/
tile.h
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tile.h
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "irrlichttypes.h"
#include <ITexture.h>
#include <vector>
#include <SMaterial.h>
enum MaterialType{
TILE_MATERIAL_BASIC,
TILE_MATERIAL_ALPHA,
TILE_MATERIAL_LIQUID_TRANSPARENT,
TILE_MATERIAL_LIQUID_OPAQUE,
TILE_MATERIAL_WAVING_LEAVES,
TILE_MATERIAL_WAVING_PLANTS,
TILE_MATERIAL_OPAQUE,
TILE_MATERIAL_WAVING_LIQUID_BASIC,
TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT,
TILE_MATERIAL_WAVING_LIQUID_OPAQUE,
TILE_MATERIAL_PLAIN,
TILE_MATERIAL_PLAIN_ALPHA
};
// Material flags
// Should backface culling be enabled?
#define MATERIAL_FLAG_BACKFACE_CULLING 0x01
// Should a crack be drawn?
#define MATERIAL_FLAG_CRACK 0x02
// Should the crack be drawn on transparent pixels (unset) or not (set)?
// Ignored if MATERIAL_FLAG_CRACK is not set.
#define MATERIAL_FLAG_CRACK_OVERLAY 0x04
#define MATERIAL_FLAG_ANIMATION 0x08
//#define MATERIAL_FLAG_HIGHLIGHTED 0x10
#define MATERIAL_FLAG_TILEABLE_HORIZONTAL 0x20
#define MATERIAL_FLAG_TILEABLE_VERTICAL 0x40
/*
This fully defines the looks of a tile.
The SMaterial of a tile is constructed according to this.
*/
struct FrameSpec
{
FrameSpec() = default;
u32 texture_id = 0;
video::ITexture *texture = nullptr;
video::ITexture *normal_texture = nullptr;
video::ITexture *flags_texture = nullptr;
};
#define MAX_TILE_LAYERS 2
//! Defines a layer of a tile.
struct TileLayer
{
TileLayer() = default;
/*!
* Two layers are equal if they can be merged.
*/
bool operator==(const TileLayer &other) const
{
return
texture_id == other.texture_id &&
material_type == other.material_type &&
material_flags == other.material_flags &&
has_color == other.has_color &&
color == other.color &&
scale == other.scale;
}
/*!
* Two tiles are not equal if they must have different vertices.
*/
bool operator!=(const TileLayer &other) const
{
return !(*this == other);
}
// Sets everything else except the texture in the material
void applyMaterialOptions(video::SMaterial &material) const;
void applyMaterialOptionsWithShaders(video::SMaterial &material) const;
bool isTransparent() const
{
switch (material_type) {
case TILE_MATERIAL_ALPHA:
case TILE_MATERIAL_LIQUID_TRANSPARENT:
case TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT:
return true;
}
return false;
}
// Ordered for size, please do not reorder
video::ITexture *texture = nullptr;
video::ITexture *normal_texture = nullptr;
video::ITexture *flags_texture = nullptr;
u32 shader_id = 0;
u32 texture_id = 0;
u16 animation_frame_length_ms = 0;
u16 animation_frame_count = 1;
u8 material_type = TILE_MATERIAL_BASIC;
u8 material_flags =
//0 // <- DEBUG, Use the one below
MATERIAL_FLAG_BACKFACE_CULLING |
MATERIAL_FLAG_TILEABLE_HORIZONTAL|
MATERIAL_FLAG_TILEABLE_VERTICAL;
//! If true, the tile has its own color.
bool has_color = false;
std::vector<FrameSpec> *frames = nullptr;
/*!
* The color of the tile, or if the tile does not own
* a color then the color of the node owning this tile.
*/
video::SColor color = video::SColor(0, 0, 0, 0);
u8 scale = 1;
};
enum class TileRotation: u8 {
None,
R90,
R180,
R270,
};
/*!
* Defines a face of a node. May have up to two layers.
*/
struct TileSpec
{
TileSpec() = default;
//! If true, the tile rotation is ignored.
bool world_aligned = false;
//! Tile rotation.
TileRotation rotation = TileRotation::None;
//! This much light does the tile emit.
u8 emissive_light = 0;
//! The first is base texture, the second is overlay.
TileLayer layers[MAX_TILE_LAYERS];
};