예제 #1
0
파일: tile.cpp 프로젝트: AMDmi3/minetest
/*
	Gets the path to a texture by first checking if the texture exists
	in texture_path and if not, using the data path.

	Checks all supported extensions by replacing the original extension.

	If not found, returns "".

	Utilizes a thread-safe cache.
*/
std::string getTexturePath(const std::string &filename)
{
	std::string fullpath = "";
	/*
		Check from cache
	*/
	bool incache = g_texturename_to_path_cache.get(filename, &fullpath);
	if(incache)
		return fullpath;
	
	/*
		Check from texture_path
	*/
	std::string texture_path = g_settings->get("texture_path");
	if(texture_path != "")
	{
		std::string testpath = texture_path + DIR_DELIM + filename;
		// Check all filename extensions. Returns "" if not found.
		fullpath = getImagePath(testpath);
	}
	
	/*
		Check from $user/textures/all
	*/
	if(fullpath == "")
	{
		std::string texture_path = porting::path_user + DIR_DELIM
				+ "textures" + DIR_DELIM + "all";
		std::string testpath = texture_path + DIR_DELIM + filename;
		// Check all filename extensions. Returns "" if not found.
		fullpath = getImagePath(testpath);
	}

	/*
		Check from default data directory
	*/
	if(fullpath == "")
	{
		std::string base_path = porting::path_share + DIR_DELIM + "textures"
				+ DIR_DELIM + "base" + DIR_DELIM + "pack";
		std::string testpath = base_path + DIR_DELIM + filename;
		// Check all filename extensions. Returns "" if not found.
		fullpath = getImagePath(testpath);
	}
	
	// Add to cache (also an empty result is cached)
	g_texturename_to_path_cache.set(filename, fullpath);
	
	// Finally return it
	return fullpath;
}
예제 #2
0
void TextureSource::insertSourceImage(const std::string &name, video::IImage *img)
{
	//infostream<<"TextureSource::insertSourceImage(): name="<<name<<std::endl;

	assert(get_current_thread_id() == m_main_thread);

	m_sourcecache.insert(name, img, true, m_device->getVideoDriver());
	m_source_image_existence.set(name, true);
}
예제 #3
0
/*
	Gets the path to a shader by first checking if the file
	  name_of_shader/filename
	exists in shader_path and if not, using the data path.

	If not found, returns "".

	Utilizes a thread-safe cache.
*/
std::string getShaderPath(const std::string &name_of_shader,
		const std::string &filename)
{
	std::string combined = name_of_shader + DIR_DELIM + filename;
	std::string fullpath = "";
	/*
		Check from cache
	*/
	bool incache = g_shadername_to_path_cache.get(combined, &fullpath);
	if(incache)
		return fullpath;

	/*
		Check from shader_path
	*/
	std::string shader_path = g_settings->get("shader_path");
	if(shader_path != "")
	{
		std::string testpath = shader_path + DIR_DELIM + combined;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	/*
		Check from default data directory
	*/
	if(fullpath == "")
	{
		std::string rel_path = std::string("client") + DIR_DELIM
				+ "shaders" + DIR_DELIM
				+ name_of_shader + DIR_DELIM
				+ filename;
		std::string testpath = porting::path_share + DIR_DELIM + rel_path;
		if(fs::PathExists(testpath))
			fullpath = testpath;
	}

	// Add to cache (also an empty result is cached)
	g_shadername_to_path_cache.set(combined, fullpath);

	// Finally return it
	return fullpath;
}
예제 #4
0
void clearTextureNameCache()
{
	g_texturename_to_path_cache.clear();
}