McRogueFace/src/3d/Viewport3D.cpp

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2026-02-04 13:33:14 -05:00
// Viewport3D.cpp - 3D rendering viewport implementation
#include "Viewport3D.h"
#include "Shader3D.h"
#include "../platform/GLContext.h"
#include "PyVector.h"
#include "PyColor.h"
#include "PyPositionHelper.h"
#include "McRFPy_Doc.h"
#include "PythonObjectCache.h"
#include "McRFPy_API.h"
2026-02-04 13:33:14 -05:00
#include <set>
#include <cstring>
// Include appropriate GL headers based on backend
#if defined(MCRF_SDL2)
#ifdef __EMSCRIPTEN__
#include <GLES2/gl2.h>
#else
#include <GL/gl.h>
#include <GL/glext.h>
#endif
#define MCRF_HAS_GL 1
#elif !defined(MCRF_HEADLESS)
// SFML backend - use GLAD
#include <glad/glad.h>
#define MCRF_HAS_GL 1
#endif
namespace mcrf {
// =============================================================================
// Construction / Destruction
// =============================================================================
Viewport3D::Viewport3D()
: size_(320.0f, 240.0f)
{
position = sf::Vector2f(0, 0);
camera_.setAspect(size_.x / size_.y);
}
Viewport3D::Viewport3D(float x, float y, float width, float height)
: size_(width, height)
{
position = sf::Vector2f(x, y);
camera_.setAspect(size_.x / size_.y);
}
Viewport3D::~Viewport3D() {
cleanupTestGeometry();
cleanupFBO();
}
// =============================================================================
// UIDrawable Interface
// =============================================================================
void Viewport3D::render(sf::Vector2f offset, sf::RenderTarget& target) {
if (!visible) return;
// Initialize resources if needed (only on GL-ready backends)
if (gl::isGLReady()) {
if (fbo_ == 0) {
initFBO();
}
if (!shader_) {
initShader();
}
if (testVBO_ == 0) {
initTestGeometry();
}
// Save SFML's GL state before raw GL rendering
// This is REQUIRED when mixing SFML 2D and raw OpenGL
target.pushGLStates();
}
// Render 3D content to FBO
render3DContent();
// Restore SFML's GL state after our GL calls
if (gl::isGLReady()) {
target.popGLStates();
}
// Blit FBO to screen (using SFML's drawing, so after state restore)
blitToScreen(offset, target);
}
PyObjectsEnum Viewport3D::derived_type() {
return PyObjectsEnum::UIVIEWPORT3D;
}
UIDrawable* Viewport3D::click_at(sf::Vector2f point) {
sf::FloatRect bounds = get_bounds();
if (bounds.contains(point)) {
return this;
}
return nullptr;
}
sf::FloatRect Viewport3D::get_bounds() const {
return sf::FloatRect(position.x, position.y, size_.x, size_.y);
}
void Viewport3D::move(float dx, float dy) {
position.x += dx;
position.y += dy;
}
void Viewport3D::resize(float w, float h) {
size_.x = w;
size_.y = h;
camera_.setAspect(size_.x / size_.y);
}
// =============================================================================
// Size and Resolution
// =============================================================================
void Viewport3D::setSize(float width, float height) {
size_.x = width;
size_.y = height;
camera_.setAspect(size_.x / size_.y);
}
void Viewport3D::setInternalResolution(int width, int height) {
if (width != internalWidth_ || height != internalHeight_) {
internalWidth_ = width;
internalHeight_ = height;
cleanupFBO(); // Force recreation on next render
}
}
// =============================================================================
// Fog Settings
// =============================================================================
void Viewport3D::setFogColor(const sf::Color& color) {
fogColor_ = vec3(color.r / 255.0f, color.g / 255.0f, color.b / 255.0f);
}
sf::Color Viewport3D::getFogColor() const {
return sf::Color(
static_cast<sf::Uint8>(fogColor_.x * 255),
static_cast<sf::Uint8>(fogColor_.y * 255),
static_cast<sf::Uint8>(fogColor_.z * 255)
);
}
void Viewport3D::setFogRange(float nearDist, float farDist) {
fogNear_ = nearDist;
fogFar_ = farDist;
}
// =============================================================================
// FBO Management
// =============================================================================
void Viewport3D::initFBO() {
if (fbo_ != 0) return; // Already initialized
fbo_ = gl::createFramebuffer(internalWidth_, internalHeight_,
&colorTexture_, &depthRenderbuffer_);
// Create SFML texture wrapper for blitting
// Note: We can't directly use the GL texture with SFML, so we'll
// read pixels back for now. This is inefficient but works across backends.
