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path: root/src/script/cpp_api/s_entity.cpp
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/*
Minetest
Copyright (C) 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.
*/

#include "cpp_api/s_entity.h"
#include "cpp_api/s_internal.h"
#include "log.h"
#include "object_properties.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "server.h"

bool ScriptApiEntity::luaentity_Add(u16 id, const char *name)
{
	SCRIPTAPI_PRECHECKHEADER

	verbosestream<<"scriptapi_luaentity_add: id="<<id<<" name=\""
			<<name<<"\""<<std::endl;

	// Get core.registered_entities[name]
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "registered_entities");
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_pushstring(L, name);
	lua_gettable(L, -2);
	// Should be a table, which we will use as a prototype
	//luaL_checktype(L, -1, LUA_TTABLE);
	if (lua_type(L, -1) != LUA_TTABLE){
		errorstream<<"LuaEntity name \""<<name<<"\" not defined"<<std::endl;
		return false;
	}
	int prototype_table = lua_gettop(L);
	//dump2(L, "prototype_table");

	// Create entity object
	lua_newtable(L);
	int object = lua_gettop(L);

	// Set object metatable
	lua_pushvalue(L, prototype_table);
	lua_setmetatable(L, -2);

	// Add object reference
	// This should be userdata with metatable ObjectRef
	push_objectRef(L, id);
	luaL_checktype(L, -1, LUA_TUSERDATA);
	if (!luaL_checkudata(L, -1, "ObjectRef"))
		luaL_typerror(L, -1, "ObjectRef");
	lua_setfield(L, -2, "object");

	// core.luaentities[id] = object
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "luaentities");
	luaL_checktype(L, -1, LUA_TTABLE);
	lua_pushnumber(L, id); // Push id
	lua_pushvalue(L, object); // Copy object to top of stack
	lua_settable(L, -3);

	return true;
}

void ScriptApiEntity::luaentity_Activate(u16 id,
		const std::string &staticdata, u32 dtime_s)
{
	SCRIPTAPI_PRECHECKHEADER

	verbosestream << "scriptapi_luaentity_activate: id=" << id << std::endl;

	int error_handler = PUSH_ERROR_HANDLER(L);

	// Get core.luaentities[id]
	luaentity_get(L, id);
	int object = lua_gettop(L);

	// Get on_activate function
	lua_getfield(L, -1, "on_activate");
	if (!lua_isnil(L, -1)) {
		luaL_checktype(L, -1, LUA_TFUNCTION);
		lua_pushvalue(L, object); // self
		lua_pushlstring(L, staticdata.c_str(), staticdata.size());
		lua_pushinteger(L, dtime_s);

		setOriginFromTable(object);
		PCALL_RES(lua_pcall(L, 3, 0, error_handler));
	} else {
		lua_pop(L, 1);
	}
	lua_pop(L, 2); // Pop object and error handler
}

void ScriptApiEntity::luaentity_Remove(u16 id)
{
	SCRIPTAPI_PRECHECKHEADER

	verbosestream << "scriptapi_luaentity_rm: id=" << id << std::endl;

	// Get core.luaentities table
	lua_getglobal(L, "core");
	lua_getfield(L, -1, "luaentities");
	luaL_checktype(L, -1, LUA_TTABLE);
	int objectstable = lua_gettop(L);

	// Set luaentities[id] = nil
	lua_pushnumber(L, id); // Push id
	lua_pushnil(L);
	lua_settable(L, objectstable);

	lua_pop(L, 2); // pop luaentities, core
}

std::string ScriptApiEntity::luaentity_GetStaticdata(u16 id)
{
	SCRIPTAPI_PRECHECKHEADER

	//infostream<<"scriptapi_luaentity_get_staticdata: id="<<id<<std::endl;

	int error_handler = PUSH_ERROR_HANDLER(L);

	// Get core.luaentities[id]
	luaentity_get(L, id);
	int object = lua_gettop(L);

	// Get get_staticdata function
	lua_getfield(L, -1, "get_staticdata");
	if (lua_isnil(L, -1)) {
		lua_pop(L, 2); // Pop entity and  get_staticdata
		return "";
	}
	luaL_checktype(L, -1, LUA_TFUNCTION);
	lua_pushvalue(L, object); // self

	setOriginFromTable(object);
	PCALL_RES(lua_pcall(L, 1, 1, error_handler));

	lua_remove(L, object);
	lua_remove(L, error_handler);

	size_t len = 0;
	const char *s = lua_tolstring(L, -1, &len);
	lua_pop(L, 1); // Pop static data
	return std::string(s, len);
}

void ScriptApiEntity::luaentity_GetProperties(u16 id,
		ServerActiveObject *self, ObjectProperties *prop)
{
	SCRIPTAPI_PRECHECKHEADER

