void TextureSource::rebuildImagesAndTextures() { JMutexAutoLock lock(m_atlaspointer_cache_mutex); /*// Oh well... just clear everything, they'll load sometime. m_atlaspointer_cache.clear(); m_name_to_id.clear();*/ video::IVideoDriver* driver = m_device->getVideoDriver(); // Remove source images from textures to disable inheriting textures // from existing textures /*for(u32 i=0; i<m_atlaspointer_cache.size(); i++){ SourceAtlasPointer *sap = &m_atlaspointer_cache[i]; sap->atlas_img->drop(); sap->atlas_img = NULL; }*/ // Recreate textures for(u32 i=0; i<m_atlaspointer_cache.size(); i++){ SourceAtlasPointer *sap = &m_atlaspointer_cache[i]; video::IImage *img = generate_image_from_scratch(sap->name, m_device, &m_sourcecache); // Create texture from resulting image video::ITexture *t = NULL; if(img) t = driver->addTexture(sap->name.c_str(), img); // Replace texture sap->a.atlas = t; sap->a.pos = v2f(0,0); sap->a.size = v2f(1,1); sap->a.tiled = 0; sap->atlas_img = img; sap->intpos = v2s32(0,0); sap->intsize = img->getDimension(); } }
void TextureSource::buildMainAtlas(class IGameDef *gamedef) { assert(gamedef->tsrc() == this); INodeDefManager *ndef = gamedef->ndef(); infostream<<"TextureSource::buildMainAtlas()"<<std::endl; //return; // Disable (for testing) video::IVideoDriver* driver = m_device->getVideoDriver(); assert(driver); JMutexAutoLock lock(m_atlaspointer_cache_mutex); // Create an image of the right size core::dimension2d<u32> atlas_dim(1024,1024); video::IImage *atlas_img = driver->createImage(video::ECF_A8R8G8B8, atlas_dim); //assert(atlas_img); if(atlas_img == NULL) { errorstream<<"TextureSource::buildMainAtlas(): Failed to create atlas " "image; not building texture atlas."<<std::endl; return; } /* Grab list of stuff to include in the texture atlas from the main content features */ core::map<std::string, bool> sourcelist; for(u16 j=0; j<MAX_CONTENT+1; j++) { if(j == CONTENT_IGNORE || j == CONTENT_AIR) continue; const ContentFeatures &f = ndef->get(j); for(u32 i=0; i<6; i++) { std::string name = f.tname_tiles[i]; sourcelist[name] = true; } } infostream<<"Creating texture atlas out of textures: "; for(core::map<std::string, bool>::Iterator i = sourcelist.getIterator(); i.atEnd() == false; i++) { std::string name = i.getNode()->getKey(); infostream<<"\""<<name<<"\" "; } infostream<<std::endl; // Padding to disallow texture bleeding s32 padding = 16; s32 column_width = 256; s32 column_padding = 16; /* First pass: generate almost everything */ core::position2d<s32> pos_in_atlas(0,0); pos_in_atlas.Y = padding; for(core::map<std::string, bool>::Iterator i = sourcelist.getIterator(); i.atEnd() == false; i++) { std::string name = i.getNode()->getKey(); // Generate image by name video::IImage *img2 = generate_image_from_scratch(name, m_device, &m_sourcecache); if(img2 == NULL) { errorstream<<"TextureSource::buildMainAtlas(): " <<"Couldn't generate image \""<<name<<"\""<<std::endl; continue; } core::dimension2d<u32> dim = img2->getDimension(); // Don't add to atlas if image is large core::dimension2d<u32> max_size_in_atlas(32,32); if(dim.Width > max_size_in_atlas.Width || dim.Height > max_size_in_atlas.Height) { infostream<<"TextureSource::buildMainAtlas(): Not adding " <<"\""<<name<<"\" because image is large"<<std::endl; continue; } // Wrap columns and stop making atlas if atlas is full if(pos_in_atlas.Y + dim.Height > atlas_dim.Height) { if(pos_in_atlas.X > (s32)atlas_dim.Width - 256 - padding){ errorstream<<"TextureSource::buildMainAtlas(): " <<"Atlas is full, not adding more textures." <<std::endl; break; } pos_in_atlas.Y = padding; pos_in_atlas.X += column_width + column_padding; } /*infostream<<"TextureSource::buildMainAtlas(): Adding \""<<name <<"\" to texture atlas"<<std::endl;*/ // Tile it a few times in the X direction u16 xwise_tiling = column_width / dim.Width; if(xwise_tiling > 16) // Limit to 16 (more gives no benefit) xwise_tiling = 16; for(u32 j=0; j<xwise_tiling; j++) { // Copy the copy to the atlas /*img2->copyToWithAlpha(atlas_img, pos_in_atlas + v2s32(j*dim.Width,0), core::rect<s32>(v2s32(0,0), dim), video::SColor(255,255,255,255), NULL);*/ img2->copyTo(atlas_img, pos_in_atlas + v2s32(j*dim.Width,0), core::rect<s32>(v2s32(0,0), dim), NULL); } // Copy the borders a few times to disallow texture bleeding for(u32 side=0; side<2; side++) // top and bottom for(s32 y0=0; y0<padding; y0++) for(s32 x0=0; x0<(s32)xwise_tiling*(s32)dim.Width; x0++) { s32 dst_y; s32 src_y; if(side==0) { dst_y = y0 + pos_in_atlas.Y + dim.Height; src_y = pos_in_atlas.Y + dim.Height - 1; } else { dst_y = -y0 + pos_in_atlas.Y-1; src_y = pos_in_atlas.Y; } s32 x = x0 + pos_in_atlas.X; video::SColor c = atlas_img->getPixel(x, src_y); atlas_img->setPixel(x,dst_y,c); } img2->drop(); /* Add texture to caches */ 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); ap.atlas = NULL; // Set on the second pass ap.pos = v2f((float)pos_in_atlas.X/(float)atlas_dim.Width, (float)pos_in_atlas.Y/(float)atlas_dim.Height); ap.size = v2f((float)dim.Width/(float)atlas_dim.Width, (float)dim.Width/(float)atlas_dim.Height); ap.tiled = xwise_tiling; // Create SourceAtlasPointer and add to containers SourceAtlasPointer nap(name, ap, atlas_img, pos_in_atlas, dim); 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; } /* Make texture */ video::ITexture *t = driver->addTexture("__main_atlas__", atlas_img); assert(t); /* Second pass: set texture pointer in generated AtlasPointers */ for(core::map<std::string, bool>::Iterator i = sourcelist.getIterator(); i.atEnd() == false; i++) { std::string name = i.getNode()->getKey(); if(m_name_to_id.find(name) == NULL) continue; u32 id = m_name_to_id[name]; //infostream<<"id of name "<<name<<" is "<<id<<std::endl; m_atlaspointer_cache[id].a.atlas = t; } /* Write image to file so that it can be inspected */ /*std::string atlaspath = porting::path_user + DIR_DELIM + "generated_texture_atlas.png"; infostream<<"Removing and writing texture atlas for inspection to " <<atlaspath<<std::endl; fs::RecursiveDelete(atlaspath); driver->writeImageToFile(atlas_img, atlaspath.c_str());*/ }
bool generate_image(std::string part_of_name, video::IImage *& baseimg, IrrlichtDevice *device, SourceImageCache *sourcecache) { video::IVideoDriver* driver = device->getVideoDriver(); assert(driver); // Stuff starting with [ are special commands if(part_of_name.size() == 0 || part_of_name[0] != '[') { video::IImage *image = sourcecache->getOrLoad(part_of_name, device); if(image == NULL) { if(part_of_name != ""){ errorstream<<"generate_image(): Could not load image \"" <<part_of_name<<"\""<<" while building texture"<<std::endl; errorstream<<"generate_image(): Creating a dummy" <<" image for \""<<part_of_name<<"\""<<std::endl; } // Just create a dummy image //core::dimension2d<u32> dim(2,2); core::dimension2d<u32> dim(1,1); image = driver->createImage(video::ECF_A8R8G8B8, dim); assert(image); /*image->setPixel(0,0, video::SColor(255,255,0,0)); image->setPixel(1,0, video::SColor(255,0,255,0)); image->setPixel(0,1, video::SColor(255,0,0,255)); image->setPixel(1,1, video::SColor(255,255,0,255));*/ image->setPixel(0,0, video::SColor(255,myrand()%256, myrand()%256,myrand()%256)); /*image->setPixel(1,0, video::SColor(255,myrand()%256, myrand()%256,myrand()%256)); image->setPixel(0,1, video::SColor(255,myrand()%256, myrand()%256,myrand()%256)); image->setPixel(1,1, video::SColor(255,myrand()%256, myrand()%256,myrand()%256));*/ } // If base image is NULL, load as base. if(baseimg == NULL) { //infostream<<"Setting "<<part_of_name<<" as base"<<std::endl; /* Copy it this way to get an alpha channel. Otherwise images with alpha cannot be blitted on images that don't have alpha in the original file. */ core::dimension2d<u32> dim = image->getDimension(); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); image->copyTo(baseimg); image->drop(); } // Else blit on base. else { //infostream<<"Blitting "<<part_of_name<<" on base"<<std::endl; // Size of the copied area core::dimension2d<u32> dim = image->getDimension(); //core::dimension2d<u32> dim(16,16); // Position to copy the blitted to in the base image core::position2d<s32> pos_to(0,0); // Position to copy the blitted from in the blitted image core::position2d<s32> pos_from(0,0); // Blit image->copyToWithAlpha(baseimg, pos_to, core::rect<s32>(pos_from, dim), video::SColor(255,255,255,255), NULL); // Drop image image->drop(); } } else { // A special texture modification /*infostream<<"generate_image(): generating special " <<"modification \""<<part_of_name<<"\"" <<std::endl;*/ /* This is the simplest of all; it just adds stuff to the name so that a separate texture is created. It is used to make textures for stuff that doesn't want to implement getting the texture from a bigger texture atlas. */ if(part_of_name == "[forcesingle") { // If base image is NULL, create a random color if(baseimg == NULL) { core::dimension2d<u32> dim(1,1); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); assert(baseimg); baseimg->setPixel(0,0, video::SColor(255,myrand()%256, myrand()%256,myrand()%256)); } } /* [crackN Adds a cracking texture */ else if(part_of_name.substr(0,6) == "[crack") { if(baseimg == NULL) { errorstream<<"generate_image(): baseimg==NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } // Crack image number and overlay option s32 progression = 0; bool use_overlay = false; if(part_of_name.substr(6,1) == "o") { progression = stoi(part_of_name.substr(7)); use_overlay = true; } else { progression = stoi(part_of_name.substr(6)); use_overlay = false; } // Size of the base image core::dimension2d<u32> dim_base = baseimg->getDimension(); /* Load crack image. It is an image with a number of cracking stages horizontally tiled. */ video::IImage *img_crack = sourcecache->getOrLoad("crack.png", device); if(img_crack && progression >= 0) { // Dimension of original image core::dimension2d<u32> dim_crack = img_crack->getDimension(); // Count of crack stages s32 crack_count = dim_crack.Height / dim_crack.Width; // Limit progression if(progression > crack_count-1) progression = crack_count-1; // Dimension of a single crack stage core::dimension2d<u32> dim_crack_cropped( dim_crack.Width, dim_crack.Width ); // Create cropped and scaled crack images video::IImage *img_crack_cropped = driver->createImage( video::ECF_A8R8G8B8, dim_crack_cropped); video::IImage *img_crack_scaled = driver->createImage( video::ECF_A8R8G8B8, dim_base); if(img_crack_cropped && img_crack_scaled) { // Crop crack image v2s32 pos_crack(0, progression*dim_crack.Width); img_crack->copyTo(img_crack_cropped, v2s32(0,0), core::rect<s32>(pos_crack, dim_crack_cropped)); // Scale crack image by copying img_crack_cropped->copyToScaling(img_crack_scaled); // Copy or overlay crack image if(use_overlay) { overlay(baseimg, img_crack_scaled); } else { img_crack_scaled->copyToWithAlpha( baseimg, v2s32(0,0), core::rect<s32>(v2s32(0,0), dim_base), video::SColor(255,255,255,255)); } } if(img_crack_scaled) img_crack_scaled->drop(); if(img_crack_cropped) img_crack_cropped->drop(); img_crack->drop(); } } /* [combine:WxH:X,Y=filename:X,Y=filename2 Creates a bigger texture from an amount of smaller ones */ else if(part_of_name.substr(0,8) == "[combine") { Strfnd sf(part_of_name); sf.next(":"); u32 w0 = stoi(sf.next("x")); u32 h0 = stoi(sf.next(":")); infostream<<"combined w="<<w0<<" h="<<h0<<std::endl; core::dimension2d<u32> dim(w0,h0); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); while(sf.atend() == false) { u32 x = stoi(sf.next(",")); u32 y = stoi(sf.next("=")); std::string filename = sf.next(":"); infostream<<"Adding \""<<filename <<"\" to combined ("<<x<<","<<y<<")" <<std::endl; video::IImage *img = sourcecache->getOrLoad(filename, device); if(img) { core::dimension2d<u32> dim = img->getDimension(); infostream<<"Size "<<dim.Width <<"x"<<dim.Height<<std::endl; core::position2d<s32> pos_base(x, y); video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, dim); img->copyTo(img2); img->drop(); img2->copyToWithAlpha(baseimg, pos_base, core::rect<s32>(v2s32(0,0), dim), video::SColor(255,255,255,255), NULL); img2->drop(); } else { infostream<<"img==NULL"<<std::endl; } } } /* "[brighten" */ else if(part_of_name.substr(0,9) == "[brighten") { if(baseimg == NULL) { errorstream<<"generate_image(): baseimg==NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } brighten(baseimg); } /* "[noalpha" Make image completely opaque. Used for the leaves texture when in old leaves mode, so that the transparent parts don't look completely black when simple alpha channel is used for rendering. */ else if(part_of_name.substr(0,8) == "[noalpha") { if(baseimg == NULL) { errorstream<<"generate_image(): baseimg==NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } core::dimension2d<u32> dim = baseimg->getDimension(); // Set alpha to full for(u32 y=0; y<dim.Height; y++) for(u32 x=0; x<dim.Width; x++) { video::SColor c = baseimg->getPixel(x,y); c.setAlpha(255); baseimg->setPixel(x,y,c); } } /* "[makealpha:R,G,B" Convert one color to transparent. */ else if(part_of_name.substr(0,11) == "[makealpha:") { if(baseimg == NULL) { errorstream<<"generate_image(): baseimg==NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } Strfnd sf(part_of_name.substr(11)); u32 r1 = stoi(sf.next(",")); u32 g1 = stoi(sf.next(",")); u32 b1 = stoi(sf.next("")); std::string filename = sf.next(""); core::dimension2d<u32> dim = baseimg->getDimension(); /*video::IImage *oldbaseimg = baseimg; baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); oldbaseimg->copyTo(baseimg); oldbaseimg->drop();*/ // Set alpha to full for(u32 y=0; y<dim.Height; y++) for(u32 x=0; x<dim.Width; x++) { video::SColor c = baseimg->getPixel(x,y); u32 r = c.getRed(); u32 g = c.getGreen(); u32 b = c.getBlue(); if(!(r == r1 && g == g1 && b == b1)) continue; c.setAlpha(0); baseimg->setPixel(x,y,c); } } /* [inventorycube{topimage{leftimage{rightimage In every subimage, replace ^ with &. Create an "inventory cube". NOTE: This should be used only on its own. Example (a grass block (not actually used in game): "[inventorycube{grass.png{mud.png&grass_side.png{mud.png&grass_side.png" */ else if(part_of_name.substr(0,14) == "[inventorycube") { if(baseimg != NULL) { errorstream<<"generate_image(): baseimg!=NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } str_replace_char(part_of_name, '&', '^'); Strfnd sf(part_of_name); sf.next("{"); std::string imagename_top = sf.next("{"); std::string imagename_left = sf.next("{"); std::string imagename_right = sf.next("{"); // Generate images for the faces of the cube video::IImage *img_top = generate_image_from_scratch( imagename_top, device, sourcecache); video::IImage *img_left = generate_image_from_scratch( imagename_left, device, sourcecache); video::IImage *img_right = generate_image_from_scratch( imagename_right, device, sourcecache); assert(img_top && img_left && img_right); // Create textures from images video::ITexture *texture_top = driver->addTexture( (imagename_top + "__temp__").c_str(), img_top); video::ITexture *texture_left = driver->addTexture( (imagename_left + "__temp__").c_str(), img_left); video::ITexture *texture_right = driver->addTexture( (imagename_right + "__temp__").c_str(), img_right); assert(texture_top && texture_left && texture_right); // Drop images img_top->drop(); img_left->drop(); img_right->drop(); /* Draw a cube mesh into a render target texture */ scene::IMesh* cube = createCubeMesh(v3f(1, 1, 1)); setMeshColor(cube, video::SColor(255, 255, 255, 255)); cube->getMeshBuffer(0)->getMaterial().setTexture(0, texture_top); cube->getMeshBuffer(1)->getMaterial().setTexture(0, texture_top); cube->getMeshBuffer(2)->getMaterial().setTexture(0, texture_right); cube->getMeshBuffer(3)->getMaterial().setTexture(0, texture_right); cube->getMeshBuffer(4)->getMaterial().setTexture(0, texture_left); cube->getMeshBuffer(5)->getMaterial().setTexture(0, texture_left); core::dimension2d<u32> dim(64,64); std::string rtt_texture_name = part_of_name + "_RTT"; v3f camera_position(0, 1.0, -1.5); camera_position.rotateXZBy(45); v3f camera_lookat(0, 0, 0); core::CMatrix4<f32> camera_projection_matrix; // Set orthogonal projection camera_projection_matrix.buildProjectionMatrixOrthoLH( 1.65, 1.65, 0, 100); video::SColorf ambient_light(0.2,0.2,0.2); v3f light_position(10, 100, -50); video::SColorf light_color(0.5,0.5,0.5); f32 light_radius = 1000; video::ITexture *rtt = generateTextureFromMesh( cube, device, dim, rtt_texture_name, camera_position, camera_lookat, camera_projection_matrix, ambient_light, light_position, light_color, light_radius); // Drop mesh cube->drop(); // Free textures of images driver->removeTexture(texture_top); driver->removeTexture(texture_left); driver->removeTexture(texture_right); if(rtt == NULL) { baseimg = generate_image_from_scratch( imagename_top, device, sourcecache); return true; } // Create image of render target video::IImage *image = driver->createImage(rtt, v2s32(0,0), dim); assert(image); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); if(image) { image->copyTo(baseimg); image->drop(); } } else { errorstream<<"generate_image(): Invalid " " modification: \""<<part_of_name<<"\""<<std::endl; } } return true; }
video::IImage* generate_image_from_scratch(std::string name, IrrlichtDevice *device, SourceImageCache *sourcecache) { /*infostream<<"generate_image_from_scratch(): " "\""<<name<<"\""<<std::endl;*/ video::IVideoDriver* driver = device->getVideoDriver(); assert(driver); /* Get the base image */ video::IImage *baseimg = NULL; char separator = '^'; // Find last meta separator in name s32 last_separator_position = name.find_last_of(separator); //if(last_separator_position == std::npos) // last_separator_position = -1; /*infostream<<"generate_image_from_scratch(): " <<"last_separator_position="<<last_separator_position <<std::endl;*/ /* If separator was found, construct the base name and make the base image using a recursive call */ std::string base_image_name; if(last_separator_position != -1) { // Construct base name base_image_name = name.substr(0, last_separator_position); /*infostream<<"generate_image_from_scratch(): Calling itself recursively" " to get base image of \""<<name<<"\" = \"" <<base_image_name<<"\""<<std::endl;*/ baseimg = generate_image_from_scratch(base_image_name, device, sourcecache); } /* Parse out the last part of the name of the image and act according to it */ std::string last_part_of_name = name.substr(last_separator_position+1); //infostream<<"last_part_of_name=\""<<last_part_of_name<<"\""<<std::endl; // Generate image according to part of name if(!generate_image(last_part_of_name, baseimg, device, sourcecache)) { errorstream<<"generate_image_from_scratch(): " "failed to generate \""<<last_part_of_name<<"\"" <<std::endl; return NULL; } return baseimg; }
