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https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
Remove texture atlas / AtlasPointer, rename getTextureRaw to getTexture
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caf0b67e47
commit
8161ab573f
18 changed files with 260 additions and 753 deletions
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@ -452,6 +452,11 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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// Position is at the center of the cube.
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v3f pos = p * BS;
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float x0 = 0.0;
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float y0 = 0.0;
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float w = 1.0;
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float h = 1.0;
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v3f vertex_pos[4];
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v3s16 vertex_dirs[4];
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getNodeVertexDirs(dir, vertex_dirs);
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@ -488,8 +493,8 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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vertex_dirs[3] = vertex_dirs[2];
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vertex_dirs[2] = vertex_dirs[1];
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vertex_dirs[1] = t;
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tile.texture.pos.Y += tile.texture.size.Y;
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tile.texture.size.Y *= -1;
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y0 += h;
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h *= -1;
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break;
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case 5: //FXR270
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t = vertex_dirs[0];
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@ -497,8 +502,8 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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vertex_dirs[1] = vertex_dirs[2];
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vertex_dirs[2] = vertex_dirs[3];
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vertex_dirs[3] = t;
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tile.texture.pos.Y += tile.texture.size.Y;
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tile.texture.size.Y *= -1;
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y0 += h;
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h *= -1;
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break;
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case 6: //FYR90
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t = vertex_dirs[0];
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@ -506,8 +511,8 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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vertex_dirs[3] = vertex_dirs[2];
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vertex_dirs[2] = vertex_dirs[1];
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vertex_dirs[1] = t;
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tile.texture.pos.X += tile.texture.size.X;
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tile.texture.size.X *= -1;
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x0 += w;
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w *= -1;
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break;
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case 7: //FYR270
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t = vertex_dirs[0];
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@ -515,16 +520,16 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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vertex_dirs[1] = vertex_dirs[2];
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vertex_dirs[2] = vertex_dirs[3];
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vertex_dirs[3] = t;
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tile.texture.pos.X += tile.texture.size.X;
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tile.texture.size.X *= -1;
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x0 += w;
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w *= -1;
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break;
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case 8: //FX
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tile.texture.pos.Y += tile.texture.size.Y;
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tile.texture.size.Y *= -1;
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y0 += h;
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h *= -1;
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break;
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case 9: //FY
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tile.texture.pos.X += tile.texture.size.X;
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tile.texture.size.X *= -1;
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x0 += w;
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w *= -1;
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break;
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default:
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break;
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@ -555,11 +560,6 @@ static void makeFastFace(TileSpec tile, u16 li0, u16 li1, u16 li2, u16 li3,
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u8 alpha = tile.alpha;
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float x0 = tile.texture.pos.X;
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float y0 = tile.texture.pos.Y;
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float w = tile.texture.size.X;
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float h = tile.texture.size.Y;
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face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
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MapBlock_LightColor(alpha, li0, light_source),
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core::vector2d<f32>(x0+w*abs_scale, y0+h));
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@ -645,12 +645,6 @@ TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data)
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if(p == data->m_crack_pos_relative)
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{
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spec.material_flags |= MATERIAL_FLAG_CRACK;
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spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
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}
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// If animated, replace tile texture with one without texture atlas
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if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
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{
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spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
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}
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return spec;
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}
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@ -717,7 +711,7 @@ TileSpec getNodeTile(MapNode mn, v3s16 p, v3s16 dir, MeshMakeData *data)
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u16 tile_index=facedir*16 + dir_i;
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TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
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spec.rotation=dir_to_tile[tile_index + 1];
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spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture.id);
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spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
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return spec;
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}
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@ -889,23 +883,7 @@ static void updateFastFaceRow(
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continuous_tiles_count++;
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// This is set to true if the texture doesn't allow more tiling
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bool end_of_texture = false;
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/*
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If there is no texture, it can be tiled infinitely.
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If tiled==0, it means the texture can be tiled infinitely.
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Otherwise check tiled agains continuous_tiles_count.
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*/
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if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
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{
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if(tile.texture.tiled <= continuous_tiles_count)
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end_of_texture = true;
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}
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// Do this to disable tiling textures
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//end_of_texture = true; //DEBUG
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if(next_is_different || end_of_texture)
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if(next_is_different)
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{
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/*
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Create a face if there should be one
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@ -1060,7 +1038,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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const u16 indices[] = {0,1,2,2,3,0};
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const u16 indices_alternate[] = {0,1,3,2,3,1};
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if(f.tile.texture.atlas == NULL)
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if(f.tile.texture == NULL)
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continue;
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const u16 *indices_p = indices;
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@ -1112,7 +1090,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
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{
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ITextureSource *tsrc = data->m_gamedef->tsrc();
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std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
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std::string crack_basename = tsrc->getTextureName(p.tile.texture_id);
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if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
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crack_basename += "^[cracko";
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else
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@ -1137,9 +1115,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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}
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// Replace tile texture with the first animation frame
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std::ostringstream os(std::ios::binary);
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os<<tsrc->getTextureName(p.tile.texture.id);
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os<<tsrc->getTextureName(p.tile.texture_id);
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os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
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p.tile.texture = tsrc->getTexture(os.str());
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p.tile.texture = tsrc->getTexture(
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os.str(),
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&p.tile.texture_id);
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}
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// - Classic lighting (shaders handle this by themselves)
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if(!enable_shaders)
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@ -1173,7 +1153,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data):
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//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
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material.MaterialType
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= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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material.setTexture(0, p.tile.texture.atlas);
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material.setTexture(0, p.tile.texture);
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if(enable_shaders)
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p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
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else
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@ -1259,8 +1239,8 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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ITextureSource *tsrc = m_gamedef->getTextureSource();
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std::ostringstream os;
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os<<basename<<crack;
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AtlasPointer ap = tsrc->getTexture(os.str());
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buf->getMaterial().setTexture(0, ap.atlas);
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buf->getMaterial().setTexture(0,
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tsrc->getTexture(os.str()));
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}
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m_last_crack = crack;
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@ -1287,11 +1267,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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// Create new texture name from original
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std::ostringstream os(std::ios::binary);
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os<<tsrc->getTextureName(tile.texture.id);
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os<<tsrc->getTextureName(tile.texture_id);
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os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
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// Set the texture
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AtlasPointer ap = tsrc->getTexture(os.str());
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buf->getMaterial().setTexture(0, ap.atlas);
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buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
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}
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// Day-night transition
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