McRogueFace/src/3d/Viewport3D.cpp

1907 lines
64 KiB
C++

// Viewport3D.cpp - 3D rendering viewport implementation
#include "Viewport3D.h"
#include "Shader3D.h"
#include "MeshLayer.h"
#include "Entity3D.h"
#include "EntityCollection3D.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"
#include "PyHeightMap.h"
#include <set>
#include <cstring>
#include <cmath>
#include <algorithm>
// 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)
, entities_(std::make_shared<std::list<std::shared_ptr<Entity3D>>>())
{
position = sf::Vector2f(0, 0);
camera_.setAspect(size_.x / size_.y);
}
Viewport3D::Viewport3D(float x, float y, float width, float height)
: size_(width, height)
, entities_(std::make_shared<std::list<std::shared_ptr<Entity3D>>>())
{
position = sf::Vector2f(x, y);
camera_.setAspect(size_.x / size_.y);
}
Viewport3D::~Viewport3D() {
cleanupTestGeometry();
cleanupFBO();
if (tcodMap_) {
delete tcodMap_;
tcodMap_ = nullptr;
}
}
// =============================================================================
// 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
#ifndef MCRF_SDL2
target.pushGLStates();
#endif
}
// Render 3D content to FBO
render3DContent();
// Restore SFML's GL state after our GL calls
if (gl::isGLReady()) {
#ifndef MCRF_SDL2
target.popGLStates();
#endif
}
// 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;
}
// =============================================================================
// Camera Helpers
// =============================================================================
void Viewport3D::orbitCamera(float angle, float distance, float height) {
float x = std::cos(angle) * distance;
float z = std::sin(angle) * distance;
camera_.setPosition(vec3(x, height, z));
camera_.setTarget(vec3(0, 0, 0));
}
// =============================================================================
// Mesh Layer Management
// =============================================================================
std::shared_ptr<MeshLayer> Viewport3D::addLayer(const std::string& name, int zIndex) {
// Check if layer with this name already exists
for (auto& layer : meshLayers_) {
if (layer->getName() == name) {
return layer; // Return existing layer
}
}
// Create new layer
auto layer = std::make_shared<MeshLayer>(name, zIndex);
meshLayers_.push_back(layer);
// Disable test cube when layers are added
renderTestCube_ = false;
return layer;
}
std::shared_ptr<MeshLayer> Viewport3D::getLayer(const std::string& name) {
for (auto& layer : meshLayers_) {
if (layer->getName() == name) {
return layer;
}
}
return nullptr;
}
bool Viewport3D::removeLayer(const std::string& name) {
for (auto it = meshLayers_.begin(); it != meshLayers_.end(); ++it) {
if ((*it)->getName() == name) {
meshLayers_.erase(it);
return true;
}
}
return false;
}
// =============================================================================
// Navigation Grid (VoxelPoint System)
// =============================================================================
void Viewport3D::setGridSize(int width, int depth) {
if (width <= 0 || depth <= 0) {
throw std::invalid_argument("Grid dimensions must be positive");
}
gridWidth_ = width;
gridDepth_ = depth;
// Resize and initialize grid
navGrid_.resize(width * depth);
for (int z = 0; z < depth; z++) {
for (int x = 0; x < width; x++) {
int idx = z * width + x;
navGrid_[idx] = VoxelPoint(x, z, this);
}
}
// Create/recreate TCODMap
if (tcodMap_) {
delete tcodMap_;
}
tcodMap_ = new TCODMap(width, depth);
// Sync initial state
syncToTCOD();
}
VoxelPoint& Viewport3D::at(int x, int z) {
