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mirror of https://github.com/luanti-org/luanti.git synced 2025-11-11 20:35:25 +01:00

Refactor texture source to prepare for array textures

This commit is contained in:
sfan5
2025-10-05 16:41:42 +02:00
parent e924f425f2
commit 0794912374
2 changed files with 130 additions and 128 deletions

View File

@@ -18,7 +18,15 @@ namespace video
typedef std::vector<video::SColor> Palette;
/*
TextureSource creates and caches textures.
TextureSource creates and caches textures, which are created from images.
Terminology:
texture string = e.g. "dirt.png^grass_side.png"
texture name = can be the same as the texture string
or something abstract like "<texture12>"
texture ID = unique numeric identifier for a texture
standard texture = refers to a normal 2D texture as you would expect.
depending on the support, 2D array textures can exist too.
*/
class ISimpleTextureSource
@@ -27,7 +35,7 @@ public:
ISimpleTextureSource() = default;
virtual ~ISimpleTextureSource() = default;
/// @brief Generates and gets a texture
/// @brief Generates a texture string into a standard texture
virtual video::ITexture *getTexture(
const std::string &name, u32 *id = nullptr) = 0;
};
@@ -40,35 +48,50 @@ public:
using ISimpleTextureSource::getTexture;
/// @brief Generates and gets ID of a texture
virtual u32 getTextureId(const std::string &name)=0;
/// @brief Generates a texture string into a standard texture
/// @return its ID
virtual u32 getTextureId(const std::string &image)=0;
/// @brief Returns name of existing texture by ID
/// @warning Use sparingly. Mostly useful for debugging.
virtual std::string getTextureName(u32 id)=0;
/// @brief Returns existing texture by ID
virtual video::ITexture *getTexture(u32 id)=0;
/// @return true if getTextureForMesh will apply a filter
virtual bool needFilterForMesh() const = 0;
/**
* @brief Generates and gets a texture
* @brief Generates a texture string into a standard texture
* Filters will be applied to make the texture suitable for mipmapping and
* linear filtering during rendering.
* @return its ID
*/
virtual video::ITexture *getTextureForMesh(
const std::string &name, u32 *id = nullptr) = 0;
inline video::ITexture *getTextureForMesh(
const std::string &image, u32 *id = nullptr)
{
if (needFilterForMesh() && !image.empty())
return getTexture(image + FILTER_FOR_MESH, id);
return getTexture(image, id);
}
/// Filter needed for mesh-suitable textures, including leading ^
static constexpr const char *FILTER_FOR_MESH = "^[applyfiltersformesh";
/**
* Returns a palette from the given texture name.
* Returns a palette from the given texture string.
* The pointer is valid until the texture source is
* destructed.
* Must be called from the main thread.
*/
virtual Palette *getPalette(const std::string &name) = 0;
virtual Palette *getPalette(const std::string &image) = 0;
/// @brief Check if given image name exists
virtual bool isKnownSourceImage(const std::string &name)=0;
/// @brief Return average color of a texture string
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &image)=0;
// Note: this method is here because caching is the decision of the
// API user, even if his access is read-only.