ToolDefManager serialization
[oweals/minetest.git] / src / tile.cpp
index 32de8cda23cbd6dc079390b2da48c23610972337..c8fffffa7ad44fca8a8d16669efd0d0b50e9667d 100644 (file)
@@ -27,7 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "log.h"
 #include "mapnode.h" // For texture atlas making
 #include "mineral.h" // For texture atlas making
-#include "mapnode_contentfeatures.h" // For texture atlas making
+#include "nodedef.h" // For texture atlas making
+#include "gamedef.h"
 
 /*
        A cache from texture name to texture path
@@ -148,6 +149,142 @@ std::string getTexturePath(const std::string &filename)
        TextureSource
 */
 
+class TextureSource : public IWritableTextureSource
+{
+public:
+       TextureSource(IrrlichtDevice *device);
+       ~TextureSource();
+
+       /*
+               Example case:
+               Now, assume a texture with the id 1 exists, and has the name
+               "stone.png^mineral1".
+               Then a random thread calls getTextureId for a texture called
+               "stone.png^mineral1^crack0".
+               ...Now, WTF should happen? Well:
+               - getTextureId strips off stuff recursively from the end until
+                 the remaining part is found, or nothing is left when
+                 something is stripped out
+
+               But it is slow to search for textures by names and modify them
+               like that?
+               - ContentFeatures is made to contain ids for the basic plain
+                 textures
+               - Crack textures can be slow by themselves, but the framework
+                 must be fast.
+
+               Example case #2:
+               - Assume a texture with the id 1 exists, and has the name
+                 "stone.png^mineral1" and is specified as a part of some atlas.
+               - Now MapBlock::getNodeTile() stumbles upon a node which uses
+                 texture id 1, and finds out that NODEMOD_CRACK must be applied
+                 with progression=0
+               - It finds out the name of the texture with getTextureName(1),
+                 appends "^crack0" to it and gets a new texture id with
+                 getTextureId("stone.png^mineral1^crack0")
+
+       */
+       
+       /*
+               Gets a texture id from cache or
+               - if main thread, from getTextureIdDirect
+               - if other thread, adds to request queue and waits for main thread
+       */
+       u32 getTextureId(const std::string &name);
+       
+       /*
+               Example names:
+               "stone.png"
+               "stone.png^crack2"
+               "stone.png^blit:mineral_coal.png"
+               "stone.png^blit:mineral_coal.png^crack1"
+
+               - If texture specified by name is found from cache, return the
+                 cached id.
+               - Otherwise generate the texture, add to cache and return id.
+                 Recursion is used to find out the largest found part of the
+                 texture and continue based on it.
+
+               The id 0 points to a NULL texture. It is returned in case of error.
+       */
+       u32 getTextureIdDirect(const std::string &name);
+
+       /*
+               Finds out the name of a cached texture.
+       */
+       std::string getTextureName(u32 id);
+
+       /*
+               If texture specified by the name pointed by the id doesn't
+               exist, create it, then return the cached texture.
+
+               Can be called from any thread. If called from some other thread
+               and not found in cache, the call is queued to the main thread
+               for processing.
+       */
+       AtlasPointer getTexture(u32 id);
+       
+       AtlasPointer getTexture(const std::string &name)
+       {
+               return getTexture(getTextureId(name));
+       }
+       
+       // Gets a separate texture
+       video::ITexture* getTextureRaw(const std::string &name)
+       {
+               AtlasPointer ap = getTexture(name);
+               return ap.atlas;
+       }
+
+       /*
+               Update new texture pointer and texture coordinates to an
+               AtlasPointer based on it's texture id
+       */
+       void updateAP(AtlasPointer &ap);
+
+       /*
+               Build the main texture atlas which contains most of the
+               textures.
+               
+               This is called by the constructor.
+       */
+       void buildMainAtlas(class IGameDef *gamedef);
+       
+       /*
+               Processes queued texture requests from other threads.
+
+               Shall be called from the main thread.
+       */
+       void processQueue();
+       
+private:
+       
+       // The id of the thread that is allowed to use irrlicht directly
+       threadid_t m_main_thread;
+       // The irrlicht device
+       IrrlichtDevice *m_device;
+       
+       // A texture id is index in this array.
+       // The first position contains a NULL texture.
+       core::array<SourceAtlasPointer> m_atlaspointer_cache;
+       // Maps a texture name to an index in the former.
+       core::map<std::string, u32> m_name_to_id;
+       // The two former containers are behind this mutex
+       JMutex m_atlaspointer_cache_mutex;
+       
+       // Main texture atlas. This is filled at startup and is then not touched.
+       video::IImage *m_main_atlas_image;
+       video::ITexture *m_main_atlas_texture;
+
+       // Queued texture fetches (to be processed by the main thread)
+       RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
+};
+
+IWritableTextureSource* createTextureSource(IrrlichtDevice *device)
+{
+       return new TextureSource(device);
+}
+
 TextureSource::TextureSource(IrrlichtDevice *device):
                m_device(device),
                m_main_atlas_image(NULL),
@@ -162,12 +299,6 @@ TextureSource::TextureSource(IrrlichtDevice *device):
        // Add a NULL AtlasPointer as the first index, named ""
        m_atlaspointer_cache.push_back(SourceAtlasPointer(""));
        m_name_to_id[""] = 0;
-
-       // Build main texture atlas
-       if(g_settings->getBool("enable_texture_atlas"))
-               buildMainAtlas();
-       else
-               infostream<<"Not building texture atlas."<<std::endl;
 }
 
