more information for the InfoWindow,
set correct values for cloth material, enable specular map
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5f104e46f2
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@ -6,8 +6,8 @@
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<rect>
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<rect>
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<x>0</x>
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<x>0</x>
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<y>0</y>
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<y>0</y>
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<width>200</width>
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<width>320</width>
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<height>300</height>
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<height>400</height>
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</rect>
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</rect>
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</property>
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</property>
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<property name="windowTitle">
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<property name="windowTitle">
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@ -101,8 +101,8 @@ Triangles: -</string>
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<rect>
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<rect>
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<x>0</x>
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<x>0</x>
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<y>0</y>
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<y>0</y>
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<width>180</width>
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<width>300</width>
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<height>222</height>
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<height>322</height>
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</rect>
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</rect>
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</property>
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</property>
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<layout class="QVBoxLayout" name="verticalLayout_2">
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<layout class="QVBoxLayout" name="verticalLayout_2">
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@ -12,10 +12,12 @@ space - reset view
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L - set light to current position
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L - set light to current position
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esc - close
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esc - close
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using the X, Y, Z Button you can activate/deactivate the rotating directions
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using the X, Y, Z buttons you can activate/deactivate the rotating directions.
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tipp: do round movement to rotate the object in z-direction, when all directions are acitvated
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tipp: do round movement to rotate the object in z-direction, when all directions are acitvated
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textures marked with a '*' couldn't be open.
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===============================================================
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===============================================================
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Credits:
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Credits:
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ANDEWEGET
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ANDEWEGET
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@ -12,6 +12,7 @@ uniform float materialShininess;
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uniform vec3 materialSpecularColor;
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uniform vec3 materialSpecularColor;
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uniform bool b_transparent;
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uniform bool b_transparent;
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uniform bool b_specular;
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uniform bool b_light;
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uniform bool b_light;
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uniform struct Light {
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uniform struct Light {
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@ -34,8 +35,6 @@ void main()
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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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vec4 surfaceColor = vec4(texture2D(texture, v_surfaceUV));
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surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
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surfaceColor.rgb = pow(surfaceColor.rgb, vec3(2.2));
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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vec3 surfaceToLight;
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vec3 surfaceToLight;
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float attenuation;
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float attenuation;
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@ -67,6 +66,8 @@ void main()
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float specularCoefficient = 0.0;
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float specularCoefficient = 0.0;
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if(diffuseCoefficient > 0.0)
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if(diffuseCoefficient > 0.0)
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specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalWorld))), materialShininess);
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specularCoefficient = pow(max(0.0, dot(surfaceToCamera, reflect(-surfaceToLight, normalWorld))), materialShininess);
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if(b_specular)
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materialSpecularColor = vec3(surfaceColor.a);
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vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
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vec3 specular = specularCoefficient * materialSpecularColor * light.intensities;
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// linear color before gamma correction)
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// linear color before gamma correction)
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@ -74,6 +75,8 @@ void main()
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// final color after gama correction
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// final color after gama correction
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vec3 gamma = vec3(1.0/2.2);
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vec3 gamma = vec3(1.0/2.2);
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if(!b_transparent)
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surfaceColor.a = 1.0f;
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gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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gl_FragColor = vec4(pow(linearColor, gamma), surfaceColor.a);
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}
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}
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else
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else
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@ -177,6 +177,7 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
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for (auto& it : m_drawList)
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for (auto& it : m_drawList)
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{
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{
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bool tmp_transparent(false);
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bool tmp_transparent(false);
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bool tmp_specular(false);
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float shininess;
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float shininess;
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QVector3D specularColor;
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QVector3D specularColor;
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@ -185,6 +186,7 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
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{
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{
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m_materials->at(it.textureIndex).texture->bind();
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m_materials->at(it.textureIndex).texture->bind();
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tmp_transparent = m_materials->at(it.textureIndex).transparent;
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tmp_transparent = m_materials->at(it.textureIndex).transparent;
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tmp_specular = m_materials->at(it.textureIndex).flags[7];
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shininess = m_materials->at(it.textureIndex).shininess;
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shininess = m_materials->at(it.textureIndex).shininess;
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specularColor = m_materials->at(it.textureIndex).specularColor.toVector3D();
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specularColor = m_materials->at(it.textureIndex).specularColor.toVector3D();
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}
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}
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@ -199,8 +201,9 @@ void GeometryEngine::drawGeometry(QOpenGLShaderProgram *program, bool wireframe)
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// Set normal matrix
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// Set normal matrix
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program->setUniformValue("n_matrix", (normMatrix * it.modelMatrix).normalMatrix());
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program->setUniformValue("n_matrix", (normMatrix * it.modelMatrix).normalMatrix());
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// decide if this is transparent
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// set some more values
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program->setUniformValue("b_transparent", tmp_transparent);
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program->setUniformValue("b_transparent", tmp_transparent);
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program->setUniformValue("b_specular", tmp_specular);
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// set some material attributes
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// set some material attributes
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program->setUniformValue("materialShininess", shininess);
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program->setUniformValue("materialShininess", shininess);
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@ -210,16 +210,68 @@ void MainWindow::setFileInfo(QString name, QVector<Material>* materials, int ver
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m_fileInfo += QByteArray::number(triangle);
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m_fileInfo += QByteArray::number(triangle);
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m_fileInfo += "<detail>";
