Copyright (C) 2010-2011 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.
*/
#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>
+class IGameDef;
+
/*
tile.{h,cpp}: Texture handling stuff.
*/
v2f size; // Size in atlas
u16 tiled; // X-wise tiling count. If 0, width of atlas is width of image.
+ AtlasPointer():
+ id(0),
+ atlas(NULL),
+ pos(0,0),
+ size(1,1),
+ tiled(1)
+ {}
+
AtlasPointer(
u16 id_,
video::ITexture *atlas_=NULL,
{
}
- bool operator==(const AtlasPointer &other)
+ bool operator==(const AtlasPointer &other) const
{
return (
id == other.id
);*/
}
+ bool operator!=(const AtlasPointer &other) const
+ {
+ return !(*this == other);
+ }
+
float x0(){ return pos.X; }
float x1(){ return pos.X + size.X; }
float y0(){ return pos.Y; }
};
/*
- An internal variant of the former with more data.
+ TextureSource creates and caches textures.
*/
-struct SourceAtlasPointer
-{
- 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_)
- {
- }
-};
-/*
- Implementation (to be used as a no-op on the server)
-*/
class ITextureSource
{
public:
{return AtlasPointer(0);}
virtual video::ITexture* getTextureRaw(const std::string &name)
{return NULL;}
+ virtual AtlasPointer getTextureRawAP(const AtlasPointer &ap)
+ {return AtlasPointer(0);}
+ virtual IrrlichtDevice* getDevice()
+ {return NULL;}
+ virtual void updateAP(AtlasPointer &ap){};
+ virtual bool isKnownSourceImage(const std::string &name)=0;
};
-/*
- Creates and caches textures.
-*/
-class TextureSource : public ITextureSource
+class IWritableTextureSource : public ITextureSource
{
public:
- TextureSource(IrrlichtDevice *device);
- ~TextureSource();
-
- /*
- Processes queued texture requests from other threads.
-
- 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;
- }
-
-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;
+ IWritableTextureSource(){}
+ virtual ~IWritableTextureSource(){}
+ 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 IrrlichtDevice* getDevice()
+ {return NULL;}
+ virtual void updateAP(AtlasPointer &ap){};
+ virtual bool isKnownSourceImage(const std::string &name)=0;
- // Queued texture fetches (to be processed by the main thread)
- RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
+ virtual void processQueue()=0;
+ virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
+ virtual void rebuildImagesAndTextures()=0;
+ virtual void buildMainAtlas(class IGameDef *gamedef)=0;
};
+IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
+
enum MaterialType{
- MATERIAL_ALPHA_NONE,
- MATERIAL_ALPHA_VERTEX,
- MATERIAL_ALPHA_SIMPLE, // >127 = opaque
- MATERIAL_ALPHA_BLEND,
+ TILE_MATERIAL_BASIC,
+ TILE_MATERIAL_LIQUID_TRANSPARENT,
+ TILE_MATERIAL_LIQUID_OPAQUE,
};
// 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
+// Whether liquid shader should be used
+#define MATERIAL_FLAG_
/*
This fully defines the looks of a tile.
TileSpec():
texture(0),
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
- )
+ ),
+ animation_frame_count(1),
+ animation_frame_length_ms(0)
{
}
- bool operator==(TileSpec &other)
+ bool operator==(const TileSpec &other) const
{
return (
texture == other.texture &&
material_flags == other.material_flags
);
}
+
+ bool operator!=(const TileSpec &other) const
+ {
+ return !(*this == other);
+ }
// Sets everything else except the texture in the material
- void applyMaterialOptions(video::SMaterial &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)
- 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;
+ }
+ material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
+ }
+ void applyMaterialOptionsWithShaders(video::SMaterial &material,
+ const video::E_MATERIAL_TYPE &basic,
+ const video::E_MATERIAL_TYPE &liquid) const
+ {
+ switch(material_type){
+ case TILE_MATERIAL_BASIC:
+ material.MaterialType = basic;
+ break;
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ material.MaterialType = liquid;
+ break;
+ case TILE_MATERIAL_LIQUID_OPAQUE:
+ material.MaterialType = liquid;
+ break;
+ }
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
}
}
AtlasPointer texture;
- // Vertex alpha
+ // Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
u8 alpha;
- // Material type
+ // Material parameters
u8 material_type;
- // Material flags
u8 material_flags;
+ // Animation parameters
+ u8 animation_frame_count;
+ u16 animation_frame_length_ms;
};
#endif