Split settings into seperate source and header files
[oweals/minetest.git] / src / tile.h
index 5cebb0eaad0cd2dbb9ab0c3d84e82d46d535a31f..78aaef00e2be36c0971f7efbbf0e7644080fbe6a 100644 (file)
@@ -1,18 +1,18 @@
 /*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
 
 This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU General Public License as published by
-the Free Software Foundation; either version 2 of the License, or
+it under the terms of the GNU Lesser General Public License as published by
+the Free Software Foundation; either version 2.1 of the License, or
 (at your option) any later version.
 
 This program is distributed in the hope that it will be useful,
 but WITHOUT ANY WARRANTY; without even the implied warranty of
 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-GNU General Public License for more details.
+GNU Lesser General Public License for more details.
 
-You should have received a copy of the GNU General Public License along
+You should have received a copy of the GNU Lesser General Public License along
 with this program; if not, write to the Free Software Foundation, Inc.,
 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
 */
@@ -20,15 +20,32 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #ifndef TILE_HEADER
 #define TILE_HEADER
 
-#include "common_irrlicht.h"
+#include "irrlichttypes.h"
+#include "irr_v2d.h"
+#include "irr_v3d.h"
+#include <ITexture.h>
+#include <IrrlichtDevice.h>
 #include "threads.h"
-#include "utility.h"
 #include <string>
+#include <map>
+
+class IGameDef;
 
 /*
        tile.{h,cpp}: Texture handling stuff.
 */
 
+/*
+       Find out the full path of an image by trying different filename
+       extensions.
+
+       If failed, return "".
+
+       TODO: Should probably be moved out from here, because things needing
+             this function do not need anything else from this header
+*/
+std::string getImagePath(std::string path);
+
 /*
        Gets the path to a texture by first checking if the texture exists
        in texture_path and if not, using the data path.
@@ -41,302 +58,221 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 */
 std::string getTexturePath(const std::string &filename);
 
-/*
-       Specifies a texture in an atlas.
-
-       This is used to specify single textures also.
+void clearTextureNameCache();
 
-       This has been designed to be small enough to be thrown around a lot.
+/*
+       ITextureSource::generateTextureFromMesh parameters
 */
-struct AtlasPointer
+namespace irr {namespace scene {class IMesh;}}
+struct TextureFromMeshParams
 {
-       u32 id; // Texture id
-       video::ITexture *atlas; // Atlas in where the texture is
-       v2f pos; // Position in atlas
-       v2f size; // Size in atlas
-       u16 tiled; // X-wise tiling count. If 0, width of atlas is width of image.
-
-       AtlasPointer(
-                       u16 id_,
-                       video::ITexture *atlas_=NULL,
-                       v2f pos_=v2f(0,0),
-                       v2f size_=v2f(1,1),
-                       u16 tiled_=1
-               ):
-               id(id_),
-               atlas(atlas_),
-               pos(pos_),
-               size(size_),
-               tiled(tiled_)
-       {
-       }
-
-       bool operator==(const AtlasPointer &other)
-       {
-               return (
-                       id == other.id
-               );
-               /*return (
-                       id == other.id &&
-                       atlas == other.atlas &&
-                       pos == other.pos &&
-                       size == other.size &&
-                       tiled == other.tiled
-               );*/
-       }
-
-       float x0(){ return pos.X; }
-       float x1(){ return pos.X + size.X; }
-       float y0(){ return pos.Y; }
-       float y1(){ return pos.Y + size.Y; }
+       scene::IMesh *mesh;
+       core::dimension2d<u32> dim;
+       std::string rtt_texture_name;
+       bool delete_texture_on_shutdown;
+       v3f camera_position;
+       v3f camera_lookat;
+       core::CMatrix4<f32> camera_projection_matrix;
+       video::SColorf ambient_light;
+       v3f light_position;
+       video::SColorf light_color;
+       f32 light_radius;
 };
 
 /*
-       An internal variant of the former with more data.
+       TextureSource creates and caches textures.
 */
-struct SourceAtlasPointer
+
+class ISimpleTextureSource
 {
-       std::string name;
-       AtlasPointer a;
-       video::IImage *atlas_img; // The source image of the atlas
-       // Integer variants of position and size
-       v2s32 intpos;
-       v2u32 intsize;
-
-       SourceAtlasPointer(
-                       const std::string &name_,
-                       AtlasPointer a_=AtlasPointer(0, NULL),
-                       video::IImage *atlas_img_=NULL,
-                       v2s32 intpos_=v2s32(0,0),
-                       v2u32 intsize_=v2u32(0,0)
-               ):
-               name(name_),
-               a(a_),
-               atlas_img(atlas_img_),
-               intpos(intpos_),
-               intsize(intsize_)
-       {
-       }
+public:
+       ISimpleTextureSource(){}
+       virtual ~ISimpleTextureSource(){}
+       virtual video::ITexture* getTexture(
+                       const std::string &name, u32 *id = NULL) = 0;
 };
 
