X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;ds=sidebyside;f=src%2Fwieldmesh.h;h=44bca8e9f9ec0171fec1787fc4cf5af0ebeadf9a;hb=1d8d01074fdb52946f81110bebf1d001185b394b;hp=7761fd51b94e73ca47efc5073a7ba72f6c3ba0af;hpb=9b551d5cbcaf71a8c39bbf7e886290649aed4799;p=dragonfireclient.git diff --git a/src/wieldmesh.h b/src/wieldmesh.h index 7761fd51b..44bca8e9f 100644 --- a/src/wieldmesh.h +++ b/src/wieldmesh.h @@ -20,52 +20,121 @@ with this program; if not, write to the Free Software Foundation, Inc., #ifndef WIELDMESH_HEADER #define WIELDMESH_HEADER -#include "irrlichttypes_extrabloated.h" #include +#include "irrlichttypes_extrabloated.h" -class ItemStack; -class IGameDef; +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 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 +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 setExtruded(const std::string &imagename, - v3f wield_scale, ITextureSource *tsrc); - void setItem(const ItemStack &item, IGameDef *gamedef); + 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); // 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); + scene::IMesh *getMesh() { return m_meshnode->getMesh(); } + virtual void render(); - virtual const core::aabbox3d& getBoundingBox() const - { return m_bounding_box; } + 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; + 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 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. - core::aabbox3d m_bounding_box; + aabb3f m_bounding_box; }; +void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result); + +scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename); + +/*! + * 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 *colors); #endif