void lib3ds_material_read(Lib3dsMaterial *material, Lib3dsIo *io) { Lib3dsChunk c; uint16_t chunk; assert(material); lib3ds_chunk_read_start(&c, CHK_MAT_ENTRY, io); while ((chunk = lib3ds_chunk_read_next(&c, io)) != 0) { switch (chunk) { case CHK_MAT_NAME: { lib3ds_io_read_string(io, material->name, 64); lib3ds_io_log(io, LIB3DS_LOG_INFO, " NAME=%s", material->name); break; } case CHK_MAT_AMBIENT: { lib3ds_chunk_read_reset(&c, io); color_read(material->ambient, io); break; } case CHK_MAT_DIFFUSE: { lib3ds_chunk_read_reset(&c, io); color_read(material->diffuse, io); break; } case CHK_MAT_SPECULAR: { lib3ds_chunk_read_reset(&c, io); color_read(material->specular, io); break; } case CHK_MAT_SHININESS: { lib3ds_chunk_read_reset(&c, io); int_percentage_read(&material->shininess, io); break; } case CHK_MAT_SHIN2PCT: { lib3ds_chunk_read_reset(&c, io); int_percentage_read(&material->shin_strength, io); break; } case CHK_MAT_TRANSPARENCY: { lib3ds_chunk_read_reset(&c, io); int_percentage_read(&material->transparency, io); break; } case CHK_MAT_XPFALL: { lib3ds_chunk_read_reset(&c, io); int_percentage_read(&material->falloff, io); break; } case CHK_MAT_SELF_ILPCT: { lib3ds_chunk_read_reset(&c, io); int_percentage_read(&material->self_illum, io); break; } case CHK_MAT_USE_XPFALL: { material->use_falloff = TRUE; break; } case CHK_MAT_REFBLUR: { lib3ds_chunk_read_reset(&c, io); int_percentage_read(&material->blur, io); break; } case CHK_MAT_USE_REFBLUR: { material->use_blur = TRUE; break; } case CHK_MAT_SHADING: { material->shading = lib3ds_io_read_intw(io); break; } case CHK_MAT_SELF_ILLUM: { material->self_illum_flag = TRUE; break; } case CHK_MAT_TWO_SIDE: { material->two_sided = TRUE; break; } case CHK_MAT_DECAL: { material->map_decal = TRUE; break; } case CHK_MAT_ADDITIVE: { material->is_additive = TRUE; break; } case CHK_MAT_FACEMAP: { material->face_map = TRUE; break; } case CHK_MAT_PHONGSOFT: { material->soften = TRUE; break; } case CHK_MAT_WIRE: { material->use_wire = TRUE; break; } case CHK_MAT_WIREABS: { material->use_wire_abs = TRUE; break; } case CHK_MAT_WIRE_SIZE: { material->wire_size = lib3ds_io_read_float(io); break; } case CHK_MAT_TEXMAP: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->texture1_map, io); break; } case CHK_MAT_TEXMASK: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->texture1_mask, io); break; } case CHK_MAT_TEX2MAP: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->texture2_map, io); break; } case CHK_MAT_TEX2MASK: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->texture2_mask, io); break; } case CHK_MAT_OPACMAP: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->opacity_map, io); break; } case CHK_MAT_OPACMASK: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->opacity_mask, io); break; } case CHK_MAT_BUMPMAP: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->bump_map, io); break; } case CHK_MAT_BUMPMASK: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->bump_mask, io); break; } case CHK_MAT_SPECMAP: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->specular_map, io); break; } case CHK_MAT_SPECMASK: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->specular_mask, io); break; } case CHK_MAT_SHINMAP: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->shininess_map, io); break; } case CHK_MAT_SHINMASK: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->shininess_mask, io); break; } case CHK_MAT_SELFIMAP: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->self_illum_map, io); break; } case CHK_MAT_SELFIMASK: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->self_illum_mask, io); break; } case CHK_MAT_REFLMAP: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->reflection_map, io); break; } case CHK_MAT_REFLMASK: { lib3ds_chunk_read_reset(&c, io); texture_map_read(&material->reflection_mask, io); break; } case CHK_MAT_ACUBIC: { lib3ds_io_read_intb(io); material->autorefl_map_anti_alias = lib3ds_io_read_intb(io); material->autorefl_map_flags = lib3ds_io_read_intw(io); material->autorefl_map_size = lib3ds_io_read_intd(io); material->autorefl_map_frame_step = lib3ds_io_read_intd(io); break; } default: lib3ds_chunk_unknown(chunk, io); } } lib3ds_chunk_read_end(&c, io); }
