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 "content_mapblock.h"
29 #include "mapblock_mesh.h"
30 #include "client/meshgen/collector.h"
31 #include "client/tile.h"
33 #include "util/numeric.h"
35 #include <IMeshManipulator.h>
37 #define WIELD_SCALE_FACTOR 30.0
38 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
40 #define MIN_EXTRUSION_MESH_RESOLUTION 16
41 #define MAX_EXTRUSION_MESH_RESOLUTION 512
43 static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
47 scene::IMeshBuffer *buf = new scene::SMeshBuffer();
48 video::SColor c(255,255,255,255);
49 v3f scale(1.0, 1.0, 0.1);
53 video::S3DVertex vertices[8] = {
55 video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
56 video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
57 video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
58 video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
60 video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
61 video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
62 video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
63 video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
65 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
66 buf->append(vertices, 8, indices, 12);
69 f32 pixelsize_x = 1 / (f32) resolution_x;
70 f32 pixelsize_y = 1 / (f32) resolution_y;
72 for (int i = 0; i < resolution_x; ++i) {
73 f32 pixelpos_x = i * pixelsize_x - 0.5;
75 f32 x1 = pixelpos_x + pixelsize_x;
76 f32 tex0 = (i + 0.1) * pixelsize_x;
77 f32 tex1 = (i + 0.9) * pixelsize_x;
78 video::S3DVertex vertices[8] = {
80 video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
81 video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
82 video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
83 video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
85 video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
86 video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
87 video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
88 video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
90 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
91 buf->append(vertices, 8, indices, 12);
93 for (int i = 0; i < resolution_y; ++i) {
94 f32 pixelpos_y = i * pixelsize_y - 0.5;
95 f32 y0 = -pixelpos_y - pixelsize_y;
97 f32 tex0 = (i + 0.1) * pixelsize_y;
98 f32 tex1 = (i + 0.9) * pixelsize_y;
99 video::S3DVertex vertices[8] = {
101 video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
102 video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
103 video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
104 video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
106 video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
107 video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
108 video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
109 video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
111 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
112 buf->append(vertices, 8, indices, 12);
115 // Create mesh object
116 scene::SMesh *mesh = new scene::SMesh();
117 mesh->addMeshBuffer(buf);
119 scaleMesh(mesh, scale); // also recalculates bounding box
124 Caches extrusion meshes so that only one of them per resolution
125 is needed. Also caches one cube (for convenience).
127 E.g. there is a single extrusion mesh that is used for all
128 16x16 px images, another for all 256x256 px images, and so on.
130 WARNING: Not thread safe. This should not be a problem since
131 rendering related classes (such as WieldMeshSceneNode) will be
132 used from the rendering thread only.
134 class ExtrusionMeshCache: public IReferenceCounted
140 for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
141 resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
143 m_extrusion_meshes[resolution] =
144 createExtrusionMesh(resolution, resolution);
146 m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
149 virtual ~ExtrusionMeshCache()
151 for (auto &extrusion_meshe : m_extrusion_meshes) {
152 extrusion_meshe.second->drop();
156 // Get closest extrusion mesh for given image dimensions
157 // Caller must drop the returned pointer
158 scene::IMesh* create(core::dimension2d<u32> dim)
160 // handle non-power of two textures inefficiently without cache
161 if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
162 return createExtrusionMesh(dim.Width, dim.Height);
165 int maxdim = MYMAX(dim.Width, dim.Height);
167 std::map<int, scene::IMesh*>::iterator
168 it = m_extrusion_meshes.lower_bound(maxdim);
170 if (it == m_extrusion_meshes.end()) {
171 // no viable resolution found; use largest one
172 it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
173 sanity_check(it != m_extrusion_meshes.end());
176 scene::IMesh *mesh = it->second;
180 // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
181 // Caller must drop the returned pointer
182 scene::IMesh* createCube()
189 std::map<int, scene::IMesh*> m_extrusion_meshes;
190 scene::IMesh *m_cube;
193 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
196 WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
197 scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
198 m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
201 m_enable_shaders = g_settings->getBool("enable_shaders");
202 m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
203 m_bilinear_filter = g_settings->getBool("bilinear_filter");
204 m_trilinear_filter = g_settings->getBool("trilinear_filter");
206 // If this is the first wield mesh scene node, create a cache
207 // for extrusion meshes (and a cube mesh), otherwise reuse it
208 if (!g_extrusion_mesh_cache)
209 g_extrusion_mesh_cache = new ExtrusionMeshCache();
211 g_extrusion_mesh_cache->grab();
213 // Disable bounding box culling for this scene node
214 // since we won't calculate the bounding box.
