Show material.c syntax highlighted
/*
* The 3D Studio File Format Library
* Copyright (C) 1996-2001 by J.E. Hoffmann <je-h@gmx.net>
* All rights reserved.
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 2.1 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public
* License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*
* $Id: material.c,v 1.18 2004/11/20 08:31:31 efalk Exp $
*/
#define LIB3DS_EXPORT
#include <lib3ds/material.h>
#include <lib3ds/chunk.h>
#include <lib3ds/io.h>
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include <config.h>
#ifdef WITH_DMALLOC
#include <dmalloc.h>
#endif
/*!
* \defgroup material Materials
*
* \author J.E. Hoffmann <je-h@gmx.net>
*/
static void
initialize_texture_map(Lib3dsTextureMap *map)
{
map->flags = 0x10;
map->percent = 1.0f;
map->scale[0] = 1.0f;
map->scale[1] = 1.0f;
}
/*!
* Creates and returns a new, empty Lib3dsMaterial object.
*
* Initial value of the material is a shiny grey.
*
* \return A pointer to the Lib3dsMaterial structure.
* If the structure cannot be allocated, NULL is returned.
*
* \ingroup material
*/
Lib3dsMaterial*
lib3ds_material_new()
{
Lib3dsMaterial *mat;
mat = (Lib3dsMaterial*)calloc(sizeof(Lib3dsMaterial), 1);
if (!mat) {
return(0);
}
mat->ambient[0] = mat->ambient[1] = mat->ambient[2] = 0.588235f;
mat->diffuse[0] = mat->diffuse[1] = mat->diffuse[2] = 0.588235f;
mat->specular[0] = mat->specular[1] = mat->specular[2] = 0.898039f;
mat->shininess = 0.1f;
mat->wire_size = 1.0f;
mat->shading = 3;
initialize_texture_map(&mat->texture1_map);
initialize_texture_map(&mat->texture1_mask);
initialize_texture_map(&mat->texture2_map);
initialize_texture_map(&mat->texture2_mask);
initialize_texture_map(&mat->opacity_map);
initialize_texture_map(&mat->opacity_mask);
initialize_texture_map(&mat->bump_map);
initialize_texture_map(&mat->bump_mask);
initialize_texture_map(&mat->specular_map);
initialize_texture_map(&mat->specular_mask);
initialize_texture_map(&mat->shininess_map);
initialize_texture_map(&mat->shininess_mask);
initialize_texture_map(&mat->self_illum_map);
initialize_texture_map(&mat->self_illum_mask);
initialize_texture_map(&mat->reflection_map);
initialize_texture_map(&mat->reflection_mask);
return(mat);
}
/*!
* \ingroup material
*/
void
lib3ds_material_free(Lib3dsMaterial *material)
{
memset(material, 0, sizeof(Lib3dsMaterial));
free(material);
}
static Lib3dsBool
color_read(Lib3dsRgba rgb, Lib3dsIo *io)
{
Lib3dsChunk c;
Lib3dsWord chunk;
Lib3dsBool have_lin=LIB3DS_FALSE;
if (!lib3ds_chunk_read_start(&c, 0, io)) {
return(LIB3DS_FALSE);
}
while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
switch (chunk) {
case LIB3DS_LIN_COLOR_24:
{
int i;
for (i=0; i<3; ++i) {
rgb[i]=1.0f*lib3ds_io_read_byte(io)/255.0f;
}
rgb[3]=1.0f;
}
have_lin=LIB3DS_TRUE;
break;
case LIB3DS_COLOR_24:
/* gamma corrected color chunk
replaced in 3ds R3 by LIN_COLOR_24 */
if (!have_lin) {
int i;
for (i=0; i<3; ++i) {
rgb[i]=1.0f*lib3ds_io_read_byte(io)/255.0f;
}
rgb[3]=1.0f;
}
break;
default:
lib3ds_chunk_unknown(chunk);
}
}
lib3ds_chunk_read_end(&c, io);
return(LIB3DS_TRUE);
}
static Lib3dsBool
int_percentage_read(Lib3dsFloat *p, Lib3dsIo *io)
{
Lib3dsChunk c;
Lib3dsWord chunk;
if (!lib3ds_chunk_read_start(&c, 0, io)) {
return(LIB3DS_FALSE);
}
while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
switch (chunk) {
case LIB3DS_INT_PERCENTAGE:
