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authorPerttu Ahola <celeron55@gmail.com>2011-11-14 21:41:30 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-11-29 19:13:42 +0200
commitc6fd2986d4261cf742d3bc21e8c12be59ab89f95 (patch)
treeef6ce8210f7f017bce42a024b75a44e73b5ab139 /src/tile.h
parentabceeee92f99b84ebb79968269835a4f509bfb90 (diff)
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GameDef compiles
Diffstat (limited to 'src/tile.h')
-rw-r--r--src/tile.h143
1 files changed, 20 insertions, 123 deletions
diff --git a/src/tile.h b/src/tile.h
index da23615c3..ac4e790b4 100644
--- a/src/tile.h
+++ b/src/tile.h
@@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "utility.h"
#include <string>
+class IGameDef;
+
/*
tile.{h,cpp}: Texture handling stuff.
*/
@@ -120,8 +122,9 @@ struct SourceAtlasPointer
};
/*
- Implementation (to be used as a no-op on the server)
+ TextureSource creates and caches textures.
*/
+
class ITextureSource
{
public:
@@ -137,133 +140,27 @@ public:
{return NULL;}
};
-/*
- Creates and caches textures.
-*/
-class TextureSource : public ITextureSource
+class IWritableTextureSource : public ITextureSource
{
public:
- TextureSource(IrrlichtDevice *device);
- ~TextureSource();
-
- /*
- Processes queued texture requests from other threads.
-
- Shall be called from the main thread.
- */
- void processQueue();
-
- /*
- Example case:
- Now, assume a texture with the id 1 exists, and has the name
- "stone.png^mineral1".
- Then a random thread calls getTextureId for a texture called
- "stone.png^mineral1^crack0".
- ...Now, WTF should happen? Well:
- - getTextureId strips off stuff recursively from the end until
- the remaining part is found, or nothing is left when
- something is stripped out
-
- But it is slow to search for textures by names and modify them
- like that?
- - ContentFeatures is made to contain ids for the basic plain
- textures
- - Crack textures can be slow by themselves, but the framework
- must be fast.
-
- Example case #2:
- - Assume a texture with the id 1 exists, and has the name
- "stone.png^mineral1" and is specified as a part of some atlas.
- - Now MapBlock::getNodeTile() stumbles upon a node which uses
- texture id 1, and finds out that NODEMOD_CRACK must be applied
- with progression=0
- - It finds out the name of the texture with getTextureName(1),
- appends "^crack0" to it and gets a new texture id with
- getTextureId("stone.png^mineral1^crack0")
-
- */
-
- /*
- Gets a texture id from cache or
- - if main thread, from getTextureIdDirect
- - if other thread, adds to request queue and waits for main thread
- */
- u32 getTextureId(const std::string &name);
-
- /*
- Example names:
- "stone.png"
- "stone.png^crack2"
- "stone.png^blit:mineral_coal.png"
- "stone.png^blit:mineral_coal.png^crack1"
-
- - If texture specified by name is found from cache, return the
- cached id.
- - Otherwise generate the texture, add to cache and return id.
- Recursion is used to find out the largest found part of the
- texture and continue based on it.
-
- The id 0 points to a NULL texture. It is returned in case of error.
- */
- u32 getTextureIdDirect(const std::string &name);
-
- /*
- Finds out the name of a cached texture.
- */
- std::string getTextureName(u32 id);
-
- /*
- If texture specified by the name pointed by the id doesn't
- exist, create it, then return the cached texture.
-
- Can be called from any thread. If called from some other thread
- and not found in cache, the call is queued to the main thread
- for processing.
- */
- AtlasPointer getTexture(u32 id);
-
- AtlasPointer getTexture(const std::string &name)
- {
- return getTexture(getTextureId(name));
- }
-
- // Gets a separate texture
- video::ITexture* getTextureRaw(const std::string &name)
- {
- AtlasPointer ap = getTexture(name);
- return ap.atlas;
- }
-
-private:
- /*
- Build the main texture atlas which contains most of the
- textures.
-
- This is called by the constructor.
- */
- void buildMainAtlas();
-
- // The id of the thread that is allowed to use irrlicht directly
- threadid_t m_main_thread;
- // The irrlicht device
- IrrlichtDevice *m_device;
-
- // A texture id is index in this array.
- // The first position contains a NULL texture.
- core::array<SourceAtlasPointer> m_atlaspointer_cache;
- // Maps a texture name to an index in the former.
- core::map<std::string, u32> m_name_to_id;
- // The two former containers are behind this mutex
- JMutex m_atlaspointer_cache_mutex;
-
- // Main texture atlas. This is filled at startup and is then not touched.
- video::IImage *m_main_atlas_image;
- video::ITexture *m_main_atlas_texture;
+ IWritableTextureSource(){}
+ virtual ~IWritableTextureSource(){}
+ virtual u32 getTextureId(const std::string &name){return 0;}
+ virtual u32 getTextureIdDirect(const std::string &name){return 0;}
+ virtual std::string getTextureName(u32 id){return "";}
+ virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);}
+ virtual AtlasPointer getTexture(const std::string &name)
+ {return AtlasPointer(0);}
+ virtual video::ITexture* getTextureRaw(const std::string &name)
+ {return NULL;}
- // Queued texture fetches (to be processed by the main thread)
- RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
+ virtual void updateAP(AtlasPointer &ap)=0;
+ virtual void buildMainAtlas(class IGameDef *gamedef)=0;
+ virtual void processQueue()=0;
};
+IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
+
enum MaterialType{
MATERIAL_ALPHA_NONE,
MATERIAL_ALPHA_VERTEX,