modelloader, colorprint
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a853e102eb
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@ -22,6 +22,10 @@ SDL_Color GLColor::getSDLColor() {
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return c;
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return c;
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}
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}
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void GLColor::print(std::string m) {
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std::cout << m << " Color: " << r << ", " << g << ", " << b << std::endl;
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}
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void glColorGLC(GLColor c) {
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void glColorGLC(GLColor c) {
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if(c.setalpha) {
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if(c.setalpha) {
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glColor4f(c.r, c.g, c.b, c.a);
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glColor4f(c.r, c.g, c.b, c.a);
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@ -3,6 +3,8 @@
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#include <SDL.h>
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#include <SDL.h>
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#include <SDL_opengl.h>
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#include <SDL_opengl.h>
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#include <iostream>
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#include <string>
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class GLColor {
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class GLColor {
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public:
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public:
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@ -15,6 +17,7 @@ class GLColor {
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void set(float _r, float _g, float _b, float _a=1.0f);
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void set(float _r, float _g, float _b, float _a=1.0f);
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SDL_Color getSDLColor();
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SDL_Color getSDLColor();
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void print(std::string m="");
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};
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};
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void glColorGLC(GLColor c);
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void glColorGLC(GLColor c);
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@ -191,7 +191,7 @@ bool Load3ds::parse(Model *m) {
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if(modelloaded) {
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if(modelloaded) {
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modobj.calcNormales();
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modobj.calcNormales();
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modobj.mat = m->findMaterial(modobj.getName());
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// modobj.mat = m->findMaterial(modobj.getName());
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m->addObject(modobj);
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m->addObject(modobj);
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}
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}
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std::cout << "Ende Load" << std::endl;
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std::cout << "Ende Load" << std::endl;
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@ -28,15 +28,17 @@ void ModelObject::calcNormales() {
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void ModelObject::render() {
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void ModelObject::render() {
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// std::cout << "render " << name << " mit " << polygon.size()<< std::endl;
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// std::cout << "render " << name << " mit " << polygon.size()<< std::endl;
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// std::cout << "Vertex: " << vertex.size() << std::endl;
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// std::cout << "Vertex: " << vertex.size() << std::endl;
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glBegin(GL_TRIANGLES);
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if(mat.name[0]=='g') {
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std::cout << "Render NOT: " << name << std::endl;
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return;
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}
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mat.diffuse.print(mat.name);
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glBegin(GL_LINES);
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for(unsigned int i=0; i<polygon.size(); i++) {
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for(unsigned int i=0; i<polygon.size(); i++) {
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// std::cout << "whee nr " <<i << std::endl;
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// polygon[i].print();
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glColorGLC(mat.diffuse);
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// std::cout << "Stat: " << polygon.size() << " " << vertex.size() << " " << mapcoord.size() << " " << normal.size() << std::endl;
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// glNormal3f(normal.at( (unsigned short)polygon[i].x));
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// glColor3f(mat.diffuse.r, mat.diffuse.g, mat.diffuse.b);
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glColorGLC(mat.ambient);
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// std::cout << mat.ambient.r << ", " << mat.ambient.g << ", " << mat.ambient.b << std::endl;
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glNormal3f(normal.at(i));
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glNormal3f(normal.at(i));
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