1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9 
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14 
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19 
20 #pragma once
21 
22 #include "irrlichttypes.h"
23 #include "irr_v3d.h"
24 #include <ITexture.h>
25 #include <string>
26 #include <vector>
27 #include <SMaterial.h>
28 #include "util/numeric.h"
29 #include "config.h"
30 
31 #if ENABLE_GLES
32 #include <IVideoDriver.h>
33 #endif
34 
35 class IGameDef;
36 struct TileSpec;
37 struct TileDef;
38 
39 typedef std::vector<video::SColor> Palette;
40 
41 /*
42 	tile.{h,cpp}: Texture handling stuff.
43 */
44 
45 /*
46 	Find out the full path of an image by trying different filename
47 	extensions.
48 
49 	If failed, return "".
50 
51 	TODO: Should probably be moved out from here, because things needing
52 	      this function do not need anything else from this header
53 */
54 std::string getImagePath(std::string path);
55 
56 /*
57 	Gets the path to a texture by first checking if the texture exists
58 	in texture_path and if not, using the data path.
59 
60 	Checks all supported extensions by replacing the original extension.
61 
62 	If not found, returns "".
63 
64 	Utilizes a thread-safe cache.
65 */
66 std::string getTexturePath(const std::string &filename, bool *is_base_pack = nullptr);
67 
68 void clearTextureNameCache();
69 
70 /*
71 	TextureSource creates and caches textures.
72 */
73 
74 class ISimpleTextureSource
75 {
76 public:
77 	ISimpleTextureSource() = default;
78 
79 	virtual ~ISimpleTextureSource() = default;
80 
81 	virtual video::ITexture* getTexture(
82 			const std::string &name, u32 *id = nullptr) = 0;
83 };
84 
85 class ITextureSource : public ISimpleTextureSource
86 {
87 public:
88 	ITextureSource() = default;
89 
90 	virtual ~ITextureSource() = default;
91 
92 	virtual u32 getTextureId(const std::string &name)=0;
93 	virtual std::string getTextureName(u32 id)=0;
94 	virtual video::ITexture* getTexture(u32 id)=0;
95 	virtual video::ITexture* getTexture(
96 			const std::string &name, u32 *id = nullptr)=0;
97 	virtual video::ITexture* getTextureForMesh(
98 			const std::string &name, u32 *id = nullptr) = 0;
99 	/*!
100 	 * Returns a palette from the given texture name.
101 	 * The pointer is valid until the texture source is
102 	 * destructed.
103 	 * Should be called from the main thread.
104 	 */
105 	virtual Palette* getPalette(const std::string &name) = 0;
106 	virtual bool isKnownSourceImage(const std::string &name)=0;
107 	virtual video::ITexture* getNormalTexture(const std::string &name)=0;
108 	virtual video::SColor getTextureAverageColor(const std::string &name)=0;
109 	virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
110 };
111 
112 class IWritableTextureSource : public ITextureSource
113 {
114 public:
115 	IWritableTextureSource() = default;
116 
117 	virtual ~IWritableTextureSource() = default;
118 
119 	virtual u32 getTextureId(const std::string &name)=0;
120 	virtual std::string getTextureName(u32 id)=0;
121 	virtual video::ITexture* getTexture(u32 id)=0;
122 	virtual video::ITexture* getTexture(
123 			const std::string &name, u32 *id = nullptr)=0;
124 	virtual bool isKnownSourceImage(const std::string &name)=0;
125 
126 	virtual void processQueue()=0;
127 	virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
128 	virtual void rebuildImagesAndTextures()=0;
129 	virtual video::ITexture* getNormalTexture(const std::string &name)=0;
130 	virtual video::SColor getTextureAverageColor(const std::string &name)=0;
131 	virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
132 };
133 
134 IWritableTextureSource *createTextureSource();
135 
136 #if ENABLE_GLES
137 bool hasNPotSupport();
138 video::IImage * Align2Npot2(video::IImage * image, irr::video::IVideoDriver* driver);
139 #endif
140 
141 enum MaterialType{
142 	TILE_MATERIAL_BASIC,
143 	TILE_MATERIAL_ALPHA,
144 	TILE_MATERIAL_LIQUID_TRANSPARENT,
145 	TILE_MATERIAL_LIQUID_OPAQUE,
146 	TILE_MATERIAL_WAVING_LEAVES,
147 	TILE_MATERIAL_WAVING_PLANTS,
148 	TILE_MATERIAL_OPAQUE,
149 	TILE_MATERIAL_WAVING_LIQUID_BASIC,
150 	TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
151 	TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
152 	TILE_MATERIAL_PLAIN,
153 	TILE_MATERIAL_PLAIN_ALPHA
154 };
155 
156 // Material flags
157 // Should backface culling be enabled?
158 #define MATERIAL_FLAG_BACKFACE_CULLING 0x01
159 // Should a crack be drawn?
160 #define MATERIAL_FLAG_CRACK 0x02
161 // Should the crack be drawn on transparent pixels (unset) or not (set)?
162 // Ignored if MATERIAL_FLAG_CRACK is not set.
