136 lines
4.5 KiB
C++
136 lines
4.5 KiB
C++
/****************************************************************************
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* VCGLib o o *
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* Visual and Computer Graphics Library o o *
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* _ O _ *
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* Copyright(C) 2004 \/)\/ *
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* Visual Computing Lab /\/| *
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* ISTI - Italian National Research Council | *
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* \ *
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* All rights reserved. *
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* *
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* This program is free software; you can redistribute it and/or modify *
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* it under the terms of the GNU General Public License as published by *
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* the Free Software Foundation; either version 2 of the License, or *
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* (at your option) any later version. *
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* *
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* This program is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU General Public License (http://www.gnu.org/licenses/gpl.txt) *
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* for more details. *
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* *
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****************************************************************************/
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/****************************************************************************
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History
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$Log: not supported by cvs2svn $
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Revision 1.1 2006/02/16 19:28:36 fmazzant
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transfer of Export_3ds.h, Export_obj.h, Io_3ds_obj_material.h from Meshlab to vcg
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Revision 1.1 2006/02/06 11:04:40 fmazzant
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added file material.h. it include struct Material, CreateNewMaterial(...) and MaterialsCompare(...)
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****************************************************************************/
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#ifndef __VCGLIB_MATERIAL
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#define __VCGLIB_MATERIAL
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namespace vcg {
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namespace tri {
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namespace io {
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/*
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structures material
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*/
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struct Material
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{
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unsigned int index;//index of material
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Point3f Ka;//ambient
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Point3f Kd;//diffuse
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Point3f Ks;//specular
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float d;//alpha
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float Tr;//alpha
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int illum;//specular illumination
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float Ns;
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std::string map_Kd; //filename texture
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};
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template <class SaveMeshType>
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class Materials
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{
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public:
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typedef typename SaveMeshType::FaceIterator FaceIterator;
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typedef typename SaveMeshType::VertexIterator VertexIterator;
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typedef typename SaveMeshType::VertexType VertexType;
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/*
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creates a new meterial
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*/
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inline static int CreateNewMaterial(SaveMeshType &m, std::vector<Material> &materials, unsigned int index, FaceIterator &fi)
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{
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unsigned char r = (*fi).C()[0];
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unsigned char g = (*fi).C()[1];
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unsigned char b = (*fi).C()[2];
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unsigned char alpha = (*fi).C()[3];
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Point3f diffuse = Point3f((float)r/255.0f,(float)g/255.0f,(float)b/255.0f);//diffuse
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float Tr = (float)alpha/255.0f;//alpha
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int illum = 2; //default not use Ks!
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float ns = 0.0; //default
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Material mtl;
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mtl.index = index;//index of materials
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mtl.Ka = Point3f(0.2f,0.2f,0.2f);//ambient
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mtl.Kd = diffuse;//diffuse
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mtl.Ks = Point3f(1.0f,1.0f,1.0f);//specular
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mtl.Tr = Tr;//alpha
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mtl.Ns = ns;
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mtl.illum = illum;//illumination
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if(m.textures.size() && (*fi).WT(0).n() >=0 )
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mtl.map_Kd = m.textures[(*fi).WT(0).n()];
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else
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mtl.map_Kd = "";
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int i = -1;
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if((i = MaterialsCompare(materials,mtl)) == -1)
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{
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materials.push_back(mtl);
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return materials.size();
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}
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return i;
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}
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/*
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returns the index of the material if it exists inside the list of the materials,
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otherwise it returns -1.
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*/
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inline static int MaterialsCompare(std::vector<Material> &materials, Material mtl)
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{
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for(int i=0;i<materials.size();i++)
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{
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bool ka = materials[i].Ka == mtl.Ka;
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bool kd = materials[i].Kd == mtl.Kd;
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bool ks = materials[i].Ks == mtl.Ks;
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bool tr = materials[i].Tr == mtl.Tr;
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bool illum = materials[i].illum == mtl.illum;
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bool ns = materials[i].Ns == mtl.Ns;
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bool map = materials[i].map_Kd == mtl.map_Kd;
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if(ka & kd & ks & tr & illum & ns & map){return i;}
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}
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return -1;
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}
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};
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}
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}
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}
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#endif __VCGLIB_MATERIAL |