3 Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
24 #include "irrlichttypes_extrabloated.h"
29 struct ContentFeatures;
33 * Holds color information of an item mesh's buffer.
38 * If this is false, the global base color of the item
39 * will be used instead of the specific color of the
42 bool override_base = false;
44 * The color of the buffer.
46 video::SColor color = 0;
48 ItemPartColor() = default;
50 ItemPartColor(bool override, video::SColor color) :
51 override_base(override), color(color)
58 scene::IMesh *mesh = nullptr;
60 * Stores the color of each mesh buffer.
62 std::vector<ItemPartColor> buffer_colors;
64 * If false, all faces of the item should have the same brightness.
65 * Disables shading based on normal vectors.
67 bool needs_shading = true;
73 Wield item scene node, renders the wield mesh of some item
75 class WieldMeshSceneNode : public scene::ISceneNode
78 WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false);
79 virtual ~WieldMeshSceneNode();
81 void setCube(const ContentFeatures &f, v3f wield_scale);
82 void setExtruded(const std::string &imagename, const std::string &overlay_image,
83 v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
84 void setItem(const ItemStack &item, Client *client,
85 bool check_wield_image = true);
87 // Sets the vertex color of the wield mesh.
88 // Must only be used if the constructor was called with lighting = false
89 void setColor(video::SColor color);
91 void setNodeLightColor(video::SColor color);
93 scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
95 virtual void render();
97 virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
100 void changeToMesh(scene::IMesh *mesh);
102 // Child scene node with the current wield mesh
103 scene::IMeshSceneNode *m_meshnode = nullptr;
104 video::E_MATERIAL_TYPE m_material_type;
106 // True if EMF_LIGHTING should be enabled.
109 bool m_enable_shaders;
110 bool m_anisotropic_filter;
111 bool m_bilinear_filter;
112 bool m_trilinear_filter;
114 * Stores the colors of the mesh's mesh buffers.
115 * This does not include lighting.
117 std::vector<ItemPartColor> m_colors;
119 * The base color of this mesh. This is the default
120 * for all mesh buffers.
122 video::SColor m_base_color;
124 // Bounding box culling is disabled for this type of scene node,
125 // so this variable is just required so we can implement
126 // getBoundingBox() and is set to an empty box.
127 aabb3f m_bounding_box;
129 ShadowRenderer *m_shadow;
132 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
134 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
135 const std::string &overlay_name);
138 * Applies overlays, textures and optionally materials to the given mesh and
139 * extracts tile colors for colorization.
140 * \param mattype overrides the buffer's material type, but can also
141 * be NULL to leave the original material.
142 * \param colors returns the colors of the mesh buffers in the mesh.
144 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders,
145 bool set_material, const video::E_MATERIAL_TYPE *mattype,
146 std::vector<ItemPartColor> *colors, bool apply_scale = false);