{
Lib3dsIntw i=lib3ds_io_read_intw(io);
*p=(Lib3dsFloat)(1.0*i/100.0);
}
break;
default:
lib3ds_chunk_unknown(chunk);
}
}
lib3ds_chunk_read_end(&c, io);
return(LIB3DS_TRUE);
}
static Lib3dsBool
texture_map_read(Lib3dsTextureMap *map, Lib3dsIo *io)
{
Lib3dsChunk c;
Lib3dsWord chunk;
if (!lib3ds_chunk_read_start(&c, 0, io)) {
return(LIB3DS_FALSE);
}
while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
switch (chunk) {
case LIB3DS_INT_PERCENTAGE:
{
map->percent=1.0f*lib3ds_io_read_intw(io)/100.0f;
}
break;
case LIB3DS_MAT_MAPNAME:
{
if (!lib3ds_io_read_string(io, map->name, 64)) {
return(LIB3DS_FALSE);
}
lib3ds_chunk_dump_info(" NAME=%s", map->name);
}
break;
case LIB3DS_MAT_MAP_TILING:
{
map->flags=lib3ds_io_read_word(io);
}
break;
case LIB3DS_MAT_MAP_TEXBLUR:
{
map->blur=lib3ds_io_read_float(io);
}
break;
case LIB3DS_MAT_MAP_USCALE:
{
map->scale[0]=lib3ds_io_read_float(io);
}
break;
case LIB3DS_MAT_MAP_VSCALE:
{
map->scale[1]=lib3ds_io_read_float(io);
}
break;
case LIB3DS_MAT_MAP_UOFFSET:
{
map->offset[0]=lib3ds_io_read_float(io);
}
break;
case LIB3DS_MAT_MAP_VOFFSET:
{
map->offset[1]=lib3ds_io_read_float(io);
}
break;
case LIB3DS_MAT_MAP_ANG:
{
map->rotation=lib3ds_io_read_float(io);
}
break;
case LIB3DS_MAT_MAP_COL1:
{
map->tint_1[0]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_1[1]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_1[2]=1.0f*lib3ds_io_read_byte(io)/255.0f;
}
break;
case LIB3DS_MAT_MAP_COL2:
{
map->tint_2[0]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_2[1]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_2[2]=1.0f*lib3ds_io_read_byte(io)/255.0f;
}
break;
case LIB3DS_MAT_MAP_RCOL:
{
map->tint_r[0]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_r[1]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_r[2]=1.0f*lib3ds_io_read_byte(io)/255.0f;
}
break;
case LIB3DS_MAT_MAP_GCOL:
{
map->tint_g[0]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_g[1]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_g[2]=1.0f*lib3ds_io_read_byte(io)/255.0f;
}
break;
case LIB3DS_MAT_MAP_BCOL:
{
map->tint_b[0]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_b[1]=1.0f*lib3ds_io_read_byte(io)/255.0f;
map->tint_b[2]=1.0f*lib3ds_io_read_byte(io)/255.0f;
}
break;
default:
lib3ds_chunk_unknown(chunk);
}
}
lib3ds_chunk_read_end(&c, io);
return(LIB3DS_TRUE);
}
/*!
* \ingroup material
*/
static void
texture_dump(const char *maptype, Lib3dsTextureMap *texture)
{
ASSERT(texture);
if (strlen(texture->name)==0) {
return;
}
printf(" %s:\n", maptype);
printf(" name: %s\n", texture->name);
printf(" flags: %X\n", (unsigned)texture->flags);
printf(" percent: %f\n", texture->percent);
printf(" blur: %f\n", texture->blur);
printf(" scale: (%f, %f)\n", texture->scale[0], texture->scale[1]);
printf(" offset: (%f, %f)\n", texture->offset[0], texture->offset[1]);
printf(" rotation: %f\n", texture->rotation);
printf(" tint_1: (%f, %f, %f)\n",
texture->tint_1[0], texture->tint_1[1], texture->tint_1[2]);
printf(" tint_2: (%f, %f, %f)\n",
texture->tint_2[0], texture->tint_2[1], texture->tint_2[2]);
printf(" tint_r: (%f, %f, %f)\n",
texture->tint_r[0], texture->tint_r[1], texture->tint_r[2]);
printf(" tint_g: (%f, %f, %f)\n",
texture->tint_g[0], texture->tint_g[1], texture->tint_g[2]);
printf(" tint_b: (%f, %f, %f)\n",
texture->tint_b[0], texture->tint_b[1], texture->tint_b[2]);
}
/*!
