#include <IrrlichtDevice.h>
#include "threads.h"
#include <string>
+#include <vector>
class IGameDef;
ITextureSource(){}
virtual ~ITextureSource(){}
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(
virtual bool isKnownSourceImage(const std::string &name)=0;
virtual video::ITexture* generateTextureFromMesh(
const TextureFromMeshParams ¶ms)=0;
+ virtual video::ITexture* getNormalTexture(const std::string &name)=0;
};
class IWritableTextureSource : public ITextureSource
IWritableTextureSource(){}
virtual ~IWritableTextureSource(){}
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(
virtual void processQueue()=0;
virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
virtual void rebuildImagesAndTextures()=0;
+ virtual video::ITexture* getNormalTexture(const std::string &name)=0;
};
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
+#ifdef __ANDROID__
+/**
+ * @param size get next npot2 value
+ * @return npot2 value
+ */
+inline unsigned int npot2(unsigned int size)
+{
+ if (size == 0) return 0;
+ unsigned int npot = 1;
+
+ while ((size >>= 1) > 0) {
+ npot <<= 1;
+ }
+ return npot;
+}
+
+video::IImage * Align2Npot2(video::IImage * image, video::IVideoDriver* driver);
+#endif
+
enum MaterialType{
TILE_MATERIAL_BASIC,
TILE_MATERIAL_ALPHA,
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
+ TILE_MATERIAL_WAVING_LEAVES,
+ TILE_MATERIAL_WAVING_PLANTS
};
// Material flags
// Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
+#define MATERIAL_FLAG_HIGHLIGHTED 0x10
/*
This fully defines the looks of a tile.
The SMaterial of a tile is constructed according to this.
*/
+struct FrameSpec
+{
+ FrameSpec():
+ texture_id(0),
+ texture(NULL),
+ normal_texture(NULL)
+ {
+ }
+ u32 texture_id;
+ video::ITexture *texture;
+ video::ITexture *normal_texture;
+};
+
struct TileSpec
{
TileSpec():
texture_id(0),
texture(NULL),
+ normal_texture(NULL),
alpha(255),
material_type(TILE_MATERIAL_BASIC),
material_flags(
//0 // <- DEBUG, Use the one below
MATERIAL_FLAG_BACKFACE_CULLING
),
+ shader_id(0),
animation_frame_count(1),
animation_frame_length_ms(0),
rotation(0)
// Sets everything else except the texture in the material
void applyMaterialOptions(video::SMaterial &material) const
{
- switch(material_type){
+ switch (material_type) {
case TILE_MATERIAL_BASIC:
material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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;
+ case TILE_MATERIAL_WAVING_LEAVES:
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
- case TILE_MATERIAL_LIQUID_OPAQUE:
- material.MaterialType = liquid;
+ case TILE_MATERIAL_WAVING_PLANTS:
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
break;
}
- material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false;
+ material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
+ ? true : false;
+ }
+
+ void applyMaterialOptionsWithShaders(video::SMaterial &material) const
+ {
+ material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
+ ? true : false;
}
u32 texture_id;
video::ITexture *texture;
+ video::ITexture *normal_texture;
+
// Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
u8 alpha;
// Material parameters
u8 material_type;
u8 material_flags;
+ u32 shader_id;
// Animation parameters
u8 animation_frame_count;
u16 animation_frame_length_ms;
+ std::vector<FrameSpec> frames;
+
u8 rotation;
};