REVIEWED: ProcessMaterialsOBJ()
#3125
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@ -1857,35 +1857,34 @@ bool ExportMesh(Mesh mesh, const char *fileName)
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#if defined(SUPPORT_FILEFORMAT_OBJ) || defined(SUPPORT_FILEFORMAT_MTL)
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// Process obj materials
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static void ProcessMaterialsOBJ(Material *rayMaterials, tinyobj_material_t *materials, int materialCount)
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static void ProcessMaterialsOBJ(Material *materials, tinyobj_material_t *mats, int materialCount)
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{
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// Init model materials
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// Init model mats
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for (int m = 0; m < materialCount; m++)
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{
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// Init material to default
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// NOTE: Uses default shader, which only supports MATERIAL_MAP_DIFFUSE
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rayMaterials[m] = LoadMaterialDefault();
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materials[m] = LoadMaterialDefault();
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// Get default texture, in case no texture is defined
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// NOTE: rlgl default texture is a 1x1 pixel UNCOMPRESSED_R8G8B8A8
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rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = (Texture2D){ rlGetTextureIdDefault(), 1, 1, 1, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8 };
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if (materials[m].diffuse_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(materials[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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if (mats[m].diffuse_texname != NULL) materials[m].maps[MATERIAL_MAP_DIFFUSE].texture = LoadTexture(mats[m].diffuse_texname); //char *diffuse_texname; // map_Kd
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else materials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(mats[m].diffuse[0]*255.0f), (unsigned char)(mats[m].diffuse[1]*255.0f), (unsigned char)(mats[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3];
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materials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
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rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].color = (Color){ (unsigned char)(materials[m].diffuse[0]*255.0f), (unsigned char)(materials[m].diffuse[1]*255.0f), (unsigned char)(materials[m].diffuse[2] * 255.0f), 255 }; //float diffuse[3];
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rayMaterials[m].maps[MATERIAL_MAP_DIFFUSE].value = 0.0f;
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if (mats[m].specular_texname != NULL) materials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(mats[m].specular_texname); //char *specular_texname; // map_Ks
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materials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(mats[m].specular[0]*255.0f), (unsigned char)(mats[m].specular[1]*255.0f), (unsigned char)(mats[m].specular[2] * 255.0f), 255 }; //float specular[3];
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materials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
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if (materials[m].specular_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].texture = LoadTexture(materials[m].specular_texname); //char *specular_texname; // map_Ks
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rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].color = (Color){ (unsigned char)(materials[m].specular[0]*255.0f), (unsigned char)(materials[m].specular[1]*255.0f), (unsigned char)(materials[m].specular[2] * 255.0f), 255 }; //float specular[3];
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rayMaterials[m].maps[MATERIAL_MAP_SPECULAR].value = 0.0f;
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if (mats[m].bump_texname != NULL) materials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(mats[m].bump_texname); //char *bump_texname; // map_bump, bump
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materials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
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materials[m].maps[MATERIAL_MAP_NORMAL].value = mats[m].shininess;
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if (materials[m].bump_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_NORMAL].texture = LoadTexture(materials[m].bump_texname); //char *bump_texname; // map_bump, bump
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rayMaterials[m].maps[MATERIAL_MAP_NORMAL].color = WHITE;
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rayMaterials[m].maps[MATERIAL_MAP_NORMAL].value = materials[m].shininess;
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materials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(mats[m].emission[0]*255.0f), (unsigned char)(mats[m].emission[1]*255.0f), (unsigned char)(mats[m].emission[2] * 255.0f), 255 }; //float emission[3];
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rayMaterials[m].maps[MATERIAL_MAP_EMISSION].color = (Color){ (unsigned char)(materials[m].emission[0]*255.0f), (unsigned char)(materials[m].emission[1]*255.0f), (unsigned char)(materials[m].emission[2] * 255.0f), 255 }; //float emission[3];
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if (materials[m].displacement_texname != NULL) rayMaterials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(materials[m].displacement_texname); //char *displacement_texname; // disp
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if (mats[m].displacement_texname != NULL) materials[m].maps[MATERIAL_MAP_HEIGHT].texture = LoadTexture(mats[m].displacement_texname); //char *displacement_texname; // disp
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}
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}
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#endif
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