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GameDef compiles

This commit is contained in:
Perttu Ahola 2011-11-14 21:41:30 +02:00
parent abceeee92f
commit c6fd2986d4
49 changed files with 1168 additions and 1045 deletions

View file

@ -27,7 +27,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "log.h"
#include "mapnode.h" // For texture atlas making
#include "mineral.h" // For texture atlas making
#include "mapnode_contentfeatures.h" // For texture atlas making
#include "nodedef.h" // For texture atlas making
#include "gamedef.h"
/*
A cache from texture name to texture path
@ -148,6 +149,142 @@ std::string getTexturePath(const std::string &filename)
TextureSource
*/
class TextureSource : public IWritableTextureSource
{
public:
TextureSource(IrrlichtDevice *device);
~TextureSource();
/*
Example case:
Now, assume a texture with the id 1 exists, and has the name
"stone.png^mineral1".
Then a random thread calls getTextureId for a texture called
"stone.png^mineral1^crack0".
...Now, WTF should happen? Well:
- getTextureId strips off stuff recursively from the end until
the remaining part is found, or nothing is left when
something is stripped out
But it is slow to search for textures by names and modify them
like that?
- ContentFeatures is made to contain ids for the basic plain
textures
- Crack textures can be slow by themselves, but the framework
must be fast.
Example case #2:
- Assume a texture with the id 1 exists, and has the name
"stone.png^mineral1" and is specified as a part of some atlas.
- Now MapBlock::getNodeTile() stumbles upon a node which uses
texture id 1, and finds out that NODEMOD_CRACK must be applied
with progression=0
- It finds out the name of the texture with getTextureName(1),
appends "^crack0" to it and gets a new texture id with
getTextureId("stone.png^mineral1^crack0")
*/
/*
Gets a texture id from cache or
- if main thread, from getTextureIdDirect
- if other thread, adds to request queue and waits for main thread
*/
u32 getTextureId(const std::string &name);
/*
Example names:
"stone.png"
"stone.png^crack2"
"stone.png^blit:mineral_coal.png"
"stone.png^blit:mineral_coal.png^crack1"
- If texture specified by name is found from cache, return the
cached id.
- Otherwise generate the texture, add to cache and return id.
Recursion is used to find out the largest found part of the
texture and continue based on it.
The id 0 points to a NULL texture. It is returned in case of error.
*/
u32 getTextureIdDirect(const std::string &name);
/*
Finds out the name of a cached texture.
*/
std::string getTextureName(u32 id);
/*
If texture specified by the name pointed by the id doesn't
exist, create it, then return the cached texture.
Can be called from any thread. If called from some other thread
and not found in cache, the call is queued to the main thread
for processing.
*/
AtlasPointer getTexture(u32 id);
AtlasPointer getTexture(const std::string &name)
{
return getTexture(getTextureId(name));
}
// Gets a separate texture
video::ITexture* getTextureRaw(const std::string &name)
{
AtlasPointer ap = getTexture(name);
return ap.atlas;
}
/*
Update new texture pointer and texture coordinates to an
AtlasPointer based on it's texture id
*/
void updateAP(AtlasPointer &ap);
/*
Build the main texture atlas which contains most of the
textures.
This is called by the constructor.
*/
void buildMainAtlas(class IGameDef *gamedef);
/*
Processes queued texture requests from other threads.
Shall be called from the main thread.
*/
void processQueue();
private:
// The id of the thread that is allowed to use irrlicht directly
threadid_t m_main_thread;
// The irrlicht device
IrrlichtDevice *m_device;
// A texture id is index in this array.
// The first position contains a NULL texture.
core::array<SourceAtlasPointer> m_atlaspointer_cache;
// Maps a texture name to an index in the former.
core::map<std::string, u32> m_name_to_id;
// The two former containers are behind this mutex
JMutex m_atlaspointer_cache_mutex;
// Main texture atlas. This is filled at startup and is then not touched.
video::IImage *m_main_atlas_image;
video::ITexture *m_main_atlas_texture;
// Queued texture fetches (to be processed by the main thread)
RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
};
IWritableTextureSource* createTextureSource(IrrlichtDevice *device)
{
return new TextureSource(device);
}
TextureSource::TextureSource(IrrlichtDevice *device):
m_device(device),
m_main_atlas_image(NULL),
@ -162,12 +299,6 @@ TextureSource::TextureSource(IrrlichtDevice *device):
// Add a NULL AtlasPointer as the first index, named ""
m_atlaspointer_cache.push_back(SourceAtlasPointer(""));
m_name_to_id[""] = 0;
// Build main texture atlas
if(g_settings->getBool("enable_texture_atlas"))
buildMainAtlas();
else
infostream<<"Not building texture atlas."<<std::endl;
}
TextureSource::~TextureSource()
@ -487,8 +618,17 @@ AtlasPointer TextureSource::getTexture(u32 id)
return m_atlaspointer_cache[id].a;
}
void TextureSource::buildMainAtlas()
void TextureSource::updateAP(AtlasPointer &ap)
{
AtlasPointer ap2 = getTexture(ap.id);
ap = ap2;
}
void TextureSource::buildMainAtlas(class IGameDef *gamedef)
{
assert(gamedef->tsrc() == this);
INodeDefManager *ndef = gamedef->ndef();
infostream<<"TextureSource::buildMainAtlas()"<<std::endl;
//return; // Disable (for testing)
@ -521,15 +661,15 @@ void TextureSource::buildMainAtlas()
{
if(j == CONTENT_IGNORE || j == CONTENT_AIR)
continue;
ContentFeatures *f = &content_features(j);
for(core::map<std::string, bool>::Iterator
i = f->used_texturenames.getIterator();
i.atEnd() == false; i++)
const ContentFeatures &f = ndef->get(j);
for(std::set<std::string>::const_iterator
i = f.used_texturenames.begin();
i != f.used_texturenames.end(); i++)
{
std::string name = i.getNode()->getKey();
std::string name = *i;
sourcelist[name] = true;
if(f->often_contains_mineral){
if(f.often_contains_mineral){
for(int k=1; k<MINERAL_COUNT; k++){
std::string mineraltexture = mineral_block_texture(k);
std::string fulltexture = name + "^" + mineraltexture;
@ -658,8 +798,18 @@ void TextureSource::buildMainAtlas()
Add texture to caches
*/
// Get next id
bool reuse_old_id = false;
u32 id = m_atlaspointer_cache.size();
// Check old id without fetching a texture
core::map<std::string, u32>::Node *n;
n = m_name_to_id.find(name);
// If it exists, we will replace the old definition
if(n){
id = n->getValue();
reuse_old_id = true;
}
infostream<<"TextureSource::buildMainAtlas(): "
<<"Replacing old AtlasPointer"<<std::endl;
// Create AtlasPointer
AtlasPointer ap(id);
@ -672,8 +822,11 @@ void TextureSource::buildMainAtlas()
// Create SourceAtlasPointer and add to containers
SourceAtlasPointer nap(name, ap, atlas_img, pos_in_atlas, dim);
m_atlaspointer_cache.push_back(nap);
m_name_to_id.insert(name, id);
if(reuse_old_id)
m_atlaspointer_cache[id] = nap;
else
m_atlaspointer_cache.push_back(nap);
m_name_to_id[name] = id;
// Increment position
pos_in_atlas.Y += dim.Height + padding * 2;