void lib3ds_material_write(Lib3dsMaterial *material, Lib3dsIo *io) { Lib3dsChunk c; c.chunk = CHK_MAT_ENTRY; lib3ds_chunk_write_start(&c, io); { /*---- CHK_MAT_NAME ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_NAME; c.size = 6 + (uint32_t)strlen(material->name) + 1; lib3ds_chunk_write(&c, io); lib3ds_io_write_string(io, material->name); } { /*---- CHK_MAT_AMBIENT ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_AMBIENT; c.size = 24; lib3ds_chunk_write(&c, io); color_write(material->ambient, io); } { /*---- CHK_MAT_DIFFUSE ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_DIFFUSE; c.size = 24; lib3ds_chunk_write(&c, io); color_write(material->diffuse, io); } { /*---- CHK_MAT_SPECULAR ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_SPECULAR; c.size = 24; lib3ds_chunk_write(&c, io); color_write(material->specular, io); } { /*---- CHK_MAT_SHININESS ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_SHININESS; c.size = 14; lib3ds_chunk_write(&c, io); int_percentage_write(material->shininess, io); } { /*---- CHK_MAT_SHIN2PCT ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_SHIN2PCT; c.size = 14; lib3ds_chunk_write(&c, io); int_percentage_write(material->shin_strength, io); } { /*---- CHK_MAT_TRANSPARENCY ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_TRANSPARENCY; c.size = 14; lib3ds_chunk_write(&c, io); int_percentage_write(material->transparency, io); } { /*---- CHK_MAT_XPFALL ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_XPFALL; c.size = 14; lib3ds_chunk_write(&c, io); int_percentage_write(material->falloff, io); } if (material->use_falloff) { /*---- CHK_MAT_USE_XPFALL ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_USE_XPFALL; c.size = 6; lib3ds_chunk_write(&c, io); } { /*---- CHK_MAT_SHADING ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_SHADING; c.size = 8; lib3ds_chunk_write(&c, io); lib3ds_io_write_intw(io, material->shading); } { /*---- CHK_MAT_REFBLUR ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_REFBLUR; c.size = 14; lib3ds_chunk_write(&c, io); int_percentage_write(material->blur, io); } if (material->use_blur) { /*---- CHK_MAT_USE_REFBLUR ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_USE_REFBLUR; c.size = 6; lib3ds_chunk_write(&c, io); } if (material->self_illum_flag) { /*---- CHK_MAT_SELF_ILLUM ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_SELF_ILLUM; c.size = 6; lib3ds_chunk_write(&c, io); } if (material->two_sided) { /*---- CHK_MAT_TWO_SIDE ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_TWO_SIDE; c.size = 6; lib3ds_chunk_write(&c, io); } if (material->map_decal) { /*---- CHK_MAT_DECAL ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_DECAL; c.size = 6; lib3ds_chunk_write(&c, io); } if (material->is_additive) { /*---- CHK_MAT_ADDITIVE ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_ADDITIVE; c.size = 6; lib3ds_chunk_write(&c, io); } if (material->use_wire) { /*---- CHK_MAT_WIRE ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_WIRE; c.size = 6; lib3ds_chunk_write(&c, io); } if (material->use_wire_abs) { /*---- CHK_MAT_WIREABS ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_WIREABS; c.size = 6; lib3ds_chunk_write(&c, io); } { /*---- CHK_MAT_WIRE_SIZE ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_WIRE_SIZE; c.size = 10; lib3ds_chunk_write(&c, io); lib3ds_io_write_float(io, material->wire_size); } if (material->face_map) { /*---- CHK_MAT_FACEMAP ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_FACEMAP; c.size = 6; lib3ds_chunk_write(&c, io); } if (material->soften) { /*---- CHK_MAT_PHONGSOFT ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_PHONGSOFT; c.size = 6; lib3ds_chunk_write(&c, io); } texture_map_write(CHK_MAT_TEXMAP, &material->texture1_map, io); texture_map_write(CHK_MAT_TEXMASK, &material->texture1_mask, io); texture_map_write(CHK_MAT_TEX2MAP, &material->texture2_map, io); texture_map_write(CHK_MAT_TEX2MASK, &material->texture2_mask, io); texture_map_write(CHK_MAT_OPACMAP, &material->opacity_map, io); texture_map_write(CHK_MAT_OPACMASK, &material->opacity_mask, io); texture_map_write(CHK_MAT_BUMPMAP, &material->bump_map, io); texture_map_write(CHK_MAT_BUMPMASK, &material->bump_mask, io); texture_map_write(CHK_MAT_SPECMAP, &material->specular_map, io); texture_map_write(CHK_MAT_SPECMASK, &material->specular_mask, io); texture_map_write(CHK_MAT_SHINMAP, &material->shininess_map, io); texture_map_write(CHK_MAT_SHINMASK, &material->shininess_mask, io); texture_map_write(CHK_MAT_SELFIMAP, &material->self_illum_map, io); texture_map_write(CHK_MAT_SELFIMASK, &material->self_illum_mask, io); texture_map_write(CHK_MAT_REFLMAP, &material->reflection_map, io); texture_map_write(CHK_MAT_REFLMASK, &material->reflection_mask, io); { /*---- CHK_MAT_ACUBIC ----*/ Lib3dsChunk c; c.chunk = CHK_MAT_ACUBIC; c.size = 18; lib3ds_chunk_write(&c, io); lib3ds_io_write_intb(io, 0); lib3ds_io_write_intb(io, material->autorefl_map_anti_alias); lib3ds_io_write_intw(io, material->autorefl_map_flags); lib3ds_io_write_intd(io, material->autorefl_map_size); lib3ds_io_write_intd(io, material->autorefl_map_frame_step); } lib3ds_chunk_write_end(&c, io); }
/*! * \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); }