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/*

    This file is a part of the JThread package, which contains some object-
    oriented thread wrappers for different thread implementations.

    Copyright (c) 2000-2006  Jori Liesenborgs (jori.liesenborgs@gmail.com)

    Permission is hereby granted, free of charge, to any person obtaining a
    copy of this software and associated documentation files (the "Software"),
    to deal in the Software without restriction, including without limitation
    the rights to use, copy, modify, merge, publish, distribute, sublicense,
    and/or sell copies of the Software, and to permit persons to whom the
    Software is furnished to do so, subject to the following conditions:

    The above copyright notice and this permission notice shall be included in
    all copies or substantial portions of the Software.

    THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
    IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
    FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
    THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
    LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
    FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
    DEALINGS IN THE SOFTWARE.

*/

#ifndef JMUTEX_H

#define JMUTEX_H

#if (defined(WIN32) || defined(_WIN32_WCE))
	#ifndef _WIN32_WINNT
		#define _WIN32_WINNT 0x0501
	#endif
	#ifndef _WIN32_WCE
		#include <process.h>
	#endif // _WIN32_WCE
	#include <winsock2.h>
	#include <windows.h>
	// CriticalSection is way faster than the alternative
	#define JMUTEX_CRITICALSECTION
#else // using pthread
	#include <pthread.h>
#endif // WIN32

#define ERR_JMUTEX_ALREADYINIT						-1
#define ERR_JMUTEX_NOTINIT						-2
#define ERR_JMUTEX_CANTCREATEMUTEX					-3

class JMutex
{
public:
	JMutex();
	~JMutex();
	int Lock();
	int Unlock();

private:
#if (defined(WIN32) || defined(_WIN32_WCE))
#ifdef JMUTEX_CRITICALSECTION
	CRITICAL_SECTION mutex;
#else // Use standard mutex
	HANDLE mutex;
#endif // JMUTEX_CRITICALSECTION
#else // pthread mutex
	pthread_mutex_t mutex;

	bool IsLocked() {
		if (pthread_mutex_trylock(&mutex)) {
			pthread_mutex_unlock(&mutex);
			return true;
		}
		return false;
	}
#endif // WIN32
};

#endif // JMUTEX_H
an> m_smooth_lighting; IGameDef *m_gamedef; MeshMakeData(IGameDef *gamedef); /* Copy central data directly from block, and other data from parent of block. */ void fill(MapBlock *block); /* Set up with only a single node at (1,1,1) */ void fillSingleNode(MapNode *node); /* Set the (node) position of a crack */ void setCrack(int crack_level, v3s16 crack_pos); /* Enable or disable smooth lighting */ void setSmoothLighting(bool smooth_lighting); }; /* Holds a mesh for a mapblock. Besides the SMesh*, this contains information used for animating the vertex positions, colors and texture coordinates of the mesh. For example: - cracks [implemented] - day/night transitions [implemented] - animated flowing liquids [not implemented] - animating vertex positions for e.g. axles [not implemented] */ class MapBlockMesh { public: // Builds the mesh given MapBlockMesh(MeshMakeData *data); ~MapBlockMesh(); // Main animation function, parameters: // faraway: whether the block is far away from the camera (~50 nodes) // time: the global animation time, 0 .. 60 (repeats every minute) // daynight_ratio: 0 .. 1000 // crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off) // Returns true if anything has been changed. bool animate(bool faraway, float time, int crack, u32 daynight_ratio); scene::SMesh* getMesh() { return m_mesh; } bool isAnimationForced() const { return m_animation_force_timer == 0; } void decreaseAnimationForceTimer() { if(m_animation_force_timer > 0) m_animation_force_timer--; } private: scene::SMesh *m_mesh; IGameDef *m_gamedef; // Must animate() be called before rendering? bool m_has_animation; int m_animation_force_timer; // Animation info: cracks // Last crack value passed to animate() int m_last_crack; // Maps mesh buffer (i.e. material) indices to base texture names std::map<u32, std::string> m_crack_materials; // Animation info: texture animationi // Maps meshbuffers to TileSpecs std::map<u32, TileSpec> m_animation_tiles; std::map<u32, int> m_animation_frames; // last animation frame std::map<u32, int> m_animation_frame_offsets; // Animation info: day/night transitions // Last daynight_ratio value passed to animate() u32 m_last_daynight_ratio; // For each meshbuffer, maps vertex indices to (day,night) pairs std::map<u32, std::map<u32, std::pair<u8, u8> > > m_daynight_diffs; }; /* This is used because CMeshBuffer::append() is very slow */ struct PreMeshBuffer { TileSpec tile; std::vector<u16> indices; std::vector<video::S3DVertex> vertices; }; struct MeshCollector { std::vector<PreMeshBuffer> prebuffers; void append(const TileSpec &material, const video::S3DVertex *vertices, u32 numVertices, const u16 *indices, u32 numIndices); }; // This encodes // alpha in the A channel of the returned SColor // day light (0-255) in the R channel of the returned SColor // night light (0-255) in the G channel of the returned SColor // light source (0-255) in the B channel of the returned SColor inline video::SColor MapBlock_LightColor(u8 alpha, u16 light, u8 light_source=0) { return video::SColor(alpha, (light & 0xff), (light >> 8), light_source); } // Compute light at node u16 getInteriorLight(MapNode n, s32 increment, MeshMakeData *data); u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, MeshMakeData *data); u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data); // Retrieves the TileSpec of a face of a node // Adds MATERIAL_FLAG_CRACK if the node is cracked TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data); TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data); #endif