/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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 (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. You should have received a copy of the GNU Lesser General Public License along 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 #include "irrlichttypes.h" #include "irr_v2d.h" #include "irr_v3d.h" #include #include #include "threads.h" #include class IGameDef; /* 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); /* Specifies a texture in an atlas. This is used to specify single textures also. This has been designed to be small enough to be thrown around a lot. */ struct AtlasPointer { u32 id; // Texture id video::ITexture *atlas; // Atlas in where the texture is v2f pos; // Position in atlas v2f size; // Size in atlas u16 tiled; // X-wise tiling count. If 0, width of atlas is width of image. AtlasPointer(): id(0), atlas(NULL), pos(0,0), size(1,1), tiled(1) {} AtlasPointer( u16 id_, video::ITexture *atlas_=NULL, v2f pos_=v2f(0,0), v2f size_=v2f(1,1), u16 tiled_=1 ): id(id_), atlas(atlas_), pos(pos_), size(size_), tiled(tiled_) { } bool operator==(const AtlasPointer &other) const { return ( id == other.id ); /*return ( id == other.id && atlas == other.atlas && pos == other.pos && size == other.size && tiled == other.tiled );*/ } bool operator!=(const AtlasPointer &other) const { return !(*this == other); } float x0(){ return pos.X; } float x1(){ return pos.X + size.X; } float y0(){ return pos.Y; } float y1(){ return pos.Y + size.Y; } }; /* TextureSource creates and caches textures. */ class ITextureSource { public: ITextureSource(){} virtual ~ITextureSource(){} virtual u32 getTextureId(const std::string &name){return 0;} virtual u32 getTextureIdDirect(const std::string &name){return 0;} virtual std::string getTextureName(u32 id){return "";} virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);} virtual AtlasPointer getTexture(const std::string &name) {return AtlasPointer(0);} virtual video::ITexture* getTextureRaw(const std::string &name) {return NULL;} virtual AtlasPointer getTextureRawAP(const AtlasPointer &ap) {return AtlasPointer(0);} virtual IrrlichtDevice* getDevice() {return NULL;} virtual void updateAP(AtlasPointer &ap){}; virtual bool isKnownSourceImage(const std::string &name)=0; }; class IWritableTextureSource : public ITextureSource { public: IWritableTextureSource(){} virtual ~IWritableTextureSource(){} virtual u32 getTextureId(const std::string &name){return 0;} virtual u32 getTextureIdDirect(const std::string &name){return 0;} virtual std::string getTextureName(u32 id){return "";} virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);} virtual AtlasPointer getTexture(const std::string &name) {return AtlasPointer(0);} virtual video::ITexture* getTextureRaw(const std::string &name) {return NULL;} virtual IrrlichtDevice* getDevice() {return NULL;} virtual void updateAP(AtlasPointer &ap){}; virtual bool isKnownSourceImage(const std::string &name)=0; virtual void processQueue()=0; virtual void insertSourceImage(const std::string &name, video::IImage *img)=0; virtual void rebuildImagesAndTextures()=0; virtual void buildMainAtlas(class IGameDef *gamedef)=0; }; IWritableTextureSource* createTextureSource(IrrlichtDevice *device); enum MaterialType{ TILE_MATERIAL_BASIC, TILE_MATERIAL_ALPHA, TILE_MATERIAL_LIQUID_TRANSPARENT, TILE_MATERIAL_LIQUID_OPAQUE, }; // Material flags // Should backface culling be enabled? #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 // Animation made up by splitting the texture to vertical frames, as // defined by extra parameters #define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08 // Whether liquid shader should be used #define MATERIAL_FLAG_ /* This fully defines the looks of a tile. The SMaterial of a tile is constructed according to this. */ struct TileSpec { TileSpec(): texture(0), alpha(255), material_type(TILE_MATERIAL_BASIC), material_flags( //0 // <- DEBUG, Use the one below MATERIAL_FLAG_BACKFACE_CULLING ), animation_frame_count(1), animation_frame_length_ms(0) { } bool operator==(const TileSpec &other) const { return ( texture == other.texture && alpha == other.alpha && material_type == other.material_type && material_flags == other.material_flags && rotation == other.rotation ); } bool operator!=(const TileSpec &other) const { return !(*this == other); } // Sets everything else except the texture in the material void applyMaterialOptions(video::SMaterial &material) const { switch(material_type){ case TILE_MATERIAL_BASIC: 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; } material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false; } void applyMaterialOptionsWithShaders(video::SMaterial &material, const video::E_MATERIAL_TYPE &basic, const video::E_MATERIAL_TYPE &liquid, const video::E_MATERIAL_TYPE &alpha) const { switch(material_type){ case TILE_MATERIAL_BASIC: material.MaterialType = basic; break; case TILE_MATERIAL_ALPHA: material.MaterialType = alpha; break; case TILE_MATERIAL_LIQUID_TRANSPARENT: material.MaterialType = liquid; break; case TILE_MATERIAL_LIQUID_OPAQUE: material.MaterialType = liquid; break; } material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false; } // NOTE: Deprecated, i guess? void setTexturePos(u8 tx_, u8 ty_, u8 tw_, u8 th_) { texture.pos = v2f((float)tx_/256.0, (float)ty_/256.0); texture.size = v2f(((float)tw_ + 1.0)/256.0, ((float)th_ + 1.0)/256.0); } AtlasPointer texture; // Vertex alpha (when MATERIAL_ALPHA_VERTEX is used) u8 alpha; // Material parameters u8 material_type; u8 material_flags; // Animation parameters u8 animation_frame_count; u16 animation_frame_length_ms; u8 rotation; }; #endif