	//infostream<<"scriptapi_luaentity_get_properties: id="<<id<<std::endl;

	// Get core.luaentities[id]
	luaentity_get(L, id);

	// Set default values that differ from ObjectProperties defaults
	prop->hp_max = 10;

	// Deprecated: read object properties directly
	read_object_properties(L, -1, self, prop, getServer()->idef());

	// Read initial_properties
	lua_getfield(L, -1, "initial_properties");
	read_object_properties(L, -1, self, prop, getServer()->idef());
	lua_pop(L, 1);
}

void ScriptApiEntity::luaentity_Step(u16 id, float dtime)
{
	SCRIPTAPI_PRECHECKHEADER

	//infostream<<"scriptapi_luaentity_step: id="<<id<<std::endl;

	int error_handler = PUSH_ERROR_HANDLER(L);

	// Get core.luaentities[id]
	luaentity_get(L, id);
	int object = lua_gettop(L);
	// State: object is at top of stack
	// Get step function
	lua_getfield(L, -1, "on_step");
	if (lua_isnil(L, -1)) {
		lua_pop(L, 2); // Pop on_step and entity
		return;
	}
	luaL_checktype(L, -1, LUA_TFUNCTION);
	lua_pushvalue(L, object); // self
	lua_pushnumber(L, dtime); // dtime

	setOriginFromTable(object);
	PCALL_RES(lua_pcall(L, 2, 0, error_handler));

	lua_pop(L, 2); // Pop object and error handler
}

// Calls entity:on_punch(ObjectRef puncher, time_from_last_punch,
//                       tool_capabilities, direction, damage)
bool ScriptApiEntity::luaentity_Punch(u16 id,
		ServerActiveObject *puncher, float time_from_last_punch,
		const ToolCapabilities *toolcap, v3f dir, s16 damage)
{
	SCRIPTAPI_PRECHECKHEADER

	//infostream<<"scriptapi_luaentity_step: id="<<id<<std::endl;

	int error_handler = PUSH_ERROR_HANDLER(L);

	// Get core.luaentities[id]
	luaentity_get(L,id);
	int object = lua_gettop(L);
	// State: object is at top of stack
	// Get function
	lua_getfield(L, -1, "on_punch");
	if (lua_isnil(L, -1)) {
		lua_pop(L, 2); // Pop on_punch and entity
		return false;
	}
	luaL_checktype(L, -1, LUA_TFUNCTION);
	lua_pushvalue(L, object);  // self
	objectrefGetOrCreate(L, puncher);  // Clicker reference
	lua_pushnumber(L, time_from_last_punch);
	push_tool_capabilities(L, *toolcap);
	push_v3f(L, dir);
	lua_pushnumber(L, damage);

	setOriginFromTable(object);
	PCALL_RES(lua_pcall(L, 6, 1, error_handler));

	bool retval = readParam<bool>(L, -1);
	lua_pop(L, 2); // Pop object and error handler
	return retval;
}

// Calls entity[field](ObjectRef self, ObjectRef sao)
bool ScriptApiEntity::luaentity_run_simple_callback(u16 id,
	ServerActiveObject *sao, const char *field)
{
	SCRIPTAPI_PRECHECKHEADER

	int error_handler = PUSH_ERROR_HANDLER(L);

	// Get core.luaentities[id]
	luaentity_get(L, id);
	int object = lua_gettop(L);
	// State: object is at top of stack
	// Get function
	lua_getfield(L, -1, field);
	if (lua_isnil(L, -1)) {
		lua_pop(L, 2); // Pop callback field and entity
		return false;
	}
	luaL_checktype(L, -1, LUA_TFUNCTION);
	lua_pushvalue(L, object);  // self
	objectrefGetOrCreate(L, sao);  // killer reference

	setOriginFromTable(object);
	PCALL_RES(lua_pcall(L, 2, 1, error_handler));

	bool retval = readParam<bool>(L, -1);
	lua_pop(L, 2); // Pop object and error handler
	return retval;
}

bool ScriptApiEntity::luaentity_on_death(u16 id, ServerActiveObject *killer)
{
	return luaentity_run_simple_callback(id, killer, "on_death");
}

// Calls entity:on_rightclick(ObjectRef clicker)
void ScriptApiEntity::luaentity_Rightclick(u16 id, ServerActiveObject *clicker)
{
	luaentity_run_simple_callback(id, clicker, "on_rightclick");
}

void ScriptApiEntity::luaentity_on_attach_child(u16 id, ServerActiveObject *child)
{
	luaentity_run_simple_callback(id, child, "on_attach_child");
}

void ScriptApiEntity::luaentity_on_detach_child(u16 id, ServerActiveObject *child)
{
	luaentity_run_simple_callback(id, child, "on_detach_child");
}

void ScriptApiEntity::luaentity_on_detach(u16 id, ServerActiveObject *parent)
{
	luaentity_run_simple_callback(id, parent, "on_detach");
}
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/*
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.
*/

