summaryrefslogtreecommitdiff
path: root/src/wieldmesh.h
blob: faedce484ab300d29c244d7d45cac2dd0880bc92 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
/*
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.
*/

#ifndef WIELDMESH_HEADER
#define WIELDMESH_HEADER

#include <string>
#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<ItemPartColor> 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<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);

/*!
 * 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