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/loader.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 // Implementation of SGMaterial::Object.
72 ////////////////////////////////////////////////////////////////////////
74 SGMaterial::Object::Object (const SGPropertyNode * node, double range_m)
75 : _models_loaded(false),
76 _coverage_m2(node->getDoubleValue("coverage-m2", 1000000)),
80 if (_coverage_m2 < 1000) {
81 SG_LOG(SG_INPUT, SG_ALERT, "Random object coverage " << _coverage_m2
82 << " is too small, forcing, to 1000");
86 // Note all the model paths
87 vector <SGPropertyNode_ptr> path_nodes = node->getChildren("path");
88 for (unsigned int i = 0; i < path_nodes.size(); i++)
89 _paths.push_back(path_nodes[i]->getStringValue());
91 // Note the heading type
92 string hdg = node->getStringValue("heading-type", "fixed");
94 _heading_type = HEADING_FIXED;
95 } else if (hdg == "billboard") {
96 _heading_type = HEADING_BILLBOARD;
97 } else if (hdg == "random") {
98 _heading_type = HEADING_RANDOM;
100 _heading_type = HEADING_FIXED;
101 SG_LOG(SG_INPUT, SG_ALERT, "Unknown heading type: " << hdg
102 << "; using 'fixed' instead.");
105 // uncomment to preload models
109 SGMaterial::Object::~Object ()
111 for (unsigned int i = 0; i < _models.size(); i++) {
112 if (_models[i] != 0) {
120 SGMaterial::Object::get_model_count( SGModelLoader *loader,
121 const string &fg_root,
122 SGPropertyNode *prop_root,
123 double sim_time_sec )
125 load_models( loader, fg_root, prop_root, sim_time_sec );
126 return _models.size();
130 SGMaterial::Object::load_models ( SGModelLoader *loader,
131 const string &fg_root,
132 SGPropertyNode *prop_root,
133 double sim_time_sec )
135 // Load model only on demand
136 if (!_models_loaded) {
137 for (unsigned int i = 0; i < _paths.size(); i++) {
138 ssgEntity *entity = loader->load_model( fg_root, _paths[i],
139 prop_root, sim_time_sec );
141 // FIXME: this stuff can be handled
142 // in the XML wrapper as well (at least,
143 // the billboarding should be handled
145 float ranges[] = {0, _range_m};
146 ssgRangeSelector * lod = new ssgRangeSelector;
148 lod->setRanges(ranges, 2);
149 if (_heading_type == HEADING_BILLBOARD) {
150 ssgCutout * cutout = new ssgCutout(false);
151 cutout->addKid(entity);
156 _models.push_back(lod);
158 SG_LOG(SG_INPUT, SG_ALERT, "Failed to load object " << _paths[i]);
162 _models_loaded = true;
166 SGMaterial::Object::get_model( int index,
167 SGModelLoader *loader,
168 const string &fg_root,
169 SGPropertyNode *prop_root,
170 double sim_time_sec )
172 load_models( loader, fg_root, prop_root, sim_time_sec ); // comment this out if preloading models
173 return _models[index];
177 SGMaterial::Object::get_random_model( SGModelLoader *loader,
178 const string &fg_root,
179 SGPropertyNode *prop_root,
180 double sim_time_sec )
182 load_models( loader, fg_root, prop_root, sim_time_sec ); // comment this out if preloading models
183 int nModels = _models.size();
184 int index = int(sg_random() * nModels);
185 if (index >= nModels)
187 return _models[index];
191 SGMaterial::Object::get_coverage_m2 () const
196 SGMaterial::Object::HeadingType
197 SGMaterial::Object::get_heading_type () const
199 return _heading_type;
204 ////////////////////////////////////////////////////////////////////////
205 // Implementation of SGMaterial::ObjectGroup.
206 ////////////////////////////////////////////////////////////////////////
208 SGMaterial::ObjectGroup::ObjectGroup (SGPropertyNode * node)
209 : _range_m(node->getDoubleValue("range-m", 2000))
211 // Load the object subnodes
212 vector<SGPropertyNode_ptr> object_nodes =
213 ((SGPropertyNode *)node)->getChildren("object");
214 for (unsigned int i = 0; i < object_nodes.size(); i++) {
215 const SGPropertyNode * object_node = object_nodes[i];
216 if (object_node->hasChild("path"))
217 _objects.push_back(new Object(object_node, _range_m));
219 SG_LOG(SG_INPUT, SG_ALERT, "No path supplied for object");
223 SGMaterial::ObjectGroup::~ObjectGroup ()
225 for (unsigned int i = 0; i < _objects.size(); i++) {
232 SGMaterial::ObjectGroup::get_range_m () const
238 SGMaterial::ObjectGroup::get_object_count () const
240 return _objects.size();
244 SGMaterial::ObjectGroup::get_object (int index) const
246 return _objects[index];
251 ////////////////////////////////////////////////////////////////////////
252 // Constructors and destructor.
253 ////////////////////////////////////////////////////////////////////////
256 SGMaterial::SGMaterial( const string &fg_root,
257 const SGPropertyNode *props,
262 read_properties( fg_root, props );
263 build_ssg_state( false, smooth_shading, use_textures );
266 SGMaterial::SGMaterial( const string &texpath,
271 texture_path = texpath;
272 build_ssg_state( true, smooth_shading, use_textures );
275 SGMaterial::SGMaterial( ssgSimpleState *s,
280 set_ssg_state( s, smooth_shading, use_textures );
283 SGMaterial::~SGMaterial (void)
285 for (unsigned int i = 0; i < object_groups.size(); i++) {
286 delete object_groups[i];
287 object_groups[i] = 0;
293 ////////////////////////////////////////////////////////////////////////
295 ////////////////////////////////////////////////////////////////////////
298 SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props )
300 // Get the path to the texture
301 string tname = props->getStringValue("texture", "unknown.rgb");
302 SGPath tpath( fg_root );
303 tpath.append("Textures.high");
305 if (!local_file_exists(tpath.str())) {
306 tpath = SGPath( fg_root );
307 tpath.append("Textures");
310 texture_path = tpath.str();
312 xsize = props->getDoubleValue("xsize", 0.0);
313 ysize = props->getDoubleValue("ysize", 0.0);
314 wