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GameDef compiles
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49 changed files with 1168 additions and 1045 deletions
143
src/tile.h
143
src/tile.h
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@ -25,6 +25,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "utility.h"
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#include <string>
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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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@ -120,8 +122,9 @@ struct SourceAtlasPointer
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};
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/*
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Implementation (to be used as a no-op on the server)
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TextureSource creates and caches textures.
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*/
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class ITextureSource
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{
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public:
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@ -137,133 +140,27 @@ public:
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{return NULL;}
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};
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/*
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Creates and caches textures.
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*/
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class TextureSource : public ITextureSource
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class IWritableTextureSource : public ITextureSource
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{
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public:
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TextureSource(IrrlichtDevice *device);
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~TextureSource();
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IWritableTextureSource(){}
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virtual ~IWritableTextureSource(){}
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virtual u32 getTextureId(const std::string &name){return 0;}
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virtual u32 getTextureIdDirect(const std::string &name){return 0;}
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virtual std::string getTextureName(u32 id){return "";}
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virtual AtlasPointer getTexture(u32 id){return AtlasPointer(0);}
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virtual AtlasPointer getTexture(const std::string &name)
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{return AtlasPointer(0);}
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virtual video::ITexture* getTextureRaw(const std::string &name)
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{return NULL;}
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/*
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Processes queued texture requests from other threads.
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Shall be called from the main thread.
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*/
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void processQueue();
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/*
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Example case:
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Now, assume a texture with the id 1 exists, and has the name
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"stone.png^mineral1".
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Then a random thread calls getTextureId for a texture called
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"stone.png^mineral1^crack0".
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...Now, WTF should happen? Well:
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- getTextureId strips off stuff recursively from the end until
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the remaining part is found, or nothing is left when
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something is stripped out
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But it is slow to search for textures by names and modify them
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like that?
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- ContentFeatures is made to contain ids for the basic plain
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textures
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- Crack textures can be slow by themselves, but the framework
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must be fast.
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Example case #2:
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- Assume a texture with the id 1 exists, and has the name
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"stone.png^mineral1" and is specified as a part of some atlas.
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- Now MapBlock::getNodeTile() stumbles upon a node which uses
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texture id 1, and finds out that NODEMOD_CRACK must be applied
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with progression=0
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- It finds out the name of the texture with getTextureName(1),
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appends "^crack0" to it and gets a new texture id with
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getTextureId("stone.png^mineral1^crack0")
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*/
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/*
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Gets a texture id from cache or
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- if main thread, from getTextureIdDirect
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- if other thread, adds to request queue and waits for main thread
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*/
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u32 getTextureId(const std::string &name);
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/*
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Example names:
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"stone.png"
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"stone.png^crack2"
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"stone.png^blit:mineral_coal.png"
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"stone.png^blit:mineral_coal.png^crack1"
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- If texture specified by name is found from cache, return the
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cached id.
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- Otherwise generate the texture, add to cache and return id.
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Recursion is used to find out the largest found part of the
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texture and continue based on it.
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The id 0 points to a NULL texture. It is returned in case of error.
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*/
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u32 getTextureIdDirect(const std::string &name);
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/*
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Finds out the name of a cached texture.
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*/
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std::string getTextureName(u32 id);
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/*
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If texture specified by the name pointed by the id doesn't
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exist, create it, then return the cached texture.
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Can be called from any thread. If called from some other thread
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and not found in cache, the call is queued to the main thread
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for processing.
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*/
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AtlasPointer getTexture(u32 id);
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AtlasPointer getTexture(const std::string &name)
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{
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return getTexture(getTextureId(name));
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}
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// Gets a separate texture
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video::ITexture* getTextureRaw(const std::string &name)
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{
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AtlasPointer ap = getTexture(name);
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return ap.atlas;
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}
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private:
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/*
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Build the main texture atlas which contains most of the
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textures.
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This is called by the constructor.
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*/
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void buildMainAtlas();
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// The id of the thread that is allowed to use irrlicht directly
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threadid_t m_main_thread;
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// The irrlicht device
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IrrlichtDevice *m_device;
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// A texture id is index in this array.
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// The first position contains a NULL texture.
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core::array<SourceAtlasPointer> m_atlaspointer_cache;
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// Maps a texture name to an index in the former.
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core::map<std::string, u32> m_name_to_id;
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// The two former containers are behind this mutex
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JMutex m_atlaspointer_cache_mutex;
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// Main texture atlas. This is filled at startup and is then not touched.
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video::IImage *m_main_atlas_image;
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video::ITexture *m_main_atlas_texture;
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// Queued texture fetches (to be processed by the main thread)
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RequestQueue<std::string, u32, u8, u8> m_get_texture_queue;
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virtual void updateAP(AtlasPointer &ap)=0;
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virtual void buildMainAtlas(class IGameDef *gamedef)=0;
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virtual void processQueue()=0;
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};
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IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
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enum MaterialType{
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MATERIAL_ALPHA_NONE,
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MATERIAL_ALPHA_VERTEX,
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