bool generate_image(std::string part_of_name, video::IImage *& baseimg, IrrlichtDevice *device) { video::IVideoDriver* driver = device->getVideoDriver(); assert(driver); // Stuff starting with [ are special commands if(part_of_name[0] != '[') { // A normal texture; load it from a file std::string path = getTexturePath(part_of_name.c_str()); /*infostream<<"generate_image(): Loading path \""<<path <<"\""<<std::endl;*/ video::IImage *image = driver->createImageFromFile(path.c_str()); if(image == NULL) { infostream<<"generate_image(): Could not load image \"" <<part_of_name<<"\" from path \""<<path<<"\"" <<" while building texture"<<std::endl; //return false; infostream<<"generate_image(): Creating a dummy" <<" image for \""<<part_of_name<<"\""<<std::endl; // Just create a dummy image //core::dimension2d<u32> dim(2,2); core::dimension2d<u32> dim(1,1); image = driver->createImage(video::ECF_A8R8G8B8, dim); assert(image); /*image->setPixel(0,0, video::SColor(255,255,0,0)); image->setPixel(1,0, video::SColor(255,0,255,0)); image->setPixel(0,1, video::SColor(255,0,0,255)); image->setPixel(1,1, video::SColor(255,255,0,255));*/ image->setPixel(0,0, video::SColor(255,myrand()%256, myrand()%256,myrand()%256)); /*image->setPixel(1,0, video::SColor(255,myrand()%256, myrand()%256,myrand()%256)); image->setPixel(0,1, video::SColor(255,myrand()%256, myrand()%256,myrand()%256)); image->setPixel(1,1, video::SColor(255,myrand()%256, myrand()%256,myrand()%256));*/ } // If base image is NULL, load as base. if(baseimg == NULL) { //infostream<<"Setting "<<part_of_name<<" as base"<<std::endl; /* Copy it this way to get an alpha channel. Otherwise images with alpha cannot be blitted on images that don't have alpha in the original file. */ core::dimension2d<u32> dim = image->getDimension(); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); image->copyTo(baseimg); image->drop(); } // Else blit on base. else { //infostream<<"Blitting "<<part_of_name<<" on base"<<std::endl; // Size of the copied area core::dimension2d<u32> dim = image->getDimension(); //core::dimension2d<u32> dim(16,16); // Position to copy the blitted to in the base image core::position2d<s32> pos_to(0,0); // Position to copy the blitted from in the blitted image core::position2d<s32> pos_from(0,0); // Blit image->copyToWithAlpha(baseimg, pos_to, core::rect<s32>(pos_from, dim), video::SColor(255,255,255,255), NULL); // Drop image image->drop(); } } else { // A special texture modification infostream<<"generate_image(): generating special " <<"modification \""<<part_of_name<<"\"" <<std::endl; /* This is the simplest of all; it just adds stuff to the name so that a separate texture is created. It is used to make textures for stuff that doesn't want to implement getting the texture from a bigger texture atlas. */ if(part_of_name == "[forcesingle") { } /* [crackN Adds a cracking texture */ else if(part_of_name.substr(0,6) == "[crack") { if(baseimg == NULL) { infostream<<"generate_image(): baseimg==NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } // Crack image number u16 progression = stoi(part_of_name.substr(6)); // Size of the base image core::dimension2d<u32> dim_base = baseimg->getDimension(); /* Load crack image. It is an image with a number of cracking stages horizontally tiled. */ video::IImage *img_crack = driver->createImageFromFile( getTexturePath("crack.png").c_str()); if(img_crack) { // Dimension of original image core::dimension2d<u32> dim_crack = img_crack->getDimension(); // Count of crack stages u32 crack_count = dim_crack.Height / dim_crack.Width; // Limit progression if(progression > crack_count-1) progression = crack_count-1; // Dimension of a single scaled crack stage core::dimension2d<u32> dim_crack_scaled_single( dim_base.Width, dim_base.Height ); // Dimension of scaled size core::dimension2d<u32> dim_crack_scaled( dim_crack_scaled_single.Width, dim_crack_scaled_single.Height * crack_count ); // Create scaled crack image video::IImage *img_crack_scaled = driver->createImage( video::ECF_A8R8G8B8, dim_crack_scaled); if(img_crack_scaled) { // Scale crack image by copying img_crack->copyToScaling(img_crack_scaled); // Position to copy the crack from core::position2d<s32> pos_crack_scaled( 0, dim_crack_scaled_single.Height * progression ); // This tiling does nothing currently but is useful for(u32 y0=0; y0<dim_base.Height / dim_crack_scaled_single.Height; y0++) for(u32 x0=0; x0<dim_base.Width / dim_crack_scaled_single.Width; x0++) { // Position to copy the crack to in the base image core::position2d<s32> pos_base( x0*dim_crack_scaled_single.Width, y0*dim_crack_scaled_single.Height ); // Rectangle to copy the crack from on the scaled image core::rect<s32> rect_crack_scaled( pos_crack_scaled, dim_crack_scaled_single ); // Copy it img_crack_scaled->copyToWithAlpha(baseimg, pos_base, rect_crack_scaled, video::SColor(255,255,255,255), NULL); } img_crack_scaled->drop(); } img_crack->drop(); } } /* [combine:WxH:X,Y=filename:X,Y=filename2 Creates a bigger texture from an amount of smaller ones */ else if(part_of_name.substr(0,8) == "[combine") { Strfnd sf(part_of_name); sf.next(":"); u32 w0 = stoi(sf.next("x")); u32 h0 = stoi(sf.next(":")); infostream<<"combined w="<<w0<<" h="<<h0<<std::endl; core::dimension2d<u32> dim(w0,h0); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); while(sf.atend() == false) { u32 x = stoi(sf.next(",")); u32 y = stoi(sf.next("=")); std::string filename = sf.next(":"); infostream<<"Adding \""<<filename <<"\" to combined ("<<x<<","<<y<<")" <<std::endl; video::IImage *img = driver->createImageFromFile( getTexturePath(filename.c_str()).c_str()); if(img) { core::dimension2d<u32> dim = img->getDimension(); infostream<<"Size "<<dim.Width <<"x"<<dim.Height<<std::endl; core::position2d<s32> pos_base(x, y); video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, dim); img->copyTo(img2); img->drop(); img2->copyToWithAlpha(baseimg, pos_base, core::rect<s32>(v2s32(0,0), dim), video::SColor(255,255,255,255), NULL); img2->drop(); } else { infostream<<"img==NULL"<<std::endl; } } } /* [progressbarN Adds a progress bar, 0.0 <= N <= 1.0 */ else if(part_of_name.substr(0,12) == "[progressbar") { if(baseimg == NULL) { infostream<<"generate_image(): baseimg==NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } float value = stof(part_of_name.substr(12)); make_progressbar(value, baseimg); } /* "[noalpha:filename.png" Use an image without it's alpha channel. Used for the leaves texture when in old leaves mode, so that the transparent parts don't look completely black when simple alpha channel is used for rendering. */ else if(part_of_name.substr(0,8) == "[noalpha") { if(baseimg != NULL) { infostream<<"generate_image(): baseimg!=NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } std::string filename = part_of_name.substr(9); std::string path = getTexturePath(filename.c_str()); infostream<<"generate_image(): Loading path \""<<path <<"\""<<std::endl; video::IImage *image = driver->createImageFromFile(path.c_str()); if(image == NULL) { infostream<<"generate_image(): Loading path \"" <<path<<"\" failed"<<std::endl; } else { core::dimension2d<u32> dim = image->getDimension(); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); // Set alpha to full for(u32 y=0; y<dim.Height; y++) for(u32 x=0; x<dim.Width; x++) { video::SColor c = image->getPixel(x,y); c.setAlpha(255); image->setPixel(x,y,c); } // Blit image->copyTo(baseimg); image->drop(); } } /* "[makealpha:R,G,B:filename.png" Use an image with converting one color to transparent. */ else if(part_of_name.substr(0,11) == "[makealpha:") { if(baseimg != NULL) { infostream<<"generate_image(): baseimg!=NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } Strfnd sf(part_of_name.substr(11)); u32 r1 = stoi(sf.next(",")); u32 g1 = stoi(sf.next(",")); u32 b1 = stoi(sf.next(":")); std::string filename = sf.next(""); std::string path = getTexturePath(filename.c_str()); infostream<<"generate_image(): Loading path \""<<path <<"\""<<std::endl; video::IImage *image = driver->createImageFromFile(path.c_str()); if(image == NULL) { infostream<<"generate_image(): Loading path \"" <<path<<"\" failed"<<std::endl; } else { core::dimension2d<u32> dim = image->getDimension(); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); for(u32 y=0; y<dim.Height; y++) for(u32 x=0; x<dim.Width; x++) { video::SColor c = image->getPixel(x,y); u32 r = c.getRed(); u32 g = c.getGreen(); u32 b = c.getBlue(); if(!(r == r1 && g == g1 && b == b1)) continue; c.setAlpha(0); image->setPixel(x,y,c); } // Blit image->copyTo(baseimg); image->drop(); } } /* "[makealpha2:R,G,B;R2,G2,B2:filename.png" Use an image with converting two colors to transparent. */ else if(part_of_name.substr(0,12) == "[makealpha2:") { if(baseimg != NULL) { infostream<<"generate_image(): baseimg!=NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } Strfnd sf(part_of_name.substr(12)); u32 r1 = stoi(sf.next(",")); u32 g1 = stoi(sf.next(",")); u32 b1 = stoi(sf.next(";")); u32 r2 = stoi(sf.next(",")); u32 g2 = stoi(sf.next(",")); u32 b2 = stoi(sf.next(":")); std::string filename = sf.next(""); std::string path = getTexturePath(filename.c_str()); infostream<<"generate_image(): Loading path \""<<path <<"\""<<std::endl; video::IImage *image = driver->createImageFromFile(path.c_str()); if(image == NULL) { infostream<<"generate_image(): Loading path \"" <<path<<"\" failed"<<std::endl; } else { core::dimension2d<u32> dim = image->getDimension(); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); for(u32 y=0; y<dim.Height; y++) for(u32 x=0; x<dim.Width; x++) { video::SColor c = image->getPixel(x,y); u32 r = c.getRed(); u32 g = c.getGreen(); u32 b = c.getBlue(); if(!