* \ingroup material
*/
void
lib3ds_material_dump(Lib3dsMaterial *material)
{
ASSERT(material);
printf(" name: %s\n", material->name);
printf(" ambient: (%f, %f, %f)\n",
material->ambient[0], material->ambient[1], material->ambient[2]);
printf(" diffuse: (%f, %f, %f)\n",
material->diffuse[0], material->diffuse[1], material->diffuse[2]);
printf(" specular: (%f, %f, %f)\n",
material->specular[0], material->specular[1], material->specular[2]);
printf(" shininess: %f\n", material->shininess);
printf(" shin_strength: %f\n", material->shin_strength);
printf(" use_blur: %s\n", material->use_blur ? "yes" : "no");
printf(" blur: %f\n", material->blur);
printf(" falloff: %f\n", material->falloff);
printf(" additive: %s\n", material->additive ? "yes" : "no");
printf(" use_falloff: %s\n", material->use_falloff ? "yes" : "no");
printf(" self_illum: %s\n", material->self_illum ? "yes" : "no");
printf(" self_ilpct: %f\n", material->self_ilpct);
printf(" shading: %d\n", material->shading);
printf(" soften: %s\n", material->soften ? "yes" : "no");
printf(" face_map: %s\n", material->face_map ? "yes" : "no");
printf(" two_sided: %s\n", material->two_sided ? "yes" : "no");
printf(" map_decal: %s\n", material->map_decal ? "yes" : "no");
printf(" use_wire: %s\n", material->use_wire ? "yes" : "no");
printf(" use_wire_abs: %s\n", material->use_wire_abs ? "yes" : "no");
printf(" wire_size: %f\n", material->wire_size);
texture_dump("texture1_map", &material->texture1_map);
texture_dump("texture1_mask", &material->texture1_mask);
texture_dump("texture2_map", &material->texture2_map);
texture_dump("texture2_mask", &material->texture2_mask);
texture_dump("opacity_map", &material->opacity_map);
texture_dump("opacity_mask", &material->opacity_mask);
texture_dump("bump_map", &material->bump_map);
texture_dump("bump_mask", &material->bump_mask);
texture_dump("specular_map", &material->specular_map);
texture_dump("specular_mask", &material->specular_mask);
texture_dump("shininess_map", &material->shininess_map);
texture_dump("shininess_mask", &material->shininess_mask);
texture_dump("self_illum_map", &material->self_illum_map);
texture_dump("self_illum_mask", &material->self_illum_mask);
texture_dump("reflection_map", &material->reflection_map);
texture_dump("reflection_mask", &material->reflection_mask);
printf(" autorefl_map:\n");
printf(" flags %X\n", (unsigned)material->autorefl_map.flags);
printf(" level %d\n", (int)material->autorefl_map.level);
printf(" size %d\n", (int)material->autorefl_map.size);
printf(" frame_step %d\n", (int)material->autorefl_map.frame_step);
printf("\n");
}
/*!