 TextureSource::~TextureSource()
@@ -487,8 +618,17 @@ AtlasPointer TextureSource::getTexture(u32 id)
        return m_atlaspointer_cache[id].a;
 }
 
-void TextureSource::buildMainAtlas() 
+void TextureSource::updateAP(AtlasPointer &ap)
 {
+       AtlasPointer ap2 = getTexture(ap.id);
+       ap = ap2;
+}
+
+void TextureSource::buildMainAtlas(class IGameDef *gamedef) 
+{
+       assert(gamedef->tsrc() == this);
+       INodeDefManager *ndef = gamedef->ndef();
+
        infostream<<"TextureSource::buildMainAtlas()"<<std::endl;
 
        //return; // Disable (for testing)
@@ -521,15 +661,15 @@ void TextureSource::buildMainAtlas()
        {
                if(j == CONTENT_IGNORE || j == CONTENT_AIR)
                        continue;
-               ContentFeatures *f = &content_features(j);
-               for(core::map<std::string, bool>::Iterator
-                               i = f->used_texturenames.getIterator();
-                               i.atEnd() == false; i++)
+               const ContentFeatures &f = ndef->get(j);
+               for(std::set<std::string>::const_iterator
+                               i = f.used_texturenames.begin();
+                               i != f.used_texturenames.end(); i++)
                {
-                       std::string name = i.getNode()->getKey();
+                       std::string name = *i;
                        sourcelist[name] = true;
 
-                       if(f->often_contains_mineral){
+                       if(f.often_contains_mineral){
                                for(int k=1; k<MINERAL_COUNT; k++){
                                        std::string mineraltexture = mineral_block_texture(k);
                                        std::string fulltexture = name + "^" + mineraltexture;
@@ -658,8 +798,18 @@ void TextureSource::buildMainAtlas()
                        Add texture to caches
                */
                
-               // Get next id
+               bool reuse_old_id = false;
                u32 id = m_atlaspointer_cache.size();
+               // Check old id without fetching a texture
+               core::map<std::string, u32>::Node *n;
+               n = m_name_to_id.find(name);
+               // If it exists, we will replace the old definition
+               if(n){
+                       id = n->getValue();
+                       reuse_old_id = true;
+               }
+               infostream<<"TextureSource::buildMainAtlas(): "
+                               <<"Replacing old AtlasPointer"<<std::endl;
 
                // Create AtlasPointer
                AtlasPointer ap(id);
@@ -672,8 +822,11 @@ void TextureSource::buildMainAtlas()
 
                // Create SourceAtlasPointer and add to containers
                SourceAtlasPointer nap(name, ap, atlas_img, pos_in_atlas, dim);
-               m_atlaspointer_cache.push_back(nap);
-               m_name_to_id.insert(name, id);
+               if(reuse_old_id)
+                       m_atlaspointer_cache[id] = nap;
+               else
+                       m_atlaspointer_cache.push_back(nap);
+               m_name_to_id[name] = id;
                        
                // Increment position
                pos_in_atlas.Y += dim.Height + padding * 2;