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1 #include <stdio.h>
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2 #include <assert.h>
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3 #include <assimp/material.h>
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4 #include "opengl.h"
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5 #include "material.h"
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6 #include "renderer.h"
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7
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8 extern bool ass_obj_hack;
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9
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10 Material::Material()
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11 : kd(1.0, 1.0, 1.0), ks(0.0, 0.0, 0.0)
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12 {
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13 shin = 1.0;
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14 memset(tex, 0, sizeof tex);
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15 }
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16
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17 void Material::load(const aiMaterial *assmat, TextureSet *texset)
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18 {
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19 aiColor4D col;
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20 float val;
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21
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22 aiGetMaterialColor(assmat, AI_MATKEY_COLOR_DIFFUSE, &col);
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23 kd = Color(col[0], col[1], col[2]);
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24 aiGetMaterialColor(assmat, AI_MATKEY_COLOR_SPECULAR, &col);
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25 ks = Color(col[0], col[1], col[2]);
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26
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27 unsigned int sz = 1;
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28 val = 60.0;
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29 aiGetMaterialFloatArray(assmat, AI_MATKEY_SHININESS, &val, &sz);
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30 if(ass_obj_hack) {
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31 val /= 4.0;
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32 }
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33 shin = val > 127 ? 127 : val;
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34
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35 sz = 1;
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36 val = 1.0;
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37 aiGetMaterialFloatArray(assmat, AI_MATKEY_SHININESS_STRENGTH, &val, &sz);
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38 ks *= val;
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39
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40 // must match TEXTYPE enum in material.h
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41 unsigned int asstypes[][2] = {
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42 {aiTextureType_DIFFUSE, 0},
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43 {aiTextureType_NORMALS, aiTextureType_HEIGHT},
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44 {aiTextureType_SPECULAR, 0}
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45 };
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46
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47 for(int i=0; i<NUM_TEXTURE_TYPES; i++) {
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48 for(int j=0; j<2; j++) {
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49 aiString tex_name;
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50 if(asstypes[i][j] > 0 && aiGetMaterialString(assmat, AI_MATKEY_TEXTURE(asstypes[i][j], 0), &tex_name) == 0) {
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51 tex[i] = texset->get(tex_name.data);
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52 break;
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53 } else {
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54 tex[i] = 0;
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55 }
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56 }
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57 }
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58 }
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59
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60 void Material::setup() const
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61 {
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62 float dcol[] = {kd.x, kd.y, kd.z, 1.0};
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63 float scol[] = {ks.x, ks.y, ks.z, 1.0};
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64
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65 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, dcol);
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66 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, scol);
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67 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, shin);
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68
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69 if(tex[TEXTYPE_DIFFUSE]) {
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70 glActiveTextureARB(GL_TEXTURE0);
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71 glBindTexture(GL_TEXTURE_2D, tex[TEXTYPE_DIFFUSE]);
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72 glEnable(GL_TEXTURE_2D);
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73 } else {
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74 glActiveTextureARB(GL_TEXTURE0);
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75 glDisable(GL_TEXTURE_2D);
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76 }
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77
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78 if(rend->get_current_program() && tex[TEXTYPE_NORMAL]) {
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79 glActiveTextureARB(GL_TEXTURE1);
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80 glBindTexture(GL_TEXTURE_2D, tex[TEXTYPE_NORMAL]);
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81 glEnable(GL_TEXTURE_2D);
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82 } else {
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83 glActiveTextureARB(GL_TEXTURE1);
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84 glDisable(GL_TEXTURE_2D);
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85 }
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86
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87 glActiveTextureARB(GL_TEXTURE0);
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88 }
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