Include backtrace in error message when LuaErrors occur
[minetest-c55.git] / src / client / tile.h
blob7796e801d75bb7cbdc48f154a4fa9c5f3ddb3ece
1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef TILE_HEADER
21 #define TILE_HEADER
23 #include "irrlichttypes.h"
24 #include "irr_v2d.h"
25 #include "irr_v3d.h"
26 #include <ITexture.h>
27 #include <IrrlichtDevice.h>
28 #include "threads.h"
29 #include <string>
30 #include <vector>
31 #include "util/numeric.h"
33 class IGameDef;
34 struct TileSpec;
35 struct TileDef;
38 tile.{h,cpp}: Texture handling stuff.
42 Find out the full path of an image by trying different filename
43 extensions.
45 If failed, return "".
47 TODO: Should probably be moved out from here, because things needing
48 this function do not need anything else from this header
50 std::string getImagePath(std::string path);
53 Gets the path to a texture by first checking if the texture exists
54 in texture_path and if not, using the data path.
56 Checks all supported extensions by replacing the original extension.
58 If not found, returns "".
60 Utilizes a thread-safe cache.
62 std::string getTexturePath(const std::string &filename);
64 void clearTextureNameCache();
67 ITextureSource::generateTextureFromMesh parameters
69 namespace irr {namespace scene {class IMesh;}}
70 struct TextureFromMeshParams
72 scene::IMesh *mesh;
73 core::dimension2d<u32> dim;
74 std::string rtt_texture_name;
75 bool delete_texture_on_shutdown;
76 v3f camera_position;
77 v3f camera_lookat;
78 core::CMatrix4<f32> camera_projection_matrix;
79 video::SColorf ambient_light;
80 v3f light_position;
81 video::SColorf light_color;
82 f32 light_radius;
86 TextureSource creates and caches textures.
89 class ISimpleTextureSource
91 public:
92 ISimpleTextureSource(){}
93 virtual ~ISimpleTextureSource(){}
94 virtual video::ITexture* getTexture(
95 const std::string &name, u32 *id = NULL) = 0;
98 class ITextureSource : public ISimpleTextureSource
100 public:
101 ITextureSource(){}
102 virtual ~ITextureSource(){}
103 virtual u32 getTextureId(const std::string &name)=0;
104 virtual std::string getTextureName(u32 id)=0;
105 virtual video::ITexture* getTexture(u32 id)=0;
106 virtual video::ITexture* getTexture(
107 const std::string &name, u32 *id = NULL)=0;
108 virtual video::ITexture* getTextureForMesh(
109 const std::string &name, u32 *id = NULL) = 0;
110 virtual IrrlichtDevice* getDevice()=0;
111 virtual bool isKnownSourceImage(const std::string &name)=0;
112 virtual video::ITexture* generateTextureFromMesh(
113 const TextureFromMeshParams &params)=0;
114 virtual video::ITexture* getNormalTexture(const std::string &name)=0;
115 virtual video::SColor getTextureAverageColor(const std::string &name)=0;
116 virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
119 class IWritableTextureSource : public ITextureSource
121 public:
122 IWritableTextureSource(){}
123 virtual ~IWritableTextureSource(){}
124 virtual u32 getTextureId(const std::string &name)=0;
125 virtual std::string getTextureName(u32 id)=0;
126 virtual video::ITexture* getTexture(u32 id)=0;
127 virtual video::ITexture* getTexture(
128 const std::string &name, u32 *id = NULL)=0;
129 virtual IrrlichtDevice* getDevice()=0;
130 virtual bool isKnownSourceImage(const std::string &name)=0;
131 virtual video::ITexture* generateTextureFromMesh(
132 const TextureFromMeshParams &params)=0;
134 virtual void processQueue()=0;
135 virtual void insertSourceImage(const std::string &name, video::IImage *img)=0;
136 virtual void rebuildImagesAndTextures()=0;
137 virtual video::ITexture* getNormalTexture(const std::string &name)=0;
138 virtual video::SColor getTextureAverageColor(const std::string &name)=0;
139 virtual video::ITexture *getShaderFlagsTexture(bool normalmap_present)=0;
142 IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
144 #ifdef __ANDROID__
145 video::IImage * Align2Npot2(video::IImage * image, video::IVideoDriver* driver);
146 #endif
148 enum MaterialType{
149 TILE_MATERIAL_BASIC,
150 TILE_MATERIAL_ALPHA,
151 TILE_MATERIAL_LIQUID_TRANSPARENT,
152 TILE_MATERIAL_LIQUID_OPAQUE,
153 TILE_MATERIAL_WAVING_LEAVES,
154 TILE_MATERIAL_WAVING_PLANTS
157 // Material flags
158 // Should backface culling be enabled?