#include "tile.h"

#include <algorithm>
#include <ICameraSceneNode.h>
#include <IrrCompileConfig.h>
#include "util/string.h"
#include "util/container.h"
#include "util/thread.h"
#include "filesys.h"
#include "settings.h"
#include "mesh.h"
#include "gamedef.h"
#include "util/strfnd.h"
#include "imagefilters.h"
#include "guiscalingfilter.h"
#include "renderingengine.h"
#include "util/base64.h"

/*
	A cache from texture name to texture path
*/
MutexedMap<std::string, std::string> g_texturename_to_path_cache;

/*
	Replaces the filename extension.
	eg:
		std::string image = "a/image.png"
		replace_ext(image, "jpg")
		-> image = "a/image.jpg"
	Returns true on success.
*/
static bool replace_ext(std::string &path, const char *ext)
{
	if (ext == NULL)
		return false;
	// Find place of last dot, fail if \ or / found.
	s32 last_dot_i = -1;
	for (s32 i=path.size()-1; i>=0; i--)
	{
		if (path[i] == '.')
		{
			last_dot_i = i;
			break;
		}

		if (path[i] == '\\' || path[i] == '/')
			break;
	}
	// If not found, return an empty string
	if (last_dot_i == -1)
		return false;
	// Else make the new path
	path = path.substr(0, last_dot_i+1) + ext;
	return true;
}

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

	If failed, return "".
*/
std::string getImagePath(std::string path)
{
	// A NULL-ended list of possible image extensions
	const char *extensions[] = { "png", "jpg", "bmp", "tga", NULL };
	// If there is no extension, assume PNG
	if (removeStringEnd(path, extensions).empty())
		path = path + ".png";
	// Check paths until something is found to exist
	const char **ext = extensions;
	do{
		bool r = replace_ext(path, *ext);
		if (!r)
			return "";
		if (fs::PathExists(path))
			return path;
	}
	while((++ext) != NULL);

	return "";
}

/*
	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, bool *is_base_pack)
{
	std::string fullpath;

	// This can set a wrong value on cached textures, but is irrelevant because
	// is_base_pack is only passed when initializing the textures the first time
	if (is_base_pack)
		*is_base_pack = false;
	/*
		Check from cache
	*/
	bool incache = g_texturename_to_path_cache.get(filename, &fullpath);
	if (incache)
		return fullpath;

	/*
		Check from texture_path
	*/
	for (const auto &path : getTextureDirs()) {
		std::string testpath = path + DIR_DELIM;
		testpath.append(filename);
		// Check all filename extensions. Returns "" if not found.
		fullpath = getImagePath(testpath);
		if (!fullpath.empty())
			break;
	}

	/*
		Check from default data directory
	*/
	if (fullpath.empty())
	{
		std::string base_path = porting::path_share + DIR_DELIM + "textures"
				+ DIR_DELIM + "base" + DIR_DELIM + "pack";
		std::string testpath = base_path + DIR_DELIM + filename;
		// Check all filename extensions. Returns "" if not found.
		fullpath = getImagePath(testpath);
		if (is_base_pack && !fullpath.empty())
			*is_base_pack = true;
	}

	// Add to cache (also an empty result is cached)
	g_texturename_to_path_cache.set(filename, fullpath);

	// Finally return it
	return fullpath;
}

void clearTextureNameCache()
{
	g_texturename_to_path_cache.clear();
}

/*
	Stores internal information about a texture.
*/

struct TextureInfo
{
	std::string name;
	video::ITexture *texture;

	TextureInfo(
			const std::string &name_,
			video::ITexture *texture_=NULL
		):
		name(name_),
		texture(texture_)
	{
	}
};

/*
	SourceImageCache: A cache used for storing source images.
*/

class SourceImageCache
{
public:
	~SourceImageCache() {
		for (auto &m_image : m_images) {
			m_image.second->drop();
		}
		m_images.clear();
	}
	void insert(const std::string &name, video::IImage *img, bool prefer_local)
	{
		assert(img); // Pre-condition
		// Remove old image
		std::map<std::string, video::IImage*>::iterator n;
		n = m_images.find(name);
		if (n != m_images.end()){
			if (n->second)
				n->second->drop();
		}

		video::IImage* toadd = img;
		bool need_to_grab = true;