(r == r1 && g == g1 && b == b1) && !(r == r2 && g == g2 && b == b2)) continue; c.setAlpha(0); image->setPixel(x,y,c); } // Blit image->copyTo(baseimg); image->drop(); } } /* [inventorycube{topimage{leftimage{rightimage In every subimage, replace ^ with &. Create an "inventory cube". NOTE: This should be used only on its own. Example (a grass block (not actually used in game): "[inventorycube{grass.png{mud.png&grass_side.png{mud.png&grass_side.png" */ else if(part_of_name.substr(0,14) == "[inventorycube") { if(baseimg != NULL) { infostream<<"generate_image(): baseimg!=NULL " <<"for part_of_name=\""<<part_of_name <<"\", cancelling."<<std::endl; return false; } str_replace_char(part_of_name, '&', '^'); Strfnd sf(part_of_name); sf.next("{"); std::string imagename_top = sf.next("{"); std::string imagename_left = sf.next("{"); std::string imagename_right = sf.next("{"); #if 1 //TODO if(driver->queryFeature(video::EVDF_RENDER_TO_TARGET) == false) { infostream<<"generate_image(): EVDF_RENDER_TO_TARGET" " not supported. Creating fallback image"<<std::endl; baseimg = generate_image_from_scratch( imagename_top, device); return true; } u32 w0 = 64; u32 h0 = 64; //infostream<<"inventorycube w="<<w0<<" h="<<h0<<std::endl; core::dimension2d<u32> dim(w0,h0); // Generate images for the faces of the cube video::IImage *img_top = generate_image_from_scratch( imagename_top, device); video::IImage *img_left = generate_image_from_scratch( imagename_left, device); video::IImage *img_right = generate_image_from_scratch( imagename_right, device); assert(img_top && img_left && img_right); // TODO: Create textures from images video::ITexture *texture_top = driver->addTexture( (imagename_top + "__temp__").c_str(), img_top); assert(texture_top); // Drop images img_top->drop(); img_left->drop(); img_right->drop(); // Create render target texture video::ITexture *rtt = NULL; std::string rtt_name = part_of_name + "_RTT"; rtt = driver->addRenderTargetTexture(dim, rtt_name.c_str(), video::ECF_A8R8G8B8); assert(rtt); // Set render target driver->setRenderTarget(rtt, true, true, video::SColor(0,0,0,0)); // Get a scene manager scene::ISceneManager *smgr_main = device->getSceneManager(); assert(smgr_main); scene::ISceneManager *smgr = smgr_main->createNewSceneManager(); assert(smgr); /* Create scene: - An unit cube is centered at 0,0,0 - Camera looks at cube from Y+, Z- towards Y-, Z+ NOTE: Cube has to be changed to something else because the textures cannot be set individually (or can they?) */ scene::ISceneNode* cube = smgr->addCubeSceneNode(1.0, NULL, -1, v3f(0,0,0), v3f(0, 45, 0)); // Set texture of cube cube->setMaterialTexture(0, texture_top); //cube->setMaterialFlag(video::EMF_LIGHTING, false); cube->setMaterialFlag(video::EMF_ANTI_ALIASING, false); cube->setMaterialFlag(video::EMF_BILINEAR_FILTER, false); scene::ICameraSceneNode* camera = smgr->addCameraSceneNode(0, v3f(0, 1.0, -1.5), v3f(0, 0, 0)); // Set orthogonal projection core::CMatrix4<f32> pm; pm.buildProjectionMatrixOrthoLH(1.65, 1.65, 0, 100); camera->setProjectionMatrix(pm, true); /*scene::ILightSceneNode *light =*/ smgr->addLightSceneNode(0, v3f(-50, 100, 0), video::SColorf(0.5,0.5,0.5), 1000); smgr->setAmbientLight(video::SColorf(0.2,0.2,0.2)); // Render scene driver->beginScene(true, true, video::SColor(0,0,0,0)); smgr->drawAll(); driver->endScene(); // NOTE: The scene nodes should not be dropped, otherwise // smgr->drop() segfaults /*cube->drop(); camera->drop(); light->drop();*/ // Drop scene manager smgr->drop(); // Unset render target driver->setRenderTarget(0, true, true, 0); //TODO: Free textures of images driver->removeTexture(texture_top); // Create image of render target video::IImage *image = driver->createImage(rtt, v2s32(0,0), dim); assert(image); baseimg = driver->createImage(video::ECF_A8R8G8B8, dim); if(image) { image->copyTo(baseimg); image->drop(); } #endif } else { infostream<<"generate_image(): Invalid " " modification: \""<<part_of_name<<"\""<<std::endl; } } return true; }
