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143 lines
4.2 KiB
C++
143 lines
4.2 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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#include "irrlichttypes.h"
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#include <SColor.h>
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#include <dimension2d.h>
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#include <string>
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#include <vector>
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namespace video
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{
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class IImage;
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class ITexture;
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}
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typedef std::vector<video::SColor> Palette;
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/*
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TextureSource creates and caches textures, which are created from images.
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Terminology:
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texture string = e.g. "dirt.png^grass_side.png"
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texture name = can be the same as the texture string
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or something abstract like "<texture12>"
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texture ID = unique numeric identifier for a texture
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standard texture = refers to a normal 2D texture as you would expect.
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depending on the support, 2D array textures can exist too.
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*/
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class ISimpleTextureSource
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{
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public:
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ISimpleTextureSource() = default;
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virtual ~ISimpleTextureSource() = default;
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/// @brief Generates a texture string into a standard texture
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virtual video::ITexture *getTexture(
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const std::string &name, u32 *id = nullptr) = 0;
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};
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class ITextureSource : public ISimpleTextureSource
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{
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public:
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ITextureSource() = default;
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virtual ~ITextureSource() = default;
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using ISimpleTextureSource::getTexture;
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/// @brief Generates a texture string into a standard texture
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/// @return its ID
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virtual u32 getTextureId(const std::string &image)=0;
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/// @brief Returns name of existing texture by ID
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/// @warning Use sparingly. Mostly useful for debugging.
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virtual std::string getTextureName(u32 id)=0;
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/// @brief Returns existing texture by ID
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virtual video::ITexture *getTexture(u32 id)=0;
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/// @brief Generates texture string(s) into an array texture
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/// @note Unlike the other getters this will always add a *new* texture.
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/// @return its ID
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virtual video::ITexture *addArrayTexture(
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const std::vector<std::string> &images, u32 *id = nullptr) = 0;
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/**
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* @brief Generates a texture string into a standard texture
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* Filters will be applied to make the texture suitable for mipmapping and
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* linear filtering during rendering.
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* @return its ID
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*/
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inline video::ITexture *getTextureForMesh(
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const std::string &image, u32 *id = nullptr)
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{
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if (needFilterForMesh() && !image.empty())
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return getTexture(image + FILTER_FOR_MESH, id);
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return getTexture(image, id);
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}
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/// @return true if getTextureForMesh will apply a filter
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virtual bool needFilterForMesh() const = 0;
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/// Filter needed for mesh-suitable textures, including leading ^
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static constexpr const char *FILTER_FOR_MESH = "^[applyfiltersformesh";
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/**
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* Returns a palette from the given texture string.
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* The pointer is valid until the texture source is
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* destructed.
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* Must be called from the main thread.
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*/
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virtual Palette *getPalette(const std::string &image) = 0;
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/// @brief Check if given image name exists
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virtual bool isKnownSourceImage(const std::string &name)=0;
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/// @brief Return dimensions of a texture string
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/// (will avoid actually creating the texture)
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virtual core::dimension2du getTextureDimensions(const std::string &image)=0;
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/// @brief Return average color of a texture string
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virtual video::SColor getTextureAverageColor(const std::string &image)=0;
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// Note: this method is here because caching is the decision of the
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// API user, even if his access is read-only.
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/**
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* Enables or disables the caching of finished texture images.
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* This can be useful if you want to call getTextureAverageColor without
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* duplicating work.
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* @note Disabling caching will flush the cache.
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*/
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virtual void setImageCaching(bool enabled) {};
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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() = default;
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virtual ~IWritableTextureSource() = default;
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/// @brief Fulfil texture requests from other threads
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virtual void processQueue()=0;
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/**
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* @brief Inserts a source image. Must be called from the main thread.
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* Takes ownership of @p img
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*/
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virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
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/**
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* Rebuilds all textures (in case-source images have changed)
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* @note This won't invalidate old ITexture's, but may or may not reuse them.
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* So you have to re-get all textures anyway.
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*/
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virtual void rebuildImagesAndTextures()=0;
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};
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IWritableTextureSource *createTextureSource();
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