Code modernization: src/m* (part 2)
[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 "wieldmesh.h"
21 #include "settings.h"
22 #include "shader.h"
23 #include "inventory.h"
24 #include "client.h"
25 #include "itemdef.h"
26 #include "nodedef.h"
27 #include "mesh.h"
28 #include "mapblock_mesh.h"
29 #include "client/tile.h"
30 #include "log.h"
31 #include "util/numeric.h"
32 #include <map>
33 #include <IMeshManipulator.h>
34
35 #define WIELD_SCALE_FACTOR 30.0
36 #define WIELD_SCALE_FACTOR_EXTRUDED 40.0
37
38 #define MIN_EXTRUSION_MESH_RESOLUTION 16
39 #define MAX_EXTRUSION_MESH_RESOLUTION 512
40
41 static scene::IMesh *createExtrusionMesh(int resolution_x, int resolution_y)
42 {
43         const f32 r = 0.5;
44
45         scene::IMeshBuffer *buf = new scene::SMeshBuffer();
46         video::SColor c(255,255,255,255);
47         v3f scale(1.0, 1.0, 0.1);
48
49         // Front and back
50         {
51                 video::S3DVertex vertices[8] = {
52                         // z-
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),
57                         // z+
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),
62                 };
63                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
64                 buf->append(vertices, 8, indices, 12);
65         }
66
67         f32 pixelsize_x = 1 / (f32) resolution_x;
68         f32 pixelsize_y = 1 / (f32) resolution_y;
69
70         for (int i = 0; i < resolution_x; ++i) {
71                 f32 pixelpos_x = i * pixelsize_x - 0.5;
72                 f32 x0 = pixelpos_x;
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] = {
77                         // x-
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),
82                         // x+
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),
87                 };
88                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
89                 buf->append(vertices, 8, indices, 12);
90         }
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;
94                 f32 y1 = -pixelpos_y;
95                 f32 tex0 = (i + 0.1) * pixelsize_y;
96                 f32 tex1 = (i + 0.9) * pixelsize_y;
97                 video::S3DVertex vertices[8] = {
98                         // y-
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),
103                         // y+
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),
108                 };
109                 u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
110                 buf->append(vertices, 8, indices, 12);
111         }
112
113         // Create mesh object
114         scene::SMesh *mesh = new scene::SMesh();
115         mesh->addMeshBuffer(buf);
116         buf->drop();
117         scaleMesh(mesh, scale);  // also recalculates bounding box
118         return mesh;
119 }
120
121 /*
122         Caches extrusion meshes so that only one of them per resolution
123         is needed. Also caches one cube (for convenience).
124
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.
127
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.
131 */
132 class ExtrusionMeshCache: public IReferenceCounted
133 {
134 public:
135         // Constructor
136         ExtrusionMeshCache()
137         {
138                 for (int resolution = MIN_EXTRUSION_MESH_RESOLUTION;
139                                 resolution <= MAX_EXTRUSION_MESH_RESOLUTION;
140                                 resolution *= 2) {
141                         m_extrusion_meshes[resolution] =
142                                 createExtrusionMesh(resolution, resolution);
143                 }
144                 m_cube = createCubeMesh(v3f(1.0, 1.0, 1.0));
145         }
146         // Destructor
147         virtual ~ExtrusionMeshCache()
148         {
149                 for (std::map<int, scene::IMesh*>::iterator
150                                 it = m_extrusion_meshes.begin();
151                                 it != m_extrusion_meshes.end(); ++it) {
152                         it->second->drop();
153                 }
154                 m_cube->drop();
155         }
156         // Get closest extrusion mesh for given image dimensions
157         // Caller must drop the returned pointer
158         scene::IMesh* create(core::dimension2d<u32> dim)
159         {
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);
163                 }
164
165                 int maxdim = MYMAX(dim.Width, dim.Height);
166
167                 std::map<int, scene::IMesh*>::iterator
168                         it = m_extrusion_meshes.lower_bound(maxdim);
169
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());
174                 }
175
176                 scene::IMesh *mesh = it->second;
177                 mesh->grab();
178                 return mesh;
179         }
180         // Returns a 1x1x1 cube mesh with one meshbuffer (material) per face
181         // Caller must drop the returned pointer
182         scene::IMesh* createCube()
183         {
184                 m_cube->grab();
185                 return m_cube;
186         }
187
188 private:
189         std::map<int, scene::IMesh*> m_extrusion_meshes;
190         scene::IMesh *m_cube;
191 };
192
193 ExtrusionMeshCache *g_extrusion_mesh_cache = NULL;
194
195
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),
199         m_lighting(lighting)
200 {
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");
205
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();
210         else
211                 g_extrusion_mesh_cache->grab();
212
213         // Disable bounding box culling for this scene node
214         // since we won't calculate the bounding box.