void TextureSource::buildMainAtlas() { infostream<<"TextureSource::buildMainAtlas()"<<std::endl; //return; // Disable (for testing) video::IVideoDriver* driver = m_device->getVideoDriver(); assert(driver); JMutexAutoLock lock(m_atlaspointer_cache_mutex); // Create an image of the right size core::dimension2d<u32> atlas_dim(1024,1024); video::IImage *atlas_img = driver->createImage(video::ECF_A8R8G8B8, atlas_dim); //assert(atlas_img); if(atlas_img == NULL) { errorstream<<"TextureSource::buildMainAtlas(): Failed to create atlas " "image; not building texture atlas."<<std::endl; return; } /* A list of stuff to include in the texture atlas. It is a single-dimensional texture atlas due to the need to tile textures. It should contain as much of the stuff shown in game as possible, to minimize texture changes. It fills up quickly, so do not add anything that isn't contained in most MapBlocks. E.g. mese isn't suitable but stone is. */ core::array<std::string> sourcelist; sourcelist.push_back("stone.png"); sourcelist.push_back("mud.png"); sourcelist.push_back("sand.png"); sourcelist.push_back("grass.png"); sourcelist.push_back("grass_footsteps.png"); sourcelist.push_back("tree.png"); sourcelist.push_back("tree_top.png"); sourcelist.push_back("water.png"); sourcelist.push_back("leaves.png"); sourcelist.push_back("glass.png"); sourcelist.push_back("mud.png^grass_side.png"); sourcelist.push_back("cobble.png"); sourcelist.push_back("mossycobble.png"); sourcelist.push_back("gravel.png"); sourcelist.push_back("jungletree.png"); sourcelist.push_back("stone.png^mineral_coal.png"); sourcelist.push_back("stone.png^mineral_iron.png"); // Padding to disallow texture bleeding s32 padding = 16; /* First pass: generate almost everything */ core::position2d<s32> pos_in_atlas(0,0); pos_in_atlas.Y += padding; for(u32 i=0; i<sourcelist.size(); i++) { std::string name = sourcelist[i]; /*video::IImage *img = driver->createImageFromFile( getTexturePath(name.c_str()).c_str()); if(img == NULL) continue; core::dimension2d<u32> dim = img->getDimension(); // Make a copy with the right color format video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, dim); img->copyTo(img2); img->drop();*/ // Generate image by name video::IImage *img2 = generate_image_from_scratch(name, m_device); if(img2 == NULL) { infostream<<"TextureSource::buildMainAtlas(): Couldn't generate texture atlas: Couldn't generate image \""<<name<<"\""<<std::endl; continue; } core::dimension2d<u32> dim = img2->getDimension(); // Don't add to atlas if image is large core::dimension2d<u32> max_size_in_atlas(32,32); if(dim.Width > max_size_in_atlas.Width || dim.Height > max_size_in_atlas.Height) { infostream<<"TextureSource::buildMainAtlas(): Not adding " <<"\""<<name<<"\" because image is large"<<std::endl; continue; } // Stop making atlas if atlas is full if(pos_in_atlas.Y + dim.Height > atlas_dim.Height) { infostream<<"TextureSource::buildMainAtlas(): " <<"Atlas is full, not adding more textures." <<std::endl; break; } infostream<<"TextureSource::buildMainAtlas(): Adding \""<<name <<"\" to texture atlas"<<std::endl; // Tile it a few times in the X direction u16 xwise_tiling = 16; for(u32 j=0; j<xwise_tiling; j++) { // Copy the copy to the atlas img2->copyToWithAlpha(atlas_img, pos_in_atlas + v2s32(j*dim.Width,0), core::rect<s32>(v2s32(0,0), dim), video::SColor(255,255,255,255), NULL); } // Copy the borders a few times to disallow texture bleeding for(u32 side=0; side<2; side++) // top and bottom for(s32 y0=0; y0<padding; y0++) for(s32 x0=0; x0<(s32)xwise_tiling*(s32)dim.Width; x0++) { s32 dst_y; s32 src_y; if(side==0) { dst_y = y0 + pos_in_atlas.Y + dim.Height; src_y = pos_in_atlas.Y + dim.Height - 1; } else { dst_y = -y0 + pos_in_atlas.Y-1; src_y = pos_in_atlas.Y; } s32 x = x0 + pos_in_atlas.X * dim.Width; video::SColor c = atlas_img->getPixel(x, src_y); atlas_img->setPixel(x,dst_y,c); } img2->drop(); /* Add texture to caches */ // Get next id u32 id = m_atlaspointer_cache.size(); // Create AtlasPointer AtlasPointer ap(id); ap.atlas = NULL; // Set on the second pass ap.pos = v2f((float)pos_in_atlas.X/(float)atlas_dim.Width, (float)pos_in_atlas.Y/(float)atlas_dim.Height); ap.size = v2f((float)dim.Width/(float)atlas_dim.Width, (float)dim.Width/(float)atlas_dim.Height); ap.tiled = xwise_tiling; // 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); // Increment position pos_in_atlas.Y += dim.Height + padding * 2; } /* Make texture */ video::ITexture *t = driver->addTexture("__main_atlas__", atlas_img); assert(t); /* Second pass: set texture pointer in generated AtlasPointers */ for(u32 i=0; i<sourcelist.size(); i++) { std::string name = sourcelist[i]; if(m_name_to_id.find(name) == NULL) continue; u32 id = m_name_to_id[name]; //infostream<<"id of name "<<name<<" is "<<id<<std::endl; m_atlaspointer_cache[id].a.atlas = t; } /* Write image to file so that it can be inspected */ /*driver->writeImageToFile(atlas_img, getTexturePath("main_atlas.png").c_str());*/ }