blitTexture_ = std::make_unique<sf::Texture>();
blitTexture_->create(internalWidth_, internalHeight_);
}
void Viewport3D::cleanupFBO() {
blitTexture_.reset();
if (fbo_ != 0) {
gl::deleteFramebuffer(fbo_, colorTexture_, depthRenderbuffer_);
fbo_ = 0;
colorTexture_ = 0;
depthRenderbuffer_ = 0;
}
}
// =============================================================================
// Shader and Geometry Initialization
// =============================================================================
void Viewport3D::initShader() {
shader_ = std::make_unique<Shader3D>();
if (!shader_->loadPS1Shaders()) {
shader_.reset(); // Shader loading failed
}
}
void Viewport3D::initTestGeometry() {
#ifdef MCRF_HAS_GL
// Create a colored cube (no texture for now)
// Each vertex: position (3) + texcoord (2) + normal (3) + color (4) = 12 floats
// Cube has 6 faces * 2 triangles * 3 vertices = 36 vertices
float cubeVertices[] = {
// Front face (red) - normal (0, 0, 1)
-1, -1, 1, 0, 0, 0, 0, 1, 1, 0.2f, 0.2f, 1,
1, -1, 1, 1, 0, 0, 0, 1, 1, 0.2f, 0.2f, 1,
1, 1, 1, 1, 1, 0, 0, 1, 1, 0.2f, 0.2f, 1,
-1, -1, 1, 0, 0, 0, 0, 1, 1, 0.2f, 0.2f, 1,
1, 1, 1, 1, 1, 0, 0, 1, 1, 0.2f, 0.2f, 1,
-1, 1, 1, 0, 1, 0, 0, 1, 1, 0.2f, 0.2f, 1,
// Back face (cyan) - normal (0, 0, -1)
1, -1, -1, 0, 0, 0, 0,-1, 0.2f, 1, 1, 1,
-1, -1, -1, 1, 0, 0, 0,-1, 0.2f, 1, 1, 1,
-1, 1, -1, 1, 1, 0, 0,-1, 0.2f, 1, 1, 1,
1, -1, -1, 0, 0, 0, 0,-1, 0.2f, 1, 1, 1,
-1, 1, -1, 1, 1, 0, 0,-1, 0.2f, 1, 1, 1,
1, 1, -1, 0, 1, 0, 0,-1, 0.2f, 1, 1, 1,
// Top face (green) - normal (0, 1, 0)
-1, 1, 1, 0, 0, 0, 1, 0, 0.2f, 1, 0.2f, 1,
1, 1, 1, 1, 0, 0, 1, 0, 0.2f, 1, 0.2f, 1,
1, 1, -1, 1, 1, 0, 1, 0, 0.2f, 1, 0.2f, 1,
-1, 1, 1, 0, 0, 0, 1, 0, 0.2f, 1, 0.2f, 1,
1, 1, -1, 1, 1, 0, 1, 0, 0.2f, 1, 0.2f, 1,
-1, 1, -1, 0, 1, 0, 1, 0, 0.2f, 1, 0.2f, 1,
// Bottom face (magenta) - normal (0, -1, 0)
-1, -1, -1, 0, 0, 0,-1, 0, 1, 0.2f, 1, 1,
1, -1, -1, 1, 0, 0,-1, 0, 1, 0.2f, 1, 1,
1, -1, 1, 1, 1, 0,-1, 0, 1, 0.2f, 1, 1,
-1, -1, -1, 0, 0, 0,-1, 0, 1, 0.2f, 1, 1,
1, -1, 1, 1, 1, 0,-1, 0, 1, 0.2f, 1, 1,
-1, -1, 1, 0, 1, 0,-1, 0, 1, 0.2f, 1, 1,
// Right face (blue) - normal (1, 0, 0)
1, -1, 1, 0, 0, 1, 0, 0, 0.2f, 0.2f, 1, 1,
1, -1, -1, 1, 0, 1, 0, 0, 0.2f, 0.2f, 1, 1,
1, 1, -1, 1, 1, 1, 0, 0, 0.2f, 0.2f, 1, 1,
1, -1, 1, 0, 0, 1, 0, 0, 0.2f, 0.2f, 1, 1,
1, 1, -1, 1, 1, 1, 0, 0, 0.2f, 0.2f, 1, 1,
1, 1, 1, 0, 1, 1, 0, 0, 0.2f, 0.2f, 1, 1,
// Left face (yellow) - normal (-1, 0, 0)
-1, -1, -1, 0, 0, -1, 0, 0, 1, 1, 0.2f, 1,
-1, -1, 1, 1, 0, -1, 0, 0, 1, 1, 0.2f, 1,
-1, 1, 1, 1, 1, -1, 0, 0, 1, 1, 0.2f, 1,
-1, -1, -1, 0, 0, -1, 0, 0, 1, 1, 0.2f, 1,
-1, 1, 1, 1, 1, -1, 0, 0, 1, 1, 0.2f, 1,
-1, 1, -1, 0, 1, -1, 0, 0, 1, 1, 0.2f, 1,
};
testVertexCount_ = 36;
glGenBuffers(1, &testVBO_);
glBindBuffer(GL_ARRAY_BUFFER, testVBO_);
glBufferData(GL_ARRAY_BUFFER, sizeof(cubeVertices), cubeVertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
#endif
}
void Viewport3D::cleanupTestGeometry() {
#ifdef MCRF_HAS_GL
if (testVBO_ != 0) {
glDeleteBuffers(1, &testVBO_);
testVBO_ = 0;
}
#endif
}
// =============================================================================
// 3D Rendering
// =============================================================================
void Viewport3D::render3DContent() {
// GL not available in current backend - skip 3D rendering
if (!gl::isGLReady() || fbo_ == 0) {
return;
}
#ifdef MCRF_HAS_GL
// Save GL state
gl::pushState();
