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Now texture handling is fast. Also now players are saved on disk.
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23 changed files with 1167 additions and 656 deletions
124
src/texture.h
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124
src/texture.h
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/*
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Minetest-c55
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Copyright (C) 2010 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 General Public License as published by
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the Free Software Foundation; either version 2 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 General Public License for more details.
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You should have received a copy of the GNU 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 TEXTURE_HEADER
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#define TEXTURE_HEADER
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#include "common_irrlicht.h"
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//#include "utility.h"
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#include "debug.h"
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/*
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All textures are given a "texture id".
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0 = nothing (a NULL pointer texture)
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*/
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typedef u16 textureid_t;
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/*
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Every texture in the game can be specified by this.
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It exists instead of specification strings because arbitary
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texture combinations for map nodes are handled using this,
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and strings are too slow for that purpose.
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Plain texture pointers are not used because they don't contain
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content information by themselves. A texture can be completely
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reconstructed by just looking at this, while this also is a
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fast unique key to containers.
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*/
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#define TEXTURE_SPEC_TEXTURE_COUNT 4
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struct TextureSpec
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{
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TextureSpec()
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{
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clear();
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}
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TextureSpec(textureid_t id0)
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{
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clear();
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tids[0] = id0;
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}
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TextureSpec(textureid_t id0, textureid_t id1)
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{
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clear();
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tids[0] = id0;
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tids[1] = id1;
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}
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void clear()
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{
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for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++)
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{
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tids[i] = 0;
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}
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}
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bool empty() const
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{
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for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++)
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{
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if(tids[i] != 0)
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return false;
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}
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return true;
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}
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void addTid(textureid_t tid)
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{
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for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++)
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{
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if(tids[i] == 0)
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{
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tids[i] = tid;
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return;
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}
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}
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// Too many textures
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assert(0);
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}
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bool operator==(const TextureSpec &other) const
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{
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for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++)
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{
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if(tids[i] != other.tids[i])
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return false;
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}
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return true;
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}
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bool operator<(const TextureSpec &other) const
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{
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for(u32 i=0; i<TEXTURE_SPEC_TEXTURE_COUNT; i++)
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{
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if(tids[i] >= other.tids[i])
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return false;
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}
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return true;
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}
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// Ids of textures. They are blit on each other.
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textureid_t tids[TEXTURE_SPEC_TEXTURE_COUNT];
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};
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#endif
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