		// Try to use local texture instead if asked to
		if (prefer_local) {
			bool is_base_pack;
			std::string path = getTexturePath(name, &is_base_pack);
			// Ignore base pack
			if (!path.empty() && !is_base_pack) {
				video::IImage *img2 = RenderingEngine::get_video_driver()->
					createImageFromFile(path.c_str());
				if (img2){
					toadd = img2;
					need_to_grab = false;
				}
			}
		}

		if (need_to_grab)
			toadd->grab();
		m_images[name] = toadd;
	}
	video::IImage* get(const std::string &name)
	{
		std::map<std::string, video::IImage*>::iterator n;
		n = m_images.find(name);
		if (n != m_images.end())
			return n->second;
		return NULL;
	}
	// Primarily fetches from cache, secondarily tries to read from filesystem
	video::IImage *getOrLoad(const std::string &name)
	{
		std::map<std::string, video::IImage*>::iterator n;
		n = m_images.find(name);
		if (n != m_images.end()){
			n->second->grab(); // Grab for caller
			return n->second;
		}
		video::IVideoDriver *driver = RenderingEngine::get_video_driver();
		std::string path = getTexturePath(name);
		if (path.empty()) {
			infostream<<"SourceImageCache::getOrLoad(): No path found for \""
					<<name<<"\""<<std::endl;
			return NULL;
		}
		infostream<<"SourceImageCache::getOrLoad(): Loading path \""<<path
				<<"\""<<std::endl;
		video::IImage *img = driver->createImageFromFile(path.c_str());

		if (img){
			m_images[name] = img;
			img->grab(); // Grab for caller
		}
		return img;
	}
private:
	std::map<std::string, video::IImage*> m_images;
};

/*
	TextureSource
*/

class TextureSource : public IWritableTextureSource
{
public:
	TextureSource();
	virtual ~TextureSource();

	/*
		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^mineral_coal.png".
		- Now getNodeTile() stumbles upon a node which uses
		  texture id 1, and determines that MATERIAL_FLAG_CRACK
		  must be applied to the tile
		- MapBlockMesh::animate() finds the MATERIAL_FLAG_CRACK and
		  has received the current crack level 0 from the client. 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^mineral_coal.png^crack0").

	*/

	/*
		Gets a texture id from cache or
		- if main thread, generates the texture, adds to cache and returns id.
		- if other thread, adds to request queue and waits for main thread.

		The id 0 points to a NULL texture. It is returned in case of error.
	*/
	u32 getTextureId(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.
	*/
	video::ITexture* getTexture(u32 id);

	video::ITexture* getTexture(const std::string &name, u32 *id = NULL);

	/*
		Get a texture specifically intended for mesh
		application, i.e. not HUD, compositing, or other 2D
		use.  This texture may be a different size and may
		have had additional filters applied.
	*/
	video::ITexture* getTextureForMesh(const std::string &name, u32 *id);

	virtual Palette* getPalette(const std::string &name);

	bool isKnownSourceImage(const std::string &name)
	{
		bool is_known = false;
		bool cache_found = m_source_image_existence.get(name, &is_known);
		if (cache_found)
			return is_known;
		// Not found in cache; find out if a local file exists
		is_known = (!getTexturePath(name).empty());
		m_source_image_existence.set(name, is_known);
		return is_known;
	}

	// Processes queued texture requests from other threads.
	// Shall be called from the main thread.
	void processQueue();

	// Insert an image into the cache without touching the filesystem.
	// Shall be called from the main thread.
	void insertSourceImage(const std::string &name, video::IImage *img);

	// Rebuild images and textures from the current set of source images
	// Shall be called from the main thread.
	void rebuildImagesAndTextures();

	video::ITexture* getNormalTexture(const std::string &name);
	video::SColor getTextureAverageColor(const std::string &name);
	video::ITexture *getShaderFlagsTexture(bool normamap_present);

private:

	// The id of the thread that is allowed to use irrlicht directly
	std::thread::id m_main_thread;

	// Cache of source images
	// This should be only accessed from the main thread
	SourceImageCache m_sourcecache;

	// Generate a texture
	u32 generateTexture(const std::string &name);

	// Generate image based on a string like "stone.png" or "[crack:1:0".
	// if baseimg is NULL, it is created. Otherwise stuff is made on it.
	bool generateImagePart(std::string part_of_name, video::IImage *& baseimg);

	/*! Generates an image from a full string like
	 * "stone.png^mineral_coal.png^[crack:1:0".
	 * Shall be called from the main thread.
	 * The returned Image should be dropped.
	 */
	video::IImage* generateImage(const std::string &name);

	// Thread-safe cache of what source images are known (true = known)
	MutexedMap<std::string, bool> m_source_image_existence;

	// A texture id is index in this array.
	// The first position contains a NULL texture.
	std::vector<TextureInfo> m_textureinfo_cache;
	// Maps a texture name to an index in the former.
	std::map<std::string, u32> m_name_to_id;
	// The two former containers are behind this mutex
	std::mutex m_textureinfo_cache_mutex;

