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- /*
- Minetest
- Copyright (C) 2010-2014 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 <string>
- #include <vector>
- #include "irrlichttypes_extrabloated.h"
- struct ItemStack;
- class Client;
- class ITextureSource;
- struct ContentFeatures;
- class ShadowRenderer;
- /*!
- * Holds color information of an item mesh's buffer.
- */
- struct ItemPartColor
- {
- /*!
- * If this is false, the global base color of the item
- * will be used instead of the specific color of the
- * buffer.
- */
- bool override_base = false;
- /*!
- * The color of the buffer.
- */
- video::SColor color = 0;
- ItemPartColor() = default;
- ItemPartColor(bool override, video::SColor color) :
- override_base(override), color(color)
- {
- }
- };
- struct ItemMesh
- {
- scene::IMesh *mesh = nullptr;
- /*!
- * Stores the color of each mesh buffer.
- */
- std::vector<ItemPartColor> buffer_colors;
- /*!
- * If false, all faces of the item should have the same brightness.
- * Disables shading based on normal vectors.
- */
- bool needs_shading = true;
- ItemMesh() = default;
- };
- /*
- Wield item scene node, renders the wield mesh of some item
- */
- class WieldMeshSceneNode : public scene::ISceneNode
- {
- public:
- WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false);
- virtual ~WieldMeshSceneNode();
- void setCube(const ContentFeatures &f, v3f wield_scale);
- void setExtruded(const std::string &imagename, const std::string &overlay_image,
- v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
- void setItem(const ItemStack &item, Client *client,
- bool check_wield_image = true);
- // Sets the vertex color of the wield mesh.
- // Must only be used if the constructor was called with lighting = false
- void setColor(video::SColor color);
- void setNodeLightColor(video::SColor color);
- scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
- virtual void render();
- virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
- private:
- void changeToMesh(scene::IMesh *mesh);
- // Child scene node with the current wield mesh
- scene::IMeshSceneNode *m_meshnode = nullptr;
- video::E_MATERIAL_TYPE m_material_type;
- // True if EMF_LIGHTING should be enabled.
- bool m_lighting;
- bool m_enable_shaders;
- bool m_anisotropic_filter;
- bool m_bilinear_filter;
- bool m_trilinear_filter;
- /*!
- * Stores the colors of the mesh's mesh buffers.
- * This does not include lighting.
- */
- std::vector<ItemPartColor> m_colors;
- /*!
- * The base color of this mesh. This is the default
- * for all mesh buffers.
- */
- video::SColor m_base_color;
- // Bounding box culling is disabled for this type of scene node,
- // so this variable is just required so we can implement
- // getBoundingBox() and is set to an empty box.
- aabb3f m_bounding_box;
- ShadowRenderer *m_shadow;
- };
- void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
- scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
- const std::string &overlay_name);
- /*!
- * Applies overlays, textures and optionally materials to the given mesh and
- * extracts tile colors for colorization.
- * \param mattype overrides the buffer's material type, but can also
- * be NULL to leave the original material.
- * \param colors returns the colors of the mesh buffers in the mesh.
- */
- void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders,
- bool set_material, const video::E_MATERIAL_TYPE *mattype,
- std::vector<ItemPartColor> *colors, bool apply_scale = false);
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