215 setAutomaticCulling(scene::EAC_OFF);
217 // Create the child scene node
218 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
219 m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
220 m_meshnode->setReadOnlyMaterials(false);
221 m_meshnode->setVisible(false);
222 dummymesh->drop(); // m_meshnode grabbed it
225 WieldMeshSceneNode::~WieldMeshSceneNode()
227 sanity_check(g_extrusion_mesh_cache);
228 if (g_extrusion_mesh_cache->drop())
229 g_extrusion_mesh_cache = nullptr;
232 void WieldMeshSceneNode::setCube(const ContentFeatures &f,
235 scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
236 scene::SMesh *copy = cloneMesh(cubemesh);
238 postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors, true);
241 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
244 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
245 const std::string &overlay_name, v3f wield_scale, ITextureSource *tsrc,
248 video::ITexture *texture = tsrc->getTexture(imagename);
250 changeToMesh(nullptr);
253 video::ITexture *overlay_texture =
254 overlay_name.empty() ? NULL : tsrc->getTexture(overlay_name);
256 core::dimension2d<u32> dim = texture->getSize();
257 // Detect animation texture and pull off top frame instead of using entire thing
258 if (num_frames > 1) {
259 u32 frame_height = dim.Height / num_frames;
260 dim = core::dimension2d<u32>(dim.Width, frame_height);
262 scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
263 scene::SMesh *mesh = cloneMesh(original);
266 mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
267 tsrc->getTexture(imagename));
268 if (overlay_texture) {
269 scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
270 copy->getMaterial().setTexture(0, overlay_texture);
271 mesh->addMeshBuffer(copy);
277 m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
279 // Customize materials
280 for (u32 layer = 0; layer < m_meshnode->getMaterialCount(); layer++) {
281 video::SMaterial &material = m_meshnode->getMaterial(layer);
282 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
283 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
284 material.MaterialType = m_material_type;
285 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
286 // Enable bi/trilinear filtering only for high resolution textures
287 if (dim.Width > 32) {
288 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
289 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
291 material.setFlag(video::EMF_BILINEAR_FILTER, false);
292 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
294 material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
295 // mipmaps cause "thin black line" artifacts
296 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
297 material.setFlag(video::EMF_USE_MIP_MAPS, false);
299 if (m_enable_shaders) {
300 material.setTexture(2, tsrc->getShaderFlagsTexture(false));
305 scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
307 MeshMakeData mesh_make_data(client, false, false);
308 MeshCollector collector;
309 mesh_make_data.setSmoothLighting(false);
310 MapblockMeshGenerator gen(&mesh_make_data, &collector);
311 gen.renderSingle(id);
313 scene::SMesh *mesh = new scene::SMesh();
314 for (auto &prebuffers : collector.prebuffers)
315 for (PreMeshBuffer &p : prebuffers) {
316 if (p.layer.material_flags & MATERIAL_FLAG_ANIMATION) {
317 const FrameSpec &frame = (*p.layer.frames)[0];
318 p.layer.texture = frame.texture;
319 p.layer.normal_texture = frame.normal_texture;
321 for (video::S3DVertex &v : p.vertices)
322 v.Color.setAlpha(255);
323 scene::SMeshBuffer *buf = new scene::SMeshBuffer();
324 buf->Material.setTexture(0, p.layer.texture);
325 p.layer.applyMaterialOptions(buf->Material);
326 mesh->addMeshBuffer(buf);
327 buf->append(&p.vertices[0], p.vertices.size(),
328 &p.indices[0], p.indices.size());
331 ItemPartColor(p.layer.has_color, p.layer.color));
336 void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
338 ITextureSource *tsrc = client->getTextureSource();
339 IItemDefManager *idef = client->getItemDefManager();
340 IShaderSource *shdrsrc = client->getShaderSource();
341 const NodeDefManager *ndef = client->getNodeDefManager();
342 const ItemDefinition &def = item.getDefinition(idef);
343 const ContentFeatures &f = ndef->get(def.name);
344 content_t id = ndef->getId(def.name);
346 scene::SMesh *mesh = nullptr;
348 if (m_enable_shaders) {
349 u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
350 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
355 m_base_color = idef->getItemstackColor(item, client);
357 // If wield_image is defined, it overrides everything else
358 if (!def.wield_image.empty()) {