	// Queued texture fetches (to be processed by the main thread)
	RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;

	// Textures that have been overwritten with other ones
	// but can't be deleted because the ITexture* might still be used
	std::vector<video::ITexture*> m_texture_trash;

	// Maps image file names to loaded palettes.
	std::unordered_map<std::string, Palette> m_palettes;

	// Cached settings needed for making textures from meshes
	bool m_setting_mipmap;
	bool m_setting_trilinear_filter;
	bool m_setting_bilinear_filter;
};

IWritableTextureSource *createTextureSource()
{
	return new TextureSource();
}

TextureSource::TextureSource()
{
	m_main_thread = std::this_thread::get_id();

	// Add a NULL TextureInfo as the first index, named ""
	m_textureinfo_cache.emplace_back("");
	m_name_to_id[""] = 0;

	// Cache some settings
	// Note: Since this is only done once, the game must be restarted
	// for these settings to take effect
	m_setting_mipmap = g_settings->getBool("mip_map");
	m_setting_trilinear_filter = g_settings->getBool("trilinear_filter");
	m_setting_bilinear_filter = g_settings->getBool("bilinear_filter");
}

TextureSource::~TextureSource()
{
	video::IVideoDriver *driver = RenderingEngine::get_video_driver();

	unsigned int textures_before = driver->getTextureCount();

	for (const auto &iter : m_textureinfo_cache) {
		//cleanup texture
		if (iter.texture)
			driver->removeTexture(iter.texture);
	}
	m_textureinfo_cache.clear();

	for (auto t : m_texture_trash) {
		//cleanup trashed texture
		driver->removeTexture(t);
	}

	infostream << "~TextureSource() before cleanup: "<< textures_before
			<< " after: " << driver->getTextureCount() << std::endl;
}

u32 TextureSource::getTextureId(const std::string &name)
{
	//infostream<<"getTextureId(): \""<<name<<"\""<<std::endl;

	{
		/*
			See if texture already exists
		*/
		MutexAutoLock lock(m_textureinfo_cache_mutex);
		std::map<std::string, u32>::iterator n;
		n = m_name_to_id.find(name);
		if (n != m_name_to_id.end())
		{
			return n->second;
		}
	}

	/*
		Get texture
	*/
	if (std::this_thread::get_id() == m_main_thread) {
		return generateTexture(name);
	}


	infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl;

	// We're gonna ask the result to be put into here
	static ResultQueue<std::string, u32, u8, u8> result_queue;

	// Throw a request in
	m_get_texture_queue.add(name, 0, 0, &result_queue);

	try {
		while(true) {
			// Wait result for a second
			GetResult<std::string, u32, u8, u8>
				result = result_queue.pop_front(1000);

			if (result.key == name) {
				return result.item;
			}
		}
	} catch(ItemNotFoundException &e) {
		errorstream << "Waiting for texture " << name << " timed out." << std::endl;
		return 0;
	}

	infostream << "getTextureId(): Failed" << std::endl;

	return 0;
}

// Draw an image on top of an another one, using the alpha channel of the
// source image
static void blit_with_alpha(video::IImage *src, video::IImage *dst,
		v2s32 src_pos, v2s32 dst_pos, v2u32 size);

// Like blit_with_alpha, but only modifies destination pixels that
// are fully opaque
static void blit_with_alpha_overlay(video::IImage *src, video::IImage *dst,
		v2s32 src_pos, v2s32 dst_pos, v2u32 size);

// Apply a color to an image.  Uses an int (0-255) to calculate the ratio.
// If the ratio is 255 or -1 and keep_alpha is true, then it multiples the
// color alpha with the destination alpha.
// Otherwise, any pixels that are not fully transparent get the color alpha.
static void apply_colorize(video::IImage *dst, v2u32 dst_pos, v2u32 size,
		const video::SColor &color, int ratio, bool keep_alpha);

// paint a texture using the given color
static void apply_multiplication(video::IImage *dst, v2u32 dst_pos, v2u32 size,
		const video::SColor &color);

// Apply a mask to an image
static void apply_mask(video::IImage *mask, video::IImage *dst,
		v2s32 mask_pos, v2s32 dst_pos, v2u32 size);

// Draw or overlay a crack
static void draw_crack(video::IImage *crack, video::IImage *dst,
		bool use_overlay, s32 frame_count, s32 progression,
		video::IVideoDriver *driver, u8 tiles = 1);

// Brighten image
void brighten(video::IImage *image);
// Parse a transform name
u32 parseImageTransform(const std::string& s);
// Apply transform to image dimension
core::dimension2d<u32> imageTransformDimension(u32 transform, core::dimension2d<u32> dim);
// Apply transform to image data
void imageTransform(u32 transform, video::IImage *src, video::IImage *dst);

