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mirror of https://github.com/luanti-org/luanti.git synced 2025-10-19 03:05:29 +02:00

Now texture handling is fast. Also now players are saved on disk.

This commit is contained in:
Perttu Ahola
2011-01-28 01:38:16 +02:00
parent bd100c5483
commit 64b5975732
23 changed files with 1167 additions and 656 deletions

View File

@@ -24,6 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "common_irrlicht.h"
#include "debug.h"
#include "utility.h"
#include "texture.h"
#include <jmutex.h>
#include <jmutexautolock.h>
@@ -36,7 +37,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
threads, because texture pointers have to be handled in
background threads.
*/
#if 0
class TextureCache
{
public:
@@ -73,12 +74,55 @@ private:
core::map<std::string, video::ITexture*> m_textures;
JMutex m_mutex;
};
#endif
/*
A thread-safe texture pointer cache
*/
class TextureCache
{
public:
TextureCache()
{
m_mutex.Init();
assert(m_mutex.IsInitialized());
}
void set(const TextureSpec &spec, video::ITexture *texture)
{
if(texture == NULL)
return;
JMutexAutoLock lock(m_mutex);
m_textures[spec] = texture;
}
video::ITexture* get(const TextureSpec &spec)
{
JMutexAutoLock lock(m_mutex);
core::map<TextureSpec, video::ITexture*>::Node *n;
n = m_textures.find(spec);
if(n != NULL)
return n->getValue();
return NULL;
}
private:
core::map<TextureSpec, video::ITexture*> m_textures;
JMutex m_mutex;
};
/*
A thread-safe wrapper for irrlicht, to be accessed from
background worker threads.
Queues tasks to be done in the main thread.
Also caches texture specification strings to ids and textures.
*/
class IrrlichtWrapper
@@ -103,30 +147,55 @@ public:
return m_device->getTimer()->getRealTime();
}
/*
Path can contain stuff like
"/usr/share/minetest/stone.png[[mod:mineral0[[mod:crack3"
/*
Format of a texture name:
"stone.png" (filename in image data directory)
"[crack1" (a name starting with "[" is a special feature)
"[progress1.0" (a name starting with "[" is a special feature)
*/
video::ITexture* getTexture(const std::string &spec);
/*
Loads texture defined by "name" and assigns a texture id to it.
If texture has to be generated, generates it.
If the texture has already been loaded, returns existing id.
*/
textureid_t getTextureId(const std::string &name);
// The reverse of the above
std::string getTextureName(textureid_t id);
// Gets a texture based on a filename
video::ITexture* getTexture(const std::string &name);
// Gets a texture based on a TextureSpec (a textureid_t is fine too)
video::ITexture* getTexture(const TextureSpec &spec);
private:
/*
Non-thread-safe variants of stuff, for internal use
*/
video::ITexture* getTextureDirect(const std::string &spec);
// DEPRECATED NO-OP
//video::ITexture* getTextureDirect(const std::string &spec);
// Constructs a texture according to spec
video::ITexture* getTextureDirect(const TextureSpec &spec);
/*
Members
*/
// The id of the thread that can (and has to) use irrlicht directly
threadid_t m_main_thread;
// The irrlicht device
JMutex m_device_mutex;
IrrlichtDevice *m_device;
TextureCache m_texturecache;
RequestQueue<std::string, video::ITexture*, u8, u8> m_get_texture_queue;
// Queued texture fetches (to be processed by the main thread)
RequestQueue<TextureSpec, video::ITexture*, u8, u8> m_get_texture_queue;
// Cache of textures by spec
TextureCache m_texturecache;
// A mapping from texture id to string spec
MutexedIdGenerator<std::string> m_namecache;
};
#endif