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r.xOfs = xOfs
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r.zOfs = zOfs
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}
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func (r *Renderer) GetPos() (int16, int16) {
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return r.xOfs, r.zOfs
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}
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func (r *Renderer) initBuffers() {
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yb := r.yBuffer
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yb = yb[:len(yb)]
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for i := range yb {
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yb[i] = math.MinInt32
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}
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cb := r.cBuffer
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cb = cb[:len(cb)]
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for i := range cb {
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cb[i] = -1
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}
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ym := r.yMin
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ym = ym[:len(ym)]
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for i := range ym {
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ym[i] = math.MinInt32
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}
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}
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func (r *Renderer) Reset() {
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r.RejectedBlocks = 0
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if r.SolidBlocks > 0 || r.TransparentBlocks > 0 {
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r.SolidBlocks = 0
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r.initBuffers()
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}
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if r.TransparentBlocks > 0 {
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r.TransparentBlocks = 0
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tb := r.tBuffer
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for i, t := range tb {
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if t != nil {
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r.spans.FreeAll(t)
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tb[i] = nil
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}
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}
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}
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}
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func (r *Renderer) IsFilled() bool {
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for _, y := range r.yMin {
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if y == math.MinInt32 {
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return false
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}
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}
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return true
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}
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func (r *Renderer) IsEmpty() bool {
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return r.SolidBlocks == 0 && r.TransparentBlocks == 0
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}
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// down goes down the y direction in a block from top to bottom.
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// In its loop it copies the logic of Block.Content pulling some
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// things like the version check and common indexing out to
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// save some cycles.
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func down(db *DecodedBlock, x, y, z int) (int32, int) {
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mc := db.MapContent
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switch {
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case db.Version >= 24:
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for sliver := (z<<8 + x) << 1; y >= 0; y-- {
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pos := sliver + y<<5
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content := int32(mc[pos])<<8 | int32(mc[pos+1])
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if content != db.AirID && content != db.IgnoreID {
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if c, found := db.IndexMap[content]; found {
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return c, y
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}
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}
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}
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case db.Version >= 20:
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for sliver := z<<8 + x; y >= 0; y-- {
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pos := sliver + y<<4
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var content int32
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if c := mc[pos]; c <= 0x80 {
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content = int32(c)
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} else {
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content = int32(c)<<4 | int32(mc[pos+0x2000])>>4
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}
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if content != db.AirID && content != db.IgnoreID {
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if c, found := db.IndexMap[content]; found {
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return c, y
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}
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}
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}
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}
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return -1, -1
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}
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func (r *Renderer) RenderBlock(block *Block, colors *Colors) (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.RejectedBlocks++
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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, colors); err != nil {
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return
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}
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if db.AirOnly() {
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r.RejectedBlocks++
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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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yB := r.yBuffer
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yMin := int32(math.MaxInt32)
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if db.Transparent && r.tBuffer != nil {
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r.TransparentBlocks++
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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 := yB[ofs]
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if currentY < blockY {
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var c int32
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for y := 15; ; y-- {
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if c, y = down(db, x, y, z); y < 0 {
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break
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}
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cY := blockY + int32(y)
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if colors.IsTransparent(c) {
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r.tBuffer[ofs] = r.spans.Insert(r.tBuffer[ofs], cY, c)
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// We need to continue to go down because we
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// can see through this node.
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} else {
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r.cBuffer[ofs] = c
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currentY = cY
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yB[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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} else {
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r.SolidBlocks++
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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 := yB[ofs]
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if currentY < blockY {
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if c, y := down(db, x, 15, z); y >= 0 {
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r.cBuffer[ofs] = c
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currentY = blockY + int32(y)
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yB[ofs] = currentY
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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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}
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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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cols *Colors, 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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cs := cols.Colors
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ofs, numCols := zOfs*pw+xOfs, int32(len(cs))
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stride := pw - width
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istride := image.Stride + 4*width
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iofs := image.PixOffset(0, height-1)
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pix := image.Pix
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if r.TransparentBlocks > 0 { // Fast path for transparent images.
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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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pix[iofs] = background.R
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pix[iofs+1] = background.G
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pix[iofs+2] = background.B
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pix[iofs+3] = 0xff
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} else {
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y := r.yBuffer[ofs]
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t := r.tBuffer[ofs]
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opaque := t == nil || t.Top() < y
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var y1, y2 int32
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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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if opaque {
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if s := r.tBuffer[ofs-1]; s != nil {
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y1 = max32(y1, s.Top())
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}
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}
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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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if opaque {
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if s := r.tBuffer[ofs+pw]; s != nil {
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y1 = max32(y1, s.Top())
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}
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}
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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 := cs[colIdx]
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col = 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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if !opaque {
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col = cols.BlendColors(t, col, y)
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}
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pix[iofs] = col.R
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pix[iofs+1] = col.G
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pix[iofs+2] = col.B
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pix[iofs+3] = col.A
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}
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iofs += 4
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ofs++
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}
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ofs += stride
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iofs -= istride
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}
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} else { // Solid images.
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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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pix[iofs] = background.R
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pix[iofs+1] = background.G
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pix[iofs+2] = background.B
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pix[iofs+3] = 0xff
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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 := cs[colIdx]
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pix[iofs] = safeColor(int32(col.R) + d)
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pix[iofs+1] = safeColor(int32(col.G) + d)
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pix[iofs+2] = safeColor(int32(col.B) + d)
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pix[iofs+3] = 0xff
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}
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iofs += 4
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ofs++
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}
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ofs += stride
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iofs -= istride
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}
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}
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return image
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}
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