* \ingroup material
*/
Lib3dsBool
lib3ds_material_read(Lib3dsMaterial *material, Lib3dsIo *io)
{
Lib3dsChunk c;
Lib3dsWord chunk;
ASSERT(material);
if (!lib3ds_chunk_read_start(&c, LIB3DS_MAT_ENTRY, io)) {
return(LIB3DS_FALSE);
}
while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) {
switch (chunk) {
case LIB3DS_MAT_NAME:
{
if (!lib3ds_io_read_string(io, material->name, 64)) {
return(LIB3DS_FALSE);
}
lib3ds_chunk_dump_info(" NAME=%s", material->name);
}
break;
case LIB3DS_MAT_AMBIENT:
{
lib3ds_chunk_read_reset(&c, io);
if (!color_read(material->ambient, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_DIFFUSE:
{
lib3ds_chunk_read_reset(&c, io);
if (!color_read(material->diffuse, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SPECULAR:
{
lib3ds_chunk_read_reset(&c, io);
if (!color_read(material->specular, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SHININESS:
{
lib3ds_chunk_read_reset(&c, io);
if (!int_percentage_read(&material->shininess, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SHIN2PCT:
{
lib3ds_chunk_read_reset(&c, io);
if (!int_percentage_read(&material->shin_strength, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_TRANSPARENCY:
{
lib3ds_chunk_read_reset(&c, io);
if (!int_percentage_read(&material->transparency, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_XPFALL:
{
lib3ds_chunk_read_reset(&c, io);
if (!int_percentage_read(&material->falloff, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SELF_ILPCT:
{
lib3ds_chunk_read_reset(&c, io);
if (!int_percentage_read(&material->self_ilpct, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_USE_XPFALL:
{
material->use_falloff=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_REFBLUR:
{
lib3ds_chunk_read_reset(&c, io);
if (!int_percentage_read(&material->blur, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_USE_REFBLUR:
{
material->use_blur=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_SHADING:
{
material->shading=lib3ds_io_read_intw(io);
}
break;
case LIB3DS_MAT_SELF_ILLUM:
{
material->self_illum=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_TWO_SIDE:
{
material->two_sided=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_DECAL:
{
material->map_decal=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_ADDITIVE:
{
material->additive=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_FACEMAP:
{
material->face_map=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_PHONGSOFT:
{
material->soften=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_WIRE:
{
material->use_wire=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_WIREABS:
{
material->use_wire_abs=LIB3DS_TRUE;
}
break;
case LIB3DS_MAT_WIRE_SIZE:
{
material->wire_size=lib3ds_io_read_float(io);
}
break;
case LIB3DS_MAT_TEXMAP:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->texture1_map, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_TEXMASK:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->texture1_mask, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_TEX2MAP:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->texture2_map, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_TEX2MASK:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->texture2_mask, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_OPACMAP:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->opacity_map, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_OPACMASK:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->opacity_mask, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_BUMPMAP:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->bump_map, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_BUMPMASK:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->bump_mask, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SPECMAP:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->specular_map, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SPECMASK:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->specular_mask, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SHINMAP:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->shininess_map, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SHINMASK:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->shininess_mask, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SELFIMAP:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->self_illum_map, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_SELFIMASK:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->self_illum_mask, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_REFLMAP:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->reflection_map, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_REFLMASK:
{
lib3ds_chunk_read_reset(&c, io);
if (!texture_map_read(&material->reflection_mask, io)) {
return(LIB3DS_FALSE);
}
}
break;
case LIB3DS_MAT_ACUBIC:
{
lib3ds_io_read_intb(io);