if (!isValidCell(x, z)) {
throw std::out_of_range("Grid coordinates out of range");
}
return navGrid_[z * gridWidth_ + x];
}
const VoxelPoint& Viewport3D::at(int x, int z) const {
if (!isValidCell(x, z)) {
throw std::out_of_range("Grid coordinates out of range");
}
return navGrid_[z * gridWidth_ + x];
}
bool Viewport3D::isValidCell(int x, int z) const {
return x >= 0 && x < gridWidth_ && z >= 0 && z < gridDepth_;
}
void Viewport3D::syncToTCOD() {
if (!tcodMap_) return;
for (int z = 0; z < gridDepth_; z++) {
for (int x = 0; x < gridWidth_; x++) {
const VoxelPoint& vp = at(x, z);
tcodMap_->setProperties(x, z, vp.transparent, vp.walkable);
}
}
}
void Viewport3D::syncTCODCell(int x, int z) {
if (!tcodMap_ || !isValidCell(x, z)) return;
const VoxelPoint& vp = at(x, z);
tcodMap_->setProperties(x, z, vp.transparent, vp.walkable);
}
void Viewport3D::applyHeightmap(TCOD_heightmap_t* hm, float yScale) {
if (!hm) return;
// Ensure grid matches heightmap dimensions
if (gridWidth_ != hm->w || gridDepth_ != hm->h) {
setGridSize(hm->w, hm->h);
}
// Apply heights
for (int z = 0; z < gridDepth_; z++) {
for (int x = 0; x < gridWidth_; x++) {
int idx = z * hm->w + x;
navGrid_[z * gridWidth_ + x].height = hm->values[idx] * yScale;
}
}
}
void Viewport3D::applyThreshold(TCOD_heightmap_t* hm, float minHeight, float maxHeight, bool walkable) {
if (!hm) return;
// Grid must match heightmap dimensions
if (gridWidth_ != hm->w || gridDepth_ != hm->h) {
return; // Dimension mismatch
}
for (int z = 0; z < gridDepth_; z++) {
for (int x = 0; x < gridWidth_; x++) {
int idx = z * hm->w + x;
float h = hm->values[idx];
if (h >= minHeight && h <= maxHeight) {
navGrid_[z * gridWidth_ + x].walkable = walkable;
}
}
}
syncToTCOD();
}
void Viewport3D::setSlopeCost(float maxSlope, float costMultiplier) {
if (gridWidth_ < 2 || gridDepth_ < 2) return;
// Neighbor offsets (4-directional)
const int dx[] = {-1, 1, 0, 0};
const int dz[] = {0, 0, -1, 1};
for (int z = 0; z < gridDepth_; z++) {
for (int x = 0; x < gridWidth_; x++) {
VoxelPoint& vp = navGrid_[z * gridWidth_ + x];
float maxNeighborDiff = 0.0f;
// Check all neighbors
for (int i = 0; i < 4; i++) {
int nx = x + dx[i];
int nz = z + dz[i];
if (isValidCell(nx, nz)) {
float diff = std::abs(vp.height - at(nx, nz).height);
maxNeighborDiff = std::max(maxNeighborDiff, diff);
}
}
// Mark unwalkable if too steep, otherwise set cost
if (maxNeighborDiff > maxSlope) {
vp.walkable = false;
} else {
vp.cost = 1.0f + maxNeighborDiff * costMultiplier;
}
}
}
syncToTCOD();
}
std::vector<std::pair<int, int>> Viewport3D::findPath(int startX, int startZ, int endX, int endZ) {
std::vector<std::pair<int, int>> result;
if (!tcodMap_ || !isValidCell(startX, startZ) || !isValidCell(endX, endZ)) {
return result;
}
// Ensure TCOD is synced
syncToTCOD();
// Create path with cost callback
struct PathUserData {
Viewport3D* viewport;
};
PathUserData userData = {this};
// Use TCODPath with diagonal movement
TCODPath path(tcodMap_, 1.41f);
// Compute path
if (!path.compute(startX, startZ, endX, endZ)) {
return result; // No path found
}
// Extract path
int x, z;
while (path.walk(&x, &z, true)) {
result.push_back({x, z});
}
return result;
}
std::vector<std::pair<int, int>> Viewport3D::computeFOV(int originX, int originZ, int radius) {
std::vector<std::pair<int, int>> visible;
if (!tcodMap_ || !isValidCell(originX, originZ)) {
return visible;
}
// Thread-safe FOV computation
std::lock_guard<std::mutex> lock(fovMutex_);
// Ensure TCOD is synced
syncToTCOD();
// Compute FOV
