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path: root/client/shaders/default_shader/opengl_fragment.glsl
Commit message (Expand)AuthorAge
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
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/*
Minetest
Copyright (C) 2010-2013 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 "irrlichttypes_extrabloated.h"
#include "activeobject.h"
#include <unordered_map>
#include <unordered_set>


class ClientEnvironment;
class ITextureSource;
class Client;
class IGameDef;
class LocalPlayer;
struct ItemStack;
class WieldMeshSceneNode;

class ClientActiveObject : public ActiveObject
{
public:
	ClientActiveObject(u16 id, Client *client, ClientEnvironment *env);
	virtual ~ClientActiveObject();

	virtual void addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr) = 0;
	virtual void removeFromScene(bool permanent) {}

	virtual void updateLight(u32 day_night_ratio) {}

	virtual bool getCollisionBox(aabb3f *toset) const { return false; }
	virtual bool getSelectionBox(aabb3f *toset) const { return false; }
	virtual bool collideWithObjects() const { return false; }
	virtual const v3f getPosition() const { return v3f(0.0f); }
	virtual scene::ISceneNode *getSceneNode() const
	{ return NULL; }
	virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode() const
	{ return NULL; }
	virtual bool isLocalPlayer() const { return false; }

	virtual ClientActiveObject *getParent() const { return nullptr; };
	virtual const std::unordered_set<int> &getAttachmentChildIds() const
	{ static std::unordered_set<int> rv; return rv; }
	virtual void updateAttachments() {};

	virtual bool doShowSelectionBox() { return true; }

	// Step object in time
	virtual void step(float dtime, ClientEnvironment *env) {}

	// Process a message sent by the server side object
	virtual void processMessage(const std::string &data) {}

	virtual std::string infoText() { return ""; }
	virtual std::string debugInfoText() { return ""; }

	/*
		This takes the return value of
		ServerActiveObject::getClientInitializationData
	*/
	virtual void initialize(const std::string &data) {}

	// Create a certain type of ClientActiveObject
	static ClientActiveObject *create(ActiveObjectType type, Client *client,
		ClientEnvironment *env);

	// If returns true, punch will not be sent to the server
	virtual bool directReportPunch(v3f dir, const ItemStack *punchitem = nullptr,
		float time_from_last_punch = 1000000) { return false; }

protected:
	// Used for creating objects based on type
	typedef ClientActiveObject *(*Factory)(Client *client, ClientEnvironment *env);
	static void registerType(u16 type, Factory f);
	Client *m_client;
	ClientEnvironment *m_env;
private:
	// Used for creating objects based on type
	static std::unordered_map<u16, Factory> m_types;
};

class DistanceSortedActiveObject
{
public:
	ClientActiveObject *obj;

	DistanceSortedActiveObject(ClientActiveObject *a_obj, f32 a_d)
	{
		obj = a_obj;
		d = a_d;
	}

	bool operator < (const DistanceSortedActiveObject &other) const
	{
		return d < other.d;
	}

private:
	f32 d;
};