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 #include "wieldmesh.h"
23 #include "inventory.h"
28 #include "mapblock_mesh.h"
29 #include "client/tile.h"
31 #include "util/numeric.h"
33 #include <IMeshManipulator.h>
35 #define WIELD_SCALE_FACTOR 30.0
36 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
38 #define MIN_EXTRUSION_MESH_RESOLUTION 16
39 #define MAX_EXTRUSION_MESH_RESOLUTION 512
41 static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
45 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
46 video::SColor c(255,255,255,255);
47 v3f scale(1.0, 1.0, 0.1);
51 video::S3DVertex vertices[8] = {
53 video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
54 video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
55 video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
56 video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
58 video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
59 video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
60 video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
61 video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
63 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
64 buf->append(vertices, 8, indices, 12);
67 f32 pixelsize_x = 1 / (f32) resolution_x;
68 f32 pixelsize_y = 1 / (f32) resolution_y;
70 for (int i = 0; i < resolution_x; ++i) {
71 f32 pixelpos_x = i * pixelsize_x - 0.5;
73 f32 x1 = pixelpos_x + pixelsize_x;
74 f32 tex0 = (i + 0.1) * pixelsize_x;
75 f32 tex1 = (i + 0.9) * pixelsize_x;
76 video::S3DVertex vertices[8] = {
78 video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
79 video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
80 video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
81 video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
83 video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
84 video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
85 video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
86 video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
88 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
89 buf->append(vertices, 8, indices, 12);
91 for (int i = 0; i < resolution_y; ++i) {
92 f32 pixelpos_y = i * pixelsize_y - 0.5;
93 f32 y0 = -pixelpos_y - pixelsize_y;
95 f32 tex0 = (i + 0.1) * pixelsize_y;
96 f32 tex1 = (i + 0.9) * pixelsize_y;
97 video::S3DVertex vertices[8] = {
99 video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
100 video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
101 video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
102 video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
104 video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
105 video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
106 video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
107 video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
109 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
110 buf->append(vertices, 8, indices, 12);
113 // Create mesh object
114 scene::SMesh *mesh = new scene::SMesh();
115 mesh->addMeshBuffer(buf);
117 scaleMesh(mesh, scale); // also recalculates bounding box
122 Caches extrusion meshes so that only one of them per resolution
123 is needed. Also caches one cube (for convenience).
125 E.g. there is a single extrusion mesh that is used for all
126 16x16 px images, another for all 256x256 px images, and so on.
128 WARNING: Not thread safe. This should not be a problem since
129 rendering related classes (such as WieldMeshSceneNode) will be
130 used from the rendering thread only.
132 class ExtrusionMeshCache: public IReferenceCounted
138 for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
139 resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
141 m_extrusion_meshes[resolution] =
142 createExtrusionMesh(resolution, resolution);
144 m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
147 virtual ~ExtrusionMeshCache()
149 for (auto &extrusion_meshe : m_extrusion_meshes) {
150 extrusion_meshe.second->drop();
154 // Get closest extrusion mesh for given image dimensions
155 // Caller must drop the returned pointer
156 scene::IMesh* create(core::dimension2d<u32> dim)
158 // handle non-power of two textures inefficiently without cache
159 if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
160 return createExtrusionMesh(dim.Width, dim.Height);
163 int maxdim = MYMAX(dim.Width, dim.Height);
165 std::map<int, scene::IMesh*>::iterator
166 it = m_extrusion_meshes.lower_bound(maxdim);
168 if (it == m_extrusion_meshes.end()) {
169 // no viable resolution found; use largest one
170 it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
171 sanity_check(it != m_extrusion_meshes.end());
174 scene::IMesh *mesh = it->second;
178 // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
179 // Caller must drop the returned pointer
180 scene::IMesh* createCube()
187 std::map<int, scene::IMesh*> m_extrusion_meshes;
188 scene::IMesh *m_cube;
191 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
194 WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
195 scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
196 m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
199 m_enable_shaders = g_settings->getBool("enable_shaders");
200 m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
201 m_bilinear_filter = g_settings->getBool("bilinear_filter");
202 m_trilinear_filter = g_settings->getBool("trilinear_filter");
204 // If this is the first wield mesh scene node, create a cache
205 // for extrusion meshes (and a cube mesh), otherwise reuse it
206 if (!g_extrusion_mesh_cache)
207 g_extrusion_mesh_cache = new ExtrusionMeshCache();
209 g_extrusion_mesh_cache->grab();
211 // Disable bounding box culling for this scene node
212 // since we won't calculate the bounding box.