/*
	This method generates all the textures
*/
u32 TextureSource::generateTexture(const std::string &name)
{
	//infostream << "generateTexture(): name=\"" << name << "\"" << std::endl;

	// Empty name means texture 0
	if (name.empty()) {
		infostream<<"generateTexture(): name is empty"<<std::endl;
		return 0;
	}

	{
		/*
			See if texture already exists
		*/
		MutexAutoLock lock(m_textureinfo_cache_mutex);
		std::map<std::string, u32>::iterator n;
		n = m_name_to_id.find(name);
		if (n != m_name_to_id.end()) {
			return n->second;
		}
	}

	/*
		Calling only allowed from main thread
	*/
	if (std::this_thread::get_id() != m_main_thread) {
		errorstream<<"TextureSource::generateTexture() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	video::IVideoDriver *driver = RenderingEngine::get_video_driver();
	sanity_check(driver);

	video::IImage *img = generateImage(name);

	video::ITexture *tex = NULL;

	if (img != NULL) {
#if ENABLE_GLES
		img = Align2Npot2(img, driver);
#endif
		// Create texture from resulting image
		tex = driver->addTexture(name.c_str(), img);
		guiScalingCache(io::path(name.c_str()), driver, img);
		img->drop();
	}

	/*
		Add texture to caches (add NULL textures too)
	*/

	MutexAutoLock lock(m_textureinfo_cache_mutex);

	u32 id = m_textureinfo_cache.size();
	TextureInfo ti(name, tex);
	m_textureinfo_cache.push_back(ti);
	m_name_to_id[name] = id;

	return id;
}

std::string TextureSource::getTextureName(u32 id)
{
	MutexAutoLock lock(m_textureinfo_cache_mutex);

	if (id >= m_textureinfo_cache.size())
	{
		errorstream<<"TextureSource::getTextureName(): id="<<id
				<<" >= m_textureinfo_cache.size()="
				<<m_textureinfo_cache.size()<<std::endl;
		return "";
	}

	return m_textureinfo_cache[id].name;
}

video::ITexture* TextureSource::getTexture(u32 id)
{
	MutexAutoLock lock(m_textureinfo_cache_mutex);

	if (id >= m_textureinfo_cache.size())
		return NULL;

	return m_textureinfo_cache[id].texture;
}

video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)
{
	u32 actual_id = getTextureId(name);
	if (id){
		*id = actual_id;
	}
	return getTexture(actual_id);
}

video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
{
	static thread_local bool filter_needed =
		g_settings->getBool("texture_clean_transparent") || m_setting_mipmap ||
		((m_setting_trilinear_filter || m_setting_bilinear_filter) &&
		g_settings->getS32("texture_min_size") > 1);
	// Avoid duplicating texture if it won't actually change
	if (filter_needed)
		return getTexture(name + "^[applyfiltersformesh", id);
	return getTexture(name, id);
}

Palette* TextureSource::getPalette(const std::string &name)
{
	// Only the main thread may load images
	sanity_check(std::this_thread::get_id() == m_main_thread);

	if (name.empty())
		return NULL;

	auto it = m_palettes.find(name);
	if (it == m_palettes.end()) {
		// Create palette
		video::IImage *img = generateImage(name);
		if (!img) {
			warningstream << "TextureSource::getPalette(): palette \"" << name
				<< "\" could not be loaded." << std::endl;
			return NULL;
		}
		Palette new_palette;
		u32 w = img->getDimension().Width;
		u32 h = img->getDimension().Height;
		// Real area of the image
		u32 area = h * w;
		if (area == 0)
			return NULL;
		if (area > 256) {
			warningstream << "TextureSource::getPalette(): the specified"
				<< " palette image \"" << name << "\" is larger than 256"
				<< " pixels, using the first 256." << std::endl;
			area = 256;
		} else if (256 % area != 0)
			warningstream << "TextureSource::getPalette(): the "
				<< "specified palette image \"" << name << "\" does not "
				<< "contain power of two pixels." << std::endl;
		// We stretch the palette so it will fit 256 values
		// This many param2 values will have the same color
		u32 step = 256 / area;
		// For each pixel in the image
		for (u32 i = 0; i < area; i++) {
			video::SColor c = img->getPixel(i % w, i / w);
			// Fill in palette with 'step' colors
			for (u32 j = 0; j < step; j++)
				new_palette.push_back(c);
		}
		img->drop();
		// Fill in remaining elements
		while (new_palette.size() < 256)
			new_palette.emplace_back(0xFFFFFFFF);
		m_palettes[name] = new_palette;
		it = m_palettes.find(name);
	}
	if (it != m_palettes.end())
		return &((*it).second);
	return NULL;
}

void TextureSource::processQueue()
{
	/*
		Fetch textures
	*/
	//NOTE this is only thread safe for ONE consumer thread!
	if (!m_get_texture_queue.empty())
	{
		GetRequest<std::string, u32, u8, u8>
				request = m_get_texture_queue.pop();

