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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.
+*/
+
+#pragma once
+
+#include "irrlichttypes.h"
+#include "irr_v3d.h"
+#include <ITexture.h>
+#include <string>
+#include <vector>
+#include <SMaterial.h>
+#include "util/numeric.h"
+#include "config.h"
+
+#if ENABLE_GLES
+#include <IVideoDriver.h>
+#endif
+
+class IGameDef;
+struct TileSpec;
+struct TileDef;
+
+typedef std::vector<video::SColor> Palette;
+
+/*
+ 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, bool *is_base_pack = nullptr);
+
+void clearTextureNameCache();
+
+/*
+ TextureSource creates and caches textures.
+*/
+
+class ISimpleTextureSource
+{
+public:
+ ISimpleTextureSource() = default;
+
+ virtual ~ISimpleTextureSource() = default;
+
+ virtual video::ITexture* getTexture(
+ const std::string &name, u32 *id = nullptr) = 0;
+};
+
+class ITextureSource : public ISimpleTextureSource
+{
+public:
+ ITextureSource() = default;
+
+ virtual ~ITextureSource() = default;
+
+ 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 = nullptr)=0;
+ virtual video::ITexture* getTextureForMesh(
+ const std::string &name, u32 *id = nullptr) = 0;
+ /*!
+ * Returns a palette from the given texture name.
+ * The pointer is valid until the texture source is
+ * destructed.
+ * Should be called from the main thread.
+ */
+ virtual Palette* getPalette(const std::string &name) = 0;
+ virtual bool isKnownSourceImage(const std::string &name)=0;
+ virtual video::ITexture* getNormalTexture(const std::string &name)=0;
+ virtual video::SColor getTextureAverageColor(const std::string &name)=0;
+ virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
+};
+
+class IWritableTextureSource : public ITextureSource
+{
+public:
+ IWritableTextureSource() = default;
+
+ virtual ~IWritableTextureSource() = default;
+
+ 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 = nullptr)=0;
+ 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 video::ITexture* getNormalTexture(const std::string &name)=0;
+ virtual video::SColor getTextureAverageColor(const std::string &name)=0;
+ virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
+};
+
+IWritableTextureSource *createTextureSource();
+
+#if ENABLE_GLES
+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,
+ TILE_MATERIAL_OPAQUE,
+ TILE_MATERIAL_WAVING_LIQUID_BASIC,
+ TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
+ TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
+ TILE_MATERIAL_PLAIN,
+ TILE_MATERIAL_PLAIN_ALPHA
+};
+
+// 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
+#define MATERIAL_FLAG_ANIMATION 0x08
+//#define MATERIAL_FLAG_HIGHLIGHTED 0x10
+#define MATERIAL_FLAG_TILEABLE_HORIZONTAL 0x20
+#define MATERIAL_FLAG_TILEABLE_VERTICAL 0x40
+
+/*
+ This fully defines the looks of a tile.
+ The SMaterial of a tile is constructed according to this.
+*/
+struct FrameSpec
+{
+ FrameSpec() = default;
+
+ u32 texture_id = 0;
+ video::ITexture *texture = nullptr;
+ video::ITexture *normal_texture = nullptr;
+ video::ITexture *flags_texture = nullptr;
+};
+
+#define MAX_TILE_LAYERS 2
+
+//! Defines a layer of a tile.
+struct TileLayer
+{
+ TileLayer() = default;
+
+ /*!
+ * Two layers are equal if they can be merged.
+ */
+ bool operator==(const TileLayer &other) const
+ {
+ return
+ texture_id == other.texture_id &&
+ material_type == other.material_type &&
+ material_flags == other.material_flags &&
+ has_color == other.has_color &&
+ color == other.color &&
+ scale == other.scale;
+ }
+
+ /*!
+ * Two tiles are not equal if they must have different vertices.
+ */
+ bool operator!=(const TileLayer &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_OPAQUE:
+ case TILE_MATERIAL_LIQUID_OPAQUE:
+ case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
+ material.MaterialType = video::EMT_SOLID;
+ break;
+ case TILE_MATERIAL_BASIC:
+ case TILE_MATERIAL_WAVING_LEAVES:
+ case TILE_MATERIAL_WAVING_PLANTS:
+ case TILE_MATERIAL_WAVING_LIQUID_BASIC:
+ material.MaterialTypeParam = 0.5;
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
+ break;
+ case TILE_MATERIAL_ALPHA:
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
+ material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
+ break;
+ default:
+ break;
+ }
+ material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
+ if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
+ material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+ }
+ if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
+ material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+ }
+ }
+
+ void applyMaterialOptionsWithShaders(video::SMaterial &material) const
+ {
+ material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
+ if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
+ material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+ material.TextureLayer[1].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+ }
+ if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
+ material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+ material.TextureLayer[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
+ }
+ }
+
+ bool isTileable() const
+ {
+ return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
+ && (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
+ }
+
+ bool isTransparent() const
+ {
+ switch (material_type) {
+ case TILE_MATERIAL_ALPHA:
+ case TILE_MATERIAL_LIQUID_TRANSPARENT:
+ case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
+ return true;
+ }
+ return false;
+ }
+
+ // Ordered for size, please do not reorder
+
+ video::ITexture *texture = nullptr;
+ video::ITexture *normal_texture = nullptr;
+ video::ITexture *flags_texture = nullptr;
+
+ u32 shader_id = 0;
+
+ u32 texture_id = 0;
+
+ u16 animation_frame_length_ms = 0;
+ u16 animation_frame_count = 1;
+
+ u8 material_type = TILE_MATERIAL_BASIC;
+ u8 material_flags =
+ //0 // <- DEBUG, Use the one below
+ MATERIAL_FLAG_BACKFACE_CULLING |
+ MATERIAL_FLAG_TILEABLE_HORIZONTAL|
+ MATERIAL_FLAG_TILEABLE_VERTICAL;
+
+ //! If true, the tile has its own color.
+ bool has_color = false;
+
+ std::vector<FrameSpec> *frames = nullptr;
+
+ /*!
+ * The color of the tile, or if the tile does not own
+ * a color then the color of the node owning this tile.
+ */
+ video::SColor color = video::SColor(0, 0, 0, 0);
+
+ u8 scale = 1;
+};
+
+/*!
+ * Defines a face of a node. May have up to two layers.
+ */
+struct TileSpec
+{
+ TileSpec() = default;
+
+ /*!
+ * Returns true if this tile can be merged with the other tile.
+ */
+ bool isTileable(const TileSpec &other) const {
+ for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
+ if (layers[layer] != other.layers[layer])
+ return false;
+ // Only non-transparent tiles can be merged into fast faces
+ if (layers[layer].isTransparent() || !layers[layer].isTileable())
+ return false;
+ }
+ return rotation == 0
+ && rotation == other.rotation
+ && emissive_light == other.emissive_light;
+ }
+
+ //! If true, the tile rotation is ignored.
+ bool world_aligned = false;
+ //! Tile rotation.
+ u8 rotation = 0;
+ //! This much light does the tile emit.
+ u8 emissive_light = 0;
+ //! The first is base texture, the second is overlay.
+ TileLayer layers[MAX_TILE_LAYERS];
+};
+
+std::vector<std::string> getTextureDirs();