215         setAutomaticCulling(scene::EAC_OFF);
216
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
223 }
224
225 WieldMeshSceneNode::~WieldMeshSceneNode()
226 {
227         sanity_check(g_extrusion_mesh_cache);
228         if (g_extrusion_mesh_cache->drop())
229                 g_extrusion_mesh_cache = nullptr;
230 }
231
232 void WieldMeshSceneNode::setCube(const ContentFeatures &f,
233                         v3f wield_scale)
234 {
235         scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
236         scene::SMesh *copy = cloneMesh(cubemesh);
237         cubemesh->drop();
238         postProcessNodeMesh(copy, f, false, true, &m_material_type, &m_colors);
239         changeToMesh(copy);
240         copy->drop();
241         m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR);
242 }
243
244 void WieldMeshSceneNode::setExtruded(const std::string &imagename,
245                 v3f wield_scale, ITextureSource *tsrc, u8 num_frames)
246 {
247         video::ITexture *texture = tsrc->getTexture(imagename);
248         if (!texture) {
249                 changeToMesh(nullptr);
250                 return;
251         }
252
253         core::dimension2d<u32> dim = texture->getSize();
254         // Detect animation texture and pull off top frame instead of using entire thing
255         if (num_frames > 1) {
256                 u32 frame_height = dim.Height / num_frames;
257                 dim = core::dimension2d<u32>(dim.Width, frame_height);
258         }
259         scene::IMesh *mesh = g_extrusion_mesh_cache->create(dim);
260         scene::SMesh *copy = cloneMesh(mesh);
261         mesh->drop();
262         changeToMesh(copy);
263         copy->drop();
264
265         m_meshnode->setScale(wield_scale * WIELD_SCALE_FACTOR_EXTRUDED);
266
267         // Customize material
268         video::SMaterial &material = m_meshnode->getMaterial(0);
269         material.setTexture(0, tsrc->getTextureForMesh(imagename));
270         material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
271         material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
272         material.MaterialType = m_material_type;
273         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
274         // Enable bi/trilinear filtering only for high resolution textures
275         if (dim.Width > 32) {
276                 material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
277                 material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
278         } else {
279                 material.setFlag(video::EMF_BILINEAR_FILTER, false);
280                 material.setFlag(video::EMF_TRILINEAR_FILTER, false);
281         }
282         material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
283         // mipmaps cause "thin black line" artifacts
284 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
285         material.setFlag(video::EMF_USE_MIP_MAPS, false);
286 #endif
287         if (m_enable_shaders) {
288                 material.setTexture(2, tsrc->getShaderFlagsTexture(false));
289         }
290 }
291
292 void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client)
293 {
294         ITextureSource *tsrc = client->getTextureSource();
295         IItemDefManager *idef = client->getItemDefManager();
296         IShaderSource *shdrsrc = client->getShaderSource();
297         INodeDefManager *ndef = client->getNodeDefManager();
298         const ItemDefinition &def = item.getDefinition(idef);
299         const ContentFeatures &f = ndef->get(def.name);
300         content_t id = ndef->getId(def.name);
301
302         if (m_enable_shaders) {
303                 u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
304                 m_material_type = shdrsrc->getShaderInfo(shader_id).material;
305         }
306
307         // Color-related
308         m_colors.clear();
309         m_base_color = idef->getItemstackColor(item, client);
310
311         // If wield_image is defined, it overrides everything else
312         if (def.wield_image != "") {
313                 setExtruded(def.wield_image, def.wield_scale, tsrc, 1);
314                 m_colors.push_back(ItemPartColor());
315                 return;
316         }
317         // Handle nodes
318         // See also CItemDefManager::createClientCached()
319         else if (def.type == ITEM_NODE) {
320                 if (f.mesh_ptr[0]) {
321                         // e.g. mesh nodes and nodeboxes
322                         scene::SMesh *mesh = cloneMesh(f.mesh_ptr[0]);
323                         postProcessNodeMesh(mesh, f, m_enable_shaders, true,
324                                 &m_material_type, &m_colors);
325                         changeToMesh(mesh);
326                         mesh->drop();
327                         // mesh is pre-scaled by BS * f->visual_scale
328                         m_meshnode->setScale(
329                                         def.wield_scale * WIELD_SCALE_FACTOR
