Fog effect when camera is inside cloud
[oweals/minetest.git] / src / wieldmesh.cpp
1 /*
2 Minetest
3 Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
4
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.
9
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.
14
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.
18 */
19
20 #include "settings.h"
21 #include "wieldmesh.h"
22 #include "inventory.h"
23 #include "client.h"
24 #include "itemdef.h"
25 #include "nodedef.h"
26 #include "mesh.h"
27 #include "mapblock_mesh.h"
28 #include "client/tile.h"
29 #include "log.h"
30 #include "util/numeric.h"
31 #include <map>
32 #include <IMeshManipulator.h>
33
34 #define WIELD_SCALE_FACTOR 30.0
35 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
36
37 #define MIN_EXTRUSION_MESH_RESOLUTION 16
38 #define MAX_EXTRUSION_MESH_RESOLUTION 512
39
40 static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
41 {
42         const f32 r = 0.5;
43
44         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
45         video::SColor c(255,255,255,255);
46         v3f scale(1.0, 1.0, 0.1);
47
48         // Front and back
49         {
50                 video::S3DVertex vertices[8] = {
51                         // z-
52                         video::S3DVertex(-r,+r,-r, 0,0,-1, c, 0,0),
53                         video::S3DVertex(+r,+r,-r, 0,0,-1, c, 1,0),
54                         video::S3DVertex(+r,-r,-r, 0,0,-1, c, 1,1),
55                         video::S3DVertex(-r,-r,-r, 0,0,-1, c, 0,1),
56                         // z+
57                         video::S3DVertex(-r,+r,+r, 0,0,+1, c, 0,0),
58                         video::S3DVertex(-r,-r,+r, 0,0,+1, c, 0,1),
59                         video::S3DVertex(+r,-r,+r, 0,0,+1, c, 1,1),
60                         video::S3DVertex(+r,+r,+r, 0,0,+1, c, 1,0),
61                 };
62                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
63                 buf->append(vertices, 8, indices, 12);
64         }
65
66         f32 pixelsize_x = 1 / (f32) resolution_x;
67         f32 pixelsize_y = 1 / (f32) resolution_y;
68
69         for (int i = 0; i < resolution_x; ++i) {
70                 f32 pixelpos_x = i * pixelsize_x - 0.5;
71                 f32 x0 = pixelpos_x;
72                 f32 x1 = pixelpos_x + pixelsize_x;
73                 f32 tex0 = (i + 0.1) * pixelsize_x;
74                 f32 tex1 = (i + 0.9) * pixelsize_x;
75                 video::S3DVertex vertices[8] = {
76                         // x-
77                         video::S3DVertex(x0,-r,-r, -1,0,0, c, tex0,1),
78                         video::S3DVertex(x0,-r,+r, -1,0,0, c, tex1,1),
79                         video::S3DVertex(x0,+r,+r, -1,0,0, c, tex1,0),
80                         video::S3DVertex(x0,+r,-r, -1,0,0, c, tex0,0),
81                         // x+
82                         video::S3DVertex(x1,-r,-r, +1,0,0, c, tex0,1),
83                         video::S3DVertex(x1,+r,-r, +1,0,0, c, tex0,0),
84                         video::S3DVertex(x1,+r,+r, +1,0,0, c, tex1,0),
85                         video::S3DVertex(x1,-r,+r, +1,0,0, c, tex1,1),
86                 };
87                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
88                 buf->append(vertices, 8, indices, 12);
89         }
90         for (int i = 0; i < resolution_y; ++i) {
91                 f32 pixelpos_y = i * pixelsize_y - 0.5;
92                 f32 y0 = -pixelpos_y - pixelsize_y;
93                 f32 y1 = -pixelpos_y;
94                 f32 tex0 = (i + 0.1) * pixelsize_y;
95                 f32 tex1 = (i + 0.9) * pixelsize_y;
96                 video::S3DVertex vertices[8] = {
97                         // y-
98                         video::S3DVertex(-r,y0,-r, 0,-1,0, c, 0,tex0),
99                         video::S3DVertex(+r,y0,-r, 0,-1,0, c, 1,tex0),
100                         video::S3DVertex(+r,y0,+r, 0,-1,0, c, 1,tex1),
101                         video::S3DVertex(-r,y0,+r, 0,-1,0, c, 0,tex1),
102                         // y+
103                         video::S3DVertex(-r,y1,-r, 0,+1,0, c, 0,tex0),
104                         video::S3DVertex(-r,y1,+r, 0,+1,0, c, 0,tex1),
105                         video::S3DVertex(+r,y1,+r, 0,+1,0, c, 1,tex1),
106                         video::S3DVertex(+r,y1,-r, 0,+1,0, c, 1,tex0),
107                 };
108                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
109                 buf->append(vertices, 8, indices, 12);
110         }
111
112         // Create mesh object
113         scene::SMesh *mesh = new scene::SMesh();
114         mesh->addMeshBuffer(buf);
115         buf->drop();
116         scaleMesh(mesh, scale);  // also recalculates bounding box
117         return mesh;
118 }
119
120 /*
121         Caches extrusion meshes so that only one of them per resolution
122         is needed. Also caches one cube (for convenience).