359 setExtruded(def.wield_image, def.wield_overlay, def.wield_scale, tsrc,
361 m_colors.emplace_back();
362 // overlay is white, if present
363 m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
368 // See also CItemDefManager::createClientCached()
369 if (def.type == ITEM_NODE) {
371 // e.g. mesh nodes and nodeboxes
372 mesh = cloneMesh(f.mesh_ptr[0]);
373 postProcessNodeMesh(mesh, f, m_enable_shaders, true,
374 &m_material_type, &m_colors);
377 // mesh is pre-scaled by BS * f->visual_scale
378 m_meshnode->setScale(
379 def.wield_scale * WIELD_SCALE_FACTOR
380 / (BS * f.visual_scale));
382 switch (f.drawtype) {
384 changeToMesh(nullptr);
387 case NDT_PLANTLIKE: {
388 setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
389 tsrc->getTextureName(f.tiles[0].layers[1].texture_id),
390 def.wield_scale, tsrc,
391 f.tiles[0].layers[0].animation_frame_count);
393 const TileLayer &l0 = f.tiles[0].layers[0];
394 m_colors.emplace_back(l0.has_color, l0.color);
395 const TileLayer &l1 = f.tiles[0].layers[1];
396 m_colors.emplace_back(l1.has_color, l1.color);
399 case NDT_PLANTLIKE_ROOTED: {
400 setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
401 "", def.wield_scale, tsrc,
402 f.special_tiles[0].layers[0].animation_frame_count);
404 const TileLayer &l0 = f.special_tiles[0].layers[0];
405 m_colors.emplace_back(l0.has_color, l0.color);
411 case NDT_FLOWINGLIQUID: {
412 setCube(f, def.wield_scale);
416 mesh = createSpecialNodeMesh(client, id, &m_colors);
419 m_meshnode->setScale(
420 def.wield_scale * WIELD_SCALE_FACTOR
421 / (BS * f.visual_scale));
425 u32 material_count = m_meshnode->getMaterialCount();
426 for (u32 i = 0; i < material_count; ++i) {
427 video::SMaterial &material = m_meshnode->getMaterial(i);
428 material.MaterialType = m_material_type;
429 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
430 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
431 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
435 else if (!def.inventory_image.empty()) {
436 setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
438 m_colors.emplace_back();
439 // overlay is white, if present
440 m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
444 // no wield mesh found
445 changeToMesh(nullptr);
448 void WieldMeshSceneNode::setColor(video::SColor c)
451 scene::IMesh *mesh = m_meshnode->getMesh();
456 u8 green = c.getGreen();
457 u8 blue = c.getBlue();
458 u32 mc = mesh->getMeshBufferCount();
459 for (u32 j = 0; j < mc; j++) {
460 video::SColor bc(m_base_color);
461 if ((m_colors.size() > j) && (m_colors[j].override_base))
462 bc = m_colors[j].color;
463 video::SColor buffercolor(255,
464 bc.getRed() * red / 255,
465 bc.getGreen() * green / 255,
466 bc.getBlue() * blue / 255);
467 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
468 colorizeMeshBuffer(buf, &buffercolor);
472 void WieldMeshSceneNode::render()
474 // note: if this method is changed to actually do something,
475 // you probably should implement OnRegisterSceneNode as well
478 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
481 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
482 m_meshnode->setVisible(false);
483 m_meshnode->setMesh(dummymesh);
484 dummymesh->drop(); // m_meshnode grabbed it
486 m_meshnode->setMesh(mesh);
489 m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
490 // need to normalize normals when lighting is enabled (because of setScale())
491 m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
492 m_meshnode->setVisible(true);
495 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
497 ITextureSource *tsrc = client->getTextureSource();
498 IItemDefManager *idef = client->getItemDefManager();
499 const NodeDefManager *ndef = client->getNodeDefManager();
500 const ItemDefinition &def = item.getDefinition(idef);
501 const ContentFeatures &f = ndef->get(def.name);
502 content_t id = ndef->getId(def.name);
504 FATAL_ERROR_IF(!g_extrusion_mesh_cache, "Extrusion mesh cache is not yet initialized");
506 scene::SMesh *mesh = nullptr;
508 // Shading is on by default
509 result->needs_shading = true;
511 // If inventory_image is defined, it overrides everything else
512 if (!def.inventory_image.empty()) {
513 mesh = getExtrudedMesh(tsrc, def.inventory_image,
514 def.inventory_overlay);
515 result->buffer_colors.emplace_back();
516 // overlay is white, if present
517 result->buffer_colors.emplace_back(true, video::SColor(0xFFFFFFFF));
518 // Items with inventory images do not need shading
519 result->needs_shading = false;
520 } else if (def.type == ITEM_NODE) {
522 mesh = cloneMesh(f.mesh_ptr[0]);
523 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
524 postProcessNodeMesh(mesh, f, false, false, nullptr,