213 setAutomaticCulling(scene::EAC_OFF);
215 // Create the child scene node
216 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
217 m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
218 m_meshnode->setReadOnlyMaterials(false);
219 m_meshnode->setVisible(false);
220 dummymesh->drop(); // m_meshnode grabbed it
223 WieldMeshSceneNode::~WieldMeshSceneNode()
225 sanity_check(g_extrusion_mesh_cache);
226 if (g_extrusion_mesh_cache->drop())
227 g_extrusion_mesh_cache = nullptr;
230 void WieldMeshSceneNode::setCube(const ContentFeatures &f,
233 scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
234 scene::SMesh *copy = cloneMesh(cubemesh);
236 postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
239 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
242 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
243 const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
246 video::ITexture *texture = tsrc->getTexture(imagename);
248 changeToMesh(nullptr);
251 video::ITexture *overlay_texture =
252 overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
254 core::dimension2d<u32> dim = texture->getSize();
255 // Detect animation texture and pull off top frame instead of using entire thing
256 if (num_frames > 1) {
257 u32 frame_height = dim.Height / num_frames;
258 dim = core::dimension2d<u32>(dim.Width, frame_height);
260 scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
261 scene::SMesh *mesh = cloneMesh(original);
264 mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
265 tsrc->getTexture(imagename));
266 if (overlay_texture) {
267 scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
268 copy->getMaterial().setTexture(0, overlay_texture);
269 mesh->addMeshBuffer(copy);
275 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
277 // Customize materials
278 for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
279 video::SMaterial &material = m_meshnode->getMaterial(layer);
280 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
281 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
282 material.MaterialType = m_material_type;
283 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
284 // Enable bi/trilinear filtering only for high resolution textures
285 if (dim.Width > 32) {
286 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
287 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
289 material.setFlag(video::EMF_BILINEAR_FILTER, false);
290 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
292 material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
293 // mipmaps cause "thin black line" artifacts
294 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
295 material.setFlag(video::EMF_USE_MIP_MAPS, false);
297 if (m_enable_shaders) {
298 material.setTexture(2, tsrc->getShaderFlagsTexture(false));
303 void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
305 ITextureSource *tsrc = client->getTextureSource();
306 IItemDefManager *idef = client->getItemDefManager();
307 IShaderSource *shdrsrc = client->getShaderSource();
308 INodeDefManager *ndef = client->getNodeDefManager();
309 const ItemDefinition &def = item.getDefinition(idef);
310 const ContentFeatures &f = ndef->get(def.name);
311 content_t id = ndef->getId(def.name);
313 if (m_enable_shaders) {
314 u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
315 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
320 m_base_color = idef->getItemstackColor(item, client);
322 // If wield_image is defined, it overrides everything else
323 if (!def.wield_image.empty()) {
324 setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
326 m_colors.emplace_back();
327 // overlay is white, if present
328 m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
333 // See also CItemDefManager::createClientCached()
334 if (def.type == ITEM_NODE) {
336 // e.g. mesh nodes and nodeboxes
337 scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
338 postProcessNodeMesh(mesh, f, m_enable_shaders, true,
339 &m_material_type, &m_colors);
342 // mesh is pre-scaled by BS * f->visual_scale
343 m_meshnode->setScale(
344 def.wield_scale * WIELD_SCALE_FACTOR
345 / (BS * f.visual_scale));
347 switch (f.drawtype) {
349 changeToMesh(nullptr);
352 case NDT_PLANTLIKE: {
353 setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
354 tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
355 def.wield_scale, tsrc,
356 f.tiles[0].layers[0].animation_frame_count);
358 const TileLayer &l0 = f.tiles[0].layers[0];
359 m_colors.emplace_back(l0.has_color, l0.color);
360 const TileLayer &l1 = f.tiles[0].layers[1];
361 m_colors.emplace_back(l1.has_color, l1.color);
