aboutsummaryrefslogtreecommitdiff
path: root/builtin/client
Commit message (Expand)AuthorAge
* [CSM] Add callback on open inventory (#5793)Vincent Glize2017-10-02
* Implement mod communication channels (#6351)Loïc Blot2017-09-26
* Revert "CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand""Loic Blot2017-07-15
* CSM: Revert "[CSM] Add send_chat_message and run_server_chatcommand"rubenwardy2017-07-15
* Create a filesystem abstraction layer for CSM and only allow accessing files ...red-0012017-06-30
* CSM: Fix documentation error for register_on_*_chat_messages (#5917)DS2017-06-09
* [CSM] Add send_chat_message and run_server_chatcommand API functions (#5747)Pierre-Adrien Langrognet2017-05-21
* [CSM] add `on_item_use` (#5544)red-0012017-05-06
* [CSM] Add event on_place_node API lua (#5548)Vincent Glize2017-04-29
* [CSM] Allow escaping chatcommands and add missing calls to gettext. (#5565)red-0012017-04-11
* [CSM] Use more gettext (#5553)red-0012017-04-10
* [CSM] Move `.list_players` and `.disconnect` to builtin. (#5550)red-0012017-04-10
* [CSM] Add event on_connect player API lua (#5540)Vincent Glize2017-04-08
* Expose vector helpers to CSMLoic Blot2017-04-06
* Change command prefix to "." and add "help" command.red-0012017-03-26
* [CSM] Add `on_punchnode` callbackred-0012017-03-13
* [CSM] Add `on_dignode` callback (#5140)red-0012017-03-13
* [CSM] Improve security for client-sided mods (#5100)red-0012017-03-13
* [CSM] implement client side mod loading (#5123)Loïc Blot2017-03-13
* [CSM] Add local formspecs. (#5094)red-0012017-03-13
* [CSM] sound_play & sound_stop support + client_lua_api doc (#5096)Loïc Blot2017-03-13
* [CSM] Add client-sided chat commands (#5092)red-0012017-03-13
* [CSM] Add on_death, on_hp_modification & oh_damage_taken callbacks (#5093)Loïc Blot2017-03-13
* [CSM] Client side moddingLoic Blot2017-03-13
> 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

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.
*/

#ifndef TILE_HEADER
#define TILE_HEADER

#include "irrlichttypes.h"
#include "irr_v3d.h"
#include <ITexture.h>
#include <IrrlichtDevice.h>
#include "threads.h"
#include <string>
#include <vector>
#include "util/numeric.h"

class IGameDef;
struct TileSpec;
struct TileDef;

/*
	tile.{h,cpp}: Texture handling stuff.
*/

/*
	Find out the full path of an image by trying different filename
	extensions.

	If failed, return "".

	TODO: Should probably be moved out from here, because things needing
	      this function do not need anything else from this header
*/
std::string getImagePath(std::string path);

/*
	Gets the path to a texture by first checking if the texture exists
	in texture_path and if not, using the data path.

	Checks all supported extensions by replacing the original extension.

	If not found, returns "".

	Utilizes a thread-safe cache.
*/
std::string getTexturePath(const std::string &filename);

void clearTextureNameCache();

/*
	ITextureSource::generateTextureFromMesh parameters
*/
namespace irr {namespace scene {class IMesh;}}
struct TextureFromMeshParams
{
	scene::IMesh *mesh;
	core::dimension2d<u32> dim;
	std::string rtt_texture_name;
	bool delete_texture_on_shutdown;
	v3f camera_position;
	v3f camera_lookat;
	core::CMatrix4<f32> camera_projection_matrix;
	video::SColorf ambient_light;
	v3f light_position;
	video::SColorf light_color;
	f32 light_radius;
};

/*
	TextureSource creates and caches textures.
*/

class ISimpleTextureSource
{
public:
	ISimpleTextureSource(){}
	virtual ~ISimpleTextureSource(){}
	virtual video::ITexture* getTexture(
			const std::string &name, u32 *id = NULL) = 0;
};

class ITextureSource : public ISimpleTextureSource
{
public:
	ITextureSource(){}
	virtual ~ITextureSource(){}
	virtual u32 getTextureId(const std::string &name)=0;
	virtual std::string getTextureName(u32 id)=0;
	virtual video::ITexture* getTexture(u32 id)=0;
	virtual video::ITexture* getTexture(
			const std::string &name, u32 *id = NULL)=0;
	virtual video::ITexture* getTextureForMesh(
			const std::string &name, u32 *id = NULL) = 0;
	virtual IrrlichtDevice* getDevice()=0;
	virtual bool isKnownSourceImage(const std::string &name)=0;
	virtual video::ITexture* generateTextureFromMesh(
			const TextureFromMeshParams &params)=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;
};

class IWritableTextureSource : public ITextureSource
{
public:
	IWritableTextureSource(){}
	virtual ~IWritableTextureSource(){}
	virtual u32 getTextureId(const std::string &name)=0;
	virtual std::string getTextureName(u32 id)=0;
	virtual video::ITexture* getTexture(u32 id)=0;
	virtual video::ITexture* getTexture(
			const std::string &name, u32 *id = NULL)=0;
	virtual IrrlichtDevice* getDevice()=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(IrrlichtDevice *device);

#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
};

// 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
// Animation made up by splitting the texture to vertical frames, as
// defined by extra parameters
#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 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():
		texture_id(0),
		texture(NULL),
		normal_texture(NULL),
		flags_texture(NULL)
	{
	}
	u32 texture_id;
	video::ITexture *texture;
	video::ITexture *normal_texture;
	video::ITexture *flags_texture;
};

struct TileSpec
{
	TileSpec():
		texture_id(0),
		texture(NULL),
		normal_texture(NULL),
		flags_texture(NULL),
		alpha(255),
		material_type(TILE_MATERIAL_BASIC),
		material_flags(
			//0 // <- DEBUG, Use the one below
			MATERIAL_FLAG_BACKFACE_CULLING
		),
		shader_id(0),
		animation_frame_count(1),
		animation_frame_length_ms(0),
		rotation(0)
	{
	}

	bool operator==(const TileSpec &other) const
	{
		return (
			texture_id == other.texture_id &&
			/* texture == other.texture && */
			alpha == other.alpha &&
			material_type == other.material_type &&
			material_flags == other.material_flags &&
			rotation == other.rotation
		);
	}

	bool operator!=(const TileSpec &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_BASIC:
			material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
			break;
		case TILE_MATERIAL_ALPHA:
			material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
			break;
		case TILE_MATERIAL_LIQUID_TRANSPARENT:
			material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
			break;
		case TILE_MATERIAL_LIQUID_OPAQUE:
			material.MaterialType = video::EMT_SOLID;
			break;
		case TILE_MATERIAL_WAVING_LEAVES:
			material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
			break;
		case TILE_MATERIAL_WAVING_PLANTS:
			material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
			break;
		}
		material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
			? true : false;
		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)
			? true : false;
		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;
		}
	}
	
	u32 texture_id;
	video::ITexture *texture;
	video::ITexture *normal_texture;
	video::ITexture *flags_texture;
	
	// Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
	u8 alpha;
	// Material parameters
	u8 material_type;
	u8 material_flags;
	u32 shader_id;
	// Animation parameters
	u8 animation_frame_count;
	u16 animation_frame_length_ms;
	std::vector<FrameSpec> frames;

	u8 rotation;
};
#endif