/*
Minetest-c55
-Copyright (C) 2010 celeron55, Perttu Ahola <celeron55@gmail.com>
+Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include "debug.h"
#include "main.h" // for g_settings
#include "filesys.h"
+#include "utility.h"
+
+/*
+ A cache from texture name to texture path
+*/
+MutexedMap<std::string, std::string> g_texturename_to_path_cache;
/*
Replaces the filename extension.
-> image = "a/image.jpg"
Returns true on success.
*/
-inline bool replace_ext(std::string &path, const char *ext)
+static bool replace_ext(std::string &path, const char *ext)
{
+ if(ext == NULL)
+ return false;
// Find place of last dot, fail if \ or / found.
s32 last_dot_i = -1;
for(s32 i=path.size()-1; i>=0; i--)
If failed, return "".
*/
-inline std::string getImagePath(std::string path)
+static std::string getImagePath(std::string path)
{
// A NULL-ended list of possible image extensions
const char *extensions[] = {
- "png", "jpg", "bmp", "tga", "bmp",
+ "png", "jpg", "bmp", "tga",
"pcx", "ppm", "psd", "wal", "rgb",
NULL
};
/*
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.
*/
-inline std::string getTexturePath(std::string filename)
+std::string getTexturePath(const std::string &filename)
{
+ std::string fullpath = "";
+ /*
+ Check from cache
+ */
+ bool incache = g_texturename_to_path_cache.get(filename, &fullpath);
+ if(incache)
+ return fullpath;
+
+ /*
+ Check from texture_path
+ */
std::string texture_path = g_settings.get("texture_path");
if(texture_path != "")
{
- std::string fullpath = texture_path + '/' + filename;
- // Check all filename extensions
- fullpath = getImagePath(fullpath);
- // If found, return it
- if(fullpath != "")
- return fullpath;
+ std::string testpath = texture_path + '/' + filename;
+ // Check all filename extensions. Returns "" if not found.
+ fullpath = getImagePath(testpath);
}
- std::string fullpath = porting::getDataPath(filename.c_str());
- // Check all filename extensions
- fullpath = getImagePath(fullpath);
+
+ /*
+ Check from default data directory
+ */
+ if(fullpath == "")
+ {
+ std::string testpath = porting::getDataPath(filename.c_str());
+ // Check all filename extensions. Returns "" if not found.
+ fullpath = getImagePath(testpath);
+ }
+
+ // Add to cache (also an empty result is cached)
+ g_texturename_to_path_cache.set(filename, fullpath);
+
+ // Finally return it
return fullpath;
}
+/*
+ TextureSource
+*/
+
TextureSource::TextureSource(IrrlichtDevice *device):
m_device(device),
m_main_atlas_image(NULL),
sourcelist.push_back("tree_top.png");
sourcelist.push_back("water.png");
sourcelist.push_back("leaves.png");
+ sourcelist.push_back("glass.png");
sourcelist.push_back("mud.png^grass_side.png");
+ sourcelist.push_back("cobble.png");
+ sourcelist.push_back("mossycobble.png");
+ sourcelist.push_back("gravel.png");
sourcelist.push_back("stone.png^mineral_coal.png");
sourcelist.push_back("stone.png^mineral_iron.png");
sourcelist.push_back("sand.png^mineral_iron.png");
// Padding to disallow texture bleeding
- s32 padding = 8;
+ s32 padding = 16;
/*
First pass: generate almost everything
/*scene::ILightSceneNode *light =*/ smgr->addLightSceneNode(0,
v3f(-50, 100, 0), video::SColorf(0.5,0.5,0.5), 1000);
+ smgr->setAmbientLight(video::SColorf(0.2,0.2,0.2));
+
// Render scene
driver->beginScene(true, true, video::SColor(0,0,0,0));
smgr->drawAll();