forked from Mirrorlandia_minetest/minetest
343 lines
8.7 KiB
C++
343 lines
8.7 KiB
C++
/*
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Minetest-c55
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Copyright (C) 2010-2011 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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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#ifndef TILE_HEADER
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#define TILE_HEADER
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#include "common_irrlicht.h"
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#include "threads.h"
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#include "utility.h"
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#include <string>
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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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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);
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/*
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Specifies a texture in an atlas.
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This is used to specify single textures also.
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This has been designed to be small enough to be thrown around a lot.
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*/
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struct AtlasPointer
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{
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u32 id; // Texture id
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video::ITexture *atlas; // Atlas in where the texture is
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v2f pos; // Position in atlas
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v2f size; // Size in atlas
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u16 tiled; // X-wise tiling count. If 0, width of atlas is width of image.
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AtlasPointer(
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u16 id_,
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video::ITexture *atlas_=NULL,
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v2f pos_=v2f(0,0),
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v2f size_=v2f(1,1),
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u16 tiled_=1
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):
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id(id_),
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atlas(atlas_),
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pos(pos_),
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size(size_),
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tiled(tiled_)
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{
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}
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bool operator==(const AtlasPointer &other)
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{
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return (
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id == other.id
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);
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/*return (
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id == other.id &&
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atlas == other.atlas &&
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pos == other.pos &&
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size == other.size &&
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tiled == other.tiled
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);*/
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}
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float x0(){ return pos.X; }
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float x1(){ return pos.X + size.X; }
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float y0(){ return pos.Y; }
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float y1(){ return pos.Y + size.Y; }
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};
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/*
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An internal variant of the former with more data.
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*/
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struct SourceAtlasPointer
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{
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std::string name;
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AtlasPointer a;
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video::IImage *atlas_img; // The source image of the atlas
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// Integer variants of position and size
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v2s32 intpos;
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v2u32 intsize;
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SourceAtlasPointer(
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const std::string &name_,
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AtlasPointer a_=AtlasPointer(0, NULL),
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video::IImage *atlas_img_=NULL,
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v2s32 intpos_=v2s32(0,0),
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v2u32 intsize_=v2u32(0,0)
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):
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name(name_),
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a(a_),
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atlas_img(atlas_img_),
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intpos(intpos_),
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intsize(intsize_)
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{
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}
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};
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/*
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Implementation (to be used as a no-op on the server)
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*/
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class ITextureSource
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{
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public:
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ITextureSource(){}
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virtual ~ITextureSource(){}
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virtual u32 getTextureId(const std::string &name){return 0;}
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virtual u32 getTextureIdDirect(const std::string &name){return 0;}
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virtual std::string getTextureName(u32 id){return "";}
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virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);}
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virtual AtlasPointer getTexture(const std::string &name)
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{return AtlasPointer(0);}
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virtual video::ITexture* getTextureRaw(const std::string &name)
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{return NULL;}
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};
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/*
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Creates and caches textures.
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*/
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class TextureSource : public ITextureSource
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{
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public:
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TextureSource(IrrlichtDevice *device);
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~TextureSource();
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/*
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Processes queued texture requests from other threads.
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Shall be called from the main thread.
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*/
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void processQueue();
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/*
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Example case:
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Now, assume a texture with the id 1 exists, and has the name
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"stone.png^mineral1".
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Then a random thread calls getTextureId for a texture called
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"stone.png^mineral1^crack0".
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...Now, WTF should happen? Well:
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- getTextureId strips off stuff recursively from the end until
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the remaining part is found, or nothing is left when
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something is stripped out
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But it is slow to search for textures by names and modify them
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like that?
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- ContentFeatures is made to contain ids for the basic plain
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textures
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- Crack textures can be slow by themselves, but the framework
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must be fast.
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Example case #2:
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- Assume a texture with the id 1 exists, and has the name
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"stone.png^mineral1" and is specified as a part of some atlas.
