1 // mat.cxx -- class to handle material properties
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
7 // This program is free software; you can redistribute it and/or
8 // modify it under the terms of the GNU General Public License as
9 // published by the Free Software Foundation; either version 2 of the
10 // License, or (at your option) any later version.
12 // This program is distributed in the hope that it will be useful, but
13 // WITHOUT ANY WARRANTY; without even the implied warranty of
14 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 // General Public License for more details.
17 // You should have received a copy of the GNU General Public License
18 // along with this program; if not, write to the Free Software
19 // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 # include <simgear_config.h>
28 #include <simgear/compiler.h>
33 #include <simgear/compiler.h>
35 #ifdef SG_MATH_EXCEPTION_CLASH
39 #include <simgear/debug/logstream.hxx>
40 #include <simgear/math/sg_random.h>
41 #include <simgear/misc/sg_path.hxx>
42 #include <simgear/misc/sgstream.hxx>
43 #include <simgear/scene/model/modellib.hxx>
48 ////////////////////////////////////////////////////////////////////////
49 // Local static functions.
50 ////////////////////////////////////////////////////////////////////////
53 * Internal method to test whether a file exists.
55 * TODO: this should be moved to a SimGear library of local file
59 local_file_exists( const string& path ) {
60 sg_gzifstream in( path );
61 if ( ! in.is_open() ) {
70 ////////////////////////////////////////////////////////////////////////
71 // Constructors and destructor.
72 ////////////////////////////////////////////////////////////////////////
75 SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props )
78 read_properties( fg_root, props );
79 build_ssg_state( false );
82 SGMaterial::SGMaterial( const string &texpath )
85 texture_path = texpath;
86 build_ssg_state( true );
89 SGMaterial::SGMaterial( ssgSimpleState *s )
95 SGMaterial::~SGMaterial (void)
97 for (unsigned int i = 0; i < object_groups.size(); i++) {
98 delete object_groups[i];
105 ////////////////////////////////////////////////////////////////////////
107 ////////////////////////////////////////////////////////////////////////
110 SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props )
112 // Get the path to the texture
113 string tname = props->getStringValue("texture", "unknown.rgb");
114 SGPath tpath( fg_root );
115 tpath.append("Textures.high");
117 if (!local_file_exists(tpath.str())) {
118 tpath = SGPath( fg_root );
119 tpath.append("Textures");
122 texture_path = tpath.str();
124 xsize = props->getDoubleValue("xsize", 0.0);
125 ysize = props->getDoubleValue("ysize", 0.0);
126 wrapu = props->getBoolValue("wrapu", true);
127 wrapv = props->getBoolValue("wrapv", true);
128 mipmap = props->getBoolValue("mipmap", true);
129 light_coverage = props->getDoubleValue("light-coverage", 0.0);
131 ambient[0] = props->getDoubleValue("ambient/r", 0.0);
132 ambient[1] = props->getDoubleValue("ambient/g", 0.0);
133 ambient[2] = props->getDoubleValue("ambient/b", 0.0);
134 ambient[3] = props->getDoubleValue("ambient/a", 0.0);
136 diffuse[0] = props->getDoubleValue("diffuse/r", 0.0);
137 diffuse[1] = props->getDoubleValue("diffuse/g", 0.0);
138 diffuse[2] = props->getDoubleValue("diffuse/b", 0.0);
139 diffuse[3] = props->getDoubleValue("diffuse/a", 0.0);
141 specular[0] = props->getDoubleValue("specular/r", 0.0);
142 specular[1] = props->getDoubleValue("specular/g", 0.0);
143 specular[2] = props->getDoubleValue("specular/b", 0.0);
144 specular[3] = props->getDoubleValue("specular/a", 0.0);
146 emission[0] = props->getDoubleValue("emissive/r", 0.0);
147 emission[1] = props->getDoubleValue("emissive/g", 0.0);
148 emission[2] = props->getDoubleValue("emissive/b", 0.0);
149 emission[3] = props->getDoubleValue("emissive/a", 0.0);
151 shininess = props->getDoubleValue("shininess", 0.0);
153 vector<SGPropertyNode_ptr> object_group_nodes =
154 ((SGPropertyNode *)props)->getChildren("object-group");
155 for (unsigned int i = 0; i < object_group_nodes.size(); i++)
156 object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
161 ////////////////////////////////////////////////////////////////////////
163 ////////////////////////////////////////////////////////////////////////
175 light_coverage = 0.0;
176 texture_loaded = false;
179 for (int i = 0; i < 4; i++) {
180 ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
185 SGMaterial::load_texture ()
187 if ( texture_loaded ) {
190 SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
192 state->setTexture( (char *)texture_path.c_str(), wrapu, wrapv, mipmap );
193 texture_loaded = true;
200 SGMaterial::build_ssg_state( bool defer_tex_load )
202 GLenum shade_model = GL_SMOOTH;
204 state = new ssgSimpleState();
207 // Set up the textured state
208 state->setShadeModel( shade_model );
209 state->enable( GL_LIGHTING );
210 state->enable ( GL_CULL_FACE ) ;
211 state->enable( GL_TEXTURE_2D );
212 state->disable( GL_BLEND );
213 state->disable( GL_ALPHA_TEST );
214 if ( !defer_tex_load ) {
215 SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
216 state->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
217 texture_loaded = true;
219 texture_loaded = false;
221 state->enable( GL_COLOR_MATERIAL );
223 state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
224 state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
225 state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
227 state->setMaterial ( GL_AMBIENT,
228 ambient[0], ambient[1],
229 ambient[2], ambient[3] ) ;
230 state->setMaterial ( GL_DIFFUSE,
231 diffuse[0], diffuse[1],
232 diffuse[2], diffuse[3] ) ;
233 state->setMaterial ( GL_SPECULAR,
234 specular[0], specular[1],
235 specular[2], specular[3] ) ;
236 state->setMaterial ( GL_EMISSION,
237 emission[0], emission[1],
238 emission[2], emission[3] ) ;
239 state->setShininess ( shininess );
244 void SGMaterial::set_ssg_state( ssgSimpleState *s )
248 texture_loaded = true;