tcodMap_->computeFov(originX, originZ, radius, true, FOV_BASIC);
// Collect visible cells
for (int z = 0; z < gridDepth_; z++) {
for (int x = 0; x < gridWidth_; x++) {
if (tcodMap_->isInFov(x, z)) {
visible.push_back({x, z});
}
}
}
return visible;
}
bool Viewport3D::isInFOV(int x, int z) const {
if (!tcodMap_ || !isValidCell(x, z)) {
return false;
}
std::lock_guard<std::mutex> lock(fovMutex_);
return tcodMap_->isInFov(x, z);
}
// =============================================================================
// Entity3D Management
// =============================================================================
void Viewport3D::updateEntities(float dt) {
if (!entities_) return;
for (auto& entity : *entities_) {
if (entity) {
entity->update(dt);
}
}
}
void Viewport3D::renderEntities(const mat4& view, const mat4& proj) {
#ifdef MCRF_HAS_GL
if (!entities_ || !shader_ || !shader_->isValid()) return;
// Entity rendering uses the same shader as terrain
shader_->bind();
for (auto& entity : *entities_) {
if (entity && entity->isVisible()) {
entity->render(view, proj, shader_->getProgram());
}
}
shader_->unbind();
#endif
}
// =============================================================================
// 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::renderMeshLayers() {
#ifdef MCRF_HAS_GL
if (meshLayers_.empty() || !shader_ || !shader_->isValid()) {
return;
}
// Sort layers by z_index (lower = rendered first)
std::vector<MeshLayer*> sortedLayers;
sortedLayers.reserve(meshLayers_.size());
for (auto& layer : meshLayers_) {
if (layer && layer->isVisible()) {
sortedLayers.push_back(layer.get());
}
}
std::sort(sortedLayers.begin(), sortedLayers.end(),
[](const MeshLayer* a, const MeshLayer* b) {
return a->getZIndex() < b->getZIndex();
});
shader_->bind();
// Set up view and projection matrices (same for all layers)
mat4 view = camera_.getViewMatrix();
mat4 projection = camera_.getProjectionMatrix();
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_);
// For now, no textures on terrain (use vertex colors)
shader_->setUniform("u_has_texture", false);
// Render each layer
for (auto* layer : sortedLayers) {
// Set model matrix for this layer
shader_->setUniform("u_model", layer->getModelMatrix());
// Render the layer's geometry
layer->render(layer->getModelMatrix(), view, projection);
}
shader_->unbind();
#endif
}
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 mesh layers first (terrain, etc.) - sorted by z_index
renderMeshLayers();
// Render entities
mat4 view = camera_.getViewMatrix();
mat4 projection = camera_.getProjectionMatrix();
renderEntities(view, projection);
// Render test cube if enabled (disabled when layers are added)
if (renderTestCube_ && 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;
}
// Navigation grid property getters/setters
static PyObject* Viewport3D_get_grid_size_prop(PyViewport3DObject* self, void* closure) {
return Py_BuildValue("(ii)", self->data->getGridWidth(), self->data->getGridDepth());
}
static int Viewport3D_set_grid_size_prop(PyViewport3DObject* self, PyObject* value, void* closure) {
if (!PyTuple_Check(value) || PyTuple_Size(value) != 2) {
PyErr_SetString(PyExc_TypeError, "grid_size must be a tuple of (width, depth)");
return -1;
}
int width, depth;
if (!PyArg_ParseTuple(value, "ii", &width, &depth)) {
return -1;
}
try {
self->data->setGridSize(width, depth);
} catch (const std::exception& e) {
PyErr_SetString(PyExc_ValueError, e.what());
return -1;
}
return 0;
}
static PyObject* Viewport3D_get_cell_size_prop(PyViewport3DObject* self, void* closure) {