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- Now MapBlock::getNodeTile() stumbles upon a node which uses
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texture id 1, and finds out that NODEMOD_CRACK must be applied
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with progression=0
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- It finds out the name of the texture with getTextureName(1),
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appends "^crack0" to it and gets a new texture id with
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getTextureId("stone.png^mineral1^crack0")
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*/
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/*
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Gets a texture id from cache or
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- if main thread, from getTextureIdDirect
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- if other thread, adds to request queue and waits for main thread
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*/
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u32 getTextureId(const std::string &name);
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/*
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Example names:
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"stone.png"
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"stone.png^crack2"
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"stone.png^blit:mineral_coal.png"
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"stone.png^blit:mineral_coal.png^crack1"
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- If texture specified by name is found from cache, return the
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cached id.
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- Otherwise generate the texture, add to cache and return id.
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Recursion is used to find out the largest found part of the
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texture and continue based on it.
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The id 0 points to a NULL texture. It is returned in case of error.
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*/
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u32 getTextureIdDirect(const std::string &name);
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/*
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Finds out the name of a cached texture.
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*/
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std::string getTextureName(u32 id);
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/*
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If texture specified by the name pointed by the id doesn't
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exist, create it, then return the cached texture.
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Can be called from any thread. If called from some other thread
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and not found in cache, the call is queued to the main thread
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for processing.
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*/
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AtlasPointer getTexture(u32 id);
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AtlasPointer getTexture(const std::string &name)
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{
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return getTexture(getTextureId(name));
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}
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// Gets a separate texture
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video::ITexture* getTextureRaw(const std::string &name)
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{
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AtlasPointer ap = getTexture(name);
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return ap.atlas;
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}
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private:
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/*
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Build the main texture atlas which contains most of the
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textures.
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This is called by the constructor.
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*/
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void buildMainAtlas();
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// The id of the thread that is allowed to use irrlicht directly
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threadid_t m_main_thread;
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// The irrlicht device
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IrrlichtDevice *m_device;
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// A texture id is index in this array.
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// The first position contains a NULL texture.
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core::array<SourceAtlasPointer> m_atlaspointer_cache;
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// Maps a texture name to an index in the former.
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core::map<std::string, u32> m_name_to_id;
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// The two former containers are behind this mutex
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JMutex m_atlaspointer_cache_mutex;
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// Main texture atlas. This is filled at startup and is then not touched.
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video::IImage *m_main_atlas_image;
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video::ITexture *m_main_atlas_texture;
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// Queued texture fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
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};
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enum MaterialType{
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MATERIAL_ALPHA_NONE,
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MATERIAL_ALPHA_VERTEX,
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MATERIAL_ALPHA_SIMPLE, // >127 = opaque
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MATERIAL_ALPHA_BLEND,
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};
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// Material flags
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#define MATERIAL_FLAG_BACKFACE_CULLING 0x01
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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 TileSpec
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{
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TileSpec():
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texture(0),
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alpha(255),
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material_type(MATERIAL_ALPHA_NONE),
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// Use this so that leaves don't need a separate material
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//material_type(MATERIAL_ALPHA_SIMPLE),
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material_flags(
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//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING
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)
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{
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}
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bool operator==(TileSpec &other)
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{
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return (
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texture == other.texture &&
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alpha == other.alpha &&
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material_type == other.material_type &&
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material_flags == other.material_flags
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);
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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)
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{
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if(alpha != 255 && material_type != MATERIAL_ALPHA_VERTEX)
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dstream<<"WARNING: TileSpec: alpha != 255 "
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"but not MATERIAL_ALPHA_VERTEX"
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<<std::endl;
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if(material_type == MATERIAL_ALPHA_NONE)
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material.MaterialType = video::EMT_SOLID;
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else if(material_type == MATERIAL_ALPHA_VERTEX)
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material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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else if(material_type == MATERIAL_ALPHA_SIMPLE)
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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else if(material_type == MATERIAL_ALPHA_BLEND)
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
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}
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// NOTE: Deprecated, i guess?
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void setTexturePos(u8 tx_, u8 ty_, u8 tw_, u8 th_)
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{
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texture.pos = v2f((float)tx_/256.0, (float)ty_/256.0);
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texture.size = v2f(((float)tw_ + 1.0)/256.0, ((float)th_ + 1.0)/256.0);
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}
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AtlasPointer texture;
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// Vertex alpha
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u8 alpha;
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// Material type
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u8 material_type;
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// Material flags
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u8 material_flags;
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};
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#endif
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