use of org.rajawali3d.materials.textures.SpecularMapTexture in project Rajawali by Rajawali.
the class BlockSimpleMaterial method parseBlock.
public void parseBlock(AWDLittleEndianDataInputStream dis, BlockHeader blockHeader) throws Exception {
// Lookup name
mLookupName = dis.readVarString();
// Material type
mMaterialType = dis.readByte();
// Shading method count
mShadingMethodCount = dis.readByte();
// Read properties
final AwdProperties properties = dis.readProperties(EXPECTED_PROPS);
mSpezialType = (Integer) properties.get((short) 4, 0);
// Spezial type 2 or higher is not supported in the specification
if (mSpezialType >= 2)
throw new NotParsableException("Spezial type " + mSpezialType + " is not currently supported.");
// Debug
if (RajLog.isDebugEnabled()) {
RajLog.d(" Lookup Name: " + mLookupName);
RajLog.d(" Material Type: " + mMaterialType);
RajLog.d(" Shading Methods: " + mShadingMethodCount);
RajLog.d(" Spezial Type: " + mSpezialType);
}
// Parse the methods
for (int i = 0; i < mShadingMethodCount; ++i) {
// TODO Looking at the AWD source, this appears to be completely unused?
dis.readUnsignedShort();
dis.readProperties();
dis.readUserAttributes(null);
}
final HashMap<String, Object> attributes = new HashMap<String, Object>();
dis.readUserAttributes(attributes);
mMaterial = new Material();
long diffuseTexture = 0, ambientTexture = 0, diffuseColor = 0;
// remove any chars that will break shader compile
String cleanName = cleanName(mLookupName);
switch(mMaterialType) {
case TYPE_COLOR:
// default to 0xcccccc per AWD implementation
diffuseColor = (Long) properties.get((short) 1, 0xccccccL);
final float[] colorFloat = new float[4];
colorFloat[0] = ((diffuseColor >> 16) & 0xff) / 255.0f;
colorFloat[1] = ((diffuseColor >> 8) & 0xff) / 255.0f;
colorFloat[2] = (diffuseColor & 0xff) / 255.0f;
colorFloat[3] = (((int) ((Double) properties.get(PROP_ALPHA, 1.0d) * 0xff)) & 0xff) / 255.0f;
mMaterial.setColor(colorFloat);
break;
case TYPE_TEXTURE:
diffuseTexture = (Long) properties.get(PROP_TEXTURE, 0L);
ambientTexture = (Long) properties.get(PROP_AMBIENT_TEXTURE, 0L);
if (diffuseTexture == 0 && ambientTexture == 0)
throw new ParsingException("Texture ID can not be 0, document corrupt or unsupported version.");
if (diffuseTexture > 0)
mMaterial.addTexture(new Texture(cleanName + diffuseTexture, lookup(blockHeader, diffuseTexture)));
if (ambientTexture > 0)
mMaterial.addTexture(new Texture(cleanName + ambientTexture, lookup(blockHeader, ambientTexture)));
mMaterial.setColorInfluence(0);
break;
}
// either material type can have specular and/or normal maps
long specularTexture = (Long) properties.get(PROP_SPECULAR_TEXTURE, 0L);
long normalTexture = (Long) properties.get(PROP_NORMAL_TEXTURE, 0L);
// either material type can have settings for diffuse, ambient, specular lighting
double diffuseLevel = (Double) properties.get(PROP_DIFFUSE_LEVEL, 1.0d);
long ambientColor = (Long) properties.get(PROP_AMBIENT_COLOR, (long) Color.WHITE);
double ambientLevel = (Double) properties.get(PROP_AMBIENT_LEVEL, 1.0d);
long specularColor = (Long) properties.get(PROP_SPECULAR_COLOR, (long) Color.WHITE);
double specularGloss = (Double) properties.get(PROP_SPECULAR_GLOSS, 50.0D);
double specularLevel = (Double) properties.get(PROP_SPECULAR_LEVEL, 1.0d);
if (specularTexture > 0)
mMaterial.addTexture(new SpecularMapTexture(cleanName + specularTexture, lookup(blockHeader, specularTexture)));
if (normalTexture > 0)
mMaterial.addTexture(new NormalMapTexture(cleanName + normalTexture, lookup(blockHeader, normalTexture)));
// ambient 1.0 is default, washes-out object; assume < 1 is intended
ambientLevel = (ambientLevel < 1.0 ? ambientLevel : 0.0);
mMaterial.setAmbientIntensity(ambientLevel, ambientLevel, ambientLevel);
mMaterial.setAmbientColor((int) ambientColor);
if (// always 1.0 in current AWD implementation
diffuseLevel > 0)
mMaterial.setDiffuseMethod(new DiffuseMethod.Lambert());
if (specularLevel > 0) {
SpecularMethod.Phong phong = new SpecularMethod.Phong();
phong.setSpecularColor((int) specularColor);
phong.setShininess((float) specularGloss);
phong.setIntensity((float) specularLevel);
mMaterial.setSpecularMethod(phong);
}
// don't enable lighting if specular and diffuse are absent, otherwise enable
if (diffuseLevel > 0 || specularLevel > 0)
mMaterial.enableLighting(true);
}
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