return PyFloat_FromDouble(self->data->getCellSize());
}
static int Viewport3D_set_cell_size_prop(PyViewport3DObject* self, PyObject* value, void* closure) {
double size;
if (PyFloat_Check(value)) {
size = PyFloat_AsDouble(value);
} else if (PyLong_Check(value)) {
size = static_cast<double>(PyLong_AsLong(value));
} else {
PyErr_SetString(PyExc_TypeError, "cell_size must be a number");
return -1;
}
if (size <= 0) {
PyErr_SetString(PyExc_ValueError, "cell_size must be positive");
return -1;
}
self->data->setCellSize(static_cast<float>(size));
return 0;
}
// Entities collection property
static PyObject* Viewport3D_get_entities(PyViewport3DObject* self, void* closure) {
// Create an EntityCollection3D wrapper for this viewport's entity list
auto type = &mcrfpydef::PyEntityCollection3DType;
auto obj = (PyEntityCollection3DObject*)type->tp_alloc(type, 0);
if (!obj) return NULL;
// Use placement new for shared_ptr members
new (&obj->data) std::shared_ptr<std::list<std::shared_ptr<mcrf::Entity3D>>>(self->data->getEntities());
new (&obj->viewport) std::shared_ptr<mcrf::Viewport3D>(self->data);
return (PyObject*)obj;
}
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},
// Navigation grid properties
{"grid_size", (getter)Viewport3D_get_grid_size_prop, (setter)Viewport3D_set_grid_size_prop,
MCRF_PROPERTY(grid_size, "Navigation grid dimensions as (width, depth) tuple."), NULL},
{"cell_size", (getter)Viewport3D_get_cell_size_prop, (setter)Viewport3D_set_cell_size_prop,
MCRF_PROPERTY(cell_size, "World units per navigation grid cell."), NULL},
// Entity collection
{"entities", (getter)Viewport3D_get_entities, NULL,
MCRF_PROPERTY(entities, "Collection of Entity3D objects (read-only). Use append/remove to modify."), 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);
}
return 0;
}
// =============================================================================
// Python Methods for Layer Management
// =============================================================================
static PyObject* Viewport3D_add_layer(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"name", "z_index", NULL};
const char* name = nullptr;
int z_index = 0;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "s|i", const_cast<char**>(kwlist), &name, &z_index)) {
return NULL;
}
auto layer = self->data->addLayer(name, z_index);
if (!layer) {
PyErr_SetString(PyExc_RuntimeError, "Failed to create layer");
return NULL;
}
// Return a dictionary with layer info (simple approach)
// TODO: Create proper PyMeshLayer type for full API
return Py_BuildValue("{s:s, s:i, s:i, s:n}",
"name", layer->getName().c_str(),
"z_index", layer->getZIndex(),
"vertex_count", static_cast<int>(layer->getVertexCount()),
"layer_ptr", reinterpret_cast<Py_ssize_t>(layer.get()));
}
static PyObject* Viewport3D_get_layer(PyViewport3DObject* self, PyObject* args) {
const char* name = nullptr;
if (!PyArg_ParseTuple(args, "s", &name)) {
return NULL;
}
auto layer = self->data->getLayer(name);
if (!layer) {
Py_RETURN_NONE;
}
return Py_BuildValue("{s:s, s:i, s:i, s:n}",
"name", layer->getName().c_str(),
"z_index", layer->getZIndex(),
"vertex_count", static_cast<int>(layer->getVertexCount()),
"layer_ptr", reinterpret_cast<Py_ssize_t>(layer.get()));
}
static PyObject* Viewport3D_remove_layer(PyViewport3DObject* self, PyObject* args) {
const char* name = nullptr;
if (!PyArg_ParseTuple(args, "s", &name)) {
return NULL;
}
bool removed = self->data->removeLayer(name);
return PyBool_FromLong(removed);
}
static PyObject* Viewport3D_orbit_camera(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"angle", "distance", "height", NULL};