-/*
-       Implementation (to be used as a no-op on the server)
-*/
-class ITextureSource
+class ITextureSource : public ISimpleTextureSource
 {
 public:
        ITextureSource(){}
        virtual ~ITextureSource(){}
-       virtual u32 getTextureId(const std::string &name){return 0;}
-       virtual u32 getTextureIdDirect(const std::string &name){return 0;}
-       virtual std::string getTextureName(u32 id){return "";}
-       virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);}
-       virtual AtlasPointer getTexture(const std::string &name)
-               {return AtlasPointer(0);}
-       virtual video::ITexture* getTextureRaw(const std::string &name)
-               {return NULL;}
+       virtual u32 getTextureId(const std::string &name)=0;
+       virtual std::string getTextureName(u32 id)=0;
+       virtual video::ITexture* getTexture(u32 id)=0;
+       virtual video::ITexture* getTexture(
+                       const std::string &name, u32 *id = NULL)=0;
+       virtual IrrlichtDevice* getDevice()=0;
+       virtual bool isKnownSourceImage(const std::string &name)=0;
+       virtual video::ITexture* generateTextureFromMesh(
+                       const TextureFromMeshParams &params)=0;
+       virtual video::ITexture* getNormalTexture(const std::string &name)=0;
 };
 
-/*
-       Creates and caches textures.
-*/
-class TextureSource : public ITextureSource
+class IWritableTextureSource : public ITextureSource
 {
 public:
-       TextureSource(IrrlichtDevice *device);
-       ~TextureSource();
+       IWritableTextureSource(){}
+       virtual ~IWritableTextureSource(){}
+       virtual u32 getTextureId(const std::string &name)=0;
+       virtual std::string getTextureName(u32 id)=0;
+       virtual video::ITexture* getTexture(u32 id)=0;
+       virtual video::ITexture* getTexture(
+                       const std::string &name, u32 *id = NULL)=0;
+       virtual IrrlichtDevice* getDevice()=0;
+       virtual bool isKnownSourceImage(const std::string &name)=0;
+       virtual video::ITexture* generateTextureFromMesh(
+                       const TextureFromMeshParams &params)=0;
+
+       virtual void processQueue()=0;
+       virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
+       virtual void rebuildImagesAndTextures()=0;
+       virtual video::ITexture* getNormalTexture(const std::string &name)=0;
+};
 
-       /*
-               Processes queued texture requests from other threads.
+IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
 
-               Shall be called from the main thread.
-       */
-       void processQueue();
-       
-       /*
-               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;
-       }
+#ifdef __ANDROID__
+/**
+ * @param size get next npot2 value
+ * @return npot2 value
+ */
+inline unsigned int npot2(unsigned int size)
+{
+       if (size == 0) return 0;
+       unsigned int npot = 1;
 
-private:
-       /*
-               Build the main texture atlas which contains most of the
-               textures.
-               
-               This is called by the constructor.
-       */
-       void buildMainAtlas();
-       
-       // 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;
+       while ((size >>= 1) > 0) {
+               npot <<= 1;
+       }
+       return npot;
+}
 
-       // Queued texture fetches (to be processed by the main thread)
-       RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
-};
+video::IImage * Align2Npot2(video::IImage * image, video::IVideoDriver* driver);
+#endif
 
 enum MaterialType{
-       MATERIAL_ALPHA_NONE,
-       MATERIAL_ALPHA_VERTEX,
-       MATERIAL_ALPHA_SIMPLE, // >127 = opaque
-       MATERIAL_ALPHA_BLEND,
+       TILE_MATERIAL_BASIC,
+       TILE_MATERIAL_ALPHA,
+       TILE_MATERIAL_LIQUID_TRANSPARENT,
+       TILE_MATERIAL_LIQUID_OPAQUE,
+       TILE_MATERIAL_WAVING_LEAVES,
+       TILE_MATERIAL_WAVING_PLANTS
 };
 
