This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
244 lines
7.1 KiB
C++
244 lines
7.1 KiB
C++
#include "stdafx.h"
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#include "..\Minecraft.World\net.minecraft.world.h"
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#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
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#include "..\Minecraft.World\net.minecraft.world.item.h"
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#include "Minecraft.h"
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#include "LevelRenderer.h"
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#include "EntityRenderDispatcher.h"
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#include "Stitcher.h"
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#include "StitchSlot.h"
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#include "StitchedTexture.h"
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#include "Texture.h"
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#include "TextureHolder.h"
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#include "TextureManager.h"
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#include "TexturePack.h"
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#include "TexturePackRepository.h"
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#include "TextureMap.h"
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const wstring TextureMap::NAME_MISSING_TEXTURE = L"missingno";
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TextureMap::TextureMap(int type, const wstring &name, const wstring &path, BufferedImage *missingTexture, bool mipmap) : iconType(type), name(name), path(path), extension(L".png")
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{
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this->missingTexture = missingTexture;
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// 4J Initialisers
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missingPosition = NULL;
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stitchResult = NULL;
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m_mipMap = mipmap;
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}
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void TextureMap::stitch()
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{
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texturesToRegister.clear();
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if (iconType == Icon::TYPE_TERRAIN)
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{
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//for (Tile tile : Tile.tiles)
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for(unsigned int i = 0; i < Tile::TILE_NUM_COUNT; ++i)
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{
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if (Tile::tiles[i] != NULL)
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{
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Tile::tiles[i]->registerIcons(this);
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}
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}
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Minecraft::GetInstance()->levelRenderer->registerTextures(this);
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EntityRenderDispatcher::instance->registerTerrainTextures(this);
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}
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//for (Item item : Item.items)
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for(unsigned int i = 0; i < Item::ITEM_NUM_COUNT; ++i)
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{
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Item *item = Item::items[i];
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if (item != NULL && item->getIconType() == iconType)
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{
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item->registerIcons(this);
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}
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}
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// Collection bucket for multiple frames per texture
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unordered_map<TextureHolder *, vector<Texture *> * > textures; // = new HashMap<TextureHolder, List<Texture>>();
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Stitcher *stitcher = TextureManager::getInstance()->createStitcher(name);
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for(auto& it : texturesByName)
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{
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delete it.second;
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}
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texturesByName.clear();
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animatedTextures.clear();
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// Prep missing texture -- anything that has no resources will get pointed at this one
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Texture *missingTex = TextureManager::getInstance()->createTexture(NAME_MISSING_TEXTURE, Texture::TM_CONTAINER, missingTexture->getWidth(), missingTexture->getHeight(), Texture::WM_CLAMP, Texture::TFMT_RGBA, Texture::TFLT_NEAREST, Texture::TFLT_NEAREST, m_mipMap, missingTexture);
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TextureHolder *missingHolder = new TextureHolder(missingTex);
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stitcher->addTexture(missingHolder);
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vector<Texture *> *missingVec = new vector<Texture *>();
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missingVec->push_back(missingTex);
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textures.insert( unordered_map<TextureHolder *, vector<Texture *> * >::value_type( missingHolder, missingVec ));
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// Extract frames from textures and add them to the stitchers
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//for (final String name : texturesToRegister.keySet())
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for(auto& it : texturesToRegister)
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{
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wstring name = it.first;
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wstring filename = path + name + extension;
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// TODO: [EB] Put the frames into a proper object, not this inside out hack
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vector<Texture *> *frames = TextureManager::getInstance()->createTextures(filename, m_mipMap);
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if (frames == NULL || frames->empty())
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{
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continue; // Couldn't load a texture, skip it
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}
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TextureHolder *holder = new TextureHolder(frames->at(0));
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stitcher->addTexture(holder);
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// Store frames
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textures.insert( unordered_map<TextureHolder *, vector<Texture *> * >::value_type( holder, frames ) );
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}
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// Stitch!
