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193 lines
5.0 KiB
C++
193 lines
5.0 KiB
C++
// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
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#pragma once
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#include <string>
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#include <vector>
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#include "irr_aabb3d.h"
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#include "irr_v3d.h"
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#include <EMaterialTypes.h>
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#include <IMeshSceneNode.h>
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#include <SColor.h>
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#include <memory>
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#include "tile.h"
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namespace scene
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{
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class ISceneManager;
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class IMesh;
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struct SMesh;
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}
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struct ItemStack;
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struct TileDef;
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class Client;
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class ITextureSource;
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struct ItemDefinition;
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struct TileAnimationParams;
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class ShadowRenderer;
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/*
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* Holds information of an item mesh's buffer.
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* Used for coloring and animation.
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*/
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class ItemMeshBufferInfo
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{
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/*
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* Optional color that overrides the global base color.
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*/
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video::SColor override_color;
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/*
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* Stores the last color this mesh buffer was colorized as.
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*/
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video::SColor last_colorized;
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// saves some bytes compared to two std::optionals
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bool override_color_set = false;
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bool last_colorized_set = false;
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public:
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ItemMeshBufferInfo(int layer) : layer(layer) {}
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ItemMeshBufferInfo(int layer, bool override, video::SColor color) :
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override_color(color), override_color_set(override),
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layer(layer)
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{}
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ItemMeshBufferInfo(int layer, const AnimationInfo *animation,
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bool override_c = false, video::SColor color = {}) :
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override_color(color), override_color_set(override_c), layer(layer)
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{
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if (animation)
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animation_info = std::make_unique<AnimationInfo>(*animation);
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}
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ItemMeshBufferInfo(int layer_num, const TileLayer &layer);
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void applyOverride(video::SColor &dest) const {
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if (override_color_set)
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dest = override_color;
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}
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bool needColorize(video::SColor target) {
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if (last_colorized_set && target == last_colorized)
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return false;
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last_colorized_set = true;
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last_colorized = target;
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return true;
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}
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// Index of the tile layer this mesh buffer belongs to
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u8 layer;
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// Null for no animated parts
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std::unique_ptr<AnimationInfo> animation_info;
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};
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struct ItemMesh
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{
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scene::IMesh *mesh = nullptr;
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/*
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* Stores draw information of each mesh buffer.
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*/
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std::vector<ItemMeshBufferInfo> buffer_info;
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/*
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* If false, all faces of the item should have the same brightness.
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* Disables shading based on normal vectors.
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*/
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bool needs_shading = true;
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ItemMesh() = default;
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};
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/*
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Wield item scene node, renders the wield mesh of some item
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*/
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class WieldMeshSceneNode : public scene::ISceneNode
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{
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public:
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WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id = -1);
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virtual ~WieldMeshSceneNode();
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// Set appearance from node def
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// d0, l0 = base tile
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// d1, l1 = overlay tile
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void setExtruded(const TileDef &d0, const TileLayer &l0,
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const TileDef &d1, const TileLayer &l1,
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v3f wield_scale, ITextureSource *tsrc);
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void setItem(const ItemStack &item, Client *client,
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bool check_wield_image = true);
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// Sets the vertex color of the wield mesh.
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// Must only be used if the constructor was called with lighting = false
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void setColor(video::SColor color);
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void setLightColorAndAnimation(video::SColor color, float animation_time);
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scene::IMesh *getMesh() { return m_meshnode->getMesh(); }
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virtual void render();
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virtual const aabb3f &getBoundingBox() const { return m_bounding_box; }
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private:
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void setExtruded(video::ITexture *base, video::ITexture *overlay,
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v3f wield_scale);
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void changeToMesh(scene::IMesh *mesh);
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// Child scene node with the current wield mesh
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scene::IMeshSceneNode *m_meshnode = nullptr;
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// Material types used as fallback
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video::E_MATERIAL_TYPE m_material_type;
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bool m_anisotropic_filter;
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bool m_bilinear_filter;
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bool m_trilinear_filter;
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/*!
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* Stores the colors and animation data of the mesh's mesh buffers.
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* This does not include lighting.
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*/
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std::vector<ItemMeshBufferInfo> m_buffer_info;
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/*!
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* The base color of this mesh. This is the default
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* for all mesh buffers.
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*/
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video::SColor m_base_color;
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// Empty if wield image is empty or not animated
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// Owned by this class to get AnimationInfo for the mesh buffer info
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std::vector<FrameSpec> m_wield_image_frames;
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std::vector<FrameSpec> m_wield_overlay_frames;
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// Bounding box culling is disabled for this type of scene node,
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// so this variable is just required so we can implement
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// getBoundingBox() and is set to an empty box.
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const aabb3f m_bounding_box{{0, 0, 0}};
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ShadowRenderer *m_shadow;
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};
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std::vector<FrameSpec> createAnimationFrames(ITextureSource *tsrc,
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const std::string &image_name, const TileAnimationParams &animation,
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int& result_frame_length_ms);
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scene::SMesh *getExtrudedMesh(video::ITexture *texture,
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video::ITexture *overlay_texture = nullptr);
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/**
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* NOTE: The item mesh is only suitable for inventory rendering (due to its
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* material types). In-world rendering of items must go through WieldMeshSceneNode.
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*/
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// This is only used to initially generate an ItemMesh
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// To get the mesh, use ItemVisualsManager::getItemMesh(item, client) instead
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void createItemMesh(Client *client, const ItemDefinition &def,
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const AnimationInfo &animation_normal,
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const AnimationInfo &animation_overlay,
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ItemMesh *result);
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