 // Material flags
+// Should backface culling be enabled?
 #define MATERIAL_FLAG_BACKFACE_CULLING 0x01
+// Should a crack be drawn?
+#define MATERIAL_FLAG_CRACK 0x02
+// Should the crack be drawn on transparent pixels (unset) or not (set)?
+// Ignored if MATERIAL_FLAG_CRACK is not set.
+#define MATERIAL_FLAG_CRACK_OVERLAY 0x04
+// Animation made up by splitting the texture to vertical frames, as
+// defined by extra parameters
+#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
+#define MATERIAL_FLAG_HIGHLIGHTED 0x10
 
 /*
        This fully defines the looks of a tile.
        The SMaterial of a tile is constructed according to this.
 */
+struct FrameSpec
+{
+       FrameSpec():
+               texture_id(0),
+               texture(NULL),
+               normal_texture(NULL)
+       {
+       }
+       u32 texture_id;
+       video::ITexture *texture;
+       video::ITexture *normal_texture;
+};
+
 struct TileSpec
 {
        TileSpec():
-               texture(0),
+               texture_id(0),
+               texture(NULL),
+               normal_texture(NULL),
                alpha(255),
-               material_type(MATERIAL_ALPHA_NONE),
-               // Use this so that leaves don't need a separate material
-               //material_type(MATERIAL_ALPHA_SIMPLE),
+               material_type(TILE_MATERIAL_BASIC),
                material_flags(
                        //0 // <- DEBUG, Use the one below
                        MATERIAL_FLAG_BACKFACE_CULLING
-               )
+               ),
+               shader_id(0),
+               animation_frame_count(1),
+               animation_frame_length_ms(0),
+               rotation(0)
        {
        }
 
-       bool operator==(TileSpec &other)
+       bool operator==(const TileSpec &other) const
        {
                return (
-                       texture == other.texture &&
+                       texture_id == other.texture_id &&
+                       /* texture == other.texture && */
                        alpha == other.alpha &&
                        material_type == other.material_type &&
-                       material_flags == other.material_flags
+                       material_flags == other.material_flags &&
+                       rotation == other.rotation
                );
        }
+
+       bool operator!=(const TileSpec &other) const
+       {
+               return !(*this == other);
+       }
        
        // Sets everything else except the texture in the material
        void applyMaterialOptions(video::SMaterial &material) const
        {
-               if(alpha != 255 && material_type != MATERIAL_ALPHA_VERTEX)
-                       dstream<<"WARNING: TileSpec: alpha != 255 "
-                                       "but not MATERIAL_ALPHA_VERTEX"
-                                       <<std::endl;
-
-               if(material_type == MATERIAL_ALPHA_NONE)
-                       material.MaterialType = video::EMT_SOLID;
-               else if(material_type == MATERIAL_ALPHA_VERTEX)
-                       material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
-               else if(material_type == MATERIAL_ALPHA_SIMPLE)
+               switch(material_type){
+               case TILE_MATERIAL_BASIC:
                        material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
-               else if(material_type == MATERIAL_ALPHA_BLEND)
+                       break;
+               case TILE_MATERIAL_ALPHA:
                        material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
-
+                       break;
+               case TILE_MATERIAL_LIQUID_TRANSPARENT:
+                       material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
+                       break;
+               case TILE_MATERIAL_LIQUID_OPAQUE:
+                       material.MaterialType = video::EMT_SOLID;
+                       break;
+               case TILE_MATERIAL_WAVING_LEAVES:
+                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+                       break;
+               case TILE_MATERIAL_WAVING_PLANTS:
+                       material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+               break;
+               }
                material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
        }
-       
-       // NOTE: Deprecated, i guess?
-       void setTexturePos(u8 tx_, u8 ty_, u8 tw_, u8 th_)
+
+       void applyMaterialOptionsWithShaders(video::SMaterial &material) const
        {
-               texture.pos = v2f((float)tx_/256.0, (float)ty_/256.0);
-               texture.size = v2f(((float)tw_ + 1.0)/256.0, ((float)th_ + 1.0)/256.0);
+               material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
        }
        
-       AtlasPointer texture;
-       // Vertex alpha
+       u32 texture_id;
+       video::ITexture *texture;
+       video::ITexture *normal_texture;
+       
+       // Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
        u8 alpha;
-       // Material type
+       // Material parameters
        u8 material_type;
-       // Material flags
        u8 material_flags;
+       u32 shader_id;
+       // Animation parameters
+       u8 animation_frame_count;
+       u16 animation_frame_length_ms;
+       std::map<u32, FrameSpec> frames;
+
+       u8 rotation;
 };
 
 #endif