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//try {
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stitcher->stitch();
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//} catch (StitcherException e) {
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// throw e;
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// TODO: [EB] Retry mechanism
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//}
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// Create the final image
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stitchResult = stitcher->constructTexture(m_mipMap);
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// Extract all the final positions and store them
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auto areas = stitcher->gatherAreas();
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//for (StitchSlot slot : stitcher.gatherAreas())
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for(auto& slot : *areas)
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{
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TextureHolder *textureHolder = slot->getHolder();
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Texture *texture = textureHolder->getTexture();
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wstring textureName = texture->getName();
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vector<Texture *> *frames = textures.find(textureHolder)->second;
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StitchedTexture *stored = NULL;
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auto itTex = texturesToRegister.find(textureName);
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if(itTex != texturesToRegister.end() ) stored = itTex->second;
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// [EB]: What is this code for? debug warnings for when during transition?
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bool missing = false;
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if (stored)
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{
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missing = true;
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stored = StitchedTexture::create(textureName);
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if (textureName.compare(NAME_MISSING_TEXTURE)!=0)
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{
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//Minecraft::getInstance()->getLogger().warning("Couldn't find premade icon for " + textureName + " doing " + name);
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#ifndef _CONTENT_PACKAGE
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wprintf(L"Couldn't find premade icon for %ls doing %ls\n", textureName.c_str(), name.c_str() );
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#endif
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}
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}
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stored->init(stitchResult, frames, slot->getX(), slot->getY(), textureHolder->getTexture()->getWidth(), textureHolder->getTexture()->getHeight(), textureHolder->isRotated());
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texturesByName.insert( stringStitchedTextureMap::value_type(textureName, stored) );
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if (!missing) texturesToRegister.erase(textureName);
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if (frames->size() > 1)
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{
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animatedTextures.push_back(stored);
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wstring animationDefinitionFile = textureName + L".txt";
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TexturePack *texturePack = Minecraft::GetInstance()->skins->getSelected();
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bool requiresFallback = !texturePack->hasFile(L"\\" + textureName + L".png", false);
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InputStream *fileStream = texturePack->getResource(L"\\" + path + animationDefinitionFile, requiresFallback);
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//Minecraft::getInstance()->getLogger().info("Found animation info for: " + animationDefinitionFile);
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#ifndef _CONTENT_PACKAGE
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wprintf(L"Found animation info for: %ls\n", animationDefinitionFile.c_str() );
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#endif
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InputStreamReader isr(fileStream);
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BufferedReader br(&isr);
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stored->loadAnimationFrames(&br);
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delete fileStream;
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}
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}
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delete areas;
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missingPosition = texturesByName.find(NAME_MISSING_TEXTURE)->second;
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//for (StitchedTexture texture : texturesToRegister.values())
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for(auto& it : texturesToRegister)
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{
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StitchedTexture *texture = it.second;
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texture->replaceWith(missingPosition);
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}
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stitchResult->writeAsPNG(L"debug.stitched_" + name + L".png");
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stitchResult->updateOnGPU();
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}
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StitchedTexture *TextureMap::getTexture(const wstring &name)
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{
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StitchedTexture *result = texturesByName.find(name)->second;
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if (result == NULL) result = missingPosition;
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return result;
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}
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void TextureMap::cycleAnimationFrames()
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{
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//for (StitchedTexture texture : animatedTextures)
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for(auto& texture : animatedTextures)
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{
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if ( texture )
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texture->cycleFrames();
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}
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}
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Texture *TextureMap::getStitchedTexture()
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{
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return stitchResult;
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}
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// 4J Stu - register is a reserved keyword in C++
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Icon *TextureMap::registerIcon(const wstring &name)
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{
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if (name.empty())
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{
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app.DebugPrintf("Don't register NULL\n");
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#ifndef _CONTENT_PACKAGE
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__debugbreak();
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#endif
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//new RuntimeException("Don't register null!").printStackTrace();
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}
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// TODO: [EB]: Why do we allow multiple registrations?
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StitchedTexture *result = NULL;
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auto it = texturesToRegister.find(name);
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if(it != texturesToRegister.end()) result = it->second;
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if (result == NULL)
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{
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result = StitchedTexture::create(name);
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texturesToRegister.insert( stringStitchedTextureMap::value_type(name, result) );
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}
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return result;
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}
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int TextureMap::getIconType()
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{
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return iconType;
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}
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Icon *TextureMap::getMissingIcon()
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{
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return missingPosition;
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} |