Пример #1
0
/*!
 * \ingroup shadow 
 */
Lib3dsBool
lib3ds_shadow_write(Lib3dsShadow *shadow, FILE *f)
{
  if (fabs(shadow->lo_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_LO_SHADOW_BIAS ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_LO_SHADOW_BIAS;
    c.size=10;
    lib3ds_chunk_write(&c,f);
    lib3ds_float_write(shadow->lo_bias,f);
  }

  if (fabs(shadow->hi_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_HI_SHADOW_BIAS ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_HI_SHADOW_BIAS;
    c.size=10;
    lib3ds_chunk_write(&c,f);
    lib3ds_float_write(shadow->hi_bias,f);
  }

  if (shadow->map_size) { /*---- LIB3DS_SHADOW_MAP_SIZE ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_SHADOW_MAP_SIZE;
    c.size=8;
    lib3ds_chunk_write(&c,f);
    lib3ds_intw_write(shadow->map_size,f);
  }
  
  if (shadow->samples) { /*---- LIB3DS_SHADOW_SAMPLES ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_SHADOW_SAMPLES;
    c.size=8;
    lib3ds_chunk_write(&c,f);
    lib3ds_intw_write(shadow->samples,f);
  }

  if (shadow->range) { /*---- LIB3DS_SHADOW_RANGE ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_SHADOW_RANGE;
    c.size=10;
    lib3ds_chunk_write(&c,f);
    lib3ds_intd_write(shadow->range,f);
  }

  if (fabs(shadow->filter)>LIB3DS_EPSILON) { /*---- LIB3DS_SHADOW_FILTER ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_SHADOW_FILTER;
    c.size=10;
    lib3ds_chunk_write(&c,f);
    lib3ds_float_write(shadow->filter,f);
  }
  if (fabs(shadow->ray_bias)>LIB3DS_EPSILON) { /*---- LIB3DS_RAY_BIAS ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_RAY_BIAS;
    c.size=10;
    lib3ds_chunk_write(&c,f);
    lib3ds_float_write(shadow->ray_bias,f);
  }
  return(LIB3DS_TRUE);
}
Пример #2
0
static Lib3dsBool
kfdata_write(Lib3dsFile *file, FILE *f)
{
    Lib3dsChunk c;

    c.chunk=LIB3DS_KFDATA;
    if (!lib3ds_chunk_write_start(&c,f)) {
        return(LIB3DS_FALSE);
    }

    {   /*---- LIB3DS_KFHDR ----*/
        Lib3dsChunk c;
        c.chunk=LIB3DS_KFHDR;
        c.size=6 + 2 + strlen(file->name)+1 +4;
        lib3ds_chunk_write(&c,f);
        lib3ds_intw_write(file->keyf_revision,f);
        lib3ds_string_write(file->name, f);
        lib3ds_intd_write(file->frames, f);
    }
    {   /*---- LIB3DS_KFSEG ----*/
        Lib3dsChunk c;
        c.chunk=LIB3DS_KFSEG;
        c.size=14;
        lib3ds_chunk_write(&c,f);
        lib3ds_intd_write(file->segment_from,f);
        lib3ds_intd_write(file->segment_to,f);
    }
    {   /*---- LIB3DS_KFCURTIME ----*/
        Lib3dsChunk c;
        c.chunk=LIB3DS_KFCURTIME;
        c.size=10;
        lib3ds_chunk_write(&c,f);
        lib3ds_intd_write(file->current_frame,f);
    }
    lib3ds_viewport_write(&file->viewport_keyf, f);

    {
        Lib3dsNode *p;
        for (p=file->nodes; p!=0; p=p->next) {
            if (!lib3ds_node_write(p, file, f)) {
                return(LIB3DS_FALSE);
            }
            if (!nodes_write(p, file, f)) {
                return(LIB3DS_FALSE);
            }
        }
    }

    if (!lib3ds_chunk_write_end(&c,f)) {
        return(LIB3DS_FALSE);
    }
    return(LIB3DS_TRUE);
}
Пример #3
0
static Lib3dsBool
int_percentage_write(Lib3dsFloat p, FILE *f)
{
  Lib3dsChunk c;

  c.chunk=LIB3DS_INT_PERCENTAGE;
  c.size=8;
  lib3ds_chunk_write(&c,f);
  lib3ds_intw_write((Lib3dsByte)floor(100.0*p+0.5),f);

  return(LIB3DS_TRUE);
}
Пример #4
0
/*!
 * \ingroup material
 */
Lib3dsBool
lib3ds_material_write(Lib3dsMaterial *material, FILE *f)
{
  Lib3dsChunk c;

  c.chunk=LIB3DS_MAT_ENTRY;
  if (!lib3ds_chunk_write_start(&c,f)) {
    return(LIB3DS_FALSE);
  }

