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.
34 struct ItemPartColor {
36 * If this is false, the global base color of the item
37 * will be used instead of the specific color of the
42 * The color of the buffer.
51 ItemPartColor(bool override, video::SColor color):
52 override_base(override),
61 * Stores the color of each mesh buffer.
63 std::vector<ItemPartColor> buffer_colors;
65 ItemMesh() : mesh(NULL), buffer_colors() {}
69 Wield item scene node, renders the wield mesh of some item
71 class WieldMeshSceneNode : public scene::ISceneNode
74 WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
75 s32 id = -1, bool lighting = false);
76 virtual ~WieldMeshSceneNode();
78 void setCube(const ContentFeatures &f, v3f wield_scale,
79 ITextureSource *tsrc);
80 void setExtruded(const std::string &imagename, v3f wield_scale,
81 ITextureSource *tsrc, u8 num_frames);
82 void setItem(const ItemStack &item, Client *client);
84 // Sets the vertex color of the wield mesh.
85 // Must only be used if the constructor was called with lighting = false
86 void setColor(video::SColor color);
88 scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
90 virtual void render();
92 virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
95 void changeToMesh(scene::IMesh *mesh);
97 // Child scene node with the current wield mesh
98 scene::IMeshSceneNode *m_meshnode;
99 video::E_MATERIAL_TYPE m_material_type;
101 // True if EMF_LIGHTING should be enabled.
104 bool m_enable_shaders;
105 bool m_anisotropic_filter;
106 bool m_bilinear_filter;
107 bool m_trilinear_filter;
109 * Stores the colors of the mesh's mesh buffers.
110 * This does not include lighting.
112 std::vector<ItemPartColor> m_colors;
114 * The base color of this mesh. This is the default
115 * for all mesh buffers.
117 video::SColor m_base_color;
119 // Bounding box culling is disabled for this type of scene node,
120 // so this variable is just required so we can implement
121 // getBoundingBox() and is set to an empty box.
122 aabb3f m_bounding_box;
125 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
127 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
130 * Applies overlays, textures and optionally materials to the given mesh and
131 * extracts tile colors for colorization.
132 * \param mattype overrides the buffer's material type, but can also
133 * be NULL to leave the original material.
134 * \param colors returns the colors of the mesh buffers in the mesh.
136 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
137 bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
138 std::vector<ItemPartColor> *colors);