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path: root/builtin/mainmenu/textures.lua
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--Minetest
--Copyright (C) 2013 sapier
--
--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.


mm_texture = {}

--------------------------------------------------------------------------------
function mm_texture.init()
	mm_texture.defaulttexturedir = core.get_texturepath() .. DIR_DELIM .. "base" ..
						DIR_DELIM .. "pack" .. DIR_DELIM
	mm_texture.basetexturedir = mm_texture.defaulttexturedir
	
	mm_texture.texturepack = core.settings:get("texture_path")
	
	mm_texture.gameid = nil
end

--------------------------------------------------------------------------------
function mm_texture.update(tab,gamedetails)
	if tab ~= "singleplayer" then
		mm_texture.reset()
		return
	end

	if gamedetails == nil then
		return
	end
	
	mm_texture.update_game(gamedetails)
end

--------------------------------------------------------------------------------
function mm_texture.reset()
	mm_texture.gameid = nil
	local have_bg      = false
	local have_overlay = mm_texture.set_generic("overlay")
	
	if not have_overlay then
		have_bg = mm_texture.set_generic("background")
	end
	
	mm_texture.clear("header")
	mm_texture.clear("footer")
	core.set_clouds(false)
	
	mm_texture.set_generic("footer")
	mm_texture.set_generic("header")
	
	if not have_bg then
		if core.settings:get_bool("menu_clouds") then
			core.set_clouds(true)
		else
			mm_texture.set_dirt_bg()
		end
	end
end

--------------------------------------------------------------------------------
function mm_texture.update_game(gamedetails)
	if mm_texture.gameid == gamedetails.id then
		return
	end
	
	local have_bg      = false
	local have_overlay = mm_texture.set_game("overlay",gamedetails)
	
	if not have_overlay then
		have_bg = mm_texture.set_game("background",gamedetails)
	end
	
	mm_texture.clear("header")
	mm_texture.clear("footer")
	core.set_clouds(false)
	
	if not have_bg then
		
		if core.settings:get_bool("menu_clouds") then
			core.set_clouds(true)
		else
			mm_texture.set_dirt_bg()
		end
	end
	
	mm_texture.set_game("footer",gamedetails)
	mm_texture.set_game("header",gamedetails)
	
	mm_texture.gameid = gamedetails.id
end

--------------------------------------------------------------------------------
function mm_texture.clear(identifier)
	core.set_background(identifier,"")
end

--------------------------------------------------------------------------------
function mm_texture.set_generic(identifier)
	--try texture pack first
	if mm_texture.texturepack ~= nil then
		local path = mm_texture.texturepack .. DIR_DELIM .."menu_" ..
										identifier .. ".png"
		if core.set_background(identifier,path) then
			return true
		end
	end
	
	if mm_texture.defaulttexturedir ~= nil then
		local path = mm_texture.defaulttexturedir .. DIR_DELIM .."menu_" ..
										identifier .. ".png"
		if core.set_background(identifier,path) then
			return true
		end
	end
	
	return false
end

--------------------------------------------------------------------------------
function mm_texture.set_game(identifier, gamedetails)
	
	if gamedetails == nil then
		return false
	end

	if mm_texture.texturepack ~= nil then
		local path = mm_texture.texturepack .. DIR_DELIM ..
			gamedetails.id .. "_menu_" .. identifier .. ".png"
		if core.set_background(identifier, path) then
			return true
		end
	end
	
	-- Find out how many randomized textures the game provides
	local n = 0
	local filename
	local menu_files = core.get_dir_list(gamedetails.path .. DIR_DELIM .. "menu", false)
	for i = 1, #menu_files do
		filename = identifier .. "." .. i .. ".png"
		if table.indexof(menu_files, filename) == -1 then
			n = i - 1
			break
		end
	end
	-- Select random texture, 0 means standard texture
	n = math.random(0, n)
	if n == 0 then
		filename = identifier .. ".png"
	else
		filename = identifier .. "." .. n .. ".png"
	end

	local path = gamedetails.path .. DIR_DELIM .. "menu" ..
		DIR_DELIM .. filename
	if core.set_background(identifier, path) then
		return true
	end
	
	return false
end

function mm_texture.set_dirt_bg()
	if mm_texture.texturepack ~= nil then
		local path = mm_texture.texturepack .. DIR_DELIM .."default_dirt.png"
		if core.set_background("background", path, true, 128) then
			return true
		end
	end
	