// Bind FBO
gl::bindFramebuffer(fbo_);
// Set viewport to internal resolution
glViewport(0, 0, internalWidth_, internalHeight_);
// Clear with background color
glClearColor(bgColor_.r / 255.0f, bgColor_.g / 255.0f,
bgColor_.b / 255.0f, bgColor_.a / 255.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Set up 3D state
gl::setup3DState();
// Update test rotation for spinning geometry
testRotation_ += 0.02f;
// Render test cube if shader and geometry are ready
if (shader_ && shader_->isValid() && testVBO_ != 0) {
shader_->bind();
// Set up matrices
mat4 model = mat4::rotateY(testRotation_) * mat4::rotateX(testRotation_ * 0.7f);
mat4 view = camera_.getViewMatrix();
mat4 projection = camera_.getProjectionMatrix();
shader_->setUniform("u_model", model);
shader_->setUniform("u_view", view);
shader_->setUniform("u_projection", projection);
// PS1 effect uniforms
shader_->setUniform("u_resolution", vec2(static_cast<float>(internalWidth_),
static_cast<float>(internalHeight_)));
shader_->setUniform("u_enable_snap", vertexSnapEnabled_);
shader_->setUniform("u_enable_dither", ditheringEnabled_);
// Lighting
vec3 lightDir = vec3(0.5f, -0.7f, 0.5f).normalized();
shader_->setUniform("u_light_dir", lightDir);
shader_->setUniform("u_ambient", vec3(0.3f, 0.3f, 0.3f));
// Fog
shader_->setUniform("u_fog_start", fogNear_);
shader_->setUniform("u_fog_end", fogFar_);
shader_->setUniform("u_fog_color", fogColor_);
// Texture (none for test geometry)
shader_->setUniform("u_has_texture", false);
// Bind VBO and set up attributes
glBindBuffer(GL_ARRAY_BUFFER, testVBO_);
// Vertex format: pos(3) + texcoord(2) + normal(3) + color(4) = 12 floats
int stride = 12 * sizeof(float);
glEnableVertexAttribArray(Shader3D::ATTRIB_POSITION);
glVertexAttribPointer(Shader3D::ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, stride, (void*)0);
glEnableVertexAttribArray(Shader3D::ATTRIB_TEXCOORD);
glVertexAttribPointer(Shader3D::ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (void*)(3 * sizeof(float)));
glEnableVertexAttribArray(Shader3D::ATTRIB_NORMAL);
glVertexAttribPointer(Shader3D::ATTRIB_NORMAL, 3, GL_FLOAT, GL_FALSE, stride, (void*)(5 * sizeof(float)));
glEnableVertexAttribArray(Shader3D::ATTRIB_COLOR);
glVertexAttribPointer(Shader3D::ATTRIB_COLOR, 4, GL_FLOAT, GL_FALSE, stride, (void*)(8 * sizeof(float)));
// Draw cube
glDrawArrays(GL_TRIANGLES, 0, testVertexCount_);
// Cleanup
glDisableVertexAttribArray(Shader3D::ATTRIB_POSITION);
glDisableVertexAttribArray(Shader3D::ATTRIB_TEXCOORD);
glDisableVertexAttribArray(Shader3D::ATTRIB_NORMAL);
glDisableVertexAttribArray(Shader3D::ATTRIB_COLOR);
glBindBuffer(GL_ARRAY_BUFFER, 0);
shader_->unbind();
}
// Restore 2D state
gl::restore2DState();
// Unbind FBO
gl::bindDefaultFramebuffer();
// Restore GL state
gl::popState();
#endif
}
void Viewport3D::blitToScreen(sf::Vector2f offset, sf::RenderTarget& target) {
sf::Vector2f screenPos = position + offset;
// If GL is not ready, just draw a placeholder rectangle
if (!gl::isGLReady() || fbo_ == 0 || !blitTexture_) {
sf::RectangleShape placeholder(size_);
placeholder.setPosition(screenPos);
placeholder.setFillColor(bgColor_);
placeholder.setOutlineColor(sf::Color::White);
placeholder.setOutlineThickness(1.0f);
target.draw(placeholder);
return;
}
#ifdef MCRF_HAS_GL
// Read pixels from FBO and update SFML texture
// Note: This is inefficient but portable. Future optimization: use GL texture directly.