123
124         E.g. there is a single extrusion mesh that is used for all
125         16x16 px images, another for all 256x256 px images, and so on.
126
127         WARNING: Not thread safe. This should not be a problem since
128         rendering related classes (such as WieldMeshSceneNode) will be
129         used from the rendering thread only.
130 */
131 class ExtrusionMeshCache: public IReferenceCounted
132 {
133 public:
134         // Constructor
135         ExtrusionMeshCache()
136         {
137                 for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
138                                 resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
139                                 resolution *= 2) {
140                         m_extrusion_meshes[resolution] =
141                                 createExtrusionMesh(resolution, resolution);
142                 }
143                 m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
144         }
145         // Destructor
146         virtual ~ExtrusionMeshCache()
147         {
148                 for (std::map<int, scene::IMesh*>::iterator
149                                 it = m_extrusion_meshes.begin();
150                                 it != m_extrusion_meshes.end(); ++it) {
151                         it->second->drop();
152                 }
153                 m_cube->drop();
154         }
155         // Get closest extrusion mesh for given image dimensions
156         // Caller must drop the returned pointer
157         scene::IMesh* create(core::dimension2d<u32> dim)
158         {
159                 // handle non-power of two textures inefficiently without cache
160                 if (!is_power_of_two(dim.Width) || !is_power_of_two(dim.Height)) {
161                         return createExtrusionMesh(dim.Width, dim.Height);
162                 }
163
164                 int maxdim = MYMAX(dim.Width, dim.Height);
165
166                 std::map<int, scene::IMesh*>::iterator
167                         it = m_extrusion_meshes.lower_bound(maxdim);
168
169                 if (it == m_extrusion_meshes.end()) {
170                         // no viable resolution found; use largest one
171                         it = m_extrusion_meshes.find(MAX_EXTRUSION_MESH_RESOLUTION);
172                         sanity_check(it != m_extrusion_meshes.end());
173                 }
174
175                 scene::IMesh *mesh = it->second;
176                 mesh->grab();
177                 return mesh;
178         }
179         // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
180         // Caller must drop the returned pointer
181         scene::IMesh* createCube()
182         {
183                 m_cube->grab();
184                 return m_cube;
185         }
186
187 private:
188         std::map<int, scene::IMesh*> m_extrusion_meshes;
189         scene::IMesh *m_cube;
190 };
191
192 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
193
194
195 WieldMeshSceneNode::WieldMeshSceneNode(scene::ISceneManager *mgr, s32 id, bool lighting):
196         scene::ISceneNode(mgr->getRootSceneNode(), mgr, id),
197         m_material_type(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF),
198         m_lighting(lighting)
199 {
200         m_enable_shaders = g_settings->getBool("enable_shaders");
201         m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
202         m_bilinear_filter = g_settings->getBool("bilinear_filter");
203         m_trilinear_filter = g_settings->getBool("trilinear_filter");
204
205         // If this is the first wield mesh scene node, create a cache
206         // for extrusion meshes (and a cube mesh), otherwise reuse it
207         if (!g_extrusion_mesh_cache)
208                 g_extrusion_mesh_cache = new ExtrusionMeshCache();
209         else
210                 g_extrusion_mesh_cache->grab();
211
212         // Disable bounding box culling for this scene node
213         // since we won't calculate the bounding box.