float angle = 0.0f;
float distance = 10.0f;
float height = 5.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|fff", const_cast<char**>(kwlist),
&angle, &distance, &height)) {
return NULL;
}
self->data->orbitCamera(angle, distance, height);
Py_RETURN_NONE;
}
static PyObject* Viewport3D_build_terrain(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"layer_name", "heightmap", "y_scale", "cell_size", NULL};
const char* layer_name = nullptr;
PyObject* heightmap_obj = nullptr;
float y_scale = 1.0f;
float cell_size = 1.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sO|ff", const_cast<char**>(kwlist),
&layer_name, &heightmap_obj, &y_scale, &cell_size)) {
return NULL;
}
// Get or create the layer
auto layer = self->data->getLayer(layer_name);
if (!layer) {
layer = self->data->addLayer(layer_name, 0);
}
// Check if heightmap_obj is a PyHeightMapObject
// Get the HeightMap type from the module
PyObject* heightmap_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "HeightMap");
if (!heightmap_type) {
PyErr_SetString(PyExc_RuntimeError, "HeightMap type not found");
return NULL;
}
if (!PyObject_IsInstance(heightmap_obj, heightmap_type)) {
Py_DECREF(heightmap_type);
PyErr_SetString(PyExc_TypeError, "heightmap must be a HeightMap object");
return NULL;
}
Py_DECREF(heightmap_type);
// Get the TCOD heightmap pointer from the Python object
PyHeightMapObject* hm = reinterpret_cast<PyHeightMapObject*>(heightmap_obj);
if (!hm->heightmap) {
PyErr_SetString(PyExc_ValueError, "HeightMap has no data");
return NULL;
}
// Build the terrain mesh
layer->buildFromHeightmap(hm->heightmap, y_scale, cell_size);
return Py_BuildValue("i", static_cast<int>(layer->getVertexCount()));
}
static PyObject* Viewport3D_apply_terrain_colors(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"layer_name", "r_map", "g_map", "b_map", NULL};
const char* layer_name = nullptr;
PyObject* r_obj = nullptr;
PyObject* g_obj = nullptr;
PyObject* b_obj = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "sOOO", const_cast<char**>(kwlist),
&layer_name, &r_obj, &g_obj, &b_obj)) {
return NULL;
}
// Get the layer
auto layer = self->data->getLayer(layer_name);
if (!layer) {
PyErr_Format(PyExc_ValueError, "Layer '%s' not found", layer_name);
return NULL;
}
// Validate all three are HeightMap objects
PyObject* heightmap_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "HeightMap");
if (!heightmap_type) {
PyErr_SetString(PyExc_RuntimeError, "HeightMap type not found");
return NULL;
}
if (!PyObject_IsInstance(r_obj, heightmap_type) ||
!PyObject_IsInstance(g_obj, heightmap_type) ||
!PyObject_IsInstance(b_obj, heightmap_type)) {
Py_DECREF(heightmap_type);
PyErr_SetString(PyExc_TypeError, "r_map, g_map, and b_map must all be HeightMap objects");
return NULL;
}
Py_DECREF(heightmap_type);
// Get the TCOD heightmap pointers
PyHeightMapObject* r_hm = reinterpret_cast<PyHeightMapObject*>(r_obj);
PyHeightMapObject* g_hm = reinterpret_cast<PyHeightMapObject*>(g_obj);
PyHeightMapObject* b_hm = reinterpret_cast<PyHeightMapObject*>(b_obj);
if (!r_hm->heightmap || !g_hm->heightmap || !b_hm->heightmap) {
PyErr_SetString(PyExc_ValueError, "One or more HeightMap objects have no data");
return NULL;
}
// Apply the color map
layer->applyColorMap(r_hm->heightmap, g_hm->heightmap, b_hm->heightmap);
Py_RETURN_NONE;
}
static PyObject* Viewport3D_layer_count(PyViewport3DObject* self, PyObject* Py_UNUSED(args)) {
return PyLong_FromSize_t(self->data->getLayerCount());
}