330                                         / (BS * f.visual_scale));
331                 } else {
332                         switch (f.drawtype) {
333                                 case NDT_AIRLIKE: {
334                                         changeToMesh(nullptr);
335                                         break;
336                                 }
337                                 case NDT_PLANTLIKE: {
338                                         setExtruded(tsrc->getTextureName(f.tiles[0].layers[0].texture_id),
339                                                 def.wield_scale, tsrc,
340                                                 f.tiles[0].layers[0].animation_frame_count);
341                                         break;
342                                 }
343                                 case NDT_PLANTLIKE_ROOTED: {
344                                         setExtruded(tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id),
345                                                 def.wield_scale, tsrc,
346                                                 f.special_tiles[0].layers[0].animation_frame_count);
347                                         break;
348                                 }
349                                 case NDT_NORMAL:
350                                 case NDT_ALLFACES: {
351                                         setCube(f, def.wield_scale);
352                                         break;
353                                 }
354                                 default: {
355                                         MeshMakeData mesh_make_data(client, false);
356                                         MapNode mesh_make_node(id, 255, 0);
357                                         mesh_make_data.fillSingleNode(&mesh_make_node);
358                                         MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
359                                         scene::SMesh *mesh = cloneMesh(mapblock_mesh.getMesh());
360                                         translateMesh(mesh, v3f(-BS, -BS, -BS));
361                                         postProcessNodeMesh(mesh, f, m_enable_shaders, true,
362                                                 &m_material_type, &m_colors);
363                                         changeToMesh(mesh);
364                                         mesh->drop();
365                                         m_meshnode->setScale(
366                                                         def.wield_scale * WIELD_SCALE_FACTOR
367                                                         / (BS * f.visual_scale));
368                                 }
369                         }
370                 }
371                 u32 material_count = m_meshnode->getMaterialCount();
372                 for (u32 i = 0; i < material_count; ++i) {
373                         video::SMaterial &material = m_meshnode->getMaterial(i);
374                         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
375                         material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
376                         material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
377                 }
378                 return;
379         }
380         else if (def.inventory_image != "") {
381                 setExtruded(def.inventory_image, def.wield_scale, tsrc, 1);
382                 m_colors.push_back(ItemPartColor());
383                 return;
384         }
385
386         // no wield mesh found
387         changeToMesh(nullptr);
388 }
389
390 void WieldMeshSceneNode::setColor(video::SColor c)
391 {
392         assert(!m_lighting);
393         scene::IMesh *mesh = m_meshnode->getMesh();
394         if (!mesh)
395                 return;
396
397         u8 red = c.getRed();
398         u8 green = c.getGreen();
399         u8 blue = c.getBlue();
400         u32 mc = mesh->getMeshBufferCount();
401         for (u32 j = 0; j < mc; j++) {
402                 video::SColor bc(m_base_color);
403                 if ((m_colors.size() > j) && (m_colors[j].override_base))
404                         bc = m_colors[j].color;
405                 video::SColor buffercolor(255,
406                         bc.getRed() * red / 255,
407                         bc.getGreen() * green / 255,
408                         bc.getBlue() * blue / 255);
409                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
410                 colorizeMeshBuffer(buf, &buffercolor);
411         }
412 }
413
414 void WieldMeshSceneNode::render()
415 {
416         // note: if this method is changed to actually do something,
417         // you probably should implement OnRegisterSceneNode as well
418 }
419
420 void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
421 {
422         if (!mesh) {
423                 scene::IMesh *dummymesh = g_extrusion_mesh_cache->createCube();
424                 m_meshnode->setVisible(false);
425                 m_meshnode->setMesh(dummymesh);