std::vector<sf::Uint8> pixels(internalWidth_ * internalHeight_ * 4);
gl::bindFramebuffer(fbo_);
glReadPixels(0, 0, internalWidth_, internalHeight_, GL_RGBA, GL_UNSIGNED_BYTE, pixels.data());
gl::bindDefaultFramebuffer();
// Flip vertically (OpenGL vs SFML coordinate system)
std::vector<sf::Uint8> flipped(pixels.size());
for (int y = 0; y < internalHeight_; ++y) {
int srcRow = (internalHeight_ - 1 - y) * internalWidth_ * 4;
int dstRow = y * internalWidth_ * 4;
memcpy(&flipped[dstRow], &pixels[srcRow], internalWidth_ * 4);
}
blitTexture_->update(flipped.data());
// Draw to screen with nearest-neighbor scaling (PS1 style)
sf::Sprite sprite(*blitTexture_);
sprite.setPosition(screenPos);
sprite.setScale(size_.x / internalWidth_, size_.y / internalHeight_);
// Set nearest-neighbor filtering for that crispy PS1 look
// Note: SFML 2.x doesn't have per-draw texture filtering, so this
// affects the texture globally. In practice this is fine for our use.
const_cast<sf::Texture*>(sprite.getTexture())->setSmooth(false);
target.draw(sprite);
#else
// Non-SDL2 fallback (SFML desktop without GL)
sf::RectangleShape placeholder(size_);
placeholder.setPosition(screenPos);
placeholder.setFillColor(bgColor_);
target.draw(placeholder);
#endif
}
// =============================================================================
// Animation Property System
// =============================================================================
bool Viewport3D::setProperty(const std::string& name, float value) {
if (name == "x") { position.x = value; return true; }
if (name == "y") { position.y = value; return true; }
if (name == "w") { size_.x = value; camera_.setAspect(size_.x / size_.y); return true; }
if (name == "h") { size_.y = value; camera_.setAspect(size_.x / size_.y); return true; }
if (name == "fov") { camera_.setFOV(value); return true; }
if (name == "fog_near") { fogNear_ = value; return true; }
if (name == "fog_far") { fogFar_ = value; return true; }
if (name == "opacity") { opacity = value; return true; }
return false;
}
bool Viewport3D::setProperty(const std::string& name, const sf::Color& value) {
if (name == "bg_color") { bgColor_ = value; return true; }
if (name == "fog_color") { setFogColor(value); return true; }
return false;
}
bool Viewport3D::setProperty(const std::string& name, const sf::Vector2f& value) {
if (name == "pos") { position = value; return true; }
if (name == "size") { size_ = value; camera_.setAspect(size_.x / size_.y); return true; }
return false;
}
bool Viewport3D::getProperty(const std::string& name, float& value) const {
if (name == "x") { value = position.x; return true; }
if (name == "y") { value = position.y; return true; }
if (name == "w") { value = size_.x; return true; }
if (name == "h") { value = size_.y; return true; }
if (name == "fov") { value = camera_.getFOV(); return true; }
if (name == "fog_near") { value = fogNear_; return true; }
if (name == "fog_far") { value = fogFar_; return true; }
if (name == "opacity") { value = opacity; return true; }
return false;
}
bool Viewport3D::getProperty(const std::string& name, sf::Color& value) const {
if (name == "bg_color") { value = bgColor_; return true; }
if (name == "fog_color") { value = getFogColor(); return true; }
return false;
}
bool Viewport3D::getProperty(const std::string& name, sf::Vector2f& value) const {
if (name == "pos") { value = position; return true; }
if (name == "size") { value = size_; return true; }
return false;
}
bool Viewport3D::hasProperty(const std::string& name) const {
static const std::set<std::string> props = {
"x", "y", "w", "h", "pos", "size",
"fov", "fog_near", "fog_far", "opacity",
"bg_color", "fog_color"
};
return props.count(name) > 0;
}
// =============================================================================
