aboutsummaryrefslogtreecommitdiff
path: root/src/objdef.cpp
blob: 08d6844fc135487818ffc73f8a33bcba49e90b32 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
/*
Minetest
Copyright (C) 2010-2015 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

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.
*/

#include "objdef.h"
#include "util/numeric.h"
#include "log.h"
#include "gamedef.h"

ObjDefManager::ObjDefManager(IGameDef *gamedef, ObjDefType type)
{
	m_objtype = type;
	m_ndef = gamedef ? gamedef->getNodeDefManager() : NULL;
}


ObjDefManager::~ObjDefManager()
{
	for (size_t i = 0; i != m_objects.size(); i++)
		delete m_objects[i];
}


ObjDefHandle ObjDefManager::add(ObjDef *obj)
{
	assert(obj);

	if (obj->name.length() && getByName(obj->name))
		return OBJDEF_INVALID_HANDLE;

	u32 index = addRaw(obj);
	if (index == OBJDEF_INVALID_INDEX)
		return OBJDEF_INVALID_HANDLE;

	obj->handle = createHandle(index, m_objtype, obj->uid);
	return obj->handle;
}


ObjDef *ObjDefManager::get(ObjDefHandle handle) const
{
	u32 index = validateHandle(handle);
	return (index != OBJDEF_INVALID_INDEX) ? getRaw(index) : NULL;
}


ObjDef *ObjDefManager::set(ObjDefHandle handle, ObjDef *obj)
{
	u32 index = validateHandle(handle);
	if (index == OBJDEF_INVALID_INDEX)
		return NULL;

	ObjDef *oldobj = setRaw(index, obj);

	obj->uid    = oldobj->uid;
	obj->index  = oldobj->index;
	obj->handle = oldobj->handle;

	return oldobj;
}


u32 ObjDefManager::addRaw(ObjDef *obj)
{
	size_t nobjects = m_objects.size();
	if (nobjects >= OBJDEF_MAX_ITEMS)
		return -1;

	obj->index = nobjects;

	// Ensure UID is nonzero so that a valid handle == OBJDEF_INVALID_HANDLE
	// is not possible.  The slight randomness bias isn't very significant.
	obj->uid = myrand() & OBJDEF_UID_MASK;
	if (obj->uid == 0)
		obj->uid = 1;

	m_objects.push_back(obj);

	infostream << "ObjDefManager: added " << getObjectTitle()
		<< ": name=\"" << obj->name
		<< "\" index=" << obj->index
		<< " uid="     << obj->uid
		<< std::endl;

	return nobjects;
}


ObjDef *ObjDefManager::getRaw(u32 index) const
{
	return m_objects[index];
}


ObjDef *ObjDefManager::setRaw(u32 index, ObjDef *obj)
{
	ObjDef *old_obj = m_objects[index];
	m_objects[index] = obj;
	return old_obj;
}


ObjDef *ObjDefManager::getByName(const std::string &name) const
{
	for (size_t i = 0; i != m_objects.size(); i++) {
		ObjDef *obj = m_objects[i];
		if (obj && !strcasecmp(name.c_str(), obj->name.c_str()))
			return obj;
	}

	return NULL;
}


void ObjDefManager::clear()
{
	for (size_t i = 0; i != m_objects.size(); i++)
		delete m_objects[i];

	m_objects.clear();
}


u32 ObjDefManager::validateHandle(ObjDefHandle handle) const
{
	ObjDefType type;
	u32 index;
	u32 uid;

	bool is_valid =
		(handle != OBJDEF_INVALID_HANDLE)         &&
		decodeHandle(handle, &index, &type, &uid) &&
		(type == m_objtype)                       &&
		(index < m_objects.size())                &&
		(m_objects[index]->uid == uid);

	return is_valid ? index : -1;
}


ObjDefHandle ObjDefManager::createHandle(u32 index, ObjDefType type, u32 uid)
{
	ObjDefHandle handle = 0;
	set_bits(&handle, 0, 18, index);
	set_bits(&handle, 18, 6, type);
	set_bits(&handle, 24, 7, uid);

	u32 parity = calc_parity(handle);
	set_bits(&handle, 31, 1, parity);

	return handle ^ OBJDEF_HANDLE_SALT;
}


bool ObjDefManager::decodeHandle(ObjDefHandle handle, u32 *index,
	ObjDefType *type, u32 *uid)
{
	handle ^= OBJDEF_HANDLE_SALT;

	u32 parity = get_bits(handle, 31, 1);
	set_bits(&handle, 31, 1, 0);
	if (parity != calc_parity(handle))
		return false;

	*index = get_bits(handle, 0, 18);
	*type  = (ObjDefType)get_bits(handle, 18, 6);
	*uid   = get_bits(handle, 24, 7);
	return true;
}
"hl opt">)=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 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; virtual video::SColor getTextureAverageColor(const std::string &name)=0; virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0; }; IWritableTextureSource *createTextureSource(); #ifdef __ANDROID__ 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 }; // 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 && 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: material.MaterialType = video::EMT_SOLID; break; case TILE_MATERIAL_BASIC: case TILE_MATERIAL_WAVING_LEAVES: case TILE_MATERIAL_WAVING_PLANTS: material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; break; case TILE_MATERIAL_ALPHA: case TILE_MATERIAL_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); } // 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; u8 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::shared_ptr<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; u8 scale; }; /*! * Defines a face of a node. May have up to two layers. */ struct TileSpec { TileSpec() { for (auto &layer : layers) layer = TileLayer(); } /*! * 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; if (!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]; }; const std::vector<std::string> &getTextureDirs();