minetest/src/wieldmesh.h
Dániel Juhász 001de6ffba Do not shade inventory items with textures (#5869)
This commit restores the old behavior: if an inventory item has an own
inventory texture, it will not be shaded.
2017-06-01 23:18:55 +02:00

142 lines
4.0 KiB
C++

/*
Minetest
Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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.
*/
#ifndef WIELDMESH_HEADER
#define WIELDMESH_HEADER
#include <string>
#include "irrlichttypes_extrabloated.h"
struct ItemStack;
class Client;
class ITextureSource;
struct ContentFeatures;
/*!
* Holds color information of an item mesh's buffer.
*/
struct ItemPartColor
{
/*!
* If this is false, the global base color of the item
* will be used instead of the specific color of the
* buffer.
*/
bool override_base;
/*!
* The color of the buffer.
*/
video::SColor color;
ItemPartColor() : override_base(false), color(0) {}
ItemPartColor(bool override, video::SColor color)
: override_base(override), color(color)
{
}
};
struct ItemMesh
{
scene::IMesh *mesh;
/*!
* Stores the color of each mesh buffer.
*/
std::vector<ItemPartColor> buffer_colors;
/*!
* If false, all faces of the item should have the same brightness.
* Disables shading based on normal vectors.
*/
bool needs_shading;
ItemMesh() : mesh(NULL), buffer_colors(), needs_shading(true) {}
};
/*
Wield item scene node, renders the wield mesh of some item
*/
class WieldMeshSceneNode : public scene::ISceneNode
{
public:
WieldMeshSceneNode(scene::ISceneNode *parent, scene::ISceneManager *mgr,
s32 id = -1, bool lighting = false);
virtual ~WieldMeshSceneNode();
void setCube(const ContentFeatures &f, v3f wield_scale, ITextureSource *tsrc);
void setExtruded(const std::string &imagename, v3f wield_scale,
ITextureSource *tsrc, u8 num_frames);
void setItem(const ItemStack &item, Client *client);
// 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);
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;
video::E_MATERIAL_TYPE m_material_type;
// True if EMF_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<ItemPartColor> 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;
};
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result);
scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename);
/*!
* 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, video::E_MATERIAL_TYPE *mattype,
std::vector<ItemPartColor> *colors);
#endif