Merge branch 'master' of github.com:MightyPirates/OpenComputers into MC1.7

Conflicts:
	src/main/scala/li/cil/oc/client/renderer/tileentity/HologramRenderer.scala
	src/main/scala/li/cil/oc/client/renderer/tileentity/ScreenRenderer.scala
	src/main/scala/li/cil/oc/common/block/Screen.scala
This commit is contained in:
Florian Nücke 2014-06-11 14:05:52 +02:00
commit a04732e5f0
8 changed files with 112 additions and 77 deletions

View File

@ -360,7 +360,7 @@ end
-------------------------------------------------------------------------------
local function execute(command, env, ...)
local function execute(env, command, ...)
checkArg(1, command, "string")
local commands, reason = parseCommands(command)
if not commands then
@ -479,39 +479,12 @@ local args, options = shell.parse(...)
local history = {}
if #args == 0 and (io.input() == io.stdin or options.i) and not options.c then
-- interactive shell.
while true do
if not term.isAvailable() then -- don't clear unless we lost the term
while not term.isAvailable() do
event.pull("term_available")
end
term.clear()
end
while term.isAvailable() do
local foreground = component.gpu.setForeground(0xFF0000)
term.write(expand(os.getenv("PS1") or "$ "))
component.gpu.setForeground(foreground)
local command = term.read(history)
if not command then
term.write("exit\n")
return -- eof
end
while #history > 10 do
table.remove(history, 1)
end
command = text.trim(command)
if command == "exit" then
return
elseif command ~= "" then
local result, reason = execute(command)
if not result then
io.stderr:write((tostring(reason) or "unknown error").. "\n")
elseif term.getCursor() > 1 then
term.write("\n")
end
end
end
end
-- interactive shell. use original shell for input but register self as
-- global SHELL for command execution.
local oldShell = os.getenv("SHELL")
os.setenv("SHELL", process.running())
os.execute("/bin/sh")
os.setenv("SHELL", oldShell)
else
-- execute command.
local result = table.pack(execute(...))

View File

@ -41,7 +41,7 @@ local function evaluate(value)
return result
end
local function execute(command, ...)
local function execute(env, command, ...)
local parts, reason = text.tokenize(command)
if not parts then
return false, reason
@ -119,7 +119,7 @@ if #args == 0 and (io.input() == io.stdin or options.i) and not options.c then
if command == "exit" then
return
elseif command ~= "" then
local result, reason = execute(command)
local result, reason = os.execute(command)
if term.getCursor() > 1 then
term.write("\n")
end

View File

@ -5,6 +5,23 @@ local unicode = require("unicode")
local shell = {}
local aliases = {}
-- Cache loaded shells for command execution. This puts the requirement on
-- shells that they do not keep a global state, since they may be called
-- multiple times, but reduces memory usage a lot.
local shells = setmetatable({}, {__mode="v"})
local function getShell()
local shellName = shell.resolve(os.getenv("SHELL"), "lua")
if shells[shellName] then
return shells[shellName]
end
local sh, reason = loadfile(shellName, "t", env)
if sh then
shells[shellName] = sh
end
return sh, reason
end
local function findFile(name, ext)
checkArg(1, name, "string")
local function findIn(dir)
@ -129,11 +146,11 @@ function shell.resolve(path, ext)
end
function shell.execute(command, env, ...)
local sh, reason = loadfile(shell.resolve(os.getenv("SHELL"), "lua"), "t", env)
local sh, reason = getShell()
if not sh then
return false, reason
end
local result = table.pack(pcall(sh, command, ...))
local result = table.pack(pcall(sh, env, command, ...))
if not result[1] and type(result[2]) == "table" and result[2].reason == "terminated" then
if result[2].code then
return true

View File

@ -630,10 +630,20 @@ local function main()
-- After memory footprint to avoid init.lua bumping the baseline.
local co, args = bootstrap()
local forceGC = 10
while true do
deadline = computer.realTime() + system.timeout()
hitDeadline = false
-- NOTE: since this is run in an executor thread and we enforce timeouts
-- in user-defined garbage collector callbacks this should be safe.
forceGC = forceGC - 1
if forceGC < 1 then
collectgarbage("collect")
forceGC = 10
end
debug.sethook(co, checkDeadline, "", hookInterval)
local result = table.pack(coroutine.resume(co, table.unpack(args, 1, args.n)))
if not result[1] then

