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nuclear@13
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1 #include "opengl.h"
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2 #include "material.h"
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3 #include "unistate.h"
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4
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5 Material::Material()
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6 : diffuse(1, 1, 1), specular(0, 0, 0)
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7 {
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8 alpha = 1.0;
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9 shininess = 1.0;
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10
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11 for(int i=0; i<MAX_MTL_TEXTURES; i++) {
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12 tex[i] = 0;
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13 }
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14 }
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15
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16
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17 void Material::setup(bool use_textures) const
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18 {
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19 static bool done_init;
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20 static int st_diffuse_idx, st_specular_idx, st_shininess_idx, st_alpha_idx;
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21 static int st_tex_diffuse_idx, st_tex_specular_idx, st_tex_normal_idx;
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22 static int st_tex_idx[MAX_MTL_TEXTURES];
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23
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24 if(!done_init) {
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25 st_diffuse_idx = add_unistate("st_mtl_diffuse", ST_FLOAT3);
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26 st_specular_idx = add_unistate("st_mtl_specular", ST_FLOAT3);
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27 st_shininess_idx = add_unistate("st_mtl_shininess", ST_FLOAT);
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28 st_alpha_idx = add_unistate("st_mtl_alpha", ST_FLOAT);
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29 st_tex_diffuse_idx = add_unistate("st_tex_diffuse", ST_INT);
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30 st_tex_specular_idx = add_unistate("st_tex_specular", ST_INT);
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31 st_tex_normal_idx = add_unistate("st_tex_normal", ST_INT);
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32
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33 for(int i=0; i<MAX_MTL_TEXTURES; i++) {
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34 char name[32];
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35 sprintf(name, "st_tex%d", i);
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36 st_tex_idx[i] = add_unistate(name, ST_INT);
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37 }
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38 done_init = true;
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39 }
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40
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41 set_unistate(st_diffuse_idx, diffuse);
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42 set_unistate(st_specular_idx, specular);
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43 set_unistate(st_shininess_idx, shininess);
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44 set_unistate(st_alpha_idx, alpha);
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45
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46 if(!use_textures) {
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47 return; // we're done
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48 }
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49
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50 const int tex_named_idx[] = {
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51 st_tex_diffuse_idx, st_tex_specular_idx, st_tex_normal_idx, -1
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52 };
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53
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54 int tex_unit = 0;
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55 for(int i=0; i<MAX_MTL_TEXTURES; i++) {
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56 if(tex[i]) {
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57 bind_texture(tex[i], tex_unit);
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58
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59 if(tex_named_idx[i] != -1) {
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60 set_unistate(tex_named_idx[i], tex_unit);
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61 }
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62 set_unistate(st_tex_idx[i], tex_unit);
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63 tex_unit++;
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64 }
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65 }
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66
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67 // also do fixed-function setup
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68 float dcol[] = {diffuse.x, diffuse.y, diffuse.z, alpha};
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69 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
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70
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71 float scol[] = {specular.x, specular.y, specular.z, 1.0f};
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72 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
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73
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74 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shininess);
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75 }
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