// =============================================================================
// Navigation Grid Python Methods
// =============================================================================
static PyObject* Viewport3D_set_grid_size(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"width", "depth", NULL};
int width = 0;
int depth = 0;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "ii", const_cast<char**>(kwlist),
&width, &depth)) {
return NULL;
}
try {
self->data->setGridSize(width, depth);
} catch (const std::exception& e) {
PyErr_SetString(PyExc_ValueError, e.what());
return NULL;
}
Py_RETURN_NONE;
}
static PyObject* Viewport3D_at(PyViewport3DObject* self, PyObject* args) {
int x, z;
if (!PyArg_ParseTuple(args, "ii", &x, &z)) {
return NULL;
}
if (!self->data->isValidCell(x, z)) {
PyErr_Format(PyExc_IndexError, "Grid coordinates (%d, %d) out of range", x, z);
return NULL;
}
// Create Python VoxelPoint wrapper using tp_alloc to properly construct shared_ptr
auto type = &mcrfpydef::PyVoxelPointType;
auto vp_obj = (PyVoxelPointObject*)type->tp_alloc(type, 0);
if (!vp_obj) {
return NULL;
}
vp_obj->data = &(self->data->at(x, z));
vp_obj->viewport = self->data;
return (PyObject*)vp_obj;
}
static PyObject* Viewport3D_apply_heightmap(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"heightmap", "y_scale", NULL};
PyObject* hm_obj = nullptr;
float y_scale = 1.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|f", const_cast<char**>(kwlist),
&hm_obj, &y_scale)) {
return NULL;
}
// Validate HeightMap type
PyObject* heightmap_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "HeightMap");
if (!heightmap_type) {
PyErr_SetString(PyExc_RuntimeError, "HeightMap type not found");
return NULL;
}
if (!PyObject_IsInstance(hm_obj, heightmap_type)) {
Py_DECREF(heightmap_type);
PyErr_SetString(PyExc_TypeError, "heightmap must be a HeightMap object");
return NULL;
}
Py_DECREF(heightmap_type);
PyHeightMapObject* hm = reinterpret_cast<PyHeightMapObject*>(hm_obj);
if (!hm->heightmap) {
PyErr_SetString(PyExc_ValueError, "HeightMap has no data");
return NULL;
}
self->data->applyHeightmap(hm->heightmap, y_scale);
Py_RETURN_NONE;
}
static PyObject* Viewport3D_apply_threshold(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"heightmap", "min_height", "max_height", "walkable", NULL};
PyObject* hm_obj = nullptr;
float min_height = 0.0f;
float max_height = 1.0f;
int walkable = 1;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "Off|p", const_cast<char**>(kwlist),
&hm_obj, &min_height, &max_height, &walkable)) {
return NULL;
}
// Validate HeightMap type
PyObject* heightmap_type = PyObject_GetAttrString(McRFPy_API::mcrf_module, "HeightMap");
if (!heightmap_type) {
PyErr_SetString(PyExc_RuntimeError, "HeightMap type not found");
return NULL;
}
if (!PyObject_IsInstance(hm_obj, heightmap_type)) {
Py_DECREF(heightmap_type);
PyErr_SetString(PyExc_TypeError, "heightmap must be a HeightMap object");
return NULL;
}
Py_DECREF(heightmap_type);
PyHeightMapObject* hm = reinterpret_cast<PyHeightMapObject*>(hm_obj);
if (!hm->heightmap) {
PyErr_SetString(PyExc_ValueError, "HeightMap has no data");
return NULL;
}
self->data->applyThreshold(hm->heightmap, min_height, max_height, walkable != 0);
Py_RETURN_NONE;
}
static PyObject* Viewport3D_set_slope_cost(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"max_slope", "cost_multiplier", NULL};
float max_slope = 0.5f;
float cost_multiplier = 1.0f;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "|ff", const_cast<char**>(kwlist),
&max_slope, &cost_multiplier)) {
