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+/*
+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 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 <ITexture.h>
+#include <IrrlichtDevice.h>
+#include "threads.h"
+#include <string>
+#include <vector>
+
+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);
+
+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;
+};
+
+/*
+ TextureSource creates and caches textures.
+*/
+
+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)=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;
+ virtual video::ITexture* getNormalTexture(const std::string &name)=0;
+};
+
+class IWritableTextureSource : public ITextureSource
+{
+public:
+ 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;
+
+ 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
+// 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
+#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)
+ {
+ }
+
+ bool operator==(const TileSpec &other) const
+ {
+ return (
+ texture_id == other.texture_id &&
+ /* 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;
+ case TILE_MATERIAL_WAVING_LEAVES:
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ break;
+ case TILE_MATERIAL_WAVING_PLANTS:
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ break;
+ }
+ 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;
+};
+
+#endif