forked from Mirrorlandia_minetest/minetest
b0b9732359
Use BSP tree to order transparent triangles https://en.wikipedia.org/wiki/Binary_space_partitioning
343 lines
9.4 KiB
C++
343 lines
9.4 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "irrlichttypes.h"
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#include "irr_v3d.h"
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#include <ITexture.h>
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#include <string>
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#include <vector>
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#include <SMaterial.h>
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#include "util/numeric.h"
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#include "config.h"
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#if ENABLE_GLES
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#include <IVideoDriver.h>
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#endif
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class IGameDef;
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struct TileSpec;
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struct TileDef;
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typedef std::vector<video::SColor> Palette;
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/*
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tile.{h,cpp}: Texture handling stuff.
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*/
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/*
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Find out the full path of an image by trying different filename
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extensions.
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If failed, return "".
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TODO: Should probably be moved out from here, because things needing
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this function do not need anything else from this header
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*/
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std::string getImagePath(std::string path);
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/*
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Gets the path to a texture by first checking if the texture exists
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in texture_path and if not, using the data path.
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Checks all supported extensions by replacing the original extension.
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If not found, returns "".
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Utilizes a thread-safe cache.
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*/
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std::string getTexturePath(const std::string &filename, bool *is_base_pack = nullptr);
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void clearTextureNameCache();
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/*
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TextureSource creates and caches textures.
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*/
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class ISimpleTextureSource
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{
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public:
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ISimpleTextureSource() = default;
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virtual ~ISimpleTextureSource() = default;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr) = 0;
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};
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class ITextureSource : public ISimpleTextureSource
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{
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public:
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ITextureSource() = default;
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virtual ~ITextureSource() = default;
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr)=0;
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virtual video::ITexture* getTextureForMesh(
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const std::string &name, u32 *id = nullptr) = 0;
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/*!
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* Returns a palette from the given texture name.
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* The pointer is valid until the texture source is
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* destructed.
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* Should be called from the main thread.
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*/
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virtual Palette* getPalette(const std::string &name) = 0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
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};
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class IWritableTextureSource : public ITextureSource
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{
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public:
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IWritableTextureSource() = default;
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virtual ~IWritableTextureSource() = default;
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = nullptr)=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual void processQueue()=0;
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virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
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virtual void rebuildImagesAndTextures()=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
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};
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IWritableTextureSource *createTextureSource();
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#if ENABLE_GLES
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video::IImage *Align2Npot2(video::IImage *image, video::IVideoDriver *driver);
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#endif
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enum MaterialType{
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TILE_MATERIAL_BASIC,
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TILE_MATERIAL_ALPHA,
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TILE_MATERIAL_LIQUID_TRANSPARENT,
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TILE_MATERIAL_LIQUID_OPAQUE,
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TILE_MATERIAL_WAVING_LEAVES,
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TILE_MATERIAL_WAVING_PLANTS,
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TILE_MATERIAL_OPAQUE,
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TILE_MATERIAL_WAVING_LIQUID_BASIC,
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TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
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TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
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TILE_MATERIAL_PLAIN,
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TILE_MATERIAL_PLAIN_ALPHA
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};
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// Material flags
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// Should backface culling be enabled?
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#define MATERIAL_FLAG_BACKFACE_CULLING 0x01
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// Should a crack be drawn?
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#define MATERIAL_FLAG_CRACK 0x02
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// Should the crack be drawn on transparent pixels (unset) or not (set)?
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// Ignored if MATERIAL_FLAG_CRACK is not set.
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#define MATERIAL_FLAG_CRACK_OVERLAY 0x04
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#define MATERIAL_FLAG_ANIMATION 0x08
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//#define MATERIAL_FLAG_HIGHLIGHTED 0x10
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#define MATERIAL_FLAG_TILEABLE_HORIZONTAL 0x20
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#define MATERIAL_FLAG_TILEABLE_VERTICAL 0x40
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/*
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This fully defines the looks of a tile.
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The SMaterial of a tile is constructed according to this.
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*/
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struct FrameSpec
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{
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FrameSpec() = default;
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u32 texture_id = 0;
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video::ITexture *texture = nullptr;
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video::ITexture *normal_texture = nullptr;
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video::ITexture *flags_texture = nullptr;
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};
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#define MAX_TILE_LAYERS 2
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//! Defines a layer of a tile.
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struct TileLayer
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{
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TileLayer() = default;
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/*!
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* Two layers are equal if they can be merged.
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*/
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bool operator==(const TileLayer &other) const
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{
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return
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texture_id == other.texture_id &&
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material_type == other.material_type &&
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material_flags == other.material_flags &&
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has_color == other.has_color &&
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color == other.color &&
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scale == other.scale;
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}
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/*!
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* Two tiles are not equal if they must have different vertices.
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*/
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bool operator!=(const TileLayer &other) const
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{
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return !(*this == other);
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}
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// Sets everything else except the texture in the material
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void applyMaterialOptions(video::SMaterial &material) const
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{
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switch (material_type) {
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case TILE_MATERIAL_OPAQUE:
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case TILE_MATERIAL_LIQUID_OPAQUE:
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case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
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material.MaterialType = video::EMT_SOLID;
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break;
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_WAVING_LEAVES:
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case TILE_MATERIAL_WAVING_PLANTS:
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case TILE_MATERIAL_WAVING_LIQUID_BASIC:
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material.MaterialTypeParam = 0.5;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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default:
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break;
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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}
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const
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{
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[1].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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}
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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bool isTileable() const
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{
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return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
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&& (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
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}
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bool isTransparent() const
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{
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switch (material_type) {
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case TILE_MATERIAL_BASIC:
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case TILE_MATERIAL_ALPHA:
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
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return true;
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}
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return false;
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}
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// Ordered for size, please do not reorder
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video::ITexture *texture = nullptr;
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video::ITexture *normal_texture = nullptr;
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video::ITexture *flags_texture = nullptr;
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u32 shader_id = 0;
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u32 texture_id = 0;
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u16 animation_frame_length_ms = 0;
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u16 animation_frame_count = 1;
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u8 material_type = TILE_MATERIAL_BASIC;
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u8 material_flags =
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//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING |
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MATERIAL_FLAG_TILEABLE_HORIZONTAL|
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MATERIAL_FLAG_TILEABLE_VERTICAL;
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//! If true, the tile has its own color.
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bool has_color = false;
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std::vector<FrameSpec> *frames = nullptr;
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/*!
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* The color of the tile, or if the tile does not own
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* a color then the color of the node owning this tile.
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*/
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video::SColor color = video::SColor(0, 0, 0, 0);
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u8 scale = 1;
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};
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/*!
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* Defines a face of a node. May have up to two layers.
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*/
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struct TileSpec
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{
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TileSpec() = default;
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/*!
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* Returns true if this tile can be merged with the other tile.
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*/
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bool isTileable(const TileSpec &other) const {
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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if (layers[layer] != other.layers[layer])
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return false;
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// Only non-transparent tiles can be merged into fast faces
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if (layers[layer].isTransparent() || !layers[layer].isTileable())
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return false;
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}
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return rotation == 0
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&& rotation == other.rotation
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&& emissive_light == other.emissive_light;
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}
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//! If true, the tile rotation is ignored.
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bool world_aligned = false;
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//! Tile rotation.
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u8 rotation = 0;
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//! This much light does the tile emit.
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u8 emissive_light = 0;
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//! The first is base texture, the second is overlay.
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TileLayer layers[MAX_TILE_LAYERS];
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};
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std::vector<std::string> getTextureDirs();
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