コード例 #1
0
ファイル: debug.cpp プロジェクト: Neear/minetest
DebugStacker::DebugStacker(const char *text)
{
	threadid_t threadid = get_current_thread_id();

	JMutexAutoLock lock(g_debug_stacks_mutex);

	core::map<threadid_t, DebugStack*>::Node *n;
	n = g_debug_stacks.find(threadid);
	if(n != NULL)
	{
		m_stack = n->getValue();
	}
	else
	{
		/*DEBUGPRINT("Creating new debug stack for thread %x\n",
				(unsigned int)threadid);*/
		m_stack = new DebugStack(threadid);
		g_debug_stacks.insert(threadid, m_stack);
	}

	if(m_stack->stack_i >= DEBUG_STACK_SIZE)
	{
		m_overflowed = true;
	}
	else
	{
		m_overflowed = false;

		snprintf(m_stack->stack[m_stack->stack_i],
				DEBUG_STACK_TEXT_SIZE, "%s", text);
		m_stack->stack_i++;
		if(m_stack->stack_i > m_stack->stack_max_i)
			m_stack->stack_max_i = m_stack->stack_i;
	}
}
コード例 #2
0
ファイル: tile.cpp プロジェクト: fusionlightcat/minetest
u32 TextureSource::getTextureId(const std::string &name)
{
	//infostream<<"getTextureId(): \""<<name<<"\""<<std::endl;

	{
		/*
			See if texture already exists
		*/
		JMutexAutoLock lock(m_atlaspointer_cache_mutex);
		core::map<std::string, u32>::Node *n;
		n = m_name_to_id.find(name);
		if(n != NULL)
		{
			return n->getValue();
		}
	}
	
	/*
		Get texture
	*/
	if(get_current_thread_id() == m_main_thread)
	{
		return getTextureIdDirect(name);
	}
	else
	{
		infostream<<"getTextureId(): Queued: name=\""<<name<<"\""<<std::endl;

		// We're gonna ask the result to be put into here
		ResultQueue<std::string, u32, u8, u8> result_queue;
		
		// Throw a request in
		m_get_texture_queue.add(name, 0, 0, &result_queue);
		
		infostream<<"Waiting for texture from main thread, name=\""
				<<name<<"\""<<std::endl;
		
		try
		{
			// Wait result for a second
			GetResult<std::string, u32, u8, u8>
					result = result_queue.pop_front(1000);
		
			// Check that at least something worked OK
			assert(result.key == name);

			return result.item;
		}
		catch(ItemNotFoundException &e)
		{
			infostream<<"Waiting for texture timed out."<<std::endl;
			return 0;
		}
	}
	
	infostream<<"getTextureId(): Failed"<<std::endl;

	return 0;
}
コード例 #3
0
/*
	Finds out what new objects have been added to
	inside a radius around a position
*/
void ServerEnvironment::getAddedActiveObjects(v3s16 pos, s16 radius,
		core::map<u16, bool> &current_objects,
		core::map<u16, bool> &added_objects)
{
	v3f pos_f = intToFloat(pos, BS);
	f32 radius_f = radius * BS;
	/*
		Go through the object list,
		- discard m_removed objects,
		- discard objects that are too far away,
		- discard objects that are found in current_objects.
		- add remaining objects to added_objects
	*/
	for(core::map<u16, ServerActiveObject*>::Iterator
			i = m_active_objects.getIterator();
			i.atEnd()==false; i++)
	{
		u16 id = i.getNode()->getKey();
		// Get object
		ServerActiveObject *object = i.getNode()->getValue();
		if(object == NULL)
			continue;
		// Discard if removed
		if(object->m_removed)
			continue;
		// Discard if too far
		f32 distance_f = object->getBasePosition().getDistanceFrom(pos_f);
		if(distance_f > radius_f)
			continue;
		// Discard if already on current_objects
		core::map<u16, bool>::Node *n;
		n = current_objects.find(id);
		if(n != NULL)
			continue;
		// Add to added_objects
		added_objects.insert(id, false);
	}
}
コード例 #4
0
ファイル: farmesh.cpp プロジェクト: Neear/minetest
HeightPoint ground_height(u64 seed, v2s16 p2d)
{
	core::map<v2s16, HeightPoint>::Node *n = g_heights.find(p2d);
	if(n)
		return n->getValue();
	HeightPoint hp;
	s16 level = mapgen::find_ground_level_from_noise(seed, p2d, 3);
	hp.gh = (level-4)*BS;
	hp.ma = (4)*BS;
	/*hp.gh = BS*base_rock_level_2d(seed, p2d);
	hp.ma = BS*get_mud_add_amount(seed, p2d);*/
	hp.have_sand = mapgen::get_have_sand(seed, p2d);
	if(hp.gh > BS*WATER_LEVEL)
		hp.tree_amount = mapgen::tree_amount_2d(seed, p2d);
	else
		hp.tree_amount = 0;
	// No mud has been added if mud amount is less than 1
	if(hp.ma < 1.0*BS)
		hp.ma = 0.0;
	//hp.gh -= BS*3; // Lower a bit so that it is not that much in the way
	g_heights[p2d] = hp;
	return hp;
}
コード例 #5
0
ファイル: tile.cpp プロジェクト: fusionlightcat/minetest
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());*/
}
コード例 #6
0
ファイル: tile.cpp プロジェクト: fusionlightcat/minetest
/*
	This method generates all the textures
*/
u32 TextureSource::getTextureIdDirect(const std::string &name)
{
	//infostream<<"getTextureIdDirect(): name=\""<<name<<"\""<<std::endl;

