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291 lines
7.6 KiB
C++
291 lines
7.6 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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#ifndef TILE_HEADER
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#define TILE_HEADER
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#include "irrlichttypes.h"
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#include "irr_v2d.h"
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#include "irr_v3d.h"
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#include <ITexture.h>
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#include <IrrlichtDevice.h>
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#include "threads.h"
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#include <string>
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class IGameDef;
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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);
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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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id(0),
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atlas(NULL),
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pos(0,0),
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size(1,1),
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tiled(1)
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{}
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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) const
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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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bool operator!=(const AtlasPointer &other) const
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{
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return !(*this == other);
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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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TextureSource creates and caches textures.
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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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virtual AtlasPointer getTextureRawAP(const AtlasPointer &ap)
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{return AtlasPointer(0);}
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virtual IrrlichtDevice* getDevice()
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{return NULL;}
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virtual void updateAP(AtlasPointer &ap){};
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virtual bool isKnownSourceImage(const std::string &name)=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(){}
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virtual ~IWritableTextureSource(){}
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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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virtual IrrlichtDevice* getDevice()
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{return NULL;}
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virtual void updateAP(AtlasPointer &ap){};
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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 void buildMainAtlas(class IGameDef *gamedef)=0;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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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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};
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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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// Animation made up by splitting the texture to vertical frames, as
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// defined by extra parameters
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#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
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// Whether liquid shader should be used
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#define MATERIAL_FLAG_
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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(TILE_MATERIAL_BASIC),
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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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animation_frame_count(1),
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animation_frame_length_ms(0)
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{
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}
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bool operator==(const TileSpec &other) const
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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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rotation == other.rotation
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);
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}
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bool operator!=(const TileSpec &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_BASIC:
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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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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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break;
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case TILE_MATERIAL_LIQUID_OPAQUE:
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material.MaterialType = video::EMT_SOLID;
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break;
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material,
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const video::E_MATERIAL_TYPE &basic,
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const video::E_MATERIAL_TYPE &liquid,
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const video::E_MATERIAL_TYPE &alpha) const
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{
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switch(material_type){
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case TILE_MATERIAL_BASIC:
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material.MaterialType = basic;
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break;
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case TILE_MATERIAL_ALPHA:
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material.MaterialType = alpha;
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break;
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = liquid;
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break;
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case TILE_MATERIAL_LIQUID_OPAQUE:
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material.MaterialType = liquid;
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break;
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}
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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 (when MATERIAL_ALPHA_VERTEX is used)
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u8 alpha;
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// Material parameters
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u8 material_type;
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u8 material_flags;
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// Animation parameters
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u8 animation_frame_count;
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u16 animation_frame_length_ms;
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u8 rotation;
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};
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#endif
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