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Despite the split of TileSpec into TileDef and TileLayer, the TileLayer struct is still 66 bytes large, and doesn't fit in a single cacheline. I'm moving the color member to cacheline 2, in the hope that it is less used and the compiler loads all the hot members in a single cacheline instead. Only color sits now in cacheline 2, all the other members are in cacheline 1. Note: is_color is probably rarely set, most nodes will likely not use hardware coloring, but this may change in the future. Ideally, this class is shrunk to 64 bytes.
352 lines
9.4 KiB
C++
352 lines
9.4 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_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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#include <vector>
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#include "util/numeric.h"
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class IGameDef;
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struct TileSpec;
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struct TileDef;
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typedef std::vector<video::SColor> Palette;
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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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void clearTextureNameCache();
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/*
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ITextureSource::generateTextureFromMesh parameters
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*/
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namespace irr {namespace scene {class IMesh;}}
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struct TextureFromMeshParams
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{
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scene::IMesh *mesh;
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core::dimension2d<u32> dim;
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std::string rtt_texture_name;
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bool delete_texture_on_shutdown;
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v3f camera_position;
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v3f camera_lookat;
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core::CMatrix4<f32> camera_projection_matrix;
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video::SColorf ambient_light;
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v3f light_position;
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video::SColorf light_color;
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f32 light_radius;
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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 ISimpleTextureSource
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{
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public:
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ISimpleTextureSource(){}
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virtual ~ISimpleTextureSource(){}
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL) = 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(){}
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virtual ~ITextureSource(){}
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL)=0;
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virtual video::ITexture* getTextureForMesh(
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const std::string &name, u32 *id = NULL) = 0;
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/*!
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* Returns a palette from the given texture name.
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* The pointer is valid until the texture source is
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* destructed.
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* Should be called from the main thread.
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*/
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virtual Palette* getPalette(const std::string &name) = 0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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const TextureFromMeshParams ¶ms)=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=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)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL)=0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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const TextureFromMeshParams ¶ms)=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 video::ITexture* getNormalTexture(const std::string &name)=0;
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virtual video::SColor getTextureAverageColor(const std::string &name)=0;
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virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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#ifdef __ANDROID__
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video::IImage * Align2Npot2(video::IImage * image, video::IVideoDriver* driver);
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#endif
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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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TILE_MATERIAL_WAVING_LEAVES,
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TILE_MATERIAL_WAVING_PLANTS
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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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#define MATERIAL_FLAG_ANIMATION 0x08
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#define MATERIAL_FLAG_HIGHLIGHTED 0x10
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#define MATERIAL_FLAG_TILEABLE_HORIZONTAL 0x20
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#define MATERIAL_FLAG_TILEABLE_VERTICAL 0x40
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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 FrameSpec
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{
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FrameSpec():
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texture_id(0),
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texture(NULL),
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normal_texture(NULL),
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flags_texture(NULL)
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{
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}
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u32 texture_id;
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video::ITexture *texture;
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video::ITexture *normal_texture;
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video::ITexture *flags_texture;
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};
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#define MAX_TILE_LAYERS 2
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//! Defines a layer of a tile.
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struct TileLayer
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{
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TileLayer():
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texture(NULL),
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normal_texture(NULL),
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flags_texture(NULL),
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shader_id(0),
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texture_id(0),
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animation_frame_length_ms(0),
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animation_frame_count(1),
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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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MATERIAL_FLAG_TILEABLE_HORIZONTAL|
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MATERIAL_FLAG_TILEABLE_VERTICAL
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),
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has_color(false),
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color()
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{
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}
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/*!
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* Two layers are equal if they can be merged.
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*/
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bool operator==(const TileLayer &other) const
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{
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return
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texture_id == other.texture_id &&
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material_type == other.material_type &&
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material_flags == other.material_flags &&
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color == other.color;
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}
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/*!
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* Two tiles are not equal if they must have different vertices.
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*/
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bool operator!=(const TileLayer &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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case TILE_MATERIAL_WAVING_LEAVES:
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case TILE_MATERIAL_WAVING_PLANTS:
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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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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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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)
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? true : false;
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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}
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const
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{
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
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material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[1].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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}
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if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
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material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayer[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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}
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}
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bool isTileable() const
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{
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return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
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&& (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
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}
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// Ordered for size, please do not reorder
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video::ITexture *texture;
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video::ITexture *normal_texture;
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video::ITexture *flags_texture;
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u32 shader_id;
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u32 texture_id;
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u16 animation_frame_length_ms;
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u8 animation_frame_count;
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u8 material_type;
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u8 material_flags;
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//! If true, the tile has its own color.
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bool has_color;
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std::vector<FrameSpec> frames;
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/*!
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* The color of the tile, or if the tile does not own
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* a color then the color of the node owning this tile.
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*/
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video::SColor color;
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};
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/*!
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* Defines a face of a node. May have up to two layers.
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*/
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struct TileSpec
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{
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TileSpec():
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rotation(0),
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emissive_light(0)
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{
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++)
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layers[layer] = TileLayer();
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}
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/*!
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* Returns true if this tile can be merged with the other tile.
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*/
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bool isTileable(const TileSpec &other) const {
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for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
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if (layers[layer] != other.layers[layer])
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return false;
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if (!layers[layer].isTileable())
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return false;
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}
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return rotation == 0
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&& rotation == other.rotation
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&& emissive_light == other.emissive_light;
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}
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u8 rotation;
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//! This much light does the tile emit.
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u8 emissive_light;
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//! The first is base texture, the second is overlay.
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TileLayer layers[MAX_TILE_LAYERS];
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};
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#endif
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