525 &result->buffer_colors);
527 switch (f.drawtype) {
528 case NDT_PLANTLIKE: {
529 mesh = getExtrudedMesh(tsrc,
530 tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
531 tsrc->getTextureName(f.tiles[0].layers[1].texture_id));
533 const TileLayer &l0 = f.tiles[0].layers[0];
534 result->buffer_colors.emplace_back(l0.has_color, l0.color);
535 const TileLayer &l1 = f.tiles[0].layers[1];
536 result->buffer_colors.emplace_back(l1.has_color, l1.color);
539 case NDT_PLANTLIKE_ROOTED: {
540 mesh = getExtrudedMesh(tsrc,
541 tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id), "");
543 const TileLayer &l0 = f.special_tiles[0].layers[0];
544 result->buffer_colors.emplace_back(l0.has_color, l0.color);
550 case NDT_FLOWINGLIQUID: {
551 scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
552 mesh = cloneMesh(cube);
554 scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
556 postProcessNodeMesh(mesh, f, false, false, nullptr,
557 &result->buffer_colors);
561 mesh = createSpecialNodeMesh(client, id, &result->buffer_colors);
562 scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
567 u32 mc = mesh->getMeshBufferCount();
568 for (u32 i = 0; i < mc; ++i) {
569 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
570 video::SMaterial &material = buf->getMaterial();
571 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
572 material.setFlag(video::EMF_BILINEAR_FILTER, false);
573 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
574 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
575 material.setFlag(video::EMF_LIGHTING, false);
578 rotateMeshXZby(mesh, -45);
579 rotateMeshYZby(mesh, -30);
586 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
587 const std::string &imagename, const std::string &overlay_name)
590 video::ITexture *texture = tsrc->getTextureForMesh(imagename);
594 video::ITexture *overlay_texture =
595 (overlay_name.empty()) ? NULL : tsrc->getTexture(overlay_name);
598 core::dimension2d<u32> dim = texture->getSize();
599 scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
600 scene::SMesh *mesh = cloneMesh(original);
604 mesh->getMeshBuffer(0)->getMaterial().setTexture(0,
605 tsrc->getTexture(imagename));
606 if (overlay_texture) {
607 scene::IMeshBuffer *copy = cloneMeshBuffer(mesh->getMeshBuffer(0));
608 copy->getMaterial().setTexture(0, overlay_texture);
609 mesh->addMeshBuffer(copy);
612 // Customize materials
613 for (u32 layer = 0; layer < mesh->getMeshBufferCount(); layer++) {
614 video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
615 material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
616 material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
617 material.setFlag(video::EMF_BILINEAR_FILTER, false);
618 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
619 material.setFlag(video::EMF_BACK_FACE_CULLING, true);
620 material.setFlag(video::EMF_LIGHTING, false);
621 material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
623 scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
628 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
629 bool use_shaders, bool set_material, const video::E_MATERIAL_TYPE *mattype,
630 std::vector<ItemPartColor> *colors, bool apply_scale)
632 u32 mc = mesh->getMeshBufferCount();
633 // Allocate colors for existing buffers
635 for (u32 i = 0; i < mc; ++i)
636 colors->push_back(ItemPartColor());
638 for (u32 i = 0; i < mc; ++i) {
639 const TileSpec *tile = &(f.tiles[i]);
640 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
641 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
642 const TileLayer *layer = &tile->layers[layernum];
643 if (layer->texture_id == 0)
646 scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
647 copy->getMaterial() = buf->getMaterial();
648 mesh->addMeshBuffer(copy);
652 ItemPartColor(layer->has_color, layer->color));
654 (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
656 video::SMaterial &material = buf->getMaterial();
658 layer->applyMaterialOptions(material);
660 material.MaterialType = *mattype;
662 if (layer->animation_frame_count > 1) {
663 const FrameSpec &animation_frame = (*layer->frames)[0];
664 material.setTexture(0, animation_frame.texture);
666 material.setTexture(0, layer->texture);
669 if (layer->normal_texture) {
670 if (layer->animation_frame_count > 1) {
671 const FrameSpec &animation_frame = (*layer->frames)[0];
672 material.setTexture(1, animation_frame.normal_texture);
674 material.setTexture(1, layer->normal_texture);
676 material.setTexture(2, layer->flags_texture);
678 if (apply_scale && tile->world_aligned) {
679 u32 n = buf->getVertexCount();
680 for (u32 k = 0; k != n; ++k)
681 buf->getTCoords(k) /= layer->scale;