X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fwieldmesh.h;h=0908d3ac28f42edac8d57f26d0195ea9ea066132;hb=c6975febbab02db306329a93d4ccc3249df209e3;hp=b7739f18c05b45b2f0baaadf501d84d2040f7a43;hpb=0183c05ee0ed0c6566a860119ee93cf88ba7d9ee;p=minetest.git diff --git a/src/wieldmesh.h b/src/wieldmesh.h index b7739f18c..0908d3ac2 100644 --- a/src/wieldmesh.h +++ b/src/wieldmesh.h @@ -17,47 +17,86 @@ with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ -#ifndef WIELDMESH_HEADER -#define WIELDMESH_HEADER +#pragma once -#include "irrlichttypes_extrabloated.h" #include +#include +#include "irrlichttypes_extrabloated.h" struct ItemStack; -class IGameDef; +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() = 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 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 +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, const std::string &overlay_image, + 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. @@ -67,11 +106,35 @@ class WieldMeshSceneNode: public scene::ISceneNode 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; }; -#endif +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 *colors, bool apply_scale = false);