vcglib/wrap/io_trimesh/io_material.h

136 lines
4.5 KiB
C++

/****************************************************************************
* VCGLib o o *
* Visual and Computer Graphics Library o o *
* _ O _ *
* Copyright(C) 2004 \/)\/ *
* Visual Computing Lab /\/| *
* ISTI - Italian National Research Council | *
* \ *
* All rights reserved. *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 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 General Public License (http://www.gnu.org/licenses/gpl.txt) *
* for more details. *
* *
****************************************************************************/
/****************************************************************************
History
$Log: not supported by cvs2svn $
Revision 1.1 2006/02/16 19:28:36 fmazzant
transfer of Export_3ds.h, Export_obj.h, Io_3ds_obj_material.h from Meshlab to vcg
Revision 1.1 2006/02/06 11:04:40 fmazzant
added file material.h. it include struct Material, CreateNewMaterial(...) and MaterialsCompare(...)
****************************************************************************/
#ifndef __VCGLIB_MATERIAL
#define __VCGLIB_MATERIAL
namespace vcg {
namespace tri {
namespace io {
/*
structures material
*/
struct Material
{
unsigned int index;//index of material
Point3f Ka;//ambient
Point3f Kd;//diffuse
Point3f Ks;//specular
float d;//alpha
float Tr;//alpha
int illum;//specular illumination
float Ns;
std::string map_Kd; //filename texture
};
template <class SaveMeshType>
class Materials
{
public:
typedef typename SaveMeshType::FaceIterator FaceIterator;
typedef typename SaveMeshType::VertexIterator VertexIterator;
typedef typename SaveMeshType::VertexType VertexType;
/*
creates a new meterial
*/
inline static int CreateNewMaterial(SaveMeshType &m, std::vector<Material> &materials, unsigned int index, FaceIterator &fi)
{
unsigned char r = (*fi).C()[0];
unsigned char g = (*fi).C()[1];
unsigned char b = (*fi).C()[2];
unsigned char alpha = (*fi).C()[3];
Point3f diffuse = Point3f((float)r/255.0f,(float)g/255.0f,(float)b/255.0f);//diffuse
float Tr = (float)alpha/255.0f;//alpha
int illum = 2; //default not use Ks!
float ns = 0.0; //default
Material mtl;
mtl.index = index;//index of materials
mtl.Ka = Point3f(0.2f,0.2f,0.2f);//ambient
mtl.Kd = diffuse;//diffuse
mtl.Ks = Point3f(1.0f,1.0f,1.0f);//specular
mtl.Tr = Tr;//alpha
mtl.Ns = ns;
mtl.illum = illum;//illumination
if(m.textures.size() && (*fi).WT(0).n() >=0 )
mtl.map_Kd = m.textures[(*fi).WT(0).n()];
else
mtl.map_Kd = "";
int i = -1;
if((i = MaterialsCompare(materials,mtl)) == -1)
{
materials.push_back(mtl);
return materials.size();
}
return i;
}
/*
returns the index of the material if it exists inside the list of the materials,
otherwise it returns -1.
*/
inline static int MaterialsCompare(std::vector<Material> &materials, Material mtl)
{
for(int i=0;i<materials.size();i++)
{
bool ka = materials[i].Ka == mtl.Ka;
bool kd = materials[i].Kd == mtl.Kd;
bool ks = materials[i].Ks == mtl.Ks;
bool tr = materials[i].Tr == mtl.Tr;
bool illum = materials[i].illum == mtl.illum;
bool ns = materials[i].Ns == mtl.Ns;
bool map = materials[i].map_Kd == mtl.map_Kd;
if(ka & kd & ks & tr & illum & ns & map){return i;}
}
return -1;
}
};
}
}
}
#endif __VCGLIB_MATERIAL