// Python API
// =============================================================================
// Use PyObjectType for UIBase.h macros
#define PyObjectType PyViewport3DObject
// Helper to get vec3 from Python tuple
static bool PyTuple_GetVec3(PyObject* tuple, mcrf::vec3& out) {
if (!tuple || tuple == Py_None) return false;
if (!PyTuple_Check(tuple) && !PyList_Check(tuple)) return false;
Py_ssize_t size = PySequence_Size(tuple);
if (size != 3) return false;
PyObject* x = PySequence_GetItem(tuple, 0);
PyObject* y = PySequence_GetItem(tuple, 1);
PyObject* z = PySequence_GetItem(tuple, 2);
bool ok = true;
if (PyNumber_Check(x) && PyNumber_Check(y) && PyNumber_Check(z)) {
out.x = static_cast<float>(PyFloat_AsDouble(PyNumber_Float(x)));
out.y = static_cast<float>(PyFloat_AsDouble(PyNumber_Float(y)));
out.z = static_cast<float>(PyFloat_AsDouble(PyNumber_Float(z)));
} else {
ok = false;
}
Py_DECREF(x);
Py_DECREF(y);
Py_DECREF(z);
return ok;
}
// Helper to create Python tuple from vec3
static PyObject* PyTuple_FromVec3(const mcrf::vec3& v) {
return Py_BuildValue("(fff)", v.x, v.y, v.z);
}
// Position getters/setters
static PyObject* Viewport3D_get_pos(PyViewport3DObject* self, void* closure) {
return PyVector(self->data->position).pyObject();
}
static int Viewport3D_set_pos(PyViewport3DObject* self, PyObject* value, void* closure) {
PyVectorObject* vec = PyVector::from_arg(value);
if (!vec) {
PyErr_SetString(PyExc_TypeError, "pos must be a Vector or (x, y) tuple");
return -1;
}
self->data->position = vec->data;
return 0;
}
static PyObject* Viewport3D_get_x(PyViewport3DObject* self, void* closure) {
return PyFloat_FromDouble(self->data->position.x);
}
static int Viewport3D_set_x(PyViewport3DObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "x must be a number");
return -1;
}
self->data->position.x = static_cast<float>(PyFloat_AsDouble(value));
return 0;
}
static PyObject* Viewport3D_get_y(PyViewport3DObject* self, void* closure) {
return PyFloat_FromDouble(self->data->position.y);
}
static int Viewport3D_set_y(PyViewport3DObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "y must be a number");
return -1;
}
self->data->position.y = static_cast<float>(PyFloat_AsDouble(value));
return 0;
}
// Size getters/setters
static PyObject* Viewport3D_get_w(PyViewport3DObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getWidth());
}
static int Viewport3D_set_w(PyViewport3DObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "w must be a number");
return -1;
}
self->data->setSize(static_cast<float>(PyFloat_AsDouble(value)), self->data->getHeight());
return 0;
}
static PyObject* Viewport3D_get_h(PyViewport3DObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getHeight());
}
static int Viewport3D_set_h(PyViewport3DObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "h must be a number");
return -1;
}
self->data->setSize(self->data->getWidth(), static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
// Render resolution
static PyObject* Viewport3D_get_render_resolution(PyViewport3DObject* self, void* closure) {
return Py_BuildValue("(ii)", self->data->getInternalWidth(), self->data->getInternalHeight());
}
static int Viewport3D_set_render_resolution(PyViewport3DObject* self, PyObject* value, void* closure) {
int w, h;
if (!PyArg_ParseTuple(value, "ii", &w, &h)) {
PyErr_SetString(PyExc_TypeError, "render_resolution must be (width, height)");
return -1;
}
self->data->setInternalResolution(w, h);
return 0;
}
// Camera position
static PyObject* Viewport3D_get_camera_pos(PyViewport3DObject* self, void* closure) {
return PyTuple_FromVec3(self->data->getCameraPosition());
}
static int Viewport3D_set_camera_pos(PyViewport3DObject* self, PyObject* value, void* closure) {
mcrf::vec3 pos;