214         setAutomaticCulling(scene::EAC_OFF);
215
216         // Create the child scene node
217         scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
218         m_meshnode = SceneManager->addMeshSceneNode(dummymesh, this, -1);
219         m_meshnode->setReadOnlyMaterials(false);
220         m_meshnode->setVisible(false);
221         dummymesh->drop(); // m_meshnode grabbed it
222 }
223
224 WieldMeshSceneNode::~WieldMeshSceneNode()
225 {
226         sanity_check(g_extrusion_mesh_cache);
227         if (g_extrusion_mesh_cache->drop())
228                 g_extrusion_mesh_cache = nullptr;
229 }
230
231 void WieldMeshSceneNode::setCube(const ContentFeatures &f,
232                         v3f wield_scale)
233 {
234         scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
235         scene::SMesh *copy = cloneMesh(cubemesh);
236         cubemesh->drop();
237         postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
238         changeToMesh(copy);
239         copy->drop();
240         m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
241 }
242
243 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
244                 v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
245 {
246         video::ITexture *texture = tsrc->getTexture(imagename);
247         if (!texture) {
248                 changeToMesh(nullptr);
249                 return;
250         }
251
252         core::dimension2d<u32> dim = texture->getSize();
253         // Detect animation texture and pull off top frame instead of using entire thing
254         if (num_frames > 1) {
255                 u32 frame_height = dim.Height / num_frames;
256                 dim = core::dimension2d<u32>(dim.Width, frame_height);
257         }
258         scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
259         scene::SMesh *copy = cloneMesh(mesh);
260         mesh->drop();
261         changeToMesh(copy);
262         copy->drop();
263
264         m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
265
266         // Customize material
267         video::SMaterial &material = m_meshnode->getMaterial(0);
268         material.setTexture(0, tsrc->getTextureForMesh(imagename));
269         material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
270         material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
271         material.MaterialType = m_material_type;
272         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
273         // Enable bi/trilinear filtering only for high resolution textures
274         if (dim.Width > 32) {
275                 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
276                 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
277         } else {
278                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
279                 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
280         }
281         material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
282         // mipmaps cause "thin black line" artifacts
283 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
284         material.setFlag(video::EMF_USE_MIP_MAPS, false);
285 #endif
286         if (m_enable_shaders) {
287                 material.setTexture(2, tsrc->getShaderFlagsTexture(false));
288         }
289 }
290
291 void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
292 {
293         ITextureSource *tsrc = client->getTextureSource();
294         IItemDefManager *idef = client->getItemDefManager();
295         IShaderSource *shdrsrc = client->getShaderSource();
296         INodeDefManager *ndef = client->getNodeDefManager();
297         const ItemDefinition &def = item.getDefinition(idef);
298         const ContentFeatures &f = ndef->get(def.name);
299         content_t id = ndef->getId(def.name);
300
301         if (m_enable_shaders) {
302                 u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
303                 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
304         }
305
306         // Color-related
307         m_colors.clear();
308         m_base_color = idef->getItemstackColor(item, client);
309
310         // If wield_image is defined, it overrides everything else
311         if (def.wield_image != "") {
312                 setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
313                 m_colors.push_back(ItemPartColor());
314                 return;
315         }
316         // Handle nodes
317         // See also CItemDefManager::createClientCached()
318         else if (def.type == ITEM_NODE) {
319                 if (f.mesh_ptr[0]) {
320                         // e.g. mesh nodes and nodeboxes
321                         scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
322                         postProcessNodeMesh(mesh, f, m_enable_shaders, true,
323                                 &m_material_type, &m_colors);
324                         changeToMesh(mesh);
325                         mesh->drop();
326                         // mesh is pre-scaled by BS * f->visual_scale
327                         m_meshnode->setScale(
328                                         def.wield_scale * WIELD_SCALE_FACTOR
329                                         / (BS * f.visual_scale));
330                 } else if (f.drawtype == NDT_AIRLIKE) {
331                         changeToMesh(nullptr);
332                 } else if (f.drawtype == NDT_PLANTLIKE) {
333                         setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
334                                 def.wield_scale, tsrc,
335                                 f.tiles[0].layers[0].animation_frame_count);
336                 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
337                         setCube(f, def.wield_scale);
338                 } else {
339                         MeshMakeData mesh_make_data(client, false);
340                         MapNode mesh_make_node(id, 255, 0);
341                         mesh_make_data.fillSingleNode(&mesh_make_node);
