3 Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU Lesser General Public License for more details.
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
20 #ifndef WIELDMESH_HEADER
21 #define WIELDMESH_HEADER
24 #include "irrlichttypes_extrabloated.h"
29 struct ContentFeatures;
32 * Holds color information of an item mesh's buffer.
37 * If this is false, the global base color of the item
38 * will be used instead of the specific color of the
41 bool override_base = false;
43 * The color of the buffer.
45 video::SColor color = 0;
49 ItemPartColor(bool override, video::SColor color)
50 : override_base(override), color(color)
57 scene::IMesh *mesh = nullptr;
59 * Stores the color of each mesh buffer.
61 std::vector<ItemPartColor> buffer_colors;
63 * If false, all faces of the item should have the same brightness.
64 * Disables shading based on normal vectors.
66 bool needs_shading = true;
72 Wield item scene node, renders the wield mesh of some item
74 class WieldMeshSceneNode : public scene::ISceneNode
77 WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1, bool lighting = false);
78 virtual ~WieldMeshSceneNode();
80 void setCube(const ContentFeatures &f, v3f wield_scale);
81 void setExtruded(const std::string &imagename, v3f wield_scale,
82 ITextureSource *tsrc, u8 num_frames);
83 void setItem(const ItemStack &item, Client *client);
85 // Sets the vertex color of the wield mesh.
86 // Must only be used if the constructor was called with lighting = false
87 void setColor(video::SColor color);
89 scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
91 virtual void render();
93 virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
96 void changeToMesh(scene::IMesh *mesh);
98 // Child scene node with the current wield mesh
99 scene::IMeshSceneNode *m_meshnode = nullptr;
100 video::E_MATERIAL_TYPE m_material_type;
102 // True if EMF_LIGHTING should be enabled.
105 bool m_enable_shaders;
106 bool m_anisotropic_filter;
107 bool m_bilinear_filter;
108 bool m_trilinear_filter;
110 * Stores the colors of the mesh's mesh buffers.
111 * This does not include lighting.
113 std::vector<ItemPartColor> m_colors;
115 * The base color of this mesh. This is the default
116 * for all mesh buffers.
118 video::SColor m_base_color;
120 // Bounding box culling is disabled for this type of scene node,
121 // so this variable is just required so we can implement
122 // getBoundingBox() and is set to an empty box.
123 aabb3f m_bounding_box;
126 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
128 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
131 * Applies overlays, textures and optionally materials to the given mesh and
132 * extracts tile colors for colorization.
133 * \param mattype overrides the buffer's material type, but can also
134 * be NULL to leave the original material.
135 * \param colors returns the colors of the mesh buffers in the mesh.
137 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f, bool use_shaders,
138 bool set_material, video::E_MATERIAL_TYPE *mattype,
139 std::vector<ItemPartColor> *colors);