#include "settings.h"
#include <ICameraSceneNode.h>
#include "log.h"
+#include "mapnode.h" // For texture atlas making
+#include "mineral.h" // For texture atlas making
/*
A cache from texture name to texture path
}
/*
- A list of stuff to include in the texture atlas.
-
- It is a single-dimensional texture atlas due to the need to tile
- textures.
-
- It should contain as much of the stuff shown in game as possible,
- to minimize texture changes.
-
- It fills up quickly, so do not add anything that isn't contained
- in most MapBlocks. E.g. mese isn't suitable but stone is.
+ Grab list of stuff to include in the texture atlas from the
+ main content features
*/
- core::array<std::string> sourcelist;
-
- sourcelist.push_back("stone.png");
- sourcelist.push_back("mud.png");
- sourcelist.push_back("sand.png");
- sourcelist.push_back("grass.png");
- sourcelist.push_back("grass_footsteps.png");
- sourcelist.push_back("tree.png");
- sourcelist.push_back("tree_top.png");
- sourcelist.push_back("water.png");
- sourcelist.push_back("leaves.png");
- sourcelist.push_back("glass.png");
- sourcelist.push_back("mud.png^grass_side.png");
- sourcelist.push_back("cobble.png");
- sourcelist.push_back("mossycobble.png");
- sourcelist.push_back("gravel.png");
- sourcelist.push_back("jungletree.png");
-
- sourcelist.push_back("stone.png^mineral_coal.png");
- sourcelist.push_back("stone.png^mineral_iron.png");
+ core::map<std::string, bool> sourcelist;
+
+ for(u16 j=0; j<MAX_CONTENT+1; j++)
+ {
+ 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++)
+ {
+ std::string name = i.getNode()->getKey();
+ sourcelist[name] = true;
+
+ 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;
+ sourcelist[fulltexture] = true;
+ }
+ }
+ }
+ }
+ infostream<<"Creating texture atlas out of textures: ";
+ for(core::map<std::string, bool>::Iterator
+ i = sourcelist.getIterator();
+ i.atEnd() == false; i++)
+ {
+ std::string name = i.getNode()->getKey();
+ infostream<<"\""<<name<<"\" ";
+ }
+ infostream<<std::endl;
+
// Padding to disallow texture bleeding
s32 padding = 16;
+ s32 column_width = 256;
+ s32 column_padding = 16;
+
/*
First pass: generate almost everything
*/
core::position2d<s32> pos_in_atlas(0,0);
- pos_in_atlas.Y += padding;
+ pos_in_atlas.Y = padding;
- for(u32 i=0; i<sourcelist.size(); i++)
+ for(core::map<std::string, bool>::Iterator
+ i = sourcelist.getIterator();
+ i.atEnd() == false; i++)
{
- std::string name = sourcelist[i];
+ std::string name = i.getNode()->getKey();
/*video::IImage *img = driver->createImageFromFile(
getTexturePath(name.c_str()).c_str());
continue;
}
- // Stop making atlas if atlas is full
+ // Wrap columns and stop making atlas if atlas is full
if(pos_in_atlas.Y + dim.Height > atlas_dim.Height)
{
- infostream<<"TextureSource::buildMainAtlas(): "
- <<"Atlas is full, not adding more textures."
- <<std::endl;
- break;
+ if(pos_in_atlas.X > (s32)atlas_dim.Width - 256 - padding){
+ errorstream<<"TextureSource::buildMainAtlas(): "
+ <<"Atlas is full, not adding more textures."
+ <<std::endl;
+ break;
+ }
+ pos_in_atlas.Y = padding;
+ pos_in_atlas.X += column_width + column_padding;
}
infostream<<"TextureSource::buildMainAtlas(): Adding \""<<name
<<"\" to texture atlas"<<std::endl;
// Tile it a few times in the X direction
- u16 xwise_tiling = 16;
+ u16 xwise_tiling = column_width / dim.Width;
+ if(xwise_tiling > 16) // Limit to 16 (more gives no benefit)
+ xwise_tiling = 16;
for(u32 j=0; j<xwise_tiling; j++)
{
// Copy the copy to the atlas
dst_y = -y0 + pos_in_atlas.Y-1;
src_y = pos_in_atlas.Y;
}
- s32 x = x0 + pos_in_atlas.X * dim.Width;
+ s32 x = x0 + pos_in_atlas.X;
video::SColor c = atlas_img->getPixel(x, src_y);
atlas_img->setPixel(x,dst_y,c);
}
/*
Second pass: set texture pointer in generated AtlasPointers
*/
- for(u32 i=0; i<sourcelist.size(); i++)
+ for(core::map<std::string, bool>::Iterator
+ i = sourcelist.getIterator();
+ i.atEnd() == false; i++)
{
- std::string name = sourcelist[i];
+ std::string name = i.getNode()->getKey();
if(m_name_to_id.find(name) == NULL)
continue;
u32 id = m_name_to_id[name];
/*
Write image to file so that it can be inspected
*/
- /*driver->writeImageToFile(atlas_img,
- getTexturePath("main_atlas.png").c_str());*/
+ /*std::string atlaspath = porting::path_userdata
+ + DIR_DELIM + "generated_texture_atlas.png";
+ infostream<<"Removing and writing texture atlas for inspection to "
+ <<atlaspath<<std::endl;
+ fs::RecursiveDelete(atlaspath);
+ driver->writeImageToFile(atlas_img, atlaspath.c_str());*/
}
video::IImage* generate_image_from_scratch(std::string name,