if (!PyTuple_GetVec3(value, pos)) {
PyErr_SetString(PyExc_TypeError, "camera_pos must be (x, y, z)");
return -1;
}
self->data->setCameraPosition(pos);
return 0;
}
// Camera target
static PyObject* Viewport3D_get_camera_target(PyViewport3DObject* self, void* closure) {
return PyTuple_FromVec3(self->data->getCameraTarget());
}
static int Viewport3D_set_camera_target(PyViewport3DObject* self, PyObject* value, void* closure) {
mcrf::vec3 target;
if (!PyTuple_GetVec3(value, target)) {
PyErr_SetString(PyExc_TypeError, "camera_target must be (x, y, z)");
return -1;
}
self->data->setCameraTarget(target);
return 0;
}
// FOV
static PyObject* Viewport3D_get_fov(PyViewport3DObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getCamera().getFOV());
}
static int Viewport3D_set_fov(PyViewport3DObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "fov must be a number");
return -1;
}
self->data->getCamera().setFOV(static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
// Background color
static PyObject* Viewport3D_get_bg_color(PyViewport3DObject* self, void* closure) {
return PyColor(self->data->getBackgroundColor()).pyObject();
}
static int Viewport3D_set_bg_color(PyViewport3DObject* self, PyObject* value, void* closure) {
sf::Color color = PyColor::fromPy(value);
if (PyErr_Occurred()) {
return -1;
}
self->data->setBackgroundColor(color);
return 0;
}
// PS1 effect toggles
static PyObject* Viewport3D_get_enable_vertex_snap(PyViewport3DObject* self, void* closure) {
return PyBool_FromLong(self->data->isVertexSnapEnabled());
}
static int Viewport3D_set_enable_vertex_snap(PyViewport3DObject* self, PyObject* value, void* closure) {
self->data->setVertexSnapEnabled(PyObject_IsTrue(value));
return 0;
}
static PyObject* Viewport3D_get_enable_affine(PyViewport3DObject* self, void* closure) {
return PyBool_FromLong(self->data->isAffineMappingEnabled());
}
static int Viewport3D_set_enable_affine(PyViewport3DObject* self, PyObject* value, void* closure) {
self->data->setAffineMappingEnabled(PyObject_IsTrue(value));
return 0;
}
static PyObject* Viewport3D_get_enable_dither(PyViewport3DObject* self, void* closure) {
return PyBool_FromLong(self->data->isDitheringEnabled());
}
static int Viewport3D_set_enable_dither(PyViewport3DObject* self, PyObject* value, void* closure) {
self->data->setDitheringEnabled(PyObject_IsTrue(value));
return 0;
}
static PyObject* Viewport3D_get_enable_fog(PyViewport3DObject* self, void* closure) {
return PyBool_FromLong(self->data->isFogEnabled());
}
static int Viewport3D_set_enable_fog(PyViewport3DObject* self, PyObject* value, void* closure) {
self->data->setFogEnabled(PyObject_IsTrue(value));
return 0;
}
// Fog color
static PyObject* Viewport3D_get_fog_color(PyViewport3DObject* self, void* closure) {
return PyColor(self->data->getFogColor()).pyObject();
}
static int Viewport3D_set_fog_color(PyViewport3DObject* self, PyObject* value, void* closure) {
sf::Color color = PyColor::fromPy(value);
if (PyErr_Occurred()) {
return -1;
}
self->data->setFogColor(color);
return 0;
}
// Fog range
static PyObject* Viewport3D_get_fog_near(PyViewport3DObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getFogNear());
}
static int Viewport3D_set_fog_near(PyViewport3DObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "fog_near must be a number");
return -1;
}
self->data->setFogRange(static_cast<float>(PyFloat_AsDouble(value)), self->data->getFogFar());
return 0;
}
static PyObject* Viewport3D_get_fog_far(PyViewport3DObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getFogFar());
}
static int Viewport3D_set_fog_far(PyViewport3DObject* self, PyObject* value, void* closure) {
if (!PyNumber_Check(value)) {
PyErr_SetString(PyExc_TypeError, "fog_far must be a number");
return -1;
}
