1 // mat.cxx -- class to handle material properties
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
25 # include <simgear_config.h>
28 #include <simgear/compiler.h>
35 #include <osg/CullFace>
36 #include <osg/Material>
37 #include <osg/ShadeModel>
39 #include <osg/Texture2D>
40 #include <osgDB/ReadFile>
42 #include <simgear/debug/logstream.hxx>
43 #include <simgear/misc/sg_path.hxx>
44 #include <simgear/misc/sgstream.hxx>
46 #include <simgear/scene/model/model.hxx>
47 #include <simgear/scene/util/StateAttributeFactory.hxx>
52 using namespace simgear;
55 ////////////////////////////////////////////////////////////////////////
56 // Constructors and destructor.
57 ////////////////////////////////////////////////////////////////////////
60 SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props, const char *season )
63 read_properties( fg_root, props, season );
67 SGMaterial::SGMaterial( const string &texpath )
71 _internal_state st( NULL, texpath, false );
72 _status.push_back( st );
77 SGMaterial::SGMaterial( osg::StateSet *s )
83 SGMaterial::~SGMaterial (void)
89 ////////////////////////////////////////////////////////////////////////
91 ////////////////////////////////////////////////////////////////////////
94 SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props, const char *season )
96 // Gather the path(s) to the texture(s)
97 vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
98 for (unsigned int i = 0; i < textures.size(); i++)
100 string tname = textures[i]->getStringValue();
101 string otname = tname;
104 tname = "unknown.rgb";
107 SGPath tpath( fg_root );
108 tpath.append("Textures.high");
110 if ( !ulFileExists(tpath.c_str()) ) {
111 tpath = SGPath( fg_root );
112 tpath.append("Textures");
116 if ( ulFileExists(tpath.c_str()) ) {
117 _internal_state st( NULL, tpath.str(), false );
118 _status.push_back( st );
122 if (textures.size() == 0) {
123 string tname = "unknown.rgb";
124 SGPath tpath( fg_root );
125 tpath.append("Textures");
126 tpath.append("Terrain");
128 _internal_state st( NULL, tpath.str(), true );
129 _status.push_back( st );
132 xsize = props->getDoubleValue("xsize", 0.0);
133 ysize = props->getDoubleValue("ysize", 0.0);
134 wrapu = props->getBoolValue("wrapu", true);
135 wrapv = props->getBoolValue("wrapv", true);
136 mipmap = props->getBoolValue("mipmap", true);
137 light_coverage = props->getDoubleValue("light-coverage", 0.0);
138 tree_coverage = props->getDoubleValue("tree-coverage", 0.0);
139 tree_height = props->getDoubleValue("tree-height-m", 0.0);
140 tree_width = props->getDoubleValue("tree-width-m", 0.0);
141 tree_range = props->getDoubleValue("tree-range-m", 0.0);
142 tree_varieties = props->getIntValue("tree-varieties", 1);
144 SGPath tpath( fg_root );
145 tpath.append(props->getStringValue("tree-texture"));
146 tree_texture = tpath.str();
148 // surface values for use with ground reactions
149 solid = props->getBoolValue("solid", true);
150 friction_factor = props->getDoubleValue("friction-factor", 1.0);
151 rolling_friction = props->getDoubleValue("rolling-friction", 0.02);
152 bumpiness = props->getDoubleValue("bumpiness", 0.0);
153 load_resistance = props->getDoubleValue("load-resistance", 1e30);
155 // Taken from default values as used in ac3d
156 ambient[0] = props->getDoubleValue("ambient/r", 0.2);
157 ambient[1] = props->getDoubleValue("ambient/g", 0.2);
158 ambient[2] = props->getDoubleValue("ambient/b", 0.2);
159 ambient[3] = props->getDoubleValue("ambient/a", 1.0);
161 diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
162 diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
163 diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
164 diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
166 specular[0] = props->getDoubleValue("specular/r", 0.0);
167 specular[1] = props->getDoubleValue("specular/g", 0.0);
168 specular[2] = props->getDoubleValue("specular/b", 0.0);
169 specular[3] = props->getDoubleValue("specular/a", 1.0);
171 emission[0] = props->getDoubleValue("emissive/r", 0.0);
172 emission[1] = props->getDoubleValue("emissive/g", 0.0);
173 emission[2] = props->getDoubleValue("emissive/b", 0.0);
174 emission[3] = props->getDoubleValue("emissive/a", 1.0);
