Store and render custom vertex color in GERenderInfo
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1b604666c3
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58a00f7627
@ -25,6 +25,8 @@
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#ifndef HEADER_GE_RENDER_INFO_HPP
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#ifndef HEADER_GE_RENDER_INFO_HPP
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#define HEADER_GE_RENDER_INFO_HPP
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#define HEADER_GE_RENDER_INFO_HPP
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#include "SColor.h"
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namespace GE
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namespace GE
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{
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{
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@ -35,12 +37,14 @@ private:
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bool m_transparent;
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bool m_transparent;
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irr::video::SColor m_vertex_color;
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public:
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public:
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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GERenderInfo(float hue = 0.0f, bool transparent = false)
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GERenderInfo(float hue = 0.0f, bool transparent = false)
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{
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{
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m_hue = hue;
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m_hue = hue;
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m_transparent = transparent;
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m_transparent = transparent;
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m_vertex_color = (irr::video::SColor)-1;
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}
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}
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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void setHue(float hue) { m_hue = hue; }
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void setHue(float hue) { m_hue = hue; }
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@ -50,6 +54,8 @@ public:
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float getHue() const { return m_hue; }
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float getHue() const { return m_hue; }
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// ------------------------------------------------------------------------
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// ------------------------------------------------------------------------
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bool isTransparent() const { return m_transparent; }
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bool isTransparent() const { return m_transparent; }
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// ------------------------------------------------------------------------
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irr::video::SColor& getVertexColor() { return m_vertex_color; }
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}; // GERenderInfo
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}; // GERenderInfo
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@ -70,7 +70,10 @@ void ObjectData::init(irr::scene::ISceneNode* node, int material_id,
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m_hue_change = ri->getHue();
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m_hue_change = ri->getHue();
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else
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else
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m_hue_change = 0.0f;
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m_hue_change = 0.0f;
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m_custom_vertex_color = irr::video::SColor((uint32_t)-1);
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if (ri)
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m_custom_vertex_color = ri->getVertexColor();
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else
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m_custom_vertex_color = irr::video::SColor((uint32_t)-1);
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} // init
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} // init
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// ============================================================================
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// ============================================================================
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