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Diffstat (limited to 'src/client/wieldmesh.h')
-rw-r--r-- | src/client/wieldmesh.h | 140 |
1 files changed, 140 insertions, 0 deletions
diff --git a/src/client/wieldmesh.h b/src/client/wieldmesh.h new file mode 100644 index 000000000..0908d3ac2 --- /dev/null +++ b/src/client/wieldmesh.h @@ -0,0 +1,140 @@ +/* +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; + +/*! + * 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); + + // 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); + + 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; +}; + +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); |