git-svn-id: svn://db.shs.com.ru/libs@65 a8b55f48-bf90-11e4-a774-851b48703e85
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@@ -20,6 +20,7 @@
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#define GLMATERIAL_H
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#include "gltypes.h"
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#include "chunkstream.h"
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class GLTexture {
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public:
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@@ -126,9 +127,53 @@ struct Material {
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GLCubeTexture map_reflection;
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};
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inline QDataStream & operator <<(QDataStream & s, const Map & m) {s << m.bitmap_path << m.color_amount << m.color_offset << m.animation << m.animation_frame_rate; return s;}
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inline QDataStream & operator >>(QDataStream & s, Map & m) {s >> m.bitmap_path >> m.color_amount >> m.color_offset >> m.animation >> m.animation_frame_rate; return s;}
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inline QDataStream & operator <<(QDataStream & s, const Material & m) {s << m.name << m.color_diffuse << m.color_specular << m.color_self_illumination << m.transparency << m.reflectivity << m.glass << m.map_diffuse << m.map_normal << m.map_relief << m.map_specular << m.map_specularity << m.map_self_illumination; return s;}
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inline QDataStream & operator >>(QDataStream & s, Material & m) {s >> m.name >> m.color_diffuse >> m.color_specular >> m.color_self_illumination >> m.transparency >> m.reflectivity >> m.glass >> m.map_diffuse >> m.map_normal >> m.map_relief >> m.map_specular >> m.map_specularity >> m.map_self_illumination; return s;}
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inline QDataStream & operator <<(QDataStream & s, const Map & m) {
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ChunkStream cs;
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cs << cs.chunk(1, m.bitmap_path) << cs.chunk(2, m.color_amount) << cs.chunk(3, m.color_offset) << cs.chunk(4, m.animation) << cs.chunk(5, m.animation_frame_rate);
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s << cs.data(); return s;
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}
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inline QDataStream & operator >>(QDataStream & s, Map & m) {
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ChunkStream cs(s);
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while (!cs.atEnd()) {
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switch (cs.read()) {
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case 1: m.bitmap_path = cs.getData<QString>(); break;
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case 2: m.color_amount = cs.getData<float>(); break;
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case 3: m.color_offset = cs.getData<float>(); break;
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case 4: m.animation = cs.getData<QString>(); break;
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case 5: m.animation_frame_rate = cs.getData<float>(); break;
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}
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}
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return s;
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}
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inline QDataStream & operator <<(QDataStream & s, const Material & m) {
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ChunkStream cs;
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cs << cs.chunk(1, m.name) << cs.chunk(2, m.color_diffuse) << cs.chunk(3, m.color_specular) << cs.chunk(4, m.color_self_illumination)
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<< cs.chunk(5, m.transparency) << cs.chunk(6, m.reflectivity) << cs.chunk(7, m.glass) << cs.chunk(8, m.map_diffuse) << cs.chunk(9, m.map_normal)
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<< cs.chunk(10, m.map_relief) << cs.chunk(11, m.map_specular) << cs.chunk(12, m.map_specularity) << cs.chunk(13, m.map_self_illumination);
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s << cs.data(); return s;
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}
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inline QDataStream & operator >>(QDataStream & s, Material & m) {
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ChunkStream cs(s);
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while (!cs.atEnd()) {
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switch (cs.read()) {
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case 1: m.name = cs.getData<QString>(); break;
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case 2: m.color_diffuse = cs.getData<QColor>(); break;
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case 3: m.color_specular = cs.getData<QColor>(); break;
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case 4: m.color_self_illumination = cs.getData<QColor>(); break;
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case 5: m.transparency = cs.getData<float>(); break;
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case 6: m.reflectivity = cs.getData<float>(); break;
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case 7: m.glass = cs.getData<bool>(); break;
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case 8: m.map_diffuse = cs.getData<Map>(); break;
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case 9: m.map_normal = cs.getData<Map>(); break;
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case 10: m.map_relief = cs.getData<Map>(); break;
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case 11: m.map_specular = cs.getData<Map>(); break;
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case 12: m.map_specularity = cs.getData<Map>(); break;
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case 13: m.map_self_illumination = cs.getData<Map>(); break;
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}
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}
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return s;
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}
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#endif // GLMATERIAL_H
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