#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
#endif
+static void applyFacesShading(video::SColor& color, float factor)
+{
+ color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
+ color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
+ color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
+}
+
scene::IAnimatedMesh* createCubeMesh(v3f scale)
{
video::SColor c(255,255,255,255);
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
+ for (u32 i = 0; i < vertex_count; i++)
((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;
buf->recalculateBoundingBox();
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
+ for (u32 i = 0; i < vertex_count; i++)
((video::S3DVertex *)(vertices + i * stride))->Pos += vec;
buf->recalculateBoundingBox();
const u32 stride = getVertexPitchFromType(buf->getVertexType());
u32 vertex_count = buf->getVertexCount();
u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
+ for (u32 i = 0; i < vertex_count; i++)
((video::S3DVertex *)(vertices + i * stride))->Color = color;
}
}
+void shadeMeshFaces(scene::IMesh *mesh)
+{
+ if (mesh == NULL)
+ return;
+
+ u32 mc = mesh->getMeshBufferCount();
+ for (u32 j = 0; j < mc; j++) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ const u32 stride = getVertexPitchFromType(buf->getVertexType());
+ u32 vertex_count = buf->getVertexCount();
+ u8 *vertices = (u8 *)buf->getVertices();
+ for (u32 i = 0; i < vertex_count; i++) {
+ video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
+ video::SColor &vc = vertex->Color;
+ if (vertex->Normal.Y < -0.5) {
+ applyFacesShading (vc, 0.447213);
+ } else if (vertex->Normal.Z > 0.5) {
+ applyFacesShading (vc, 0.670820);
+ } else if (vertex->Normal.Z < -0.5) {
+ applyFacesShading (vc, 0.670820);
+ } else if (vertex->Normal.X > 0.5) {
+ applyFacesShading (vc, 0.836660);
+ } else if (vertex->Normal.X < -0.5) {
+ applyFacesShading (vc, 0.836660);
+ }
+ }
+ }
+}
+
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
const video::SColor &colorX,
const video::SColor &colorY,
for(std::vector<aabb3f>::iterator
i = boxes.begin();
- i != boxes.end(); i++)
+ i != boxes.end(); ++i)
{
aabb3f box = *i;