View File

@ -15,15 +15,15 @@ import org.lwjgl.BufferUtils
import li.cil.oc.Settings
import java.nio.IntBuffer
object HologramRenderer extends TileEntitySpecialRenderer with Callable[(Int, IntBuffer)] with RemovalListener[TileEntity, (Int, IntBuffer)] {
object HologramRenderer extends TileEntitySpecialRenderer with Callable[Int] with RemovalListener[TileEntity, Int] {
private val random = new Random()
/** We cache the VBOs for the projectors we render for performance. */
private val cache = com.google.common.cache.CacheBuilder.newBuilder().
expireAfterAccess(10, TimeUnit.SECONDS).
expireAfterAccess(5, TimeUnit.SECONDS).
removalListener(this).
asInstanceOf[CacheBuilder[Hologram, (Int, IntBuffer)]].
build[Hologram, (Int, IntBuffer)]()
asInstanceOf[CacheBuilder[Hologram, Int]].
build[Hologram, Int]()
/**
* Common for all holograms. Holds the vertex positions, texture
@ -33,9 +33,20 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[(Int, In
* same dimensions (in voxels). If we ever need holograms of different
* sizes we could probably just fake that by making the outer layers
* immutable (i.e. always empty).
*
* NOTE: It already takes up 47.25 MiB of video memory and increasing
* hologram size to, for example, 64*64*64 will result in 168 MiB.
*/
private var commonBuffer = 0
/**
* Also common for all holograms. Temporary buffer used to upload
* hologram data to GPU. First half stores colors for each vertex
* (0xAABBGGRR Int, alpha is used for alignment only) and second
* half stores (Int) indices of vertices that should be drawn.
*/
private var dataBuffer: IntBuffer = null
/** Used to pass the current screen along to call(). */
private var hologram: Hologram = null
@ -92,13 +103,13 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[(Int, In
// When we don't do this the hologram will look different from different
// angles (because some faces will shine through sometimes and sometimes
// they won't), so a more... consistent look is desirable.
val (glBuffer, dataBuffer) = cache.get(hologram, this)
val glBuffer = cache.get(hologram, this)
GL11.glColorMask(false, false, false, false)
GL11.glDepthMask(true)
draw(glBuffer, dataBuffer)
draw(glBuffer)
GL11.glColorMask(true, true, true, true)
GL11.glDepthFunc(GL11.GL_EQUAL)
draw(glBuffer, dataBuffer)
draw(glBuffer)
GL11.glPopMatrix()
GL11.glPopAttrib()
@ -107,15 +118,17 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[(Int, In
RenderState.checkError(getClass.getName + ".renderTileEntityAt: leaving")
}
def draw(glBuffer: Int, dataBuffer: IntBuffer) {
def draw(glBuffer: Int) {
initialize()
validate(glBuffer, dataBuffer)
validate(glBuffer)
publish(glBuffer)
}
private def initialize() {
// First run only, create structure information.
if (commonBuffer == 0) {
dataBuffer = BufferUtils.createIntBuffer(hologram.width * hologram.width * hologram.height * 6 * 4 * 2)
commonBuffer = GL15.glGenBuffers()
val data = BufferUtils.createFloatBuffer(hologram.width * hologram.width * hologram.height * 24 * (2 + 3 + 3))
@ -188,7 +201,7 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[(Int, In
}
}
private def validate(glBuffer: Int, dataBuffer: IntBuffer) {
private def validate(glBuffer: Int) {
// Refresh indexes when the hologram's data changed.
if (hologram.dirty) {
def value(hx: Int, hy: Int, hz: Int) = if (hx >= 0 && hy >= 0 && hz >= 0 && hx < hologram.width && hy < hologram.height && hz < hologram.width) hologram.getColor(hx, hy, hz) else 0
@ -262,12 +275,21 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[(Int, In
}
}
// Important! OpenGL will start reading from the current buffer position.
dataBuffer.rewind()
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, glBuffer)
if (hologram.visibleQuads > 0) {
// Flip the buffer to only fill in as much data as necessary.
dataBuffer.flip()
// This buffer can be updated quite frequently, so dynamic seems sensible.
GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, glBuffer)
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, dataBuffer, GL15.GL_DYNAMIC_DRAW)
}
else {
// Empty hologram.
GL15.glBufferData(GL15.GL_ARRAY_BUFFER, 0L, GL15.GL_DYNAMIC_DRAW)
}
// Reset for the next operation.
dataBuffer.clear()
hologram.dirty = false
}
@ -294,16 +316,15 @@ object HologramRenderer extends TileEntitySpecialRenderer with Callable[(Int, In
def call = {
val glBuffer = GL15.glGenBuffers()
val dataBuffer = BufferUtils.createIntBuffer(hologram.width * hologram.width * hologram.height * 6 * 4 * 2)
// Force re-indexing.
hologram.dirty = true
(glBuffer, dataBuffer)
glBuffer
}
def onRemoval(e: RemovalNotification[TileEntity, (Int, IntBuffer)]) {
val (glBuffer, dataBuffer) = e.getValue
def onRemoval(e: RemovalNotification[TileEntity, Int]) {
val glBuffer = e.getValue
GL15.glDeleteBuffers(glBuffer)
dataBuffer.clear()
}

