51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
-#ifndef WIELDMESH_HEADER
-#define WIELDMESH_HEADER
+#pragma once
#include <string>
+#include <vector>
#include "irrlichttypes_extrabloated.h"
struct ItemStack;
class Client;
class ITextureSource;
-struct TileSpec;
+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 = false;
+ /*!
+ * The color of the buffer.
+ */
+ video::SColor color = 0;
+
+ ItemPartColor() {}
+
+ 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() {}
+};
/*
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);
+ WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
- void setCube(const TileSpec tiles[6], v3f wield_scale, ITextureSource *tsrc);
+ void setCube(const ContentFeatures &f, v3f wield_scale);
void setExtruded(const std::string &imagename, v3f wield_scale,
ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);
void changeToMesh(scene::IMesh *mesh);
// Child scene node with the current wield mesh
- scene::IMeshSceneNode *m_meshnode;
+ scene::IMeshSceneNode *m_meshnode = nullptr;
video::E_MATERIAL_TYPE m_material_type;
// True if EMF_LIGHTING should be enabled.
* Stores the colors of the mesh's mesh buffers.
* This does not include lighting.
*/
- std::vector<video::SColor> m_colors;
+ 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
aabb3f m_bounding_box;
};
-scene::IMesh *getItemMesh(Client *client, const ItemStack &item);
+void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
+
+scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
-scene::IMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
-#endif
+/*!
+ * 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);