void MaterialPaletteManager::write( DataOutputStream& dos ) const { using osg::Vec4f; MaterialPalette::const_iterator it = _materialPalette.begin(); for ( ; it != _materialPalette.end(); ++it) { MaterialRecord m = it->second; Vec4f const& ambient = m.Material->getAmbient(osg::Material::FRONT); Vec4f const& diffuse = m.Material->getDiffuse(osg::Material::FRONT); Vec4f const& specular = m.Material->getSpecular(osg::Material::FRONT); Vec4f const& emissive = m.Material->getEmission(osg::Material::FRONT); float shininess = m.Material->getShininess(osg::Material::FRONT); dos.writeInt16( (int16) MATERIAL_PALETTE_OP ); dos.writeInt16( 84 ); // Length - FIXME: hard-code/FLT version? dos.writeInt32( m.Index ); dos.writeString( m.Material->getName(), 12 ); dos.writeInt32( 0 ); // Flags dos.writeFloat32(ambient.r() ); dos.writeFloat32(ambient.g() ); dos.writeFloat32(ambient.b() ); dos.writeFloat32(diffuse.r() ); dos.writeFloat32(diffuse.g() ); dos.writeFloat32(diffuse.b() ); dos.writeFloat32(specular.r() ); dos.writeFloat32(specular.g() ); dos.writeFloat32(specular.b() ); dos.writeFloat32(emissive.r() ); dos.writeFloat32(emissive.g() ); dos.writeFloat32(emissive.b() ); dos.writeFloat32(shininess); dos.writeFloat32( diffuse.a() ); // alpha dos.writeFloat32(1.0f); // 'Reserved' - unused if (m.Material->getAmbientFrontAndBack() == false || m.Material->getDiffuseFrontAndBack() == false || m.Material->getSpecularFrontAndBack() == false || m.Material->getEmissionFrontAndBack() == false || m.Material->getShininessFrontAndBack() == false ) { std::string warning( "fltexp: No support for different front and back material properties." ); osg::notify( osg::WARN ) << warning << std::endl; _fltOpt.getWriteResult().warn( warning ); } } }
void LightSourcePaletteManager::write( DataOutputStream& dos ) const { using osg::Vec4f; static int const INFINITE_LIGHT = 0; static int const LOCAL_LIGHT = 1; static int const SPOT_LIGHT = 2; LightPalette::const_iterator it = _lightPalette.begin(); for ( ; it != _lightPalette.end(); ++it) { LightRecord m = it->second; static char lightName[64]; sprintf(lightName, "Light%02d", m.Light->getLightNum() ); int lightType = INFINITE_LIGHT; Vec4f const& lightPos = m.Light->getPosition(); if (lightPos.w() != 0) { if (m.Light->getSpotCutoff() < 180) lightType = SPOT_LIGHT; else lightType = LOCAL_LIGHT; } dos.writeInt16( (int16) LIGHT_SOURCE_PALETTE_OP ); dos.writeInt16( 240 ); dos.writeInt32( m.Index ); dos.writeFill(2*4, '\0'); // Reserved dos.writeString( lightName, 20 ); dos.writeFill(4, '\0'); // Reserved dos.writeVec4f(m.Light->getAmbient() ); dos.writeVec4f(m.Light->getDiffuse() ); dos.writeVec4f(m.Light->getSpecular() ); dos.writeInt32(lightType); dos.writeFill(4*10, '\0'); // Reserved dos.writeFloat32(m.Light->getSpotExponent() ); dos.writeFloat32(m.Light->getSpotCutoff() ); dos.writeFloat32(0); // Yaw (N/A) dos.writeFloat32(0); // Pitch (N/A) dos.writeFloat32(m.Light->getConstantAttenuation() ); dos.writeFloat32(m.Light->getLinearAttenuation() ); dos.writeFloat32(m.Light->getQuadraticAttenuation() ); dos.writeInt32(0); // Modeling flag (N/A) dos.writeFill(4*19, '\0'); // Reserved } }