self->data->setFogRange(self->data->getFogNear(), static_cast<float>(PyFloat_AsDouble(value)));
return 0;
}
PyGetSetDef Viewport3D::getsetters[] = {
// Position and size
{"x", (getter)Viewport3D_get_x, (setter)Viewport3D_set_x,
MCRF_PROPERTY(x, "X position in pixels."), NULL},
{"y", (getter)Viewport3D_get_y, (setter)Viewport3D_set_y,
MCRF_PROPERTY(y, "Y position in pixels."), NULL},
{"pos", (getter)Viewport3D_get_pos, (setter)Viewport3D_set_pos,
MCRF_PROPERTY(pos, "Position as Vector (x, y)."), NULL},
{"w", (getter)Viewport3D_get_w, (setter)Viewport3D_set_w,
MCRF_PROPERTY(w, "Display width in pixels."), NULL},
{"h", (getter)Viewport3D_get_h, (setter)Viewport3D_set_h,
MCRF_PROPERTY(h, "Display height in pixels."), NULL},
// Render resolution
{"render_resolution", (getter)Viewport3D_get_render_resolution, (setter)Viewport3D_set_render_resolution,
MCRF_PROPERTY(render_resolution, "Internal render resolution (width, height). Lower values for PS1 effect."), NULL},
// Camera
{"camera_pos", (getter)Viewport3D_get_camera_pos, (setter)Viewport3D_set_camera_pos,
MCRF_PROPERTY(camera_pos, "Camera position as (x, y, z) tuple."), NULL},
{"camera_target", (getter)Viewport3D_get_camera_target, (setter)Viewport3D_set_camera_target,
MCRF_PROPERTY(camera_target, "Camera look-at target as (x, y, z) tuple."), NULL},
{"fov", (getter)Viewport3D_get_fov, (setter)Viewport3D_set_fov,
MCRF_PROPERTY(fov, "Camera field of view in degrees."), NULL},
// Background
{"bg_color", (getter)Viewport3D_get_bg_color, (setter)Viewport3D_set_bg_color,
MCRF_PROPERTY(bg_color, "Background clear color."), NULL},
// PS1 effects
{"enable_vertex_snap", (getter)Viewport3D_get_enable_vertex_snap, (setter)Viewport3D_set_enable_vertex_snap,
MCRF_PROPERTY(enable_vertex_snap, "Enable PS1-style vertex snapping (jittery vertices)."), NULL},
{"enable_affine", (getter)Viewport3D_get_enable_affine, (setter)Viewport3D_set_enable_affine,
MCRF_PROPERTY(enable_affine, "Enable PS1-style affine texture mapping (warped textures)."), NULL},
{"enable_dither", (getter)Viewport3D_get_enable_dither, (setter)Viewport3D_set_enable_dither,
MCRF_PROPERTY(enable_dither, "Enable PS1-style color dithering."), NULL},
{"enable_fog", (getter)Viewport3D_get_enable_fog, (setter)Viewport3D_set_enable_fog,
MCRF_PROPERTY(enable_fog, "Enable distance fog."), NULL},
// Fog settings
{"fog_color", (getter)Viewport3D_get_fog_color, (setter)Viewport3D_set_fog_color,
MCRF_PROPERTY(fog_color, "Fog color."), NULL},
{"fog_near", (getter)Viewport3D_get_fog_near, (setter)Viewport3D_set_fog_near,
MCRF_PROPERTY(fog_near, "Fog start distance."), NULL},
{"fog_far", (getter)Viewport3D_get_fog_far, (setter)Viewport3D_set_fog_far,
MCRF_PROPERTY(fog_far, "Fog end distance."), NULL},
// Common UIDrawable properties
UIDRAWABLE_GETSETTERS,
UIDRAWABLE_PARENT_GETSETTERS(PyObjectsEnum::UIVIEWPORT3D),
{NULL} // Sentinel
};
PyObject* Viewport3D::repr(PyViewport3DObject* self) {
char buffer[256];
snprintf(buffer, sizeof(buffer), "<Viewport3D at (%.1f, %.1f) size (%.1f, %.1f) render %dx%d>",
self->data->position.x, self->data->position.y,
self->data->getWidth(), self->data->getHeight(),
self->data->getInternalWidth(), self->data->getInternalHeight());
return PyUnicode_FromString(buffer);
}
int Viewport3D::init(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {
"pos", "size", "render_resolution", "fov",
"camera_pos", "camera_target", "bg_color",
"enable_vertex_snap", "enable_affine", "enable_dither", "enable_fog",
"fog_color", "fog_near", "fog_far",
"visible", "z_index", "name",
NULL
};
PyObject* pos_obj = nullptr;
PyObject* size_obj = nullptr;
PyObject* render_res_obj = nullptr;
float fov = 60.0f;
PyObject* camera_pos_obj = nullptr;
PyObject* camera_target_obj = nullptr;
PyObject* bg_color_obj = nullptr;
