minetest/src/client/wieldmesh.h
Liso c47313db65
Shadow mapping render pass (#11244)
Co-authored-by: x2048 <codeforsmile@gmail.com>
2021-06-06 18:51:21 +02:00

147 lines
4.1 KiB
C++

/*
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.
*/
#pragma once
#include <string>
#include <vector>
#include "irrlichttypes_extrabloated.h"
struct ItemStack;
class Client;
class ITextureSource;
struct ContentFeatures;
class ShadowRenderer;
/*!
* 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 = false;
/*!
* The color of the buffer.
*/
video::SColor color = 0;
ItemPartColor() = default;
ItemPartColor(bool override, video::SColor color) :
override_base(override), color(color)
{
}
};
struct ItemMesh
{
scene::IMesh *mesh = nullptr;
/*!
* 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 = true;
ItemMesh() = default;
};
/*
Wield item scene node, renders the wield mesh of some item
*/
class WieldMeshSceneNode : public scene::ISceneNode
{
public:
WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
void setCube(const ContentFeatures &f, v3f wield_scale);
void setExtruded(const std::string &imagename, const std::string &overlay_image,
v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client,
bool check_wield_image = true);
// 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);
void setNodeLightColor(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 = nullptr;
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;
ShadowRenderer *m_shadow;
};
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
const std::string &overlay_name);
/*!
* 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, const video::E_MATERIAL_TYPE *mattype,
std::vector<ItemPartColor> *colors, bool apply_scale = false);