#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
#endif
-static void applyFacesShading(video::SColor& color, float factor)
+inline static void applyShadeFactor(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));
}
+void applyFacesShading(video::SColor &color, const v3f &normal)
+{
+ // Many special drawtypes have normals set to 0,0,0 and this
+ // must result in maximum brightness (no face shadng).
+ if (normal.Y < -0.5f)
+ applyShadeFactor (color, 0.447213f);
+ else if (normal.X > 0.5f || normal.X < -0.5f)
+ applyShadeFactor (color, 0.670820f);
+ else if (normal.Z > 0.5f || normal.Z < -0.5f)
+ applyShadeFactor (color, 0.836660f);
+}
+
scene::IAnimatedMesh* createCubeMesh(v3f scale)
{
video::SColor c(255,255,255,255);
if (mesh == NULL)
return;
- core::aabbox3d<f32> bbox;
+ aabb3f bbox;
bbox.reset(0, 0, 0);
u32 mc = mesh->getMeshBufferCount();
if (mesh == NULL)
return;
- core::aabbox3d<f32> bbox;
+ aabb3f bbox;
bbox.reset(0, 0, 0);
u32 mc = mesh->getMeshBufferCount();
}
}
-void shadeMeshFaces(scene::IMesh *mesh)
+void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)
{
- 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);
- }
- }
+ 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);
+ // Reset color
+ *vc = *buffercolor;
+ // Apply shading
+ applyFacesShading(*vc, vertex->Normal);
}
}
vertex->Color = colorY;
else
vertex->Color = colorZ;
+ }
+ }
+}
+
+void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal,
+ const video::SColor &color)
+{
+ if (!mesh)
+ return;
+ u16 mc = mesh->getMeshBufferCount();
+ for (u16 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);
+ if (normal == vertex->Normal) {
+ vertex->Color = color;
+ }
}
}
}
void recalculateBoundingBox(scene::IMesh *src_mesh)
{
- core::aabbox3d<f32> bbox;
+ aabb3f bbox;
bbox.reset(0,0,0);
for (u16 j = 0; j < src_mesh->getMeshBufferCount(); j++) {
scene::IMeshBuffer *buf = src_mesh->getMeshBuffer(j);