material->autorefl_map.level=lib3ds_io_read_intb(io);
material->autorefl_map.flags=lib3ds_io_read_intw(io);
material->autorefl_map.size=lib3ds_io_read_intd(io);
material->autorefl_map.frame_step=lib3ds_io_read_intd(io);
}
break;
default:
lib3ds_chunk_unknown(chunk);
}
}
lib3ds_chunk_read_end(&c, io);
return(LIB3DS_TRUE);
}
static Lib3dsBool
color_write(Lib3dsRgba rgb, Lib3dsIo *io)
{
Lib3dsChunk c;
c.chunk=LIB3DS_COLOR_24;
c.size=9;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*rgb[0]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*rgb[1]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*rgb[2]+0.5));
c.chunk=LIB3DS_LIN_COLOR_24;
c.size=9;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*rgb[0]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*rgb[1]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*rgb[2]+0.5));
return(LIB3DS_TRUE);
}
static Lib3dsBool
int_percentage_write(Lib3dsFloat p, Lib3dsIo *io)
{
Lib3dsChunk c;
c.chunk=LIB3DS_INT_PERCENTAGE;
c.size=8;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_intw(io, (Lib3dsByte)floor(100.0*p+0.5));
return(LIB3DS_TRUE);
}
static Lib3dsBool
texture_map_write(Lib3dsWord chunk, Lib3dsTextureMap *map, Lib3dsIo *io)
{
Lib3dsChunk c;
if (strlen(map->name)==0) {
return(LIB3DS_TRUE);
}
c.chunk=chunk;
if (!lib3ds_chunk_write_start(&c,io)) {
return(LIB3DS_FALSE);
}
int_percentage_write(map->percent,io);
{ /*---- LIB3DS_MAT_MAPNAME ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAPNAME;
c.size=6+strlen(map->name)+1;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_string(io, map->name);
}
{ /*---- LIB3DS_MAT_MAP_TILING ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_TILING;
c.size=8;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_word(io, (Lib3dsWord)map->flags);
}
{ /*---- LIB3DS_MAT_MAP_TEXBLUR ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_TEXBLUR;
c.size=10;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_float(io, map->blur);
}
{ /*---- LIB3DS_MAT_MAP_USCALE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_USCALE;
c.size=10;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_float(io, map->scale[0]);
}
{ /*---- LIB3DS_MAT_MAP_VSCALE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_VSCALE;
c.size=10;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_float(io, map->scale[1]);
}
{ /*---- LIB3DS_MAT_MAP_UOFFSET ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_UOFFSET;
c.size=10;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_float(io, map->offset[0]);
}
{ /*---- LIB3DS_MAT_MAP_VOFFSET ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_VOFFSET;
c.size=10;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_float(io, map->offset[1]);
}
{ /*---- LIB3DS_MAT_MAP_ANG ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_ANG;
c.size=10;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_float(io, map->rotation);
}
{ /*---- LIB3DS_MAT_MAP_COL1 ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_COL1;
c.size=9;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_1[0]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_1[1]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_1[2]+0.5));
}
{ /*---- LIB3DS_MAT_MAP_COL2 ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_COL2;
c.size=9;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_2[0]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_2[1]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_2[2]+0.5));
}
{ /*---- LIB3DS_MAT_MAP_RCOL ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_RCOL;
c.size=9;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_r[0]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_r[1]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_r[2]+0.5));
}
{ /*---- LIB3DS_MAT_MAP_GCOL ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_GCOL;
c.size=9;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_g[0]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_g[1]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_g[2]+0.5));
}
{ /*---- LIB3DS_MAT_MAP_BCOL ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_MAP_BCOL;
c.size=9;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_b[0]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_b[1]+0.5));
lib3ds_io_write_byte(io, (Lib3dsByte)floor(255.0*map->tint_b[2]+0.5));
}
if (!lib3ds_chunk_write_end(&c,io)) {
return(LIB3DS_FALSE);
}
return(LIB3DS_TRUE);
}
/*!
* \ingroup material
*/
Lib3dsBool
lib3ds_material_write(Lib3dsMaterial *material, Lib3dsIo *io)
{
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_ENTRY;
if (!lib3ds_chunk_write_start(&c,io)) {
return(LIB3DS_FALSE);
}
{ /*---- LIB3DS_MAT_NAME ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_NAME;
c.size=6+strlen(material->name)+1;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_string(io, material->name);
}
{ /*---- LIB3DS_MAT_AMBIENT ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_AMBIENT;
