Exemplo n.º 1
0
static void
material_dump(Lib3dsMaterial *material) {
    assert(material);
    printf("  name:            %s\n", material->name);
    printf("  ambient:         (%f, %f, %f)\n",
           material->ambient[0], material->ambient[1], material->ambient[2]);
    printf("  diffuse:         (%f, %f, %f)\n",
           material->diffuse[0], material->diffuse[1], material->diffuse[2]);
    printf("  specular:        (%f, %f, %f)\n",
           material->specular[0], material->specular[1], material->specular[2]);
    printf("  shininess:       %f\n", material->shininess);
    printf("  shin_strength:   %f\n", material->shin_strength);
    printf("  use_blur:        %s\n", material->use_blur ? "yes" : "no");
    printf("  blur:            %f\n", material->blur);
    printf("  falloff:         %f\n", material->falloff);
    printf("  is_additive:     %s\n", material->is_additive ? "yes" : "no");
    printf("  use_falloff:     %s\n", material->use_falloff ? "yes" : "no");
    printf("  self_illum_flag: %s\n", material->self_illum_flag ? "yes" : "no");
    printf("  self_illum:      %f\n", material->self_illum);
    printf("  shading:         %d\n", material->shading);
    printf("  soften:          %s\n", material->soften ? "yes" : "no");
    printf("  face_map:        %s\n", material->face_map ? "yes" : "no");
    printf("  two_sided:       %s\n", material->two_sided ? "yes" : "no");
    printf("  map_decal:       %s\n", material->map_decal ? "yes" : "no");
    printf("  use_wire:        %s\n", material->use_wire ? "yes" : "no");
    printf("  use_wire_abs:    %s\n", material->use_wire_abs ? "yes" : "no");
    printf("  wire_size:       %f\n", material->wire_size);
    texture_dump("texture1_map", &material->texture1_map);
    texture_dump("texture1_mask", &material->texture1_mask);
    texture_dump("texture2_map", &material->texture2_map);
    texture_dump("texture2_mask", &material->texture2_mask);
    texture_dump("opacity_map", &material->opacity_map);
    texture_dump("opacity_mask", &material->opacity_mask);
    texture_dump("bump_map", &material->bump_map);
    texture_dump("bump_mask", &material->bump_mask);
    texture_dump("specular_map", &material->specular_map);
    texture_dump("specular_mask", &material->specular_mask);
    texture_dump("shininess_map", &material->shininess_map);
    texture_dump("shininess_mask", &material->shininess_mask);
    texture_dump("self_illum_map", &material->self_illum_map);
    texture_dump("self_illum_mask", &material->self_illum_mask);
    texture_dump("reflection_map", &material->reflection_map);
    texture_dump("reflection_mask", &material->reflection_mask);
    printf("  autorefl_map:\n");
    printf("    flags          %X\n", (unsigned)material->autorefl_map_flags);
    printf("    level          %d\n", (int)material->autorefl_map_anti_alias);
    printf("    size           %d\n", (int)material->autorefl_map_size);
    printf("    frame_step     %d\n", (int)material->autorefl_map_frame_step);
    printf("\n");
}
Exemplo n.º 2
0
/*!
 * \ingroup material
 */
void
lib3ds_material_dump(Lib3dsMaterial *material)
{
  ASSERT(material);
  printf("  name:          %s\n", material->name);
  printf("  ambient:       (%f, %f, %f)\n",
    material->ambient[0], material->ambient[1], material->ambient[2]);
  printf("  diffuse:       (%f, %f, %f)\n",
    material->diffuse[0], material->diffuse[1], material->diffuse[2]);
  printf("  specular:      (%f, %f, %f)\n",
    material->specular[0], material->specular[1], material->specular[2]);
  printf("  shininess:     %f\n", material->shininess);
  printf("  shin_strength: %f\n", material->shin_strength);
  printf("  use_blur:      %s\n", material->use_blur ? "yes" : "no");
  printf("  blur:          %f\n", material->blur);
  printf("  falloff:       %f\n", material->falloff);
  printf("  additive:      %s\n", material->additive ? "yes" : "no");
  printf("  use_falloff:   %s\n", material->use_falloff ? "yes" : "no");
  printf("  self_illum:    %s\n", material->self_illum ? "yes" : "no");
  printf("  shading:       %d\n", material->shading);
  printf("  soften:        %s\n", material->soften ? "yes" : "no");
  printf("  face_map:      %s\n", material->face_map ? "yes" : "no");
  printf("  two_sided:     %s\n", material->two_sided ? "yes" : "no");
  printf("  map_decal:     %s\n", material->map_decal ? "yes" : "no");
  printf("  use_wire:      %s\n", material->use_wire ? "yes" : "no");
  printf("  use_wire_abs:  %s\n", material->use_wire_abs ? "yes" : "no");
  printf("  wire_size:     %f\n", material->wire_size);
  texture_dump("texture1_map", &material->texture1_map);
  texture_dump("texture1_mask", &material->texture1_mask);
  texture_dump("texture2_map", &material->texture2_map);
  texture_dump("texture2_mask", &material->texture2_mask);
  texture_dump("opacity_map", &material->opacity_map);
  texture_dump("opacity_mask", &material->opacity_mask);
  texture_dump("bump_map", &material->bump_map);
  texture_dump("bump_mask", &material->bump_mask);
  texture_dump("specular_map", &material->specular_map);
  texture_dump("specular_mask", &material->specular_mask);
  texture_dump("shininess_map", &material->shininess_map);
  texture_dump("shininess_mask", &material->shininess_mask);
  texture_dump("self_illum_map", &material->self_illum_map);
  texture_dump("self_illum_mask", &material->self_illum_mask);
  texture_dump("reflection_map", &material->reflection_map);
  texture_dump("reflection_mask", &material->reflection_mask);
  printf("  autorefl_map:\n");
  printf("    flags        %X\n", static_cast<int>(material->autorefl_map.flags));
  printf("    level        %X\n", static_cast<int>(material->autorefl_map.level));
  printf("    size         %X\n", static_cast<int>(material->autorefl_map.size));
  printf("    frame_step   %d\n", static_cast<int>(material->autorefl_map.frame_step));
  printf("\n");
}