176 shininess = props->getDoubleValue("shininess", 1.0);
178 vector<SGPropertyNode_ptr> object_group_nodes =
179 ((SGPropertyNode *)props)->getChildren("object-group");
180 for (unsigned int i = 0; i < object_group_nodes.size(); i++)
181 object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
183 // read glyph table for taxi-/runway-signs
184 vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
185 for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
186 const char *name = glyph_nodes[i]->getStringValue("name");
188 glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
194 ////////////////////////////////////////////////////////////////////////
196 ////////////////////////////////////////////////////////////////////////
209 light_coverage = 0.0;
213 rolling_friction = 0.02;
215 load_resistance = 1e30;
218 for (int i = 0; i < 4; i++) {
219 ambient[i] = (i < 3) ? 0.2 : 1.0;
220 specular[i] = (i < 3) ? 0.0 : 1.0;
221 diffuse[i] = (i < 3) ? 0.8 : 1.0;
222 emission[i] = (i < 3) ? 0.0 : 1.0;
227 SGMaterial::get_state (int n)
229 if (_status.size() == 0) {
230 SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
234 int i = n >= 0 ? n : _current_ptr;
236 if(!_status[i].texture_loaded)
238 assignTexture(_status[i].state.get(), _status[i].texture_path,
239 wrapu, wrapv, mipmap);
240 _status[i].texture_loaded = true;
242 osg::StateSet *st = _status[i].state.get();
245 if (_current_ptr >= _status.size())
253 SGMaterial::build_state( bool defer_tex_load )
255 StateAttributeFactory *attrFact = StateAttributeFactory::instance();
256 for (unsigned int i = 0; i < _status.size(); i++)
258 osg::StateSet *stateSet = new osg::StateSet;
259 stateSet->setUserData(new SGMaterialUserData(this));
261 // Set up the textured state
262 stateSet->setAttribute(attrFact->getSmoothShadeModel());
263 stateSet->setAttributeAndModes(attrFact->getCullFaceBack());
265 stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
267 _status[i].texture_loaded = false;
269 osg::Material* material = new osg::Material;
270 material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
271 material->setAmbient(osg::Material::FRONT_AND_BACK, ambient.osg());
272 material->setDiffuse(osg::Material::FRONT_AND_BACK, diffuse.osg());
273 material->setSpecular(osg::Material::FRONT_AND_BACK, specular.osg());
274 material->setEmission(osg::Material::FRONT_AND_BACK, emission.osg());
275 material->setShininess(osg::Material::FRONT_AND_BACK, shininess );
276 stateSet->setAttribute(material);
278 if (ambient[3] < 1 || diffuse[3] < 1 ||
279 specular[3] < 1 || emission[3] < 1) {
280 stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
281 stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
282 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
284 stateSet->setRenderingHint(osg::StateSet::OPAQUE_BIN);
285 stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
286 stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
289 _status[i].state = stateSet;
294 void SGMaterial::set_state( osg::StateSet *s )
296 _status.push_back( _internal_state( s, "", true ) );
299 void SGMaterial::assignTexture( osg::StateSet *state, const std::string &fname,
300 bool _wrapu, bool _wrapv, bool _mipmap )
302 osg::Texture2D* texture = SGLoadTexture2D(fname, 0, _wrapu, _wrapv,
304 texture->setMaxAnisotropy( SGGetTextureFilter());
305 state->setTextureAttributeAndModes(0, texture);
307 osg::TexEnv* texEnv = new osg::TexEnv;
308 texEnv->setMode(osg::TexEnv::MODULATE);
309 state->setTextureAttributeAndModes(0, texEnv);
312 SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
314 map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
315 it = glyphs.find(name);
316 if (it == glyphs.end())
323 ////////////////////////////////////////////////////////////////////////
325 ////////////////////////////////////////////////////////////////////////
327 SGMaterialGlyph::SGMaterialGlyph(SGPropertyNode *p) :
328 _left(p->getDoubleValue("left", 0.0)),
329 _right(p->getDoubleValue("right", 1.0))
334 SGSetTextureFilter( int max) {
335 SGSceneFeatures::instance()->setTextureFilter( max);
339 SGGetTextureFilter() {
340 return SGSceneFeatures::instance()->getTextureFilter();