c.size=24;
lib3ds_chunk_write(&c,io);
color_write(material->ambient,io);
}
{ /*---- LIB3DS_MAT_DIFFUSE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_DIFFUSE;
c.size=24;
lib3ds_chunk_write(&c,io);
color_write(material->diffuse,io);
}
{ /*---- LIB3DS_MAT_SPECULAR ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_SPECULAR;
c.size=24;
lib3ds_chunk_write(&c,io);
color_write(material->specular,io);
}
{ /*---- LIB3DS_MAT_SHININESS ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_SHININESS;
c.size=14;
lib3ds_chunk_write(&c,io);
int_percentage_write(material->shininess,io);
}
{ /*---- LIB3DS_MAT_SHIN2PCT ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_SHIN2PCT;
c.size=14;
lib3ds_chunk_write(&c,io);
int_percentage_write(material->shin_strength,io);
}
{ /*---- LIB3DS_MAT_TRANSPARENCY ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_TRANSPARENCY;
c.size=14;
lib3ds_chunk_write(&c,io);
int_percentage_write(material->transparency,io);
}
{ /*---- LIB3DS_MAT_XPFALL ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_XPFALL;
c.size=14;
lib3ds_chunk_write(&c,io);
int_percentage_write(material->falloff,io);
}
if (material->use_falloff) { /*---- LIB3DS_MAT_USE_XPFALL ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_USE_XPFALL;
c.size=6;
lib3ds_chunk_write(&c,io);
}
{ /*---- LIB3DS_MAT_SHADING ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_SHADING;
c.size=8;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_intw(io, material->shading);
}
{ /*---- LIB3DS_MAT_REFBLUR ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_REFBLUR;
c.size=14;
lib3ds_chunk_write(&c,io);
int_percentage_write(material->blur,io);
}
if (material->use_blur) { /*---- LIB3DS_MAT_USE_REFBLUR ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_USE_REFBLUR;
c.size=6;
lib3ds_chunk_write(&c,io);
}
if (material->self_illum) { /*---- LIB3DS_MAT_SELF_ILLUM ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_SELF_ILLUM;
c.size=6;
lib3ds_chunk_write(&c,io);
}
if (material->two_sided) { /*---- LIB3DS_MAT_TWO_SIDE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_TWO_SIDE;
c.size=6;
lib3ds_chunk_write(&c,io);
}
if (material->map_decal) { /*---- LIB3DS_MAT_DECAL ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_DECAL;
c.size=6;
lib3ds_chunk_write(&c,io);
}
if (material->additive) { /*---- LIB3DS_MAT_ADDITIVE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_ADDITIVE;
c.size=6;
lib3ds_chunk_write(&c,io);
}
if (material->use_wire) { /*---- LIB3DS_MAT_WIRE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_WIRE;
c.size=6;
lib3ds_chunk_write(&c,io);
}
if (material->use_wire_abs) { /*---- LIB3DS_MAT_WIREABS ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_WIREABS;
c.size=6;
lib3ds_chunk_write(&c,io);
}
{ /*---- LIB3DS_MAT_WIRE_SIZE ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_WIRE_SIZE;
c.size=10;
lib3ds_chunk_write(&c,io);
lib3ds_io_write_float(io, material->wire_size);
}
if (material->face_map) { /*---- LIB3DS_MAT_FACEMAP ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_FACEMAP;
c.size=6;
lib3ds_chunk_write(&c,io);
}
if (material->soften) { /*---- LIB3DS_MAT_PHONGSOFT ----*/
Lib3dsChunk c;
c.chunk=LIB3DS_MAT_PHONGSOFT;
c.size=6;
lib3ds_chunk_write(&c,io);
}
if (!texture_map_write(LIB3DS_MAT_TEXMAP, &material->texture1_map, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_TEXMASK, &material->texture1_mask, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_TEX2MAP, &material->texture2_map, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_TEX2MASK, &material->texture2_mask, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_OPACMAP, &material->opacity_map, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_OPACMASK, &material->opacity_mask, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_BUMPMAP, &material->bump_map, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_BUMPMASK, &material->bump_mask, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_SPECMAP, &material->specular_map, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_SPECMASK, &material->specular_mask, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_SHINMAP, &material->shininess_map, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_SHINMASK, &material->shininess_mask, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_SELFIMAP, &material->self_illum_map, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_SELFIMASK, &material->self_illum_mask, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_REFLMAP, &material->reflection_map, io)) {
return(LIB3DS_FALSE);
}
if (!texture_map_write(LIB3DS_MAT_REFLMASK, &material->reflection_mask, io)) {
return(LIB3DS_FALSE);
}
if (!lib3ds_chunk_write_end(&c,io)) {
return(LIB3DS_FALSE);
}
return(LIB3DS_TRUE);
}
/*!
\typedef Lib3dsMaterial
\ingroup material
\sa _Lib3dsMaterial
*/
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