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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;
+
+/*!
+ * 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);