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luanti/src/client/wieldmesh.h
2025-04-04 18:47:11 +02:00

152 lines
3.6 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
#pragma once
#include <string>
#include <vector>
#include "irr_aabb3d.h"
#include "irr_v3d.h"
#include <EMaterialTypes.h>
#include <IMeshSceneNode.h>
#include <SColor.h>
#include <memory>
#include "tile.h"
namespace irr::scene
{
class ISceneManager;
class IMesh;
struct SMesh;
}
using namespace irr;
struct ItemStack;
class Client;
class ITextureSource;
struct ContentFeatures;
class ShadowRenderer;
/*
* Holds information of an item mesh's buffer.
* Used for coloring and animation.
*/
class ItemMeshBufferInfo
{
/*
* 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:
ItemMeshBufferInfo() = default;
ItemMeshBufferInfo(bool override, video::SColor color) :
override_color(color), override_color_set(override)
{}
ItemMeshBufferInfo(const TileLayer &layer);
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;
}
// Null for no animated parts
std::unique_ptr<AnimationInfo> animation_info;
};
struct ItemMesh
{
scene::IMesh *mesh = nullptr;
/*
* Stores draw information of each mesh buffer.
*/
std::vector<ItemMeshBufferInfo> buffer_info;
/*
* 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);
virtual ~WieldMeshSceneNode();
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 setLightColorAndAnimation(video::SColor color, float animation_time);
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;
bool m_anisotropic_filter;
bool m_bilinear_filter;
bool m_trilinear_filter;
/*!
* Stores the colors and animation data of the mesh's mesh buffers.
* This does not include lighting.
*/
std::vector<ItemMeshBufferInfo> m_buffer_info;
/*!
* 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{{0, 0, 0}};
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);