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m_fileInfo += "<detail>";
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int count(0);
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//TODO: mark not opened textures
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//TODO: mark not opened textures
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//TODO: add more information
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//TODO: add more information
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for (auto& it : *materials)
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for (auto& it : *materials)
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{
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{
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m_fileInfo += "Material ";
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m_fileInfo += QByteArray::number(count++);
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m_fileInfo += " - ";
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m_fileInfo += it.name;
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m_fileInfo += it.name;
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m_fileInfo += "\n";
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m_fileInfo += "\n";
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m_fileInfo += "TX0D:\t\t";
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if (it.texture == NULL)
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m_fileInfo += "-";
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m_fileInfo += it.textureName;
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m_fileInfo += "\n";
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m_fileInfo += "Flags:\t\t";
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for (int i = 0; i < 8; i++)
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{
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if (it.flags[i])
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m_fileInfo += "1";
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else
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m_fileInfo += "0";
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}
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m_fileInfo += "\n";
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m_fileInfo += "Rendertype:\t-";
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//TODO: rendertype
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m_fileInfo += "\n";
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m_fileInfo += "Shininess:\t";
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m_fileInfo += QByteArray::number(it.shininess);
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m_fileInfo += "\n";
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m_fileInfo += "Diffusecolor:\tR: ";
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m_fileInfo += QByteArray::number(it.diffuseColor.x());
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m_fileInfo += "\tG: ";
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m_fileInfo += QByteArray::number(it.diffuseColor.y());
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m_fileInfo += "\tB: ";
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m_fileInfo += QByteArray::number(it.diffuseColor.z());
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m_fileInfo += "\tA: ";
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m_fileInfo += QByteArray::number(it.diffuseColor.w());
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m_fileInfo += "\n";
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m_fileInfo += "Ambientcolor:\tR: ";
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m_fileInfo += QByteArray::number(it.ambientColor.x());
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m_fileInfo += "\tG: ";
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m_fileInfo += QByteArray::number(it.ambientColor.y());
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m_fileInfo += "\tB: ";
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m_fileInfo += QByteArray::number(it.ambientColor.z());
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m_fileInfo += "\tA: ";
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m_fileInfo += QByteArray::number(it.ambientColor.w());
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m_fileInfo += "\n";
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m_fileInfo += "Specularcolor:\tR: ";
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m_fileInfo += QByteArray::number(it.specularColor.x());
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m_fileInfo += "\tG: ";
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m_fileInfo += QByteArray::number(it.specularColor.y());
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m_fileInfo += " \tB: ";
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m_fileInfo += QByteArray::number(it.specularColor.z());
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m_fileInfo += " \tA: ";
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m_fileInfo += QByteArray::number(it.specularColor.w());
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m_fileInfo += "\n";
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m_fileInfo += "-----------------------------------------------------------------\n";
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}
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}
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m_output->setText(m_fileInfo.left(m_fileInfo.indexOf("<detail>")));
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m_output->setText(m_fileInfo.left(m_fileInfo.indexOf("<detail>")));
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@ -572,7 +572,6 @@ void MshFile::analyseClthChunks(Model * dataDestination, std::list<ChunkHeader*>
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for (auto& it : chunkList)
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for (auto& it : chunkList)
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{
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{
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// texture name
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// texture name
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//TODO: change this
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if (!strcmp("CTEX", it->name))
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if (!strcmp("CTEX", it->name))
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{
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{
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// read the texture name
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// read the texture name
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@ -581,26 +580,17 @@ void MshFile::analyseClthChunks(Model * dataDestination, std::list<ChunkHeader*>
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*buffer = { 0 };
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*buffer = { 0 };
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m_file.read(buffer, it->size);
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m_file.read(buffer, it->size);
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// search if it is already known
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bool tmp_found(false);
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m_materials->push_back(Material());
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for (unsigned int index = 0; index < m_materials->size(); index++)
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m_materials->back().name = "Cloth Material";
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{
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m_materials->back().textureName = QString(buffer);
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if (m_materials->at(index).name == QString(buffer))
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{
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tmp_found = true;
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new_segment->textureIndex = index;
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break;
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}
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}
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if(!tmp_found)
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m_materials->back().shininess = 10;
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{
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m_materials->push_back(Material());
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m_materials->back().name = QString(buffer);
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loadTexture(m_materials->back().texture, m_filepath + "/" + m_materials->back().name);
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if (!m_materials->back().textureName.isEmpty())
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new_segment->textureIndex = m_materials->size() - 1;
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loadTexture(m_materials->back().texture, m_filepath + "/" + m_materials->back().textureName);
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}
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new_segment->textureIndex = m_materials->size() - 1;
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delete[] buffer;
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delete[] buffer;
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}
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}
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@ -688,21 +678,13 @@ void MshFile::loadTexture(QOpenGLTexture *& destination, QString filepath)
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bool loadSuccess(false);
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bool loadSuccess(false);
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QImage img = loadTga(filepath, loadSuccess);
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QImage img = loadTga(filepath, loadSuccess);
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if (filepath.isEmpty())
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{
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loadSuccess = true;
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img = QImage(1, 1, QImage::Format_RGB32);
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img.fill(Qt::red);
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}
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else
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img = loadTga(filepath, loadSuccess);
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if (!loadSuccess)
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if (!loadSuccess)
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{
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{
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emit sendMessage("WARNING: texture not found or corrupted: " + m_materials->back().name, 1);
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emit sendMessage("WARNING: texture not found or corrupted: " + m_materials->back().name, 1);
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img = QImage(1, 1, QImage::Format_RGB32);
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img = QImage(1, 1, QImage::Format_RGB32);
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img.fill(QColor(m_materials->back().diffuseColor[0] * 255, m_materials->back().diffuseColor[1] * 255, m_materials->back().diffuseColor[2] * 255));
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img.fill(QColor(m_materials->back().diffuseColor[0] * 255, m_materials->back().diffuseColor[1] * 255, m_materials->back().diffuseColor[2] * 255));
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m_materials->back().textureName += " *";
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}
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}
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// Load image to OglTexture
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// Load image to OglTexture
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