forked from Mirrorlandia_minetest/minetest
142 lines
4.0 KiB
C++
142 lines
4.0 KiB
C++
/*
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Minetest
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Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include <string>
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#include <vector>
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#include "irrlichttypes_extrabloated.h"
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struct ItemStack;
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class Client;
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class ITextureSource;
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struct ContentFeatures;
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/*!
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* Holds color information of an item mesh's buffer.
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*/
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struct ItemPartColor
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{
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/*!
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* If this is false, the global base color of the item
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* will be used instead of the specific color of the
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* buffer.
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*/
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bool override_base = false;
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/*!
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* The color of the buffer.
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*/
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video::SColor color = 0;
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ItemPartColor() = default;
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ItemPartColor(bool override, video::SColor color) :
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override_base(override), color(color)
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{
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}
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};
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struct ItemMesh
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{
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scene::IMesh *mesh = nullptr;
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/*!
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* Stores the color of each mesh buffer.
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*/
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std::vector<ItemPartColor> buffer_colors;
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/*!
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* If false, all faces of the item should have the same brightness.
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* Disables shading based on normal vectors.
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*/
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bool needs_shading = true;
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ItemMesh() = default;
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};
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/*
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Wield item scene node, renders the wield mesh of some item
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*/
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class WieldMeshSceneNode : public scene::ISceneNode
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{
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public:
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WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false);
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virtual ~WieldMeshSceneNode();
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void setCube(const ContentFeatures &f, v3f wield_scale);
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void setExtruded(const std::string &imagename, const std::string &overlay_image,
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v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
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void setItem(const ItemStack &item, Client *client,
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bool check_wield_image = true);
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// Sets the vertex color of the wield mesh.
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// Must only be used if the constructor was called with lighting = false
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void setColor(video::SColor color);
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scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
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virtual void render();
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virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
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private:
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void changeToMesh(scene::IMesh *mesh);
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// Child scene node with the current wield mesh
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scene::IMeshSceneNode *m_meshnode = nullptr;
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video::E_MATERIAL_TYPE m_material_type;
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// True if EMF_LIGHTING should be enabled.
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bool m_lighting;
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bool m_enable_shaders;
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bool m_anisotropic_filter;
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bool m_bilinear_filter;
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bool m_trilinear_filter;
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/*!
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* Stores the colors of the mesh's mesh buffers.
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* This does not include lighting.
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*/
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std::vector<ItemPartColor> m_colors;
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/*!
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* The base color of this mesh. This is the default
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* for all mesh buffers.
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*/
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video::SColor m_base_color;
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// Bounding box culling is disabled for this type of scene node,
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// so this variable is just required so we can implement
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// getBoundingBox() and is set to an empty box.
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aabb3f m_bounding_box;
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};
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void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
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scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
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const std::string &overlay_name);
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/*!
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* Applies overlays, textures and optionally materials to the given mesh and
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* extracts tile colors for colorization.
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* \param mattype overrides the buffer's material type, but can also
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* be NULL to leave the original material.
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* \param colors returns the colors of the mesh buffers in the mesh.
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*/
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void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders,
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bool set_material, const video::E_MATERIAL_TYPE *mattype,
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std::vector<ItemPartColor> *colors, bool apply_scale = false);
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