342                         MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
343                         scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
344                         translateMesh(mesh, v3f(-BS, -BS, -BS));
345                         postProcessNodeMesh(mesh, f, m_enable_shaders, true,
346                                 &m_material_type, &m_colors);
347                         changeToMesh(mesh);
348                         mesh->drop();
349                         m_meshnode->setScale(
350                                         def.wield_scale * WIELD_SCALE_FACTOR
351                                         / (BS * f.visual_scale));
352                 }
353                 u32 material_count = m_meshnode->getMaterialCount();
354                 for (u32 i = 0; i < material_count; ++i) {
355                         video::SMaterial &material = m_meshnode->getMaterial(i);
356                         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
357                         material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
358                         material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
359                 }
360                 return;
361         }
362         else if (def.inventory_image != "") {
363                 setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
364                 m_colors.push_back(ItemPartColor());
365                 return;
366         }
367
368         // no wield mesh found
369         changeToMesh(nullptr);
370 }
371
372 void WieldMeshSceneNode::setColor(video::SColor c)
373 {
374         assert(!m_lighting);
375         scene::IMesh *mesh = m_meshnode->getMesh();
376         if (!mesh)
377                 return;
378
379         u8 red = c.getRed();
380         u8 green = c.getGreen();
381         u8 blue = c.getBlue();
382         u32 mc = mesh->getMeshBufferCount();
383         for (u32 j = 0; j < mc; j++) {
384                 video::SColor bc(m_base_color);
385                 if ((m_colors.size() > j) && (m_colors[j].override_base))
386                         bc = m_colors[j].color;
387                 video::SColor buffercolor(255,
388                         bc.getRed() * red / 255,
389                         bc.getGreen() * green / 255,
390                         bc.getBlue() * blue / 255);
391                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
392                 colorizeMeshBuffer(buf, &buffercolor);
393         }
394 }
395
396 void WieldMeshSceneNode::render()
397 {
398         // note: if this method is changed to actually do something,
399         // you probably should implement OnRegisterSceneNode as well
400 }
401
402 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
403 {
404         if (!mesh) {
405                 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
406                 m_meshnode->setVisible(false);
407                 m_meshnode->setMesh(dummymesh);
408                 dummymesh->drop();  // m_meshnode grabbed it
409         } else {
410                 m_meshnode->setMesh(mesh);
411         }
412
413         m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
414         // need to normalize normals when lighting is enabled (because of setScale())
415         m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
416         m_meshnode->setVisible(true);
417 }
418
419 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
420 {
421         ITextureSource *tsrc = client->getTextureSource();
422         IItemDefManager *idef = client->getItemDefManager();
423         INodeDefManager *ndef = client->getNodeDefManager();
424         const ItemDefinition &def = item.getDefinition(idef);
425         const ContentFeatures &f = ndef->get(def.name);
426         content_t id = ndef->getId(def.name);
427
428         if (!g_extrusion_mesh_cache) {
429                 g_extrusion_mesh_cache = new ExtrusionMeshCache();
430         } else {
431                 g_extrusion_mesh_cache->grab();
432         }
433
434         scene::SMesh *mesh = nullptr;
435
436         // Shading is on by default
437         result->needs_shading = true;
438
439         // If inventory_image is defined, it overrides everything else
440         if (def.inventory_image != "") {
441                 mesh = getExtrudedMesh(tsrc, def.inventory_image);
442                 result->buffer_colors.push_back(ItemPartColor());
443                 // Items with inventory images do not need shading
444                 result->needs_shading = false;
445         } else if (def.type == ITEM_NODE) {
446                 if (f.mesh_ptr[0]) {
447                         mesh = cloneMesh(f.mesh_ptr[0]);
448                         scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
449                 } else if (f.drawtype == NDT_PLANTLIKE) {
450                         mesh = getExtrudedMesh(tsrc,
451                                 tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
452                 } else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES
453                         || f.drawtype == NDT_LIQUID || f.drawtype == NDT_FLOWINGLIQUID) {
454                         scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
455                         mesh = cloneMesh(cube);
456                         cube->drop();
457                         scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
458                 } else {
459                         MeshMakeData mesh_make_data(client, false);
460                         MapNode mesh_make_node(id, 255, 0);
461                         mesh_make_data.fillSingleNode(&mesh_make_node);
462                         MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
463                         mesh = cloneMesh(mapblock_mesh.getMesh());
464                         translateMesh(mesh, v3f(-BS, -BS, -BS));
465                         scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
466