return NULL;
}
self->data->setSlopeCost(max_slope, cost_multiplier);
Py_RETURN_NONE;
}
static PyObject* Viewport3D_find_path(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"start", "end", NULL};
PyObject* start_obj = nullptr;
PyObject* end_obj = nullptr;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "OO", const_cast<char**>(kwlist),
&start_obj, &end_obj)) {
return NULL;
}
// Parse start tuple
int start_x, start_z;
if (!PyArg_ParseTuple(start_obj, "ii", &start_x, &start_z)) {
PyErr_SetString(PyExc_TypeError, "start must be a tuple of (x, z) integers");
return NULL;
}
// Parse end tuple
int end_x, end_z;
if (!PyArg_ParseTuple(end_obj, "ii", &end_x, &end_z)) {
PyErr_SetString(PyExc_TypeError, "end must be a tuple of (x, z) integers");
return NULL;
}
// Find path
std::vector<std::pair<int, int>> path = self->data->findPath(start_x, start_z, end_x, end_z);
// Convert to Python list
PyObject* result = PyList_New(path.size());
if (!result) {
return NULL;
}
for (size_t i = 0; i < path.size(); i++) {
PyObject* tuple = Py_BuildValue("(ii)", path[i].first, path[i].second);
if (!tuple) {
Py_DECREF(result);
return NULL;
}
PyList_SET_ITEM(result, i, tuple);
}
return result;
}
static PyObject* Viewport3D_compute_fov(PyViewport3DObject* self, PyObject* args, PyObject* kwds) {
static const char* kwlist[] = {"origin", "radius", NULL};
PyObject* origin_obj = nullptr;
int radius = 10;
if (!PyArg_ParseTupleAndKeywords(args, kwds, "O|i", const_cast<char**>(kwlist),
&origin_obj, &radius)) {
return NULL;
}
// Parse origin tuple
int origin_x, origin_z;
if (!PyArg_ParseTuple(origin_obj, "ii", &origin_x, &origin_z)) {
PyErr_SetString(PyExc_TypeError, "origin must be a tuple of (x, z) integers");
return NULL;
}
// Compute FOV
std::vector<std::pair<int, int>> visible = self->data->computeFOV(origin_x, origin_z, radius);
// Convert to Python list
PyObject* result = PyList_New(visible.size());
if (!result) {
return NULL;
}
for (size_t i = 0; i < visible.size(); i++) {
PyObject* tuple = Py_BuildValue("(ii)", visible[i].first, visible[i].second);
if (!tuple) {
Py_DECREF(result);
return NULL;
}
PyList_SET_ITEM(result, i, tuple);
}
return result;
}
static PyObject* Viewport3D_is_in_fov(PyViewport3DObject* self, PyObject* args) {
int x, z;
if (!PyArg_ParseTuple(args, "ii", &x, &z)) {
return NULL;
}
return PyBool_FromLong(self->data->isInFOV(x, z));
}
} // namespace mcrf
// Methods array - outside namespace but PyObjectType still in scope via typedef
typedef PyViewport3DObject PyObjectType;
PyMethodDef Viewport3D_methods[] = {
UIDRAWABLE_METHODS,
{"add_layer", (PyCFunction)mcrf::Viewport3D_add_layer, METH_VARARGS | METH_KEYWORDS,
"add_layer(name, z_index=0) -> dict\n\n"
"Add a new mesh layer to the viewport.\n\n"
"Args:\n"
" name: Unique identifier for the layer\n"
" z_index: Render order (lower = rendered first)"},
{"get_layer", (PyCFunction)mcrf::Viewport3D_get_layer, METH_VARARGS,
"get_layer(name) -> dict or None\n\n"
"Get a layer by name."},
{"remove_layer", (PyCFunction)mcrf::Viewport3D_remove_layer, METH_VARARGS,
"remove_layer(name) -> bool\n\n"
"Remove a layer by name. Returns True if found and removed."},
{"orbit_camera", (PyCFunction)mcrf::Viewport3D_orbit_camera, METH_VARARGS | METH_KEYWORDS,
"orbit_camera(angle=0, distance=10, height=5)\n\n"
"Position camera to orbit around origin.\n\n"
"Args:\n"
" angle: Orbit angle in radians\n"
" distance: Distance from origin\n"
" height: Camera height above XZ plane"},
{"build_terrain", (PyCFunction)mcrf::Viewport3D_build_terrain, METH_VARARGS | METH_KEYWORDS,