159 #define MATERIAL_FLAG_BACKFACE_CULLING 0x01
160 // Should a crack be drawn?
161 #define MATERIAL_FLAG_CRACK 0x02
162 // Should the crack be drawn on transparent pixels (unset) or not (set)?
163 // Ignored if MATERIAL_FLAG_CRACK is not set.
164 #define MATERIAL_FLAG_CRACK_OVERLAY 0x04
165 // Animation made up by splitting the texture to vertical frames, as
166 // defined by extra parameters
167 #define MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES 0x08
168 #define MATERIAL_FLAG_HIGHLIGHTED 0x10
169 #define MATERIAL_FLAG_TILEABLE_HORIZONTAL 0x20
170 #define MATERIAL_FLAG_TILEABLE_VERTICAL 0x40
173 This fully defines the looks of a tile.
174 The SMaterial of a tile is constructed according to this.
176 struct FrameSpec
178 FrameSpec():
179 texture_id(0),
180 texture(NULL),
181 normal_texture(NULL),
182 flags_texture(NULL)
185 u32 texture_id;
186 video::ITexture *texture;
187 video::ITexture *normal_texture;
188 video::ITexture *flags_texture;
191 struct TileSpec
193 TileSpec():
194 texture_id(0),
195 texture(NULL),
196 normal_texture(NULL),
197 flags_texture(NULL),
198 alpha(255),
199 material_type(TILE_MATERIAL_BASIC),
200 material_flags(
201 //0 // <- DEBUG, Use the one below
202 MATERIAL_FLAG_BACKFACE_CULLING
204 shader_id(0),
205 animation_frame_count(1),
206 animation_frame_length_ms(0),
207 rotation(0)
211 bool operator==(const TileSpec &other) const
213 return (
214 texture_id == other.texture_id &&
215 /* texture == other.texture && */
216 alpha == other.alpha &&
217 material_type == other.material_type &&
218 material_flags == other.material_flags &&
219 rotation == other.rotation
223 bool operator!=(const TileSpec &other) const
225 return !(*this == other);
228 // Sets everything else except the texture in the material
229 void applyMaterialOptions(video::SMaterial &material) const
231 switch (material_type) {
232 case TILE_MATERIAL_BASIC:
233 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
234 break;
235 case TILE_MATERIAL_ALPHA:
236 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
237 break;
238 case TILE_MATERIAL_LIQUID_TRANSPARENT:
239 material.MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
240 break;
241 case TILE_MATERIAL_LIQUID_OPAQUE:
242 material.MaterialType = video::EMT_SOLID;
243 break;
244 case TILE_MATERIAL_WAVING_LEAVES:
245 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
246 break;
247 case TILE_MATERIAL_WAVING_PLANTS:
248 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
249 break;
251 material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
252 ? true : false;
253 if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
254 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
256 if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
257 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
261 void applyMaterialOptionsWithShaders(video::SMaterial &material) const
263 material.BackfaceCulling = (material_flags & MATERIAL_FLAG_BACKFACE_CULLING)
264 ? true : false;
265 if (!(material_flags & MATERIAL_FLAG_TILEABLE_HORIZONTAL)) {
266 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
267 material.TextureLayer[1].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
269 if (!(material_flags & MATERIAL_FLAG_TILEABLE_VERTICAL)) {
270 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
271 material.TextureLayer[1].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
275 u32 texture_id;
276 video::ITexture *texture;
277 video::ITexture *normal_texture;
278 video::ITexture *flags_texture;
280 // Vertex alpha (when MATERIAL_ALPHA_VERTEX is used)
281 u8 alpha;
282 // Material parameters
283 u8 material_type;
284 u8 material_flags;
285 u32 shader_id;
286 // Animation parameters
287 u8 animation_frame_count;
288 u16 animation_frame_length_ms;
289 std::vector<FrameSpec> frames;
291 u8 rotation;
293 #endif