426                 dummymesh->drop();  // m_meshnode grabbed it
427         } else {
428                 m_meshnode->setMesh(mesh);
429         }
430
431         m_meshnode->setMaterialFlag(video::EMF_LIGHTING, m_lighting);
432         // need to normalize normals when lighting is enabled (because of setScale())
433         m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
434         m_meshnode->setVisible(true);
435 }
436
437 void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
438 {
439         ITextureSource *tsrc = client->getTextureSource();
440         IItemDefManager *idef = client->getItemDefManager();
441         INodeDefManager *ndef = client->getNodeDefManager();
442         const ItemDefinition &def = item.getDefinition(idef);
443         const ContentFeatures &f = ndef->get(def.name);
444         content_t id = ndef->getId(def.name);
445
446         if (!g_extrusion_mesh_cache) {
447                 g_extrusion_mesh_cache = new ExtrusionMeshCache();
448         } else {
449                 g_extrusion_mesh_cache->grab();
450         }
451
452         scene::SMesh *mesh = nullptr;
453
454         // Shading is on by default
455         result->needs_shading = true;
456
457         // If inventory_image is defined, it overrides everything else
458         if (def.inventory_image != "") {
459                 mesh = getExtrudedMesh(tsrc, def.inventory_image);
460                 result->buffer_colors.push_back(ItemPartColor());
461                 // Items with inventory images do not need shading
462                 result->needs_shading = false;
463         } else if (def.type == ITEM_NODE) {
464                 if (f.mesh_ptr[0]) {
465                         mesh = cloneMesh(f.mesh_ptr[0]);
466                         scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
467                 } else {
468                         switch (f.drawtype) {
469                                 case NDT_PLANTLIKE: {
470                                         mesh = getExtrudedMesh(tsrc,
471                                                 tsrc->getTextureName(f.tiles[0].layers[0].texture_id));
472                                         break;
473                                 }
474                                 case NDT_PLANTLIKE_ROOTED: {
475                                         mesh = getExtrudedMesh(tsrc,
476                                                 tsrc->getTextureName(f.special_tiles[0].layers[0].texture_id));
477                                         break;
478                                 }
479                                 case NDT_NORMAL:
480                                 case NDT_ALLFACES:
481                                 case NDT_LIQUID:
482                                 case NDT_FLOWINGLIQUID: {
483                                         scene::IMesh *cube = g_extrusion_mesh_cache->createCube();
484                                         mesh = cloneMesh(cube);
485                                         cube->drop();
486                                         scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
487                                         break;
488                                 }
489                                 default: {
490                                         MeshMakeData mesh_make_data(client, false);
491                                         MapNode mesh_make_node(id, 255, 0);
492                                         mesh_make_data.fillSingleNode(&mesh_make_node);
493                                         MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));
494                                         mesh = cloneMesh(mapblock_mesh.getMesh());
495                                         translateMesh(mesh, v3f(-BS, -BS, -BS));
496                                         scaleMesh(mesh, v3f(0.12, 0.12, 0.12));
497
498                                         u32 mc = mesh->getMeshBufferCount();
499                                         for (u32 i = 0; i < mc; ++i) {
500                                                 video::SMaterial &material1 =
501                                                         mesh->getMeshBuffer(i)->getMaterial();
502                                                 video::SMaterial &material2 =
503                                                         mapblock_mesh.getMesh()->getMeshBuffer(i)->getMaterial();
504                                                 material1.setTexture(0, material2.getTexture(0));
505                                                 material1.setTexture(1, material2.getTexture(1));
506                                                 material1.setTexture(2, material2.getTexture(2));
507                                                 material1.setTexture(3, material2.getTexture(3));
508                                                 material1.MaterialType = material2.MaterialType;
509                                         }
510                                 }