"build_terrain(layer_name, heightmap, y_scale=1.0, cell_size=1.0) -> int\n\n"
"Build terrain mesh from HeightMap on specified layer.\n\n"
"Args:\n"
" layer_name: Name of layer to build terrain on (created if doesn't exist)\n"
" heightmap: HeightMap object with height data\n"
" y_scale: Vertical exaggeration factor\n"
" cell_size: World-space size of each grid cell\n\n"
"Returns:\n"
" Number of vertices in the generated mesh"},
{"apply_terrain_colors", (PyCFunction)mcrf::Viewport3D_apply_terrain_colors, METH_VARARGS | METH_KEYWORDS,
"apply_terrain_colors(layer_name, r_map, g_map, b_map)\n\n"
"Apply per-vertex colors to terrain from RGB HeightMaps.\n\n"
"Args:\n"
" layer_name: Name of terrain layer to colorize\n"
" r_map: HeightMap for red channel (0-1 values)\n"
" g_map: HeightMap for green channel (0-1 values)\n"
" b_map: HeightMap for blue channel (0-1 values)\n\n"
"All HeightMaps must match the terrain's original dimensions."},
{"layer_count", (PyCFunction)mcrf::Viewport3D_layer_count, METH_NOARGS,
"layer_count() -> int\n\n"
"Get the number of mesh layers."},
// Navigation grid methods
{"set_grid_size", (PyCFunction)mcrf::Viewport3D_set_grid_size, METH_VARARGS | METH_KEYWORDS,
"set_grid_size(width, depth)\n\n"
"Initialize navigation grid with specified dimensions.\n\n"
"Args:\n"
" width: Grid width (X axis)\n"
" depth: Grid depth (Z axis)"},
{"at", (PyCFunction)mcrf::Viewport3D_at, METH_VARARGS,
"at(x, z) -> VoxelPoint\n\n"
"Get VoxelPoint at grid coordinates.\n\n"
"Args:\n"
" x: X coordinate in grid\n"
" z: Z coordinate in grid\n\n"
"Returns:\n"
" VoxelPoint object for the cell"},
{"apply_heightmap", (PyCFunction)mcrf::Viewport3D_apply_heightmap, METH_VARARGS | METH_KEYWORDS,
"apply_heightmap(heightmap, y_scale=1.0)\n\n"
"Set cell heights from HeightMap.\n\n"
"Args:\n"
" heightmap: HeightMap object\n"
" y_scale: Vertical scale factor"},
{"apply_threshold", (PyCFunction)mcrf::Viewport3D_apply_threshold, METH_VARARGS | METH_KEYWORDS,
"apply_threshold(heightmap, min_height, max_height, walkable=True)\n\n"
"Set cell walkability based on height thresholds.\n\n"
"Args:\n"
" heightmap: HeightMap object\n"
" min_height: Minimum height (0-1)\n"
" max_height: Maximum height (0-1)\n"
" walkable: Walkability value for cells in range"},
{"set_slope_cost", (PyCFunction)mcrf::Viewport3D_set_slope_cost, METH_VARARGS | METH_KEYWORDS,
"set_slope_cost(max_slope=0.5, cost_multiplier=1.0)\n\n"
"Calculate slope costs and mark steep cells unwalkable.\n\n"
"Args:\n"
" max_slope: Maximum height difference before marking unwalkable\n"
" cost_multiplier: Cost increase per unit slope"},
{"find_path", (PyCFunction)mcrf::Viewport3D_find_path, METH_VARARGS | METH_KEYWORDS,
"find_path(start, end) -> list\n\n"
"Find A* path between two points.\n\n"
"Args:\n"
" start: Starting point as (x, z) tuple\n"
" end: End point as (x, z) tuple\n\n"
"Returns:\n"
" List of (x, z) tuples forming the path, or empty list if no path"},
{"compute_fov", (PyCFunction)mcrf::Viewport3D_compute_fov, METH_VARARGS | METH_KEYWORDS,
"compute_fov(origin, radius=10) -> list\n\n"
"Compute field of view from a position.\n\n"
"Args:\n"
" origin: Origin point as (x, z) tuple\n"
" radius: FOV radius\n\n"
"Returns:\n"
" List of visible (x, z) positions"},
{"is_in_fov", (PyCFunction)mcrf::Viewport3D_is_in_fov, METH_VARARGS,
"is_in_fov(x, z) -> bool\n\n"
"Check if a cell is in the current FOV (after compute_fov).\n\n"
"Args:\n"
" x: X coordinate\n"
" z: Z coordinate\n\n"
"Returns:\n"
" True if the cell is visible"},
{NULL} // Sentinel
};