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-rw-r--r--src/wieldmesh.h55
1 files changed, 48 insertions, 7 deletions
diff --git a/src/wieldmesh.h b/src/wieldmesh.h
index d3946b4e0..c98b469d9 100644
--- a/src/wieldmesh.h
+++ b/src/wieldmesh.h
@@ -26,17 +26,41 @@ with this program; if not, write to the Free Software Foundation, Inc.,
struct ItemStack;
class Client;
class ITextureSource;
-struct TileSpec;
+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;
+ /*!
+ * The color of the buffer.
+ */
+ video::SColor color;
+
+ ItemPartColor():
+ override_base(false),
+ color(0)
+ {}
+
+ ItemPartColor(bool override, video::SColor color):
+ override_base(override),
+ color(color)
+ {}
+};
struct ItemMesh
{
scene::IMesh *mesh;
/*!
* Stores the color of each mesh buffer.
- * If the boolean is true, the color is fixed, else
- * palettes can modify it.
*/
- std::vector<std::pair<bool, video::SColor> > buffer_colors;
+ std::vector<ItemPartColor> buffer_colors;
ItemMesh() : mesh(NULL), buffer_colors() {}
};
@@ -51,7 +75,8 @@ public:
s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
- void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc);
+ void setCube(const ContentFeatures &f, v3f wield_scale,
+ ITextureSource *tsrc);
void setExtruded(const std::string &imagename, v3f wield_scale,
ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);
@@ -84,7 +109,12 @@ private:
* Stores the colors of the mesh's mesh buffers.
* This does not include lighting.
*/
- std::vector<video::SColor> m_colors;
+ 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
@@ -94,5 +124,16 @@ private:
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
-scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
+scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
+
+/*!
+ * 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, video::E_MATERIAL_TYPE *mattype,
+ std::vector<ItemPartColor> *colors);
#endif