/*
-Minetest-c55
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2010-2013 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
-the Free Software Foundation; either version 2 of the License, or
+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 General Public License for more details.
+GNU Lesser General Public License for more details.
-You should have received a copy of the GNU General Public License along
+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 "common_irrlicht.h"
+#include "irrlichttypes.h"
+#include "irr_v2d.h"
+#include "irr_v3d.h"
+#include <ITexture.h>
+#include <IrrlichtDevice.h>
#include "threads.h"
-#include "utility.h"
#include <string>
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.
*/
std::string getTexturePath(const std::string &filename);
-/*
- Specifies a texture in an atlas.
-
- This is used to specify single textures also.
+void clearTextureNameCache();
- This has been designed to be small enough to be thrown around a lot.
+/*
+ ITextureSource::generateTextureFromMesh parameters
*/
-struct AtlasPointer
+namespace irr {namespace scene {class IMesh;}}
+struct TextureFromMeshParams
{
- 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(
- 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)
- {
- return (
- id == other.id
- );
- /*return (
- id == other.id &&
- atlas == other.atlas &&
- pos == other.pos &&
- size == other.size &&
- tiled == other.tiled
- );*/
- }
-
- float x0(){ return pos.X; }
- float x1(){ return pos.X + size.X; }
- float y0(){ return pos.Y; }
- float y1(){ return pos.Y + size.Y; }
+ 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;
};
/*
TextureSource creates and caches textures.
*/
-class ITextureSource
+class ISimpleTextureSource
+{
+public:
+ ISimpleTextureSource(){}
+ virtual ~ISimpleTextureSource(){}
+ virtual video::ITexture* getTexture(
+ const std::string &name, u32 *id = NULL) = 0;
+};
+
+class ITextureSource : public ISimpleTextureSource
{
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 IrrlichtDevice* getDevice()
- {return NULL;}
- virtual void updateAP(AtlasPointer &ap){};
+ virtual u32 getTextureId(const std::string &name)=0;
+ virtual u32 getTextureIdDirect(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 ¶ms)=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 u32 getTextureId(const std::string &name)=0;
+ virtual u32 getTextureIdDirect(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 ¶ms)=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{
- MATERIAL_ALPHA_NONE,
- MATERIAL_ALPHA_VERTEX,
- MATERIAL_ALPHA_SIMPLE, // >127 = opaque
- MATERIAL_ALPHA_BLEND,
+ 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
/*
This fully defines the looks of a tile.
struct TileSpec
{
TileSpec():
- texture(0),
+ texture_id(0),
+ texture(NULL),
alpha(255),
- //material_type(MATERIAL_ALPHA_NONE),
- // Use this so that leaves don't need a separate material
- material_type(MATERIAL_ALPHA_SIMPLE),
+ 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),
+ rotation(0)
{
}
- bool operator==(TileSpec &other)
+ bool operator==(const TileSpec &other) const
{
return (
- texture == other.texture &&
+ texture_id == other.texture_id &&
+ /* texture == other.texture && */
alpha == other.alpha &&
material_type == other.material_type &&
- material_flags == other.material_flags
+ 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
{
- if(alpha != 255 && material_type != MATERIAL_ALPHA_VERTEX)
- dstream<<"WARNING: TileSpec: alpha != 255 "
- "but not MATERIAL_ALPHA_VERTEX"
- <<std::endl;
-
- if(material_type == MATERIAL_ALPHA_NONE)
- material.MaterialType = video::EMT_SOLID;
- else if(material_type == MATERIAL_ALPHA_VERTEX)
- material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
- else if(material_type == MATERIAL_ALPHA_SIMPLE)
+ switch(material_type){
+ case TILE_MATERIAL_BASIC:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- else if(material_type == MATERIAL_ALPHA_BLEND)
+ 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;
}
-
- // NOTE: Deprecated, i guess?
- void setTexturePos(u8 tx_, u8 ty_, u8 tw_, u8 th_)
+ void applyMaterialOptionsWithShaders(video::SMaterial &material,
+ const video::E_MATERIAL_TYPE &basic,
+ const video::E_MATERIAL_TYPE &liquid,
+ const video::E_MATERIAL_TYPE &alpha) const
{
- 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);
+ 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;
}
- AtlasPointer texture;
- // Vertex alpha
+ u32 texture_id;
+ video::ITexture *texture;
+ // Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
u8 alpha;
- // Material type
+ // Material parameters
u8 material_type;
- // Material flags
u8 material_flags;
+ // Animation parameters
+ u8 animation_frame_count;
+ u16 animation_frame_length_ms;
+ u8 rotation;
};
#endif