/* Minetest Copyright (C) 2010-2013 celeron55, Perttu Ahola 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_v2d.h" #include "irr_v3d.h" #include #include #include "threads.h" #include #include #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 dim; std::string rtt_texture_name; bool delete_texture_on_shutdown; v3f camera_position; v3f camera_lookat; core::CMatrix4 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 ¶ms)=0; virtual video::ITexture* getNormalTexture(const std::string &name)=0; virtual video::SColor getTextureAverageColor(const std::string &name)=0; virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=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 ¶ms)=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(TileDef *tiledef, TileSpec *tile)=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 /* 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; } void applyMaterialOptionsWithShaders(video::SMaterial &material) const { material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) ? true : false; } 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 frames; u8 rotation; }; #endif