diff options
Diffstat (limited to 'src/mesh.cpp')
-rw-r--r-- | src/mesh.cpp | 101 |
1 files changed, 67 insertions, 34 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp index e021e4c92..dab1575f3 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -33,6 +33,13 @@ with this program; if not, write to the Free Software Foundation, Inc., #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); @@ -94,26 +101,25 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale) void scaleMesh(scene::IMesh *mesh, v3f scale) { - if(mesh == NULL) + if (mesh == NULL) return; core::aabbox3d<f32> bbox; - bbox.reset(0,0,0); + bbox.reset(0, 0, 0); - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; j<mc; j++) - { + u32 mc = mesh->getMeshBufferCount(); + for (u32 j = 0; j < mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); - u16 vc = buf->getVertexCount(); - for(u16 i=0; i<vc; i++) - { - vertices[i].Pos *= scale; - } + 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 *)(vertices + i * stride))->Pos *= scale; + buf->recalculateBoundingBox(); // calculate total bounding box - if(j == 0) + if (j == 0) bbox = buf->getBoundingBox(); else bbox.addInternalBox(buf->getBoundingBox()); @@ -123,26 +129,25 @@ void scaleMesh(scene::IMesh *mesh, v3f scale) void translateMesh(scene::IMesh *mesh, v3f vec) { - if(mesh == NULL) + if (mesh == NULL) return; core::aabbox3d<f32> bbox; - bbox.reset(0,0,0); + bbox.reset(0, 0, 0); - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; j<mc; j++) - { + u32 mc = mesh->getMeshBufferCount(); + for (u32 j = 0; j < mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); - u16 vc = buf->getVertexCount(); - for(u16 i=0; i<vc; i++) - { - vertices[i].Pos += vec; - } + 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 *)(vertices + i * stride))->Pos += vec; + buf->recalculateBoundingBox(); // calculate total bounding box - if(j == 0) + if (j == 0) bbox = buf->getBoundingBox(); else bbox.addInternalBox(buf->getBoundingBox()); @@ -150,20 +155,48 @@ void translateMesh(scene::IMesh *mesh, v3f vec) mesh->setBoundingBox(bbox); } + void setMeshColor(scene::IMesh *mesh, const video::SColor &color) { - if(mesh == NULL) + if (mesh == NULL) return; - - u16 mc = mesh->getMeshBufferCount(); - for(u16 j=0; j<mc; j++) - { + + u32 mc = mesh->getMeshBufferCount(); + for (u32 j = 0; j < mc; j++) { scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices(); - u16 vc = buf->getVertexCount(); - for(u16 i=0; i<vc; i++) - { - vertices[i].Color = color; + 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 *)(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); + } } } } |