364 case NDT_PLANTLIKE_ROOTED: {
365 setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
366 "", def.wield_scale, tsrc,
367 f.special_tiles[0].layers[0].animation_frame_count);
369 const TileLayer &l0 = f.special_tiles[0].layers[0];
370 m_colors.emplace_back(l0.has_color, l0.color);
375 setCube(f, def.wield_scale);
379 MeshMakeData mesh_make_data(client, false);
380 MapNode mesh_make_node(id, 255, 0);
381 mesh_make_data.fillSingleNode(&mesh_make_node);
382 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
383 scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
384 translateMesh(mesh, v3f(-BS, -BS, -BS));
385 postProcessNodeMesh(mesh, f, m_enable_shaders, true,
386 &m_material_type, &m_colors);
389 m_meshnode->setScale(
390 def.wield_scale * WIELD_SCALE_FACTOR
391 / (BS * f.visual_scale));
395 u32 material_count = m_meshnode->getMaterialCount();
396 for (u32 i = 0; i < material_count; ++i) {
397 video::SMaterial &material = m_meshnode->getMaterial(i);
398 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
399 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
400 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
404 else if (!def.inventory_image.empty()) {
405 setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
407 m_colors.emplace_back();
408 // overlay is white, if present
409 m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
413 // no wield mesh found
414 changeToMesh(nullptr);
417 void WieldMeshSceneNode::setColor(video::SColor c)
420 scene::IMesh *mesh = m_meshnode->getMesh();
425 u8 green = c.getGreen();
426 u8 blue = c.getBlue();
427 u32 mc = mesh->getMeshBufferCount();
428 for (u32 j = 0; j < mc; j++) {
429 video::SColor bc(m_base_color);
430 if ((m_colors.size() > j) && (m_colors[j].override_base))
431 bc = m_colors[j].color;
432 video::SColor buffercolor(255,
433 bc.getRed() * red / 255,
434 bc.getGreen() * green / 255,
435 bc.getBlue() * blue / 255);
436 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
437 colorizeMeshBuffer(buf, &buffercolor);
441 void WieldMeshSceneNode::render()
443 // note: if this method is changed to actually do something,
444 // you probably should implement OnRegisterSceneNode as well
447 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
450 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
451 m_meshnode->setVisible(false);
452 m_meshnode->setMesh(dummymesh);
453 dummymesh->drop(); // m_meshnode grabbed it
455 m_meshnode->setMesh(mesh);
458 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
459 // need to normalize normals when lighting is enabled (because of setScale())
460 m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
461 m_meshnode->setVisible(true);
464 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
466 ITextureSource *tsrc = client->getTextureSource();
467 IItemDefManager *idef = client->getItemDefManager();
468 INodeDefManager *ndef = client->getNodeDefManager();
469 const ItemDefinition &def = item.getDefinition(idef);
470 const ContentFeatures &f = ndef->get(def.name);
471 content_t id = ndef->getId(def.name);
473 if (!g_extrusion_mesh_cache) {
474 g_extrusion_mesh_cache = new ExtrusionMeshCache();
476 g_extrusion_mesh_cache->grab();
479 scene::SMesh *mesh = nullptr;
481 // Shading is on by default
482 result->needs_shading = true;
484 // If inventory_image is defined, it overrides everything else
485 if (!def.inventory_image.empty()) {
486 mesh = getExtrudedMesh(tsrc, def.inventory_image,
487 def.inventory_overlay);
488 result->buffer_colors.emplace_back();
489 // overlay is white, if present
490 result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
491 // Items with inventory images do not need shading
492 result->needs_shading = false;
493 } else if (def.type == ITEM_NODE) {
495 mesh = cloneMesh(f.mesh_ptr[0]);
496 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
497 postProcessNodeMesh(mesh, f, false, false, nullptr,
498 &result->buffer_colors);
500 switch (f.drawtype) {
501 case NDT_PLANTLIKE: {
502 mesh = getExtrudedMesh(tsrc,
503 tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
504 tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
506 const TileLayer &l0 = f.tiles[0].layers[0];
507 result->buffer_colors.emplace_back(l0.has_color, l0.color);
508 const TileLayer &l1 = f.tiles[0].layers[1];
509 result->buffer_colors.emplace_back(l1.has_color, l1.color);
512 case NDT_PLANTLIKE_ROOTED: {
513 mesh = getExtrudedMesh(tsrc,
514 tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
516 const TileLayer &l0 = f.special_tiles[0].layers[0];
517 result->buffer_colors.emplace_back(l0.has_color, l0.color);
