minetest/src/tile.h
2014-10-03 03:49:06 -04:00

281 lines
7.2 KiB
C++

/*
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 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 Lesser General Public License for more details.
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 "irrlichttypes.h"
#include "irr_v2d.h"
#include "irr_v3d.h"
#include <ITexture.h>
#include <IrrlichtDevice.h>
#include "threads.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.
Checks all supported extensions by replacing the original extension.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getTexturePath(const std::string &filename);
void clearTextureNameCache();
/*
ITextureSource::generateTextureFromMesh parameters
*/
namespace irr {namespace scene {class IMesh;}}
struct TextureFromMeshParams
{
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;
};
/*
TextureSource creates and caches textures.
*/
class ISimpleTextureSource
{
public:
ISimpleTextureSource(){}
virtual ~ISimpleTextureSource(){}
virtual video::ITexture* getTexture(
const std::string &name, u32 *id = NULL) = 0;
};
class ITextureSource : public ISimpleTextureSource
{
public:
ITextureSource(){}
virtual ~ITextureSource(){}
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;
};
class IWritableTextureSource : public ITextureSource
{
public:
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;
};
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
#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;
while ((size >>= 1) > 0) {
npot <<= 1;
}
return npot;
}
video::IImage * Align2Npot2(video::IImage * image, video::IVideoDriver* driver);
#endif
enum MaterialType{
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_id(0),
texture(NULL),
normal_texture(NULL),
alpha(255),
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==(const TileSpec &other) const
{
return (
texture_id == other.texture_id &&
/* texture == other.texture && */
alpha == other.alpha &&
material_type == other.material_type &&
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
{
switch (material_type) {
case TILE_MATERIAL_BASIC:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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;
}
void applyMaterialOptionsWithShaders(video::SMaterial &material) const
{
material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
? true : false;
}
u32 texture_id;
video::ITexture *texture;
video::ITexture *normal_texture;
// Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
u8 alpha;
// Material parameters
u8 material_type;
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