Implementing LoadOBJ() -WIP-
It seems obj loading is working ok but there is some problem with drawing...
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3e806ad9d4
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fe702cd6a2
1 changed files with 140 additions and 33 deletions
173
src/models.c
173
src/models.c
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@ -2400,55 +2400,113 @@ static Model LoadOBJ(const char *fileName)
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if (objFile != NULL)
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if (objFile != NULL)
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{
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{
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fseek(objFile, 0, SEEK_END);
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fseek(objFile, 0, SEEK_END);
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long dataLength = ftell(objFile); // Get file size
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long length = ftell(objFile); // Get file size
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fseek(objFile, 0, SEEK_SET); // Reset file pointer
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fseek(objFile, 0, SEEK_SET); // Reset file pointer
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data = (char *)malloc(dataLength);
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data = (char *)malloc(length);
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fread(data, dataLength, 1, objFile);
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fread(data, length, 1, objFile);
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dataLength = length;
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fclose(objFile);
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fclose(objFile);
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}
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}
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if (data != NULL)
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if (data != NULL)
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{
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{
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unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
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unsigned int flags = TINYOBJ_FLAG_TRIANGULATE;
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int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, data, dataLength, flags);
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int ret = tinyobj_parse_obj(&attrib, &meshes, &meshCount, &materials, &materialCount, data, dataLength, flags);
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if (ret != TINYOBJ_SUCCESS) TraceLog(LOG_WARNING, "[%s] Model data could not be loaded", fileName);
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if (ret != TINYOBJ_SUCCESS) TraceLog(LOG_WARNING, "[%s] Model data could not be loaded", fileName);
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else TraceLog(LOG_INFO, "[%s] Model data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
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else TraceLog(LOG_INFO, "[%s] Model data loaded successfully: %i meshes / %i materials", fileName, meshCount, materialCount);
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for (int i = 0; i < meshCount; i++)
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// Init model meshes array
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model.meshCount = meshCount;
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model.meshes = (Mesh *)malloc(model.meshCount*sizeof(Mesh));
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// Init model materials array
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model.materialCount = materialCount;
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model.materials = (Material *)malloc(model.materialCount*sizeof(Material));
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// Init model meshes
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for (int m = 0; m < 1; m++)
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{
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{
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printf("shape[%d] name = %s\n", i, meshes[i].name);
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printf("num_vertices: %i\n", attrib.num_vertices);
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printf("num_normals: %i\n", attrib.num_normals);
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printf("num_texcoords: %i\n", attrib.num_texcoords);
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printf("num_faces: %i\n", attrib.num_faces);
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printf("num_face_num_verts: %i\n", attrib.num_face_num_verts);
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Mesh mesh = { 0 };
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memset(&mesh, 0, sizeof(Mesh));
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mesh.vertexCount = attrib.num_faces*3;
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mesh.triangleCount = attrib.num_faces;
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mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float));
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mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float));
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int faceOffset = 0;
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int vCount = 0;
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int vtCount = 0;
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int vnCount = 0;
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/*
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for (int i = 0; i < attrib.num_vertices*3; i++) printf("%2.2f, ", attrib.vertices[i]);
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printf("\n");
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for (int i = 0; i < attrib.num_texcoords*2; i++) printf("%2.2f, ", attrib.texcoords[i]);
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printf("\n");
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for (int i = 0; i < attrib.num_normals*3; i++) printf("%2.2f, ", attrib.normals[i]);
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printf("\n");
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tinyobj_vertex_index_t idx0 = attrib.faces[0];
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tinyobj_vertex_index_t idx1 = attrib.faces[1];
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tinyobj_vertex_index_t idx2 = attrib.faces[2];
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for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx0.v_idx*3 + v]); } printf("\n");
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for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx1.v_idx*3 + v]); } printf("\n");
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for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx2.v_idx*3 + v]); } printf("\n\n");
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idx0 = attrib.faces[3 + 0];
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idx1 = attrib.faces[3 + 1];
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idx2 = attrib.faces[3 + 2];
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for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx0.v_idx*3 + v]); } printf("\n");
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for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx1.v_idx*3 + v]); } printf("\n");
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for (int v = 0; v < 3; v++) { printf("%2.2f, ", attrib.vertices[idx2.v_idx*3 + v]); } printf("\n\n");
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*/
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for (int f = 0; f < attrib.num_faces; f++)
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{
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tinyobj_vertex_index_t idx0 = attrib.faces[3*f + 0];
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tinyobj_vertex_index_t idx1 = attrib.faces[3*f + 1];
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tinyobj_vertex_index_t idx2 = attrib.faces[3*f + 2];
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// printf("Face index: v %i/%i/%i . vt %i/%i/%i . vn %i/%i/%i\n",
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// idx0.v_idx, idx1.v_idx, idx2.v_idx,
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// idx0.vt_idx, idx1.vt_idx, idx2.vt_idx,
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// idx0.vn_idx, idx1.vn_idx, idx2.vn_idx);
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for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx0.v_idx*3 + v]; } vCount +=3;
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for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx1.v_idx*3 + v]; } vCount +=3;
