minetest/src/client/tile.h

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/*
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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
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef TILE_HEADER
#define TILE_HEADER
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#include "irrlichttypes.h"
#include "irr_v2d.h"
#include "irr_v3d.h"
#include <ITexture.h>
#include <IrrlichtDevice.h>
#include "threads.h"
#include <string>
#include <vector>
#include "util/numeric.h"
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class IGameDef;
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struct TileSpec;
struct TileDef;
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/*
tile.{h,cpp}: Texture handling stuff.
*/
/*
Find out the full path of an image by trying different filename
extensions.
If failed, return "".
TODO: Should probably be moved out from here, because things needing
this function do not need anything else from this header
*/
std::string getImagePath(std::string path);
/*
Gets the path to a texture by first checking if the texture exists
in texture_path and if not, using the data path.
Checks all supported extensions by replacing the original extension.
If not found, returns "".
Utilizes a thread-safe cache.
*/
std::string getTexturePath(const std::string &filename);
void clearTextureNameCache();
/*
ITextureSource::generateTextureFromMesh parameters
*/
namespace irr {namespace scene {class IMesh;}}
struct TextureFromMeshParams
{
scene::IMesh *mesh;
core::dimension2d<u32> dim;
std::string rtt_texture_name;
bool delete_texture_on_shutdown;
v3f camera_position;
v3f camera_lookat;
core::CMatrix4<f32> camera_projection_matrix;
video::SColorf ambient_light;
v3f light_position;
video::SColorf light_color;
f32 light_radius;
};
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/*
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TextureSource creates and caches textures.
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*/
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class ISimpleTextureSource
{
public:
ISimpleTextureSource(){}
virtual ~ISimpleTextureSource(){}
virtual video::ITexture* getTexture(
const std::string &name, u32 *id = NULL) = 0;
};
class ITextureSource : public ISimpleTextureSource
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{
public:
ITextureSource(){}
virtual ~ITextureSource(){}
virtual u32 getTextureId(const std::string &name)=0;
virtual std::string getTextureName(u32 id)=0;
virtual video::ITexture* getTexture(u32 id)=0;
virtual video::ITexture* getTexture(
const std::string &name, u32 *id = NULL)=0;
virtual video::ITexture* getTextureForMesh(
const std::string &name, u32 *id = NULL) = 0;
virtual IrrlichtDevice* getDevice()=0;
virtual bool isKnownSourceImage(const std::string &name)=0;
virtual video::ITexture* generateTextureFromMesh(
const TextureFromMeshParams &params)=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 normamap_present,
bool tileable_vertical, bool tileable_horizontal)=0;
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};
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class IWritableTextureSource : public ITextureSource
{
public:
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IWritableTextureSource(){}
virtual ~IWritableTextureSource(){}
virtual u32 getTextureId(const std::string &name)=0;
virtual std::string getTextureName(u32 id)=0;
virtual video::ITexture* getTexture(u32 id)=0;
virtual video::ITexture* getTexture(
const std::string &name, u32 *id = NULL)=0;
virtual IrrlichtDevice* getDevice()=0;
virtual bool isKnownSourceImage(const std::string &name)=0;
virtual video::ITexture* generateTextureFromMesh(
const TextureFromMeshParams &params)=0;
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virtual void processQueue()=0;
virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
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 normamap_present,
bool tileable_vertical, bool tileable_horizontal)=0;
};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
#ifdef __ANDROID__
video::IImage * Align2Npot2(video::IImage * image, video::IVideoDriver* driver);
#endif
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enum MaterialType{
TILE_MATERIAL_BASIC,
TILE_MATERIAL_ALPHA,
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
TILE_MATERIAL_WAVING_LEAVES,
TILE_MATERIAL_WAVING_PLANTS
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};
// Material flags
// Should backface culling be enabled?
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#define MATERIAL_FLAG_BACKFACE_CULLING 0x01
// Should a crack be drawn?
#define MATERIAL_FLAG_CRACK 0x02
// Should the crack be drawn on transparent pixels (unset) or not (set)?
// Ignored if MATERIAL_FLAG_CRACK is not set.
#define MATERIAL_FLAG_CRACK_OVERLAY 0x04
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// Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
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#define MATERIAL_FLAG_HIGHLIGHTED 0x10
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/*
This fully defines the looks of a tile.
The SMaterial of a tile is constructed according to this.
*/
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struct FrameSpec
{
FrameSpec():
texture_id(0),
texture(NULL),
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normal_texture(NULL),
flags_texture(NULL)
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{
}
u32 texture_id;
video::ITexture *texture;
video::ITexture *normal_texture;
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video::ITexture *flags_texture;
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};
struct TileSpec
{
TileSpec():
texture_id(0),
texture(NULL),
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normal_texture(NULL),
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flags_texture(NULL),
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alpha(255),
material_type(TILE_MATERIAL_BASIC),
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material_flags(
//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING
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),
shader_id(0),
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animation_frame_count(1),
animation_frame_length_ms(0),
rotation(0)
{
}
bool operator==(const TileSpec &other) const
{
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return (
texture_id == other.texture_id &&
/* texture == other.texture && */
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alpha == other.alpha &&
material_type == other.material_type &&
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material_flags == other.material_flags &&
rotation == other.rotation
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);
}
bool operator!=(const TileSpec &other) const
{
return !(*this == other);
}
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// Sets everything else except the texture in the material
void applyMaterialOptions(video::SMaterial &material) const
{
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switch (material_type) {
case TILE_MATERIAL_BASIC:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
case TILE_MATERIAL_ALPHA:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
break;
case TILE_MATERIAL_LIQUID_TRANSPARENT:
material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
break;
case TILE_MATERIAL_LIQUID_OPAQUE:
material.MaterialType = video::EMT_SOLID;
break;
case TILE_MATERIAL_WAVING_LEAVES:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
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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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
? true : false;
}
void applyMaterialOptionsWithShaders(video::SMaterial &material) const
{
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
? true : false;
}
u32 texture_id;
video::ITexture *texture;
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video::ITexture *normal_texture;
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video::ITexture *flags_texture;
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// Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
u8 alpha;
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// Material parameters
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u8 material_type;
u8 material_flags;
u32 shader_id;
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// Animation parameters
u8 animation_frame_count;
u16 animation_frame_length_ms;
std::vector<FrameSpec> frames;
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u8 rotation;
};
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#endif