	// Empty name means texture 0
	if(name == "")
	{
		infostream<<"getTextureIdDirect(): name is empty"<<std::endl;
		return 0;
	}
	
	/*
		Calling only allowed from main thread
	*/
	if(get_current_thread_id() != m_main_thread)
	{
		errorstream<<"TextureSource::getTextureIdDirect() "
				"called not from main thread"<<std::endl;
		return 0;
	}

	/*
		See if texture already exists
	*/
	{
		JMutexAutoLock lock(m_atlaspointer_cache_mutex);

		core::map<std::string, u32>::Node *n;
		n = m_name_to_id.find(name);
		if(n != NULL)
		{
			/*infostream<<"getTextureIdDirect(): \""<<name
					<<"\" found in cache"<<std::endl;*/
			return n->getValue();
		}
	}

	/*infostream<<"getTextureIdDirect(): \""<<name
			<<"\" NOT found in cache. Creating it."<<std::endl;*/
	
	/*
		Get the base image
	*/

	char separator = '^';

	/*
		This is set to the id of the base image.
		If left 0, there is no base image and a completely new image
		is made.
	*/
	u32 base_image_id = 0;
	
	// Find last meta separator in name
	s32 last_separator_position = -1;
	for(s32 i=name.size()-1; i>=0; i--)
	{
		if(name[i] == separator)
		{
			last_separator_position = i;
			break;
		}
	}
	/*
		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<<"getTextureIdDirect(): Calling itself recursively"
				" to get base image of \""<<name<<"\" = \""
                <<base_image_name<<"\""<<std::endl;*/
		base_image_id = getTextureIdDirect(base_image_name);
	}
	
	//infostream<<"base_image_id="<<base_image_id<<std::endl;
	
	video::IVideoDriver* driver = m_device->getVideoDriver();
	assert(driver);

	video::ITexture *t = NULL;

	/*
		An image will be built from files and then converted into a texture.
	*/
	video::IImage *baseimg = NULL;
	
	// If a base image was found, copy it to baseimg
	if(base_image_id != 0)
	{
		JMutexAutoLock lock(m_atlaspointer_cache_mutex);

		SourceAtlasPointer ap = m_atlaspointer_cache[base_image_id];

		video::IImage *image = ap.atlas_img;
		
		if(image == NULL)
		{
			infostream<<"getTextureIdDirect(): WARNING: NULL image in "
					<<"cache: \""<<base_image_name<<"\""
					<<std::endl;
		}
		else
		{
			core::dimension2d<u32> dim = ap.intsize;

			baseimg = driver->createImage(video::ECF_A8R8G8B8, dim);

			core::position2d<s32> pos_to(0,0);
			core::position2d<s32> pos_from = ap.intpos;
			
			image->copyTo(
					baseimg, // target
					v2s32(0,0), // position in target
					core::rect<s32>(pos_from, dim) // from
			);

			/*infostream<<"getTextureIdDirect(): Loaded \""
					<<base_image_name<<"\" from image cache"
					<<std::endl;*/
		}
	}
	
	/*
		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, m_device, &m_sourcecache))
	{
		errorstream<<"getTextureIdDirect(): "
				"failed to generate \""<<last_part_of_name<<"\""
				<<std::endl;
	}

	// If no resulting image, print a warning
	if(baseimg == NULL)
	{
		errorstream<<"getTextureIdDirect(): baseimg is NULL (attempted to"
				" create texture \""<<name<<"\""<<std::endl;
	}
	
	if(baseimg != NULL)
	{
		// Create texture from resulting image
		t = driver->addTexture(name.c_str(), baseimg);
	}
	
	/*
		Add texture to caches (add NULL textures too)
	*/

	JMutexAutoLock lock(m_atlaspointer_cache_mutex);
	
	u32 id = m_atlaspointer_cache.size();
	AtlasPointer ap(id);
	ap.atlas = t;
	ap.pos = v2f(0,0);
	ap.size = v2f(1,1);
	ap.tiled = 0;
	core::dimension2d<u32> baseimg_dim(0,0);
	if(baseimg)
		baseimg_dim = baseimg->getDimension();
	SourceAtlasPointer nap(name, ap, baseimg, v2s32(0,0), baseimg_dim);
	m_atlaspointer_cache.push_back(nap);
	m_name_to_id.insert(name, id);

	/*infostream<<"getTextureIdDirect(): "
			<<"Returning id="<<id<<" for name \""<<name<<"\""<<std::endl;*/
	
	return id;
}