// Luanti // SPDX-License-Identifier: LGPL-2.1-or-later // Copyright (C) 2010-2014 celeron55, Perttu Ahola #pragma once #include #include #include "irr_aabb3d.h" #include "irr_v3d.h" #include #include #include #include #include "tile.h" namespace scene { class ISceneManager; class IMesh; struct SMesh; } struct ItemStack; struct TileDef; class Client; class ITextureSource; struct ItemDefinition; struct TileAnimationParams; 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(int layer) : layer(layer) {} ItemMeshBufferInfo(int layer, bool override, video::SColor color) : override_color(color), override_color_set(override), layer(layer) {} ItemMeshBufferInfo(int layer, const AnimationInfo *animation, bool override_c = false, video::SColor color = {}) : override_color(color), override_color_set(override_c), layer(layer) { if (animation) animation_info = std::make_unique(*animation); } ItemMeshBufferInfo(int layer_num, 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; } // Index of the tile layer this mesh buffer belongs to u8 layer; // Null for no animated parts std::unique_ptr animation_info; }; struct ItemMesh { scene::IMesh *mesh = nullptr; /* * Stores draw information of each mesh buffer. */ std::vector 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(); // Set appearance from node def // d0, l0 = base tile // d1, l1 = overlay tile void setExtruded(const TileDef &d0, const TileLayer &l0, const TileDef &d1, const TileLayer &l1, v3f wield_scale, ITextureSource *tsrc); 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 setExtruded(video::ITexture *base, video::ITexture *overlay, v3f wield_scale); void changeToMesh(scene::IMesh *mesh); // Child scene node with the current wield mesh scene::IMeshSceneNode *m_meshnode = nullptr; // Material types used as fallback 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 m_buffer_info; /*! * The base color of this mesh. This is the default * for all mesh buffers. */ video::SColor m_base_color; // Empty if wield image is empty or not animated // Owned by this class to get AnimationInfo for the mesh buffer info std::vector m_wield_image_frames; std::vector m_wield_overlay_frames; // 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. const aabb3f m_bounding_box{{0, 0, 0}}; ShadowRenderer *m_shadow; }; std::vector createAnimationFrames(ITextureSource *tsrc, const std::string &image_name, const TileAnimationParams &animation, int& result_frame_length_ms); scene::SMesh *getExtrudedMesh(video::ITexture *texture, video::ITexture *overlay_texture = nullptr); /** * NOTE: The item mesh is only suitable for inventory rendering (due to its * material types). In-world rendering of items must go through WieldMeshSceneNode. */ // This is only used to initially generate an ItemMesh // To get the mesh, use ItemVisualsManager::getItemMesh(item, client) instead void createItemMesh(Client *client, const ItemDefinition &def, const AnimationInfo &animation_normal, const AnimationInfo &animation_overlay, ItemMesh *result);