/*! * \ingroup material */ Lib3dsBool lib3ds_material_read(Lib3dsMaterial *material, Lib3dsIo *io) { Lib3dsChunk c; Lib3dsWord chunk; ASSERT(material); if (!lib3ds_chunk_read_start(&c, LIB3DS_MAT_ENTRY, io)) { return(LIB3DS_FALSE); } while ((chunk=lib3ds_chunk_read_next(&c, io))!=0) { switch (chunk) { case LIB3DS_MAT_NAME: { if (!lib3ds_io_read_string(io, material->name, 64)) { return(LIB3DS_FALSE); } lib3ds_chunk_dump_info(" NAME=%s", material->name); } break; case LIB3DS_MAT_AMBIENT: { lib3ds_chunk_read_reset(&c, io); if (!color_read(material->ambient, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_DIFFUSE: { lib3ds_chunk_read_reset(&c, io); if (!color_read(material->diffuse, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SPECULAR: { lib3ds_chunk_read_reset(&c, io); if (!color_read(material->specular, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SHININESS: { lib3ds_chunk_read_reset(&c, io); if (!int_percentage_read(&material->shininess, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SHIN2PCT: { lib3ds_chunk_read_reset(&c, io); if (!int_percentage_read(&material->shin_strength, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_TRANSPARENCY: { lib3ds_chunk_read_reset(&c, io); if (!int_percentage_read(&material->transparency, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_XPFALL: { lib3ds_chunk_read_reset(&c, io); if (!int_percentage_read(&material->falloff, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SELF_ILPCT: { lib3ds_chunk_read_reset(&c, io); if (!int_percentage_read(&material->self_ilpct, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_USE_XPFALL: { material->use_falloff=LIB3DS_TRUE; } break; case LIB3DS_MAT_REFBLUR: { lib3ds_chunk_read_reset(&c, io); if (!int_percentage_read(&material->blur, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_USE_REFBLUR: { material->use_blur=LIB3DS_TRUE; } break; case LIB3DS_MAT_SHADING: { material->shading=lib3ds_io_read_intw(io); } break; case LIB3DS_MAT_SELF_ILLUM: { material->self_illum=LIB3DS_TRUE; } break; case LIB3DS_MAT_TWO_SIDE: { material->two_sided=LIB3DS_TRUE; } break; case LIB3DS_MAT_DECAL: { material->map_decal=LIB3DS_TRUE; } break; case LIB3DS_MAT_ADDITIVE: { material->additive=LIB3DS_TRUE; } break; case LIB3DS_MAT_FACEMAP: { material->face_map=LIB3DS_TRUE; } break; case LIB3DS_MAT_PHONGSOFT: { material->soften=LIB3DS_TRUE; } break; case LIB3DS_MAT_WIRE: { material->use_wire=LIB3DS_TRUE; } break; case LIB3DS_MAT_WIREABS: { material->use_wire_abs=LIB3DS_TRUE; } break; case LIB3DS_MAT_WIRE_SIZE: { material->wire_size=lib3ds_io_read_float(io); } break; case LIB3DS_MAT_TEXMAP: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->texture1_map, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_TEXMASK: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->texture1_mask, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_TEX2MAP: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->texture2_map, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_TEX2MASK: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->texture2_mask, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_OPACMAP: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->opacity_map, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_OPACMASK: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->opacity_mask, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_BUMPMAP: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->bump_map, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_BUMPMASK: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->bump_mask, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SPECMAP: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->specular_map, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SPECMASK: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->specular_mask, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SHINMAP: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->shininess_map, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SHINMASK: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->shininess_mask, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SELFIMAP: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->self_illum_map, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_SELFIMASK: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->self_illum_mask, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_REFLMAP: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->reflection_map, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_REFLMASK: { lib3ds_chunk_read_reset(&c, io); if (!texture_map_read(&material->reflection_mask, io)) { return(LIB3DS_FALSE); } } break; case LIB3DS_MAT_ACUBIC: { lib3ds_io_read_intb(io); material->autorefl_map.level=lib3ds_io_read_intb(io); material->autorefl_map.flags=lib3ds_io_read_intw(io); material->autorefl_map.size=lib3ds_io_read_intd(io); material->autorefl_map.frame_step=lib3ds_io_read_intd(io); } break; default: lib3ds_chunk_unknown(chunk); } } lib3ds_chunk_read_end(&c, io); return(LIB3DS_TRUE); }