/* Minetest Copyright (C) 2010-2014 celeron55, Perttu Ahola 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 #include #include "irr_aabb3d.h" #include "irr_v3d.h" #include #include #include namespace irr::scene { class ISceneManager; class IMesh; struct SMesh; } using namespace irr; struct ItemStack; class Client; class ITextureSource; struct ContentFeatures; class ShadowRenderer; /* * Holds color information of an item mesh's buffer. */ class ItemPartColor { /* * Optional color that overrides the global base color. */ video::SColor override_color; /* * Stores the last color this mesh buffer was colorized as. */ video::SColor last_colorized; // saves some bytes compared to two std::optionals bool override_color_set = false; bool last_colorized_set = false; public: ItemPartColor() = default; ItemPartColor(bool override, video::SColor color) : override_color(color), override_color_set(override) {} void applyOverride(video::SColor &dest) const { if (override_color_set) dest = override_color; } bool needColorize(video::SColor target) { if (last_colorized_set && target == last_colorized) return false; last_colorized_set = true; last_colorized = target; return true; } }; 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 { 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 SMaterial::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. 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 *colors, bool apply_scale = false);