523 case NDT_FLOWINGLIQUID: {
524 scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
525 mesh = cloneMesh(cube);
527 scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
529 postProcessNodeMesh(mesh, f, false, false, nullptr,
530 &result->buffer_colors);
534 MeshMakeData mesh_make_data(client, false);
535 MapNode mesh_make_node(id, 255, 0);
536 mesh_make_data.fillSingleNode(&mesh_make_node);
537 MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
538 mesh = cloneMesh(mapblock_mesh.getMesh());
539 translateMesh(mesh, v3f(-BS, -BS, -BS));
540 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
542 u32 mc = mesh->getMeshBufferCount();
543 for (u32 i = 0; i < mc; ++i) {
544 video::SMaterial &material1 =
545 mesh->getMeshBuffer(i)->getMaterial();
546 video::SMaterial &material2 =
547 mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
548 material1.setTexture(0, material2.getTexture(0));
549 material1.setTexture(1, material2.getTexture(1));
550 material1.setTexture(2, material2.getTexture(2));
551 material1.setTexture(3, material2.getTexture(3));
552 material1.MaterialType = material2.MaterialType;
554 // add overlays (since getMesh() returns
555 // the base layer only)
556 postProcessNodeMesh(mesh, f, false, false, nullptr,
557 &result->buffer_colors);
562 u32 mc = mesh->getMeshBufferCount();
563 for (u32 i = 0; i < mc; ++i) {
564 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
565 video::SMaterial &material = buf->getMaterial();
566 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
567 material.setFlag(video::EMF_BILINEAR_FILTER, false);
568 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
569 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
570 material.setFlag(video::EMF_LIGHTING, false);
573 rotateMeshXZby(mesh, -45);
574 rotateMeshYZby(mesh, -30);
581 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
582 const std::string &imagename, const std::string &overlay_name)
585 video::ITexture *texture = tsrc->getTextureForMesh(imagename);
589 video::ITexture *overlay_texture =
590 (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
593 core::dimension2d<u32> dim = texture->getSize();
594 scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
595 scene::SMesh *mesh = cloneMesh(original);
599 mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
600 tsrc->getTexture(imagename));
601 if (overlay_texture) {
602 scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
603 copy->getMaterial().setTexture(0, overlay_texture);
604 mesh->addMeshBuffer(copy);
607 // Customize materials
608 for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
609 video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
610 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
611 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
612 material.setFlag(video::EMF_BILINEAR_FILTER, false);
613 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
614 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
615 material.setFlag(video::EMF_LIGHTING, false);
616 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
618 scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
623 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
624 bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
625 std::vector<ItemPartColor> *colors)
627 u32 mc = mesh->getMeshBufferCount();
628 // Allocate colors for existing buffers
630 for (u32 i = 0; i < mc; ++i)
631 colors->push_back(ItemPartColor());
633 for (u32 i = 0; i < mc; ++i) {
634 const TileSpec *tile = &(f.tiles[i]);
635 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
636 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
637 const TileLayer *layer = &tile->layers[layernum];
638 if (layer->texture_id == 0)
641 scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
642 copy->getMaterial() = buf->getMaterial();
643 mesh->addMeshBuffer(copy);
647 ItemPartColor(layer->has_color, layer->color));
649 (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
651 video::SMaterial &material = buf->getMaterial();
653 layer->applyMaterialOptions(material);
655 material.MaterialType = *mattype;
657 if (layer->animation_frame_count > 1) {
658 const FrameSpec &animation_frame = (*layer->frames)[0];
659 material.setTexture(0, animation_frame.texture);
661 material.setTexture(0, layer->texture);
664 if (layer->normal_texture) {
665 if (layer->animation_frame_count > 1) {
666 const FrameSpec &animation_frame = (*layer->frames)[0];
667 material.setTexture(1, animation_frame.normal_texture);
669 material.setTexture(1, layer->normal_texture);
671 material.setTexture(2, layer->flags_texture);