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for (int v = 0; v < 3; v++) { mesh.vertices[vCount + v] = attrib.vertices[idx2.v_idx*3 + v]; } vCount +=3;
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for (int v = 0; v < 2; v++) { mesh.texcoords[vtCount + v] = attrib.texcoords[idx0.vt_idx*2 + v]; } vtCount += 2;
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for (int v = 0; v < 2; v++) { mesh.texcoords[vtCount + v] = attrib.texcoords[idx1.vt_idx*2 + v]; } vtCount += 2;
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for (int v = 0; v < 2; v++) { mesh.texcoords[vtCount + v] = attrib.texcoords[idx2.vt_idx*2 + v]; } vtCount += 2;
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for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx0.vn_idx*3 + v]; } vnCount +=3;
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for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx1.vn_idx*3 + v]; } vnCount +=3;
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for (int v = 0; v < 3; v++) { mesh.normals[vnCount + v] = attrib.normals[idx2.vn_idx*3 + v]; } vnCount +=3;
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}
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printf("vCount: %i\n", vCount);
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printf("vtCount: %i\n", vtCount);
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printf("vnCount: %i\n", vnCount);
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model.meshes[m] = mesh; // Assign mesh data to model
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rlLoadMesh(&model.meshes[m], false); // Upload vertex data to GPU (static mesh)
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}
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}
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/*
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/*
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// Data reference to process
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// Data reference to process
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typedef struct {
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char *name;
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float ambient[3];
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float diffuse[3];
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float specular[3];
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float transmittance[3];
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float emission[3];
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float shininess;
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float ior; // index of refraction
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float dissolve; // 1 == opaque; 0 == fully transparent
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// illumination model (see http://www.fileformat.info/format/material/)
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int illum;
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int pad0;
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char *ambient_texname; // map_Ka
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char *diffuse_texname; // map_Kd
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char *specular_texname; // map_Ks
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char *specular_highlight_texname; // map_Ns
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char *bump_texname; // map_bump, bump
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char *displacement_texname; // disp
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char *alpha_texname; // map_d
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} tinyobj_material_t;
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typedef struct {
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typedef struct {
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char *name; // group name or object name
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char *name; // group name or object name
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unsigned int face_offset;
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unsigned int face_offset;
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@ -2469,11 +2527,60 @@ static Model LoadOBJ(const char *fileName)
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float *vertices;
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float *vertices;
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float *normals;
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float *normals;
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float *texcoords;
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float *texcoords;
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tinyobj_vertex_index_t *faces;
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tinyobj_vertex_index_t *faces;
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int *face_num_verts;
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int *face_num_verts;
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int *material_ids;
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int *material_ids;
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} tinyobj_attrib_t;
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} tinyobj_attrib_t;
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*/
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*/
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// Init model materials
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for (int m = 0; m < materialCount; m++)
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{
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/*
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typedef struct {
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char *name;
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float ambient[3];
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float diffuse[3];
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float specular[3];
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float transmittance[3];
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float emission[3];
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float shininess;
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float ior; // index of refraction
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float dissolve; // 1 == opaque; 0 == fully transparent
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// illumination model (see http://www.fileformat.info/format/material/)
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int illum;
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int pad0;
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char *ambient_texname; // map_Ka
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char *diffuse_texname; // map_Kd
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char *specular_texname; // map_Ks
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char *specular_highlight_texname; // map_Ns
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char *bump_texname; // map_bump, bump
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char *displacement_texname; // disp
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char *alpha_texname; // map_d
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} tinyobj_material_t;
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*/
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/*
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// Material texture map
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typedef struct MaterialMap {
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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} MaterialMap;
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// Material type (generic)
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typedef struct Material {
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Shader shader; // Material shader
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MaterialMap maps[MAX_MATERIAL_MAPS]; // Material maps
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float *params; // Material generic parameters (if required)
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} Material;
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*/
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}
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tinyobj_attrib_free(&attrib);
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tinyobj_attrib_free(&attrib);
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tinyobj_shapes_free(meshes, meshCount);
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tinyobj_shapes_free(meshes, meshCount);
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