	-- Use universal fallback texture in textures/base/pack
	local minimalpath = defaulttexturedir .. "menu_bg.png"
	core.set_background("background", minimalpath, true, 128)
end
pan>) ^ n; n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; return 1.f - (float)n / 0x40000000; } float noise3d(int x, int y, int z, int seed) { int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z + NOISE_MAGIC_SEED * seed) & 0x7fffffff; n = (n >> 13) ^ n; n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; return 1.f - (float)n / 0x40000000; } float dotProduct(float vx, float vy, float wx, float wy) { return vx * wx + vy * wy; } inline float linearInterpolation(float v0, float v1, float t) { return v0 + (v1 - v0) * t; } float biLinearInterpolation(float v00, float v10, float v01, float v11, float x, float y) { float tx = easeCurve(x); float ty = easeCurve(y); float u = linearInterpolation(v00, v10, tx); float v = linearInterpolation(v01, v11, tx); return linearInterpolation(u, v, ty); } float biLinearInterpolationNoEase(float x0y0, float x1y0, float x0y1, float x1y1, float x, float y) { float u = linearInterpolation(x0y0, x1y0, x); float v = linearInterpolation(x0y1, x1y1, x); return linearInterpolation(u, v, y); } float triLinearInterpolation( float v000, float v100, float v010, float v110, float v001, float v101, float v011, float v111, float x, float y, float z) { float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y); float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y); return linearInterpolation(u, v, z); } #if 0 float triLinearInterpolation( float v000, float v100, float v010, float v110, float v001, float v101, float v011, float v111, float x, float y, float z) { /*float tx = easeCurve(x); float ty = easeCurve(y); float tz = easeCurve(z);*/ float tx = x; float ty = y; float tz = z; return( v000 * (1 - tx) * (1 - ty) * (1 - tz) + v100 * tx * (1 - ty) * (1 - tz) + v010 * (1 - tx) * ty * (1 - tz) + v110 * tx * ty * (1 - tz) + v001 * (1 - tx) * (1 - ty) * tz + v101 * tx * (1 - ty) * tz + v011 * (1 - tx) * ty * tz + v111 * tx * ty * tz ); } #endif #if 0 float noise2d_gradient(float x, float y, int seed) { // Calculate the integer coordinates int x0 = (x > 0.0 ? (int)x : (int)x - 1); int y0 = (y > 0.0 ? (int)y : (int)y - 1); // Calculate the remaining part of the coordinates float xl = x - (float)x0; float yl = y - (float)y0; // Calculate random cosine lookup table indices for the integer corners. // They are looked up as unit vector gradients from the lookup table. int n00 = (int)((noise2d(x0, y0, seed)+1)*8); int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8); int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8); int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8); // Make a dot product for the gradients and the positions, to get the values float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl); float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl); float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl); float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl); // Interpolate between the values return biLinearInterpolation(s,u,v,w,xl,yl); } #endif float noise2d_gradient(float x, float y, int seed) { // Calculate the integer coordinates int x0 = myfloor(x); int y0 = myfloor(y); // Calculate the remaining part of the coordinates float xl = x - (float)x0; float yl = y - (float)y0; // Get values for corners of square float v00 = noise2d(x0, y0, seed); float v10 = noise2d(x0+1, y0, seed); float v01 = noise2d(x0, y0+1, seed); float v11 = noise2d(x0+1, y0+1, seed); // Interpolate return biLinearInterpolation(v00,v10,v01,v11,xl,yl); } float noise3d_gradient(float x, float y, float z, int seed) { // Calculate the integer coordinates int x0 = myfloor(x); int y0 = myfloor(y); int z0 = myfloor(z); // Calculate the remaining part of the coordinates float xl = x - (float)x0; float yl = y - (float)y0; float zl = z - (float)z0; // Get values for corners of cube float v000 = noise3d(x0, y0, z0, seed); float v100 = noise3d(x0 + 1, y0, z0, seed); float v010 = noise3d(x0, y0 + 1, z0, seed); float v110 = noise3d(x0 + 1, y0 + 1, z0, seed); float v001 = noise3d(x0, y0, z0 + 1, seed); float v101 = noise3d(x0 + 1, y0, z0 + 1, seed); float v011 = noise3d(x0, y0 + 1, z0 + 1, seed); float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed); // Interpolate return triLinearInterpolation(v000, v100, v010, v110, v001, v101, v011, v111, xl, yl, zl); } float noise2d_perlin(float x, float y, int seed, int octaves, float persistence) { float a = 0; float f = 1.0; float g = 1.0; for (int i = 0; i < octaves; i++) { a += g * noise2d_gradient(x * f, y * f, seed + i); f *= 2.0; g *= persistence; } return a; } float noise2d_perlin_abs(float x, float y, int seed, int octaves, float persistence) { float a = 0; float f = 1.0; float g = 1.0; for (int i = 0; i < octaves; i++) { a += g * fabs(noise2d_gradient(x * f, y * f, seed + i)); f *= 2.0; g *= persistence; } return a; } float noise3d_perlin(float x, float y, float z, int seed, int octaves, float persistence) { float a = 0; float f = 1.0; float g = 1.0; for (int i = 0; i < octaves; i++) { a += g * noise3d_gradient(x * f, y * f, z * f, seed + i); f *= 2.0; g *= persistence; } return a; } float noise3d_perlin_abs(float x, float y, float z, int seed, int octaves, float persistence) { float a = 0; float f = 1.0; float g = 1.0; for (int i = 0; i < octaves; i++) { a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i)); f *= 2.0; g *= persistence; } return a; } // -1->0, 0->1, 1->0 float contour(float v) { v = fabs(v); if(v >= 1.0) return 0.0; return (1.0-v); } ///////////////////////// [ New perlin stuff ] //////////////////////////// Noise::Noise(NoiseParams *np, int seed, int sx, int sy) { init(np, seed, sx, sy, 1); } Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) { init(np, seed, sx, sy, sz); } void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) { this->np = np; this->seed = seed; this->sx = sx; this->sy = sy; this->sz = sz; this->noisebuf = NULL; resizeNoiseBuf(sz > 1); this->buf = new float[sx * sy * sz]; this->result = new float[sx * sy * sz]; } Noise::~Noise() { delete[] buf; delete[] result; delete[] noisebuf; } void Noise::setSize(int sx, int sy) { setSize(sx, sy, 1); } void Noise::setSize(int sx, int sy, int sz) { this->sx = sx; this->sy = sy; this->sz = sz; this->noisebuf = NULL; resizeNoiseBuf(sz > 1); delete[] buf; delete[] result; this->buf = new float[sx * sy * sz]; this->result = new float[sx * sy * sz]; } void Noise::setSpreadFactor(v3f spread) { this->np->spread = spread; resizeNoiseBuf(sz > 1); } void Noise::setOctaves(int octaves) { this->np->octaves = octaves; resizeNoiseBuf(sz > 1); } void Noise::resizeNoiseBuf(bool is3d) { int nlx, nly, nlz; float ofactor; //maximum possible spread value factor ofactor = (float)(1 << (np->octaves - 1)); //noise lattice point count //(int)(sz * spread * ofactor) is # of lattice points crossed due to length // + 2 for the two initial endpoints // + 1 for potentially crossing a boundary due to offset nlx = (int)(sx * ofactor / np->spread.X) + 3; nly = (int)(sy * ofactor / np->spread.Y) + 3; nlz = is3d ? (int)(sz * ofactor / np->spread.Z) + 3 : 1; if (noisebuf) delete[] noisebuf; noisebuf = new float[nlx * nly * nlz]; } /* * NB: This algorithm is not optimal in terms of space complexity. The entire * integer lattice of noise points could be done as 2 lines instead, and for 3D, * 2 lines + 2 planes. * However, this would require the noise calls to be interposed with the * interpolation loops, which may trash the icache, leading to lower overall * performance. * Another optimization that could save half as many noise calls is to carry over * values from the previous noise lattice as midpoints in the new lattice for the * next octave. */ #define idx(x, y) ((y) * nlx + (x)) void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) { float v00, v01, v10, v11, u, v, orig_u; int index, i, j, x0, y0, noisex, noisey; int nlx, nly; x0 = floor(x); y0 = floor(y); u = x - (float)x0; v = y - (float)y0; orig_u = u; //calculate noise point lattice nlx = (int)(u + sx * step_x) + 2; nly = (int)(v + sy * step_y) + 2; index = 0; for (j = 0; j != nly; j++) for (i = 0; i != nlx; i++) noisebuf[index++] = noise2d(x0 + i, y0 + j, seed); //calculate interpolations index = 0; noisey = 0; for (j = 0; j != sy; j++) { v00 = noisebuf[idx(0, noisey)]; v10 = noisebuf[idx(1, noisey)]; v01 = noisebuf[idx(0, noisey + 1)]; v11 = noisebuf[idx(1, noisey + 1)]; u = orig_u; noisex = 0; for (i = 0; i != sx; i++) { buf[index++] = biLinearInterpolation(v00, v10, v01, v11, u, v); u += step_x; if (u >= 1.0) { u -= 1.0; noisex++; v00 = v10; v01 = v11; v10 = noisebuf[idx(noisex + 1, noisey)]; v11 = noisebuf[idx(noisex + 1, noisey + 1)]; } } v += step_y; if (v >= 1.0) { v -= 1.0; noisey++; } } } #undef idx #define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x)) void Noise::gradientMap3D(float x, float y, float z, float step_x, float step_y, float step_z, int seed) { float v000, v010, v100, v110; float v001, v011, v101, v111; float u, v, w, orig_u, orig_v; int index, i, j, k, x0, y0, z0, noisex, noisey, noisez; int nlx, nly, nlz; x0 = floor(x); y0 = floor(y); z0 = floor(z); u = x - (float)x0; v = y - (float)y0; w = z - (float)z0; orig_u = u; orig_v = v; //calculate noise point lattice nlx = (int)(u + sx * step_x) + 2; nly = (int)(v + sy * step_y) + 2; nlz = (int)(w + sz * step_z) + 2; index = 0; for (k = 0; k != nlz; k++) for (j = 0; j != nly; j++) for (i = 0; i != nlx; i++) noisebuf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed); //calculate interpolations index = 0; noisey = 0; noisez = 0; for (k = 0; k != sz; k++) { v = orig_v; noisey = 0; for (j = 0; j != sy; j++) { v000 = noisebuf[idx(0, noisey, noisez)]; v100 = noisebuf[idx(1, noisey, noisez)]; v010 = noisebuf[idx(0, noisey + 1, noisez)]; v110 = noisebuf[idx(1, noisey + 1, noisez)]; v001 = noisebuf[idx(0, noisey, noisez + 1)]; v101 = noisebuf[idx(1, noisey, noisez + 1)]; v011 = noisebuf[idx(0, noisey + 1, noisez + 1)]; v111 = noisebuf[idx(1, noisey + 1, noisez + 1)]; u = orig_u; noisex = 0; for (i = 0; i != sx; i++) { buf[index++] = triLinearInterpolation( v000, v100, v010, v110, v001, v101, v011, v111, u, v, w); u += step_x; if (u >= 1.0) { u -= 1.0; noisex++; v000 = v100; v010 = v110; v100 = noisebuf[idx(noisex + 1, noisey, noisez)]; v110 = noisebuf[idx(noisex + 1, noisey + 1, noisez)]; v001 = v101; v011 = v111; v101 = noisebuf[idx(noisex + 1, noisey, noisez + 1)]; v111 = noisebuf[idx(noisex + 1, noisey + 1, noisez + 1)]; } } v += step_y; if (v >= 1.0) { v -= 1.0; noisey++; } } w += step_z; if (w >= 1.0) { w -= 1.0; noisez++; } } } #undef idx float *Noise::perlinMap2D(float x, float y) { float f = 1.0, g = 1.0; int i, j, index, oct; x /= np->spread.X; y /= np->spread.Y; memset(result, 0, sizeof(float) * sx * sy); for (oct = 0; oct < np->octaves; oct++) { gradientMap2D(x * f, y * f, f / np->spread.X, f / np->spread.Y, seed + np->seed + oct); index = 0; for (j = 0; j != sy; j++) { for (i = 0; i != sx; i++) { result[index] += g * buf[index]; index++; } } f *= 2.0; g *= np->persist; } return result; } float *Noise::perlinMap2DModulated(float x, float y, float *persist_map) { float f = 1.0; int i, j, index, oct; x /= np->spread.X; y /= np->spread.Y; memset(result, 0, sizeof(float) * sx * sy); float *g = new float[sx * sy]; for (index = 0; index != sx * sy; index++) g[index] = 1.0; for (oct = 0; oct < np->octaves; oct++) { gradientMap2D(x * f, y * f, f / np->spread.X, f / np->spread.Y, seed + np->seed + oct); index = 0; for (j = 0; j != sy; j++) { for (i = 0; i != sx; i++) { result[index] += g[index] * buf[index]; g[index] *= persist_map[index]; index++; } } f *= 2.0; } delete[] g; return result; } float *Noise::perlinMap3D(float x, float y, float z) { float f = 1.0, g = 1.0; int i, j, k, index, oct; x /= np->spread.X; y /= np->spread.Y; z /= np->spread.Z; memset(result, 0, sizeof(float) * sx * sy * sz); for (oct = 0; oct < np->octaves; oct++) { gradientMap3D(x * f, y * f, z * f, f / np->spread.X, f / np->spread.Y, f / np->spread.Z, seed + np->seed + oct); index = 0; for (k = 0; k != sz; k++) { for (j = 0; j != sy; j++) { for (i = 0; i != sx; i++) { result[index] += g * buf[index]; index++; } } } f *= 2.0; g *= np->persist; } return result; } void Noise::transformNoiseMap() { int i = 0; for (int z = 0; z != sz; z++) { for (int y = 0; y != sy; y++) { for (int x = 0; x != sx; x++) { result[i] = result[i] * np->scale + np->offset; i++; } } } }