int enable_vertex_snap = 1;
int enable_affine = 1;
int enable_dither = 1;
int enable_fog = 1;
PyObject* fog_color_obj = nullptr;
float fog_near = 10.0f;
float fog_far = 100.0f;
int visible = 1;
int z_index = 0;
const char* name = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|OOOfOOOppppOffpis", const_cast<char**>(kwlist),
&pos_obj, &size_obj, &render_res_obj, &fov,
&camera_pos_obj, &camera_target_obj, &bg_color_obj,
&enable_vertex_snap, &enable_affine, &enable_dither, &enable_fog,
&fog_color_obj, &fog_near, &fog_far,
&visible, &z_index, &name)) {
return -1;
}
// Position
if (pos_obj && pos_obj != Py_None) {
PyVectorObject* vec = PyVector::from_arg(pos_obj);
if (!vec) {
PyErr_SetString(PyExc_TypeError, "pos must be a tuple (x, y)");
return -1;
}
self->data->position = vec->data;
}
// Size
if (size_obj && size_obj != Py_None) {
float w, h;
if (PyTuple_Check(size_obj) && PyTuple_Size(size_obj) == 2) {
w = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(size_obj, 0)));
h = static_cast<float>(PyFloat_AsDouble(PyTuple_GetItem(size_obj, 1)));
self->data->setSize(w, h);
} else {
PyErr_SetString(PyExc_TypeError, "size must be a tuple (width, height)");
return -1;
}
}
// Render resolution
if (render_res_obj && render_res_obj != Py_None) {
int rw, rh;
if (PyTuple_Check(render_res_obj) && PyTuple_Size(render_res_obj) == 2) {
rw = static_cast<int>(PyLong_AsLong(PyTuple_GetItem(render_res_obj, 0)));
rh = static_cast<int>(PyLong_AsLong(PyTuple_GetItem(render_res_obj, 1)));
self->data->setInternalResolution(rw, rh);
}
}
// FOV
self->data->getCamera().setFOV(fov);
// Camera position
if (camera_pos_obj && camera_pos_obj != Py_None) {
mcrf::vec3 cam_pos;
if (PyTuple_GetVec3(camera_pos_obj, cam_pos)) {
self->data->setCameraPosition(cam_pos);
}
}
// Camera target
if (camera_target_obj && camera_target_obj != Py_None) {
mcrf::vec3 cam_target;
if (PyTuple_GetVec3(camera_target_obj, cam_target)) {
self->data->setCameraTarget(cam_target);
}
}
// Background color
if (bg_color_obj && bg_color_obj != Py_None) {
sf::Color bg = PyColor::fromPy(bg_color_obj);
if (!PyErr_Occurred()) {
self->data->setBackgroundColor(bg);
}
}
// PS1 effects
self->data->setVertexSnapEnabled(enable_vertex_snap);
self->data->setAffineMappingEnabled(enable_affine);
self->data->setDitheringEnabled(enable_dither);
self->data->setFogEnabled(enable_fog);
// Fog color
if (fog_color_obj && fog_color_obj != Py_None) {
sf::Color fc = PyColor::fromPy(fog_color_obj);
if (!PyErr_Occurred()) {
self->data->setFogColor(fc);
}
}
// Fog range
self->data->setFogRange(fog_near, fog_far);
// Common properties
self->data->visible = visible;
self->data->z_index = z_index;
if (name) {
self->data->name = name;
}
// Register in Python object cache for scene explorer repr
if (self->data->serial_number == 0) {
self->data->serial_number = PythonObjectCache::getInstance().assignSerial();
PyObject* weakref = PyWeakref_NewRef((PyObject*)self, NULL);
if (weakref) {
PythonObjectCache::getInstance().registerObject(self->data->serial_number, weakref);
Py_DECREF(weakref); // Cache owns the reference now
}
}
// Check if this is a Python subclass (for callback method support)
PyObject* viewport3d_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "Viewport3D");
if (viewport3d_type) {
self->data->is_python_subclass = (PyObject*)Py_TYPE(self) != viewport3d_type;
Py_DECREF(viewport3d_type);
}
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return 0;
}
} // namespace mcrf
// Methods array - outside namespace but PyObjectType still in scope via typedef
typedef PyViewport3DObject PyObjectType;
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PyMethodDef Viewport3D_methods[] = {
UIDRAWABLE_METHODS,
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{NULL} // Sentinel
};