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Replace std::list to std::vector into tile.cpp (m_texture_trash) and move tile.hpp to src/client/
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27 changed files with 29 additions and 30 deletions
280
src/client/tile.h
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280
src/client/tile.h
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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef TILE_HEADER
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#define TILE_HEADER
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#include "irrlichttypes.h"
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#include "irr_v2d.h"
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#include "irr_v3d.h"
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#include <ITexture.h>
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#include <IrrlichtDevice.h>
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#include "threads.h"
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#include <string>
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#include <vector>
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class IGameDef;
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/*
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tile.{h,cpp}: Texture handling stuff.
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*/
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/*
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Find out the full path of an image by trying different filename
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extensions.
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If failed, return "".
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TODO: Should probably be moved out from here, because things needing
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this function do not need anything else from this header
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*/
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std::string getImagePath(std::string path);
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/*
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Gets the path to a texture by first checking if the texture exists
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in texture_path and if not, using the data path.
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Checks all supported extensions by replacing the original extension.
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If not found, returns "".
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Utilizes a thread-safe cache.
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*/
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std::string getTexturePath(const std::string &filename);
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void clearTextureNameCache();
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/*
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ITextureSource::generateTextureFromMesh parameters
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*/
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namespace irr {namespace scene {class IMesh;}}
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struct TextureFromMeshParams
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{
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scene::IMesh *mesh;
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core::dimension2d<u32> dim;
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std::string rtt_texture_name;
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bool delete_texture_on_shutdown;
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v3f camera_position;
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v3f camera_lookat;
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core::CMatrix4<f32> camera_projection_matrix;
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video::SColorf ambient_light;
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v3f light_position;
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video::SColorf light_color;
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f32 light_radius;
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};
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/*
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TextureSource creates and caches textures.
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*/
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class ISimpleTextureSource
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{
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public:
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ISimpleTextureSource(){}
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virtual ~ISimpleTextureSource(){}
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL) = 0;
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};
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class ITextureSource : public ISimpleTextureSource
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{
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public:
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ITextureSource(){}
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virtual ~ITextureSource(){}
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL)=0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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const TextureFromMeshParams ¶ms)=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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};
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class IWritableTextureSource : public ITextureSource
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{
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public:
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IWritableTextureSource(){}
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virtual ~IWritableTextureSource(){}
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virtual u32 getTextureId(const std::string &name)=0;
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virtual std::string getTextureName(u32 id)=0;
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL)=0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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const TextureFromMeshParams ¶ms)=0;
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virtual void processQueue()=0;
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virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
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virtual void rebuildImagesAndTextures()=0;
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virtual video::ITexture* getNormalTexture(const std::string &name)=0;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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#ifdef __ANDROID__
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/**
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* @param size get next npot2 value
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* @return npot2 value
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*/
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inline unsigned int npot2(unsigned int size)
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{
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if (size == 0) return 0;
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unsigned int npot = 1;
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while ((size >>= 1) > 0) {
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npot <<= 1;
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}
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return npot;
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}
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video::IImage * Align2Npot2(video::IImage * image, video::IVideoDriver* driver);
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#endif
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enum MaterialType{
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TILE_MATERIAL_BASIC,
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TILE_MATERIAL_ALPHA,
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TILE_MATERIAL_LIQUID_TRANSPARENT,
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TILE_MATERIAL_LIQUID_OPAQUE,
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TILE_MATERIAL_WAVING_LEAVES,
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TILE_MATERIAL_WAVING_PLANTS
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};
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// Material flags
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// Should backface culling be enabled?
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#define MATERIAL_FLAG_BACKFACE_CULLING 0x01
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// Should a crack be drawn?
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#define MATERIAL_FLAG_CRACK 0x02
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// Should the crack be drawn on transparent pixels (unset) or not (set)?
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// Ignored if MATERIAL_FLAG_CRACK is not set.
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#define MATERIAL_FLAG_CRACK_OVERLAY 0x04
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// Animation made up by splitting the texture to vertical frames, as
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// defined by extra parameters
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#define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
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#define MATERIAL_FLAG_HIGHLIGHTED 0x10
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/*
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This fully defines the looks of a tile.
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The SMaterial of a tile is constructed according to this.
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*/
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struct FrameSpec
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{
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FrameSpec():
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texture_id(0),
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texture(NULL),
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normal_texture(NULL)
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{
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}
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u32 texture_id;
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video::ITexture *texture;
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video::ITexture *normal_texture;
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};
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struct TileSpec
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{
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TileSpec():
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texture_id(0),
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texture(NULL),
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normal_texture(NULL),
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alpha(255),
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material_type(TILE_MATERIAL_BASIC),
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material_flags(
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//0 // <- DEBUG, Use the one below
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MATERIAL_FLAG_BACKFACE_CULLING
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),
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shader_id(0),
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animation_frame_count(1),
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animation_frame_length_ms(0),
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rotation(0)
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{
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}
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bool operator==(const TileSpec &other) const
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{
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return (
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texture_id == other.texture_id &&
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/* texture == other.texture && */
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alpha == other.alpha &&
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material_type == other.material_type &&
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material_flags == other.material_flags &&
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rotation == other.rotation
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);
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}
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bool operator!=(const TileSpec &other) const
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{
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return !(*this == other);
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}
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// Sets everything else except the texture in the material
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void applyMaterialOptions(video::SMaterial &material) const
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{
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switch (material_type) {
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case TILE_MATERIAL_BASIC:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_ALPHA:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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break;
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case TILE_MATERIAL_LIQUID_TRANSPARENT:
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material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
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break;
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case TILE_MATERIAL_LIQUID_OPAQUE:
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material.MaterialType = video::EMT_SOLID;
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break;
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case TILE_MATERIAL_WAVING_LEAVES:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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case TILE_MATERIAL_WAVING_PLANTS:
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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break;
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}
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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}
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void applyMaterialOptionsWithShaders(video::SMaterial &material) const
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{
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material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
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? true : false;
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}
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u32 texture_id;
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video::ITexture *texture;
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video::ITexture *normal_texture;
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// Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
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u8 alpha;
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// Material parameters
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u8 material_type;
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u8 material_flags;
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u32 shader_id;
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// Animation parameters
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u8 animation_frame_count;
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u16 animation_frame_length_ms;
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std::vector<FrameSpec> frames;
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u8 rotation;
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};
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#endif
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