		/*infostream<<"TextureSource::processQueue(): "
				<<"got texture request with "
				<<"name=\""<<request.key<<"\""
				<<std::endl;*/

		m_get_texture_queue.pushResult(request, generateTexture(request.key));
	}
}

void TextureSource::insertSourceImage(const std::string &name, video::IImage *img)
{
	//infostream<<"TextureSource::insertSourceImage(): name="<<name<<std::endl;

	sanity_check(std::this_thread::get_id() == m_main_thread);

	m_sourcecache.insert(name, img, true);
	m_source_image_existence.set(name, true);
}

void TextureSource::rebuildImagesAndTextures()
{
	MutexAutoLock lock(m_textureinfo_cache_mutex);

	video::IVideoDriver *driver = RenderingEngine::get_video_driver();
	sanity_check(driver);

	infostream << "TextureSource: recreating " << m_textureinfo_cache.size()
		<< " textures" << std::endl;

	// Recreate textures
	for (TextureInfo &ti : m_textureinfo_cache) {
		if (ti.name.empty())
			continue; // Skip dummy entry

		video::IImage *img = generateImage(ti.name);
#if ENABLE_GLES
		img = Align2Npot2(img, driver);
#endif
		// Create texture from resulting image
		video::ITexture *t = NULL;
		if (img) {
			t = driver->addTexture(ti.name.c_str(), img);
			guiScalingCache(io::path(ti.name.c_str()), driver, img);
			img->drop();
		}
		video::ITexture *t_old = ti.texture;
		// Replace texture
		ti.texture = t;

		if (t_old)
			m_texture_trash.push_back(t_old);
	}
}

inline static void applyShadeFactor(video::SColor &color, u32 factor)
{
	u32 f = core::clamp<u32>(factor, 0, 256);
	color.setRed(color.getRed() * f / 256);
	color.setGreen(color.getGreen() * f / 256);
	color.setBlue(color.getBlue() * f / 256);
}

static video::IImage *createInventoryCubeImage(
	video::IImage *top, video::IImage *left, video::IImage *right)
{
	core::dimension2du size_top = top->getDimension();
	core::dimension2du size_left = left->getDimension();
	core::dimension2du size_right = right->getDimension();

	u32 size = npot2(std::max({
			size_top.Width, size_top.Height,
			size_left.Width, size_left.Height,
			size_right.Width, size_right.Height,
	}));

	// It must be divisible by 4, to let everything work correctly.
	// But it is a power of 2, so being at least 4 is the same.
	// And the resulting texture should't be too large as well.
	size = core::clamp<u32>(size, 4, 64);

	// With such parameters, the cube fits exactly, touching each image line
	// from `0` to `cube_size - 1`. (Note that division is exact here).
	u32 cube_size = 9 * size;
	u32 offset = size / 2;

	video::IVideoDriver *driver = RenderingEngine::get_video_driver();

	auto lock_image = [size, driver] (video::IImage *&image) -> const u32 * {
		image->grab();
		core::dimension2du dim = image->getDimension();
		video::ECOLOR_FORMAT format = image->getColorFormat();
		if (dim.Width != size || dim.Height != size || format != video::ECF_A8R8G8B8) {
			video::IImage *scaled = driver->createImage(video::ECF_A8R8G8B8, {size, size});
			image->copyToScaling(scaled);
			image->drop();
			image = scaled;
		}
		sanity_check(image->getPitch() == 4 * size);
		return reinterpret_cast<u32 *>(image->getData());
	};
	auto free_image = [] (video::IImage *image) -> void {
		image->drop();
	};

	video::IImage *result = driver->createImage(video::ECF_A8R8G8B8, {cube_size, cube_size});
	sanity_check(result->getPitch() == 4 * cube_size);
	result->fill(video::SColor(0x00000000u));
	u32 *target = reinterpret_cast<u32 *>(result->getData());

	// Draws single cube face
	// `shade_factor` is face brightness, in range [0.0, 1.0]
	// (xu, xv, x1; yu, yv, y1) form coordinate transformation matrix
	// `offsets` list pixels to be drawn for single source pixel
	auto draw_image = [=] (video::IImage *image, float shade_factor,
			s16 xu, s16 xv, s16 x1,
			s16 yu, s16 yv, s16 y1,
			std::initializer_list<v2s16> offsets) -> void {
		u32 brightness = core::clamp<u32>(256 * shade_factor, 0, 256);
		const u32 *source = lock_image(image);
		for (u16 v = 0; v < size; v++) {
			for (u16 u = 0; u < size; u++) {
				video::SColor pixel(*source);
				applyShadeFactor(pixel, brightness);
				s16 x = xu * u + xv * v + x1;
				s16 y = yu * u + yv * v + y1;
				for (const auto &off : offsets)
					target[(y + off.Y) * cube_size + (x + off.X) + offset] = pixel.color;
				source++;
			}
		}
		free_image(image);
	};

	draw_image(top, 1.000000f,
			4, -4, 4 * (size - 1),
			2, 2, 0,
			{
				                {2, 0}, {3, 0}, {4, 0}, {5, 0},
				{0, 1}, {1, 1}, {2, 1}, {3, 1}, {4, 1}, {5, 1}, {6, 1}, {7, 1},
				                {2, 2}, {3, 2}, {4, 2}, {5, 2},
			});

	draw_image(left, 0.836660f,
			4, 0, 0,
			2, 5, 2 * size,
			{
				{0, 0}, {1, 0},
				{0, 1}, {1, 1}, {2, 1}, {3, 1},
				{0, 2}, {1, 2}, {2, 2}, {3, 2},
				{0, 3}, {1, 3}, {2, 3}, {3, 3},
				{0, 4}, {1, 4}, {2, 4}, {3, 4},
				                {2, 5}, {3, 5},
			});

	draw_image(right, 0.670820f,
			4, 0, 4 * size,
			-2, 5, 4 * size - 2,
			{
				                {2, 0}, {3, 0},
				{0, 1}, {1, 1}, {2, 1}, {3, 1},
				{0, 2}, {1, 2}, {2, 2}, {3, 2},
				{0, 3}, {1, 3}, {2, 3}, {3, 3},
				{0, 4}, {1, 4}, {2, 4}, {3, 4},
				{0, 5}, {1, 5},
			});

	return result;
}

video::IImage* TextureSource::generateImage(const std::string &name)
{
	// Get the base image

	const char separator = '^';
	const char escape = '\\';
	const char paren_open = '(';
	const char paren_close = ')';

	// Find last separator in the name
	s32 last_separator_pos = -1;
	u8 paren_bal = 0;
	for (s32 i = name.size() - 1; i >= 0; i--) {
		if (i > 0 && name[i-1] == escape)
			continue;
		switch (name[i]) {
		case separator:
			if (paren_bal == 0) {
				last_separator_pos = i;
				i = -1; // break out of loop
			}
			break;
		case paren_open:
			if (paren_bal == 0) {
				errorstream << "generateImage(): unbalanced parentheses"
						<< "(extranous '(') while generating texture \""
						<< name << "\"" << std::endl;
				return NULL;
			}
			paren_bal--;
			break;
		case paren_close:
			paren_bal++;
			break;
		default:
			break;
		}
	}
	if (paren_bal > 0) {
		errorstream << "generateImage(): unbalanced parentheses"
				<< "(missing matching '(') while generating texture \""
				<< name << "\"" << std::endl;
		return NULL;
	}


	video::IImage *baseimg = NULL;

	/*
		If separator was found, make the base image
		using a recursive call.
	*/
	if (last_separator_pos != -1) {
		baseimg = generateImage(name.substr(0, last_separator_pos));
	}

	/*
		Parse out the last part of the name of the image and act
		according to it
	*/

	std::string last_part_of_name = name.substr(last_separator_pos + 1);

	/*
		If this name is enclosed in parentheses, generate it
		and blit it onto the base image
	*/
	if (last_part_of_name[0] == paren_open
			&& last_part_of_name[last_part_of_name.size() - 1] == paren_close) {
		std::string name2 = last_part_of_name.substr(1,
				last_part_of_name.size() - 2);
		video::IImage *tmp = generateImage(name2);
		if (!tmp) {
			errorstream << "generateImage(): "
				"Failed to generate \"" << name2 << "\""
				<< std::endl;
			return NULL;
		}
		core::dimension2d<u32> dim = tmp->getDimension();
		if (baseimg) {
			blit_with_alpha(tmp, baseimg, v2s32(0, 0), v2s32(0, 0), dim);
			tmp->drop();
		} else {
			baseimg = tmp;
		}
	} else if (!generateImagePart(last_part_of_name, baseimg)) {
		// Generate image according to part of name
		errorstream << "generateImage(): "
				"Failed to generate \"" << last_part_of_name << "\""
				<< std::endl;
	}

	// If no resulting image, print a warning
	if (baseimg == NULL) {
		errorstream << "generateImage(): baseimg is NULL (attempted to"
				" create texture \"" << name << "\")" << std::endl;
	}

	return baseimg;
}

#if ENABLE_GLES