added diffuse / ambient obj parsing
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@@ -129,6 +129,15 @@ void Model::draw()
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glEnable(GL_TEXTURE_2D);
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materials[g->materialIndex]->texture->bind();
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}
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else
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{
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glDisable(GL_TEXTURE_2D);
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float color[4] = { 1, 0, 0, 1 };
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memcpy(color, materials[g->materialIndex]->diffuseColor.v, 3 * sizeof(float));
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
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glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
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}
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glBegin(GL_TRIANGLES);
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for (auto &f : g->faces)
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@@ -193,6 +202,10 @@ void Model::loadMaterialFile(std::string fileName, std::string dirName)
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currentMaterial->hasTexture = true;
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currentMaterial->texture = new Texture(dirName + "/" + params[1]);
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}
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else if (params[0] == "kd")
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{
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currentMaterial->diffuseColor = Vec3f(atof(params[1].c_str()), atof(params[2].c_str()), atof(params[3].c_str()));
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}
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else
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std::cout << "Didn't parse " << params[0] << " in material file" << std::endl;
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}
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