163 #define MATERIAL_FLAG_CRACK_OVERLAY 0x04
164 #define MATERIAL_FLAG_ANIMATION 0x08
165 //#define MATERIAL_FLAG_HIGHLIGHTED 0x10
166 #define MATERIAL_FLAG_TILEABLE_HORIZONTAL 0x20
167 #define MATERIAL_FLAG_TILEABLE_VERTICAL 0x40
168 
169 /*
170 	This fully defines the looks of a tile.
171 	The SMaterial of a tile is constructed according to this.
172 */
173 struct FrameSpec
174 {
175 	FrameSpec() = default;
176 
177 	u32 texture_id = 0;
178 	video::ITexture *texture = nullptr;
179 	video::ITexture *normal_texture = nullptr;
180 	video::ITexture *flags_texture = nullptr;
181 };
182 
183 #define MAX_TILE_LAYERS 2
184 
185 //! Defines a layer of a tile.
186 struct TileLayer
187 {
188 	TileLayer() = default;
189 
190 	/*!
191 	 * Two layers are equal if they can be merged.
192 	 */
193 	bool operator==(const TileLayer &other) const
194 	{
195 		return
196 			texture_id == other.texture_id &&
197 			material_type == other.material_type &&
198 			material_flags == other.material_flags &&
199 			color == other.color &&
200 			scale == other.scale;
201 	}
202 
203 	/*!
204 	 * Two tiles are not equal if they must have different vertices.
205 	 */
206 	bool operator!=(const TileLayer &other) const
207 	{
208 		return !(*this == other);
209 	}
210 
211 	// Sets everything else except the texture in the material
applyMaterialOptionsTileLayer212 	void applyMaterialOptions(video::SMaterial &material) const
213 	{
214 		switch (material_type) {
215 		case TILE_MATERIAL_OPAQUE:
216 		case TILE_MATERIAL_LIQUID_OPAQUE:
217 		case TILE_MATERIAL_WAVING_LIQUID_OPAQUE:
218 			material.MaterialType = video::EMT_SOLID;
219 			break;
220 		case TILE_MATERIAL_BASIC:
221 		case TILE_MATERIAL_WAVING_LEAVES:
222 		case TILE_MATERIAL_WAVING_PLANTS:
223 		case TILE_MATERIAL_WAVING_LIQUID_BASIC:
224 			material.MaterialTypeParam = 0.5;
225 			material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
226 			break;
227 		case TILE_MATERIAL_ALPHA:
228 		case TILE_MATERIAL_LIQUID_TRANSPARENT:
229 		case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
230 			material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
231 			break;
232 		default:
233 			break;
234 		}
235 		material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
236 		if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
237 			material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
238 		}
239 		if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
240 			material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
241 		}
242 	}
243 
applyMaterialOptionsWithShadersTileLayer244 	void applyMaterialOptionsWithShaders(video::SMaterial &material) const
245 	{
246 		material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING) != 0;
247 		if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
248 			material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
249 			material.TextureLayer[1].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
250 		}
251 		if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
252 			material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
253 			material.TextureLayer[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
254 		}
255 	}
256 
isTileableTileLayer257 	bool isTileable() const
258 	{
259 		return (material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)
260 			&& (material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL);
261 	}
262 
263 	// Ordered for size, please do not reorder
264 
265 	video::ITexture *texture = nullptr;
266 	video::ITexture *normal_texture = nullptr;
267 	video::ITexture *flags_texture = nullptr;
268 
269 	u32 shader_id = 0;
270 
271 	u32 texture_id = 0;
272 
273 	u16 animation_frame_length_ms = 0;
274 	u16 animation_frame_count = 1;
275 
276 	u8 material_type = TILE_MATERIAL_BASIC;
277 	u8 material_flags =
278 		//0 // <- DEBUG, Use the one below
279 		MATERIAL_FLAG_BACKFACE_CULLING |
280 		MATERIAL_FLAG_TILEABLE_HORIZONTAL|
281 		MATERIAL_FLAG_TILEABLE_VERTICAL;
282 
283 	//! If true, the tile has its own color.
284 	bool has_color = false;
285 
286 	std::vector<FrameSpec> *frames = nullptr;
287 
288 	/*!
289 	 * The color of the tile, or if the tile does not own
290 	 * a color then the color of the node owning this tile.
291 	 */
292 	video::SColor color;
293 
294 	u8 scale;
295 };
296 
297 /*!
298  * Defines a face of a node. May have up to two layers.
299  */
300 struct TileSpec
301 {
302 	TileSpec() = default;
303 
304 	/*!
305 	 * Returns true if this tile can be merged with the other tile.
306 	 */
isTileableTileSpec307 	bool isTileable(const TileSpec &other) const {
308 		for (int layer = 0; layer < MAX_TILE_LAYERS; layer++) {
309 			if (layers[layer] != other.layers[layer])
310 				return false;
311 			if (!layers[layer].isTileable())
312 				return false;
313 		}
314 		return rotation == 0
315 			&& rotation == other.rotation
316 			&& emissive_light == other.emissive_light;
317 	}
318 
319 	//! If true, the tile rotation is ignored.
320 	bool world_aligned = false;
321 	//! Tile rotation.
322 	u8 rotation = 0;
323 	//! This much light does the tile emit.
324 	u8 emissive_light = 0;
325 	//! The first is base texture, the second is overlay.
326 	TileLayer layers[MAX_TILE_LAYERS];
327 };
328 
329 std::vector<std::string> getTextureDirs();
330