511                         }
512                 }
513
514                 u32 mc = mesh->getMeshBufferCount();
515                 for (u32 i = 0; i < mc; ++i) {
516                         scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
517                         video::SMaterial &material = buf->getMaterial();
518                         material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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                 }
524
525                 rotateMeshXZby(mesh, -45);
526                 rotateMeshYZby(mesh, -30);
527
528                 postProcessNodeMesh(mesh, f, false, false, nullptr, &result->buffer_colors);
529         }
530         result->mesh = mesh;
531 }
532
533
534
535 scene::SMesh *getExtrudedMesh(ITextureSource *tsrc, const std::string &imagename)
536 {
537         video::ITexture *texture = tsrc->getTextureForMesh(imagename);
538         if (!texture) {
539                 return nullptr;
540         }
541
542         core::dimension2d<u32> dim = texture->getSize();
543         scene::IMesh *original = g_extrusion_mesh_cache->create(dim);
544         scene::SMesh *mesh = cloneMesh(original);
545         original->drop();
546
547         // Customize material
548         video::SMaterial &material = mesh->getMeshBuffer(0)->getMaterial();
549         material.setTexture(0, tsrc->getTexture(imagename));
550         material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
551         material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
552         material.setFlag(video::EMF_BILINEAR_FILTER, false);
553         material.setFlag(video::EMF_TRILINEAR_FILTER, false);
554         material.setFlag(video::EMF_BACK_FACE_CULLING, true);
555         material.setFlag(video::EMF_LIGHTING, false);
556         material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
557         scaleMesh(mesh, v3f(2.0, 2.0, 2.0));
558
559         return mesh;
560 }
561
562 void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
563         bool use_shaders, bool set_material, video::E_MATERIAL_TYPE *mattype,
564         std::vector<ItemPartColor> *colors)
565 {
566         u32 mc = mesh->getMeshBufferCount();
567         // Allocate colors for existing buffers
568         colors->clear();
569         for (u32 i = 0; i < mc; ++i)
570                 colors->push_back(ItemPartColor());
571
572         for (u32 i = 0; i < mc; ++i) {
573                 const TileSpec *tile = &(f.tiles[i]);
574                 scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
575                 for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
576                         const TileLayer *layer = &tile->layers[layernum];
577                         if (layer->texture_id == 0)
578                                 continue;
579                         if (layernum != 0) {
580                                 scene::IMeshBuffer *copy = cloneMeshBuffer(buf);
581                                 copy->getMaterial() = buf->getMaterial();
582                                 mesh->addMeshBuffer(copy);
583                                 copy->drop();
584                                 buf = copy;
585                                 colors->push_back(
586                                         ItemPartColor(layer->has_color, layer->color));
587                         } else {
588                                 (*colors)[i] = ItemPartColor(layer->has_color, layer->color);
589                         }
590                         video::SMaterial &material = buf->getMaterial();
591                         if (set_material)
592                                 layer->applyMaterialOptions(material);
593                         if (mattype) {
594                                 material.MaterialType = *mattype;
595                         }
596                         if (layer->animation_frame_count > 1) {
597                                 const FrameSpec &animation_frame = (*layer->frames)[0];
598                                 material.setTexture(0, animation_frame.texture);
599                         } else {
600                                 material.setTexture(0, layer->texture);
601                         }
602                         if (use_shaders) {
603                                 if (layer->normal_texture) {
604                                         if (layer->animation_frame_count > 1) {
605                                                 const FrameSpec &animation_frame = (*layer->frames)[0];
606                                                 material.setTexture(1, animation_frame.normal_texture);
607                                         } else
608                                                 material.setTexture(1, layer->normal_texture);
609                                 }
610                                 material.setTexture(2, layer->flags_texture);
611                         }
612                 }
613         }
614 }