void CalRenderer::getSpecularColor(unsigned char *pColorBuffer) { // get the core material CalCoreMaterial *pCoreMaterial; pCoreMaterial = m_pModel->getCoreModel()->getCoreMaterial(m_pSelectedSubmesh->getCoreMaterialId()); if(pCoreMaterial == 0) { // write default values to the color buffer pColorBuffer[0] = 255; pColorBuffer[1] = 255; pColorBuffer[2] = 255; pColorBuffer[3] = 0; return; } // get the specular color of the material CalCoreMaterial::Color& color = pCoreMaterial->getSpecularColor(); // write it to the color buffer pColorBuffer[0] = color.red; pColorBuffer[1] = color.green; pColorBuffer[2] = color.blue; pColorBuffer[3] = color.alpha; }
void CharacterModel::convertMaterials(std::string configfile) { getMaterials().clear(); UInt32 mcnt = 0; PathHandler ph; ph.setBaseFile(configfile.c_str()); for(int mid = 0; mid < _coreModel->getCoreMaterialCount(); mid++) { CalCoreMaterial *coremat = _coreModel->getCoreMaterial(mid); SimpleMaterialPtr mat = SimpleMaterial::create(); beginEditCP(mat); CalCoreMaterial::Color &calamb = coremat->getAmbientColor(); CalCoreMaterial::Color &caldif = coremat->getDiffuseColor(); CalCoreMaterial::Color &calspec = coremat->getSpecularColor(); mat->setAmbient(Color3f(calamb.red / 255.0f, calamb.green / 255.0f, calamb.blue / 255.0f)); mat->setDiffuse(Color3f(caldif.red / 255.0f, caldif.green / 255.0f, caldif.blue / 255.0f)); mat->setSpecular(Color3f(calspec.red / 255.0f, calspec.green / 255.0f, calspec.blue / 255.0f)); mat->setShininess(coremat->getShininess() * 100.f); mat->setLit(true); mat->setColorMaterial(GL_NONE); for(int mapId = 0; mapId < coremat->getMapCount(); mapId++) { std::string file = coremat->getMapFilename(mapId); std::string pfile = ph.findFile(file.c_str()); SINFO << "Loading texture '" << pfile << "'..." << endLog; ImagePtr img = Image::create(); if(!img->read(pfile.c_str())) { SWARNING << "CharacterModel::convertMaterials: error " << "loading image " << file << endLog; } else { // amz with my test scene paladin.cfg all textures were // upside down so I disabled the vertical flipping perhaps // they fixed the bug in Cal3D? #if 0 beginEditCP(img); { // For some reason Cal3D expects textures upside down ??? UInt32 bpl = img->getBpp() * img->getWidth(); UChar8 *t = img->getData(), *b = t + (img->getHeight() - 1) * bpl, dum; for(UInt32 y = img->getHeight() / 2; y > 0; --y) { for(UInt32 x = bpl; x > 0; --x, ++t, ++b) { dum = *t; *t = *b; *b = dum; } b -= bpl * 2; } } endEditCP(img); #endif TextureChunkPtr tex = TextureChunk::create(); beginEditCP(tex); tex->setImage(img); tex->setEnvMode(GL_MODULATE); endEditCP(tex); mat->addChunk(tex); } } endEditCP(mat); coremat->setUserData((Cal::UserData)mcnt); getMaterials().push_back(mat); mcnt ++; } }