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"); }
/*! * \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"); }