  { /*---- LIB3DS_MAT_NAME ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_NAME;
    c.size=6+strlen(material->name)+1;
    lib3ds_chunk_write(&c,f);
    lib3ds_string_write(material->name,f);
  }

  { /*---- LIB3DS_MAT_AMBIENT ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_AMBIENT;
    c.size=24;
    lib3ds_chunk_write(&c,f);
    color_write(material->ambient,f);
  }

  { /*---- LIB3DS_MAT_DIFFUSE ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_DIFFUSE;
    c.size=24;
    lib3ds_chunk_write(&c,f);
    color_write(material->diffuse,f);
  }

  { /*---- LIB3DS_MAT_SPECULAR ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_SPECULAR;
    c.size=24;
    lib3ds_chunk_write(&c,f);
    color_write(material->specular,f);
  }

  { /*---- LIB3DS_MAT_SHININESS ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_SHININESS;
    c.size=14;
    lib3ds_chunk_write(&c,f);
    int_percentage_write(material->shininess,f);
  }

  { /*---- LIB3DS_MAT_SHIN2PCT ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_SHIN2PCT;
    c.size=14;
    lib3ds_chunk_write(&c,f);
    int_percentage_write(material->shin_strength,f);
  }

  { /*---- LIB3DS_MAT_TRANSPARENCY ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_TRANSPARENCY;
    c.size=14;
    lib3ds_chunk_write(&c,f);
    int_percentage_write(material->transparency,f);
  }

  { /*---- LIB3DS_MAT_XPFALL ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_XPFALL;
    c.size=14;
    lib3ds_chunk_write(&c,f);
    int_percentage_write(material->falloff,f);
  }

  if (material->use_falloff) { /*---- LIB3DS_MAT_USE_XPFALL ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_USE_XPFALL;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  { /*---- LIB3DS_MAT_SHADING ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_SHADING;
    c.size=8;
    lib3ds_chunk_write(&c,f);
    lib3ds_intw_write(material->shading,f);
  }

  { /*---- LIB3DS_MAT_REFBLUR ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_REFBLUR;
    c.size=14;
    lib3ds_chunk_write(&c,f);
    int_percentage_write(material->blur,f);
  }

  if (material->use_blur) { /*---- LIB3DS_MAT_USE_REFBLUR ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_USE_REFBLUR;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  if (material->self_illum) { /*---- LIB3DS_MAT_SELF_ILLUM ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_SELF_ILLUM;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  if (material->two_sided) { /*---- LIB3DS_MAT_TWO_SIDE ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_TWO_SIDE;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }
  
  if (material->map_decal) { /*---- LIB3DS_MAT_DECAL ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_DECAL;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  if (material->additive) { /*---- LIB3DS_MAT_ADDITIVE ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_ADDITIVE;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  if (material->use_wire) { /*---- LIB3DS_MAT_WIRE ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_WIRE;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  if (material->use_wire_abs) { /*---- LIB3DS_MAT_WIREABS ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_WIREABS;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  { /*---- LIB3DS_MAT_WIRE_SIZE ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_WIRE_SIZE;
    c.size=10;
    lib3ds_chunk_write(&c,f);
    lib3ds_float_write(material->wire_size,f);
  }

  if (material->face_map) { /*---- LIB3DS_MAT_FACEMAP ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_FACEMAP;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  if (material->soften) { /*---- LIB3DS_MAT_PHONGSOFT ----*/
    Lib3dsChunk c;
    c.chunk=LIB3DS_MAT_PHONGSOFT;
    c.size=6;
    lib3ds_chunk_write(&c,f);
  }

  if (!texture_map_write(LIB3DS_MAT_TEXMAP, &material->texture1_map, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_TEXMASK, &material->texture1_mask, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_TEX2MAP, &material->texture2_map, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_TEX2MASK, &material->texture2_mask, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_OPACMAP, &material->opacity_map, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_OPACMASK, &material->opacity_mask, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_BUMPMAP, &material->bump_map, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_BUMPMASK, &material->bump_mask, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_SPECMAP, &material->specular_map, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_SPECMASK, &material->specular_mask, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_SHINMAP, &material->shininess_map, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_SHINMASK, &material->shininess_mask, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_SELFIMAP, &material->self_illum_map, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_SELFIMASK, &material->self_illum_mask, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_REFLMAP,  &material->reflection_map, f)) {
    return(LIB3DS_FALSE);
  }
  if (!texture_map_write(LIB3DS_MAT_REFLMASK,  &material->reflection_mask, f)) {
    return(LIB3DS_FALSE);
  }

  if (!lib3ds_chunk_write_end(&c,f)) {
    return(LIB3DS_FALSE);
  }
  return(LIB3DS_TRUE);
}