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152 lines
3.6 KiB
C++
152 lines
3.6 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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#include <string>
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#include <vector>
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#include "irr_aabb3d.h"
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#include "irr_v3d.h"
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#include <EMaterialTypes.h>
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#include <IMeshSceneNode.h>
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#include <SColor.h>
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#include <memory>
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#include "tile.h"
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namespace irr::scene
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{
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class ISceneManager;
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class IMesh;
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struct SMesh;
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}
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using namespace irr;
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struct ItemStack;
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class Client;
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class ITextureSource;
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struct ContentFeatures;
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class ShadowRenderer;
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/*
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* Holds information of an item mesh's buffer.
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* Used for coloring and animation.
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*/
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class ItemMeshBufferInfo
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{
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/*
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* Optional color that overrides the global base color.
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*/
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video::SColor override_color;
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/*
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* Stores the last color this mesh buffer was colorized as.
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*/
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video::SColor last_colorized;
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// saves some bytes compared to two std::optionals
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bool override_color_set = false;
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bool last_colorized_set = false;
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public:
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ItemMeshBufferInfo() = default;
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ItemMeshBufferInfo(bool override, video::SColor color) :
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override_color(color), override_color_set(override)
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{}
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ItemMeshBufferInfo(const TileLayer &layer);
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void applyOverride(video::SColor &dest) const {
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if (override_color_set)
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dest = override_color;
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}
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bool needColorize(video::SColor target) {
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if (last_colorized_set && target == last_colorized)
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return false;
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last_colorized_set = true;
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last_colorized = target;
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return true;
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}
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// Null for no animated parts
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std::unique_ptr<AnimationInfo> animation_info;
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};
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struct ItemMesh
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{
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scene::IMesh *mesh = nullptr;
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/*
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* Stores draw information of each mesh buffer.
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*/
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std::vector<ItemMeshBufferInfo> buffer_info;
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/*
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* If false, all faces of the item should have the same brightness.
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* Disables shading based on normal vectors.
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*/
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bool needs_shading = true;
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ItemMesh() = default;
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};
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/*
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Wield item scene node, renders the wield mesh of some item
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*/
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class WieldMeshSceneNode : public scene::ISceneNode
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{
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public:
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WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1);
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virtual ~WieldMeshSceneNode();
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void setExtruded(const std::string &imagename, const std::string &overlay_image,
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v3f wield_scale, ITextureSource *tsrc, u8 num_frames);
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void setItem(const ItemStack &item, Client *client,
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bool check_wield_image = true);
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// Sets the vertex color of the wield mesh.
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// Must only be used if the constructor was called with lighting = false
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void setColor(video::SColor color);
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void setLightColorAndAnimation(video::SColor color, float animation_time);
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scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
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virtual void render();
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virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
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private:
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void changeToMesh(scene::IMesh *mesh);
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// Child scene node with the current wield mesh
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scene::IMeshSceneNode *m_meshnode = nullptr;
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video::E_MATERIAL_TYPE m_material_type;
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bool m_anisotropic_filter;
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bool m_bilinear_filter;
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bool m_trilinear_filter;
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/*!
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* Stores the colors and animation data of the mesh's mesh buffers.
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* This does not include lighting.
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*/
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std::vector<ItemMeshBufferInfo> m_buffer_info;
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/*!
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* The base color of this mesh. This is the default
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* for all mesh buffers.
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*/
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video::SColor m_base_color;
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// Bounding box culling is disabled for this type of scene node,
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// so this variable is just required so we can implement
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// getBoundingBox() and is set to an empty box.
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aabb3f m_bounding_box{{0, 0, 0}};
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ShadowRenderer *m_shadow;
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};
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void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
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scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename,
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const std::string &overlay_name);
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