/* Minetest Copyright (C) 2010-2014 celeron55, Perttu Ahola 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. */ #ifndef WIELDMESH_HEADER #define WIELDMESH_HEADER #include #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; /*! * 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. */ std::vector buffer_colors; /*! * If false, all faces of the item should have the same brightness. * Disables shading based on normal vectors. */ bool needs_shading; ItemMesh() : mesh(NULL), buffer_colors(), needs_shading(true) {} }; /* Wield item scene node, renders the wield mesh of some item */ class WieldMeshSceneNode : public scene::ISceneNode { public: WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr, s32 id = -1, bool lighting = false); virtual ~WieldMeshSceneNode(); 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); // 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; 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 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); /*! * 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 *colors); #endif