467                         u32 mc = mesh->getMeshBufferCount();
468                         for (u32 i = 0; i < mc; ++i) {
469                                 video::SMaterial &material1 =
470                                         mesh->getMeshBuffer(i)->getMaterial();
471                                 video::SMaterial &material2 =
472                                         mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
473                                 material1.setTexture(0, material2.getTexture(0));
474                                 material1.setTexture(1, material2.getTexture(1));
475                                 material1.setTexture(2, material2.getTexture(2));
476                                 material1.setTexture(3, material2.getTexture(3));
477                                 material1.MaterialType = material2.MaterialType;
478                         }
479                 }
480
481                 u32 mc = mesh->getMeshBufferCount();
482                 for (u32 i = 0; i < mc; ++i) {
483                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
484                         video::SMaterial &material = buf->getMaterial();
485                         material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
486                         material.setFlag(video::EMF_BILINEAR_FILTER, false);
487                         material.setFlag(video::EMF_TRILINEAR_FILTER, false);
488                         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
489                         material.setFlag(video::EMF_LIGHTING, false);
490                 }
491
492                 rotateMeshXZby(mesh, -45);
493                 rotateMeshYZby(mesh, -30);
494
495                 postProcessNodeMesh(mesh, f, false, false, nullptr, &result->buffer_colors);
496         }
497         result->mesh = mesh;
498 }
499
500
501
502 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename)
503 {
504         video::ITexture *texture = tsrc->getTextureForMesh(imagename);
505         if (!texture) {
506                 return nullptr;
507         }
508
509         core::dimension2d<u32> dim = texture->getSize();
510         scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
511         scene::SMesh *mesh = cloneMesh(original);
512         original->drop();
513
514         // Customize material
515         video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
516         material.setTexture(0, tsrc->getTexture(imagename));
517         material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
518         material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
519         material.setFlag(video::EMF_BILINEAR_FILTER, false);
520         material.setFlag(video::EMF_TRILINEAR_FILTER, false);
521         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
522         material.setFlag(video::EMF_LIGHTING, false);
523         material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
524         scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
525
526         return mesh;
527 }
528
529 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
530         bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
531         std::vector<ItemPartColor> *colors)
532 {
533         u32 mc = mesh->getMeshBufferCount();
534         // Allocate colors for existing buffers
535         colors->clear();
536         for (u32 i = 0; i < mc; ++i)
537                 colors->push_back(ItemPartColor());
538
539         for (u32 i = 0; i < mc; ++i) {
540                 const TileSpec *tile = &(f.tiles[i]);
541                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
542                 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
543                         const TileLayer *layer = &tile->layers[layernum];
544                         if (layer->texture_id == 0)
545                                 continue;
546                         if (layernum != 0) {
547                                 scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
548                                 copy->getMaterial() = buf->getMaterial();
549                                 mesh->addMeshBuffer(copy);
550                                 copy->drop();
551                                 buf = copy;
552                                 colors->push_back(
553                                         ItemPartColor(layer->has_color, layer->color));
554                         } else {
555                                 (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
556                         }
557                         video::SMaterial &material = buf->getMaterial();
558                         if (set_material)
559                                 layer->applyMaterialOptions(material);
560                         if (mattype) {
561                                 material.MaterialType = *mattype;
562                         }
563                         if (layer->animation_frame_count > 1) {
564                                 FrameSpec animation_frame = layer->frames[0];
565                                 material.setTexture(0, animation_frame.texture);
566                         } else {
567                                 material.setTexture(0, layer->texture);
568                         }
569                         if (use_shaders) {
570                                 if (layer->normal_texture) {
571                                         if (layer->animation_frame_count > 1) {
572                                                 FrameSpec animation_frame = layer->frames[0];
573                                                 material.setTexture(1, animation_frame.normal_texture);
574                                         } else
575                                                 material.setTexture(1, layer->normal_texture);
576                                 }
577                                 material.setTexture(2, layer->flags_texture);
578                         }
579                 }
580         }
581 }