View File

@ -46,6 +46,8 @@ object ScreenRenderer extends TileEntitySpecialRenderer {
return
}
RenderState.checkError(getClass.getName + ".renderTileEntityAt: checks")
GL11.glPushAttrib(GL11.GL_ALL_ATTRIB_BITS)
RenderState.disableLighting()
@ -55,14 +57,20 @@ object ScreenRenderer extends TileEntitySpecialRenderer {
GL11.glTranslated(x + 0.5, y + 0.5, z + 0.5)
RenderState.checkError(getClass.getName + ".renderTileEntityAt: setup")
drawOverlay()
RenderState.checkError(getClass.getName + ".renderTileEntityAt: overlay")
if (distance > fadeDistanceSq) {
RenderState.setBlendAlpha(math.max(0, 1 - ((distance - fadeDistanceSq) * fadeRatio).toFloat))
}
RenderState.checkError(getClass.getName + ".renderTileEntityAt: fade")
if (screen.buffer.isRenderingEnabled) {
compileOrDraw()
draw()
}
GL11.glPopMatrix()
@ -119,7 +127,9 @@ object ScreenRenderer extends TileEntitySpecialRenderer {
}
}
private def compileOrDraw() {
private def draw() {
RenderState.checkError(getClass.getName + ".draw: entering (aka: wasntme)")
val sx = screen.width
val sy = screen.height
val tw = sx * 16f
@ -157,8 +167,12 @@ object ScreenRenderer extends TileEntitySpecialRenderer {
// Slightly offset the text so it doesn't clip into the screen.
GL11.glTranslatef(0, 0, 0.01f)
RenderState.checkError(getClass.getName + ".draw: setup")
// Render the actual text.
screen.buffer.renderText()
RenderState.checkError(getClass.getName + ".draw: text")
}
private def playerDistanceSq() = {

View File

@ -330,7 +330,7 @@ abstract class Screen(val parent: SimpleDelegator) extends RedstoneAware with Si
}
override def collide(world: World, x: Int, y: Int, z: Int, entity: Entity) =
if (!world.isRemote) (entity, world.getTileEntity(x, y, z)) match {
if (world.isRemote) (entity, world.getTileEntity(x, y, z)) match {
case (arrow: EntityArrow, screen: tileentity.Screen) if screen.tier > 0 =>
val hitX = math.max(0, math.min(1, arrow.posX - x))
val hitY = math.max(0, math.min(1, arrow.posY - y))
@ -351,7 +351,7 @@ abstract class Screen(val parent: SimpleDelegator) extends RedstoneAware with Si
else ForgeDirection.SOUTH
}
if (side == screen.facing) {
screen.shot(arrow, hitX, hitY, hitZ)
screen.shot(arrow)
}
case _ =>
}

View File

@ -4,6 +4,7 @@ import cpw.mods.fml.relauncher.{Side, SideOnly}
import li.cil.oc.api.network._
import li.cil.oc.Settings
import li.cil.oc.util.Color
import net.minecraft.client.Minecraft
import net.minecraft.entity.Entity
import net.minecraft.entity.player.EntityPlayer
import net.minecraft.entity.projectile.EntityArrow
@ -134,19 +135,8 @@ class Screen(var tier: Int) extends traits.TextBuffer with SidedEnvironment with
}
}
def shot(arrow: EntityArrow, hitX: Double, hitY: Double, hitZ: Double) {
// This is nasty, but I see no other way: arrows can trigger two collisions,
// once on their own when hitting a block, a second time via their entity's
// common collision checker. The second one (collision checker) has the
// better coordinates (arrow moved back out of the block it collided with),
// so use that when possible, otherwise resolve in next update.
if (!arrows.add(arrow)) {
arrows.remove(arrow)
arrow.shootingEntity match {
case player: EntityPlayer => click(player, hitX, hitY, hitZ)
case _ =>
}
}
def shot(arrow: EntityArrow) {
arrows.add(arrow)
}
// ----------------------------------------------------------------------- //
@ -219,12 +209,22 @@ class Screen(var tier: Int) extends traits.TextBuffer with SidedEnvironment with
}
if (arrows.size > 0) {
for (arrow <- arrows) {
val hitX = math.max(0, math.min(1, arrow.posX - x))
val hitY = math.max(0, math.min(1, arrow.posY - y))
val hitZ = math.max(0, math.min(1, arrow.posZ - z))
shot(arrow, hitX, hitY, hitZ)
val hitX = arrow.posX - x
val hitY = arrow.posY - y
val hitZ = arrow.posZ - z
val hitXInner = math.abs(hitX - 0.5) < 0.45
val hitYInner = math.abs(hitY - 0.5) < 0.45
val hitZInner = math.abs(hitZ - 0.5) < 0.45
if (hitXInner && hitYInner && !hitZInner ||
hitXInner && !hitYInner && hitZInner ||
!hitXInner && hitYInner && hitZInner) {
arrow.shootingEntity match {
case player: EntityPlayer if player == Minecraft.getMinecraft.thePlayer => click(player, hitX, hitY, hitZ)
case _ =>
}
}
}
assert(arrows.isEmpty)
arrows.clear()
}
}