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-rw-r--r--src/tile.cpp105
1 files changed, 101 insertions, 4 deletions
diff --git a/src/tile.cpp b/src/tile.cpp
index 7b19b3651..415830a87 100644
--- a/src/tile.cpp
+++ b/src/tile.cpp
@@ -626,8 +626,23 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
dstream<<"INFO: getTextureIdDirect(): generating special "
<<"modification \""<<part_of_name<<"\""
<<std::endl;
+
+ /*
+ This is the simplest of all; it just adds stuff to the
+ name so that a separate texture is created.
- if(part_of_name.substr(0,6) == "[crack")
+ It is used to make textures for stuff that doesn't want
+ to implement getting the texture from a bigger texture
+ atlas.
+ */
+ if(part_of_name == "[forcesingle")
+ {
+ }
+ /*
+ [crackN
+ Adds a cracking texture
+ */
+ else if(part_of_name.substr(0,6) == "[crack")
{
if(baseimg == NULL)
{
@@ -671,9 +686,12 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
crackimage->drop();
}
}
+ /*
+ [combine:WxH:X,Y=filename:X,Y=filename2
+ Creates a bigger texture from an amount of smaller ones
+ */
else if(part_of_name.substr(0,8) == "[combine")
{
- // "[combine:16x128:0,0=stone.png:0,16=grass.png"
Strfnd sf(part_of_name);
sf.next(":");
u32 w0 = stoi(sf.next("x"));
@@ -713,6 +731,10 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
}
}
}
+ /*
+ [progressbarN
+ Adds a progress bar, 0.0 <= N <= 1.0
+ */
else if(part_of_name.substr(0,12) == "[progressbar")
{
if(baseimg == NULL)
@@ -726,8 +748,13 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
float value = stof(part_of_name.substr(12));
make_progressbar(value, baseimg);
}
- // "[noalpha:filename.png"
- // Use an image without it's alpha channel
+ /*
+ "[noalpha:filename.png"
+ Use an image without it's alpha channel.
+ Used for the leaves texture when in old leaves mode, so
+ that the transparent parts don't look completely black
+ when simple alpha channel is used for rendering.
+ */
else if(part_of_name.substr(0,8) == "[noalpha")
{
if(baseimg != NULL)
@@ -771,6 +798,76 @@ bool generate_image(std::string part_of_name, video::IImage *& baseimg,
image->drop();
}
}
+ /*
+ [inventorycube{topimage{leftimage{rightimage
+ In every subimage, replace ^ with &.
+ Create an "inventory cube".
+ NOTE: This should be used only on its own.
+ Example (a grass block (not actually used in game):
+ "[inventorycube{grass.png{mud.png&grass_side.png{mud.png&grass_side.png"
+ */
+ else if(part_of_name.substr(0,14) == "[inventorycube")
+ {
+ if(baseimg != NULL)
+ {
+ dstream<<"WARNING: getTextureIdDirect(): baseimg!=NULL "
+ <<"for part_of_name="<<part_of_name
+ <<", cancelling."<<std::endl;
+ return false;
+ }
+
+ // This is just a placeholder
+
+ str_replace_char(part_of_name, '&', '^');
+ Strfnd sf(part_of_name);
+ sf.next("{");
+ std::string imagename_top = sf.next("{");
+ std::string imagename_left = sf.next("{");
+ std::string imagename_right = sf.next("{");
+
+ baseimg = generate_image_from_scratch(
+ imagename_top, driver);
+
+ //TODO
+#if 0
+ if(driver->queryFeature(video::EVDF_RENDER_TO_TARGET) == false)
+ {
+ dstream<<"WARNING: getTextureIdDirect(): EVDF_RENDER_TO_TARGET"
+ " not supported"<<std::endl;
+ return false;
+ }
+
+ u32 w0 = 16;
+ u32 h0 = 16;
+ dstream<<"INFO: inventorycube w="<<w0<<" h="<<h0<<std::endl;
+ core::dimension2d<u32> dim(w0,h0);
+
+ //baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);
+
+ video::IImage *img_top = generate_image_from_scratch(
+ imagename_top, driver);
+ video::IImage *img_left = generate_image_from_scratch(
+ imagename_left, driver);
+ video::IImage *img_right = generate_image_from_scratch(
+ imagename_right, driver);
+
+ // Render target texture
+ video::ITexture *rtt = NULL;
+ std::string rtt_name = part_of_name + "_RTT";
+
+ rtt = driver->addRenderTargetTexture(dim, rtt_name.c_str());
+ assert(rtt);
+
+
+
+ img_top->drop();
+ img_left->drop();
+ img_right->drop();
+
+ //TODO
+ assert(0);
+#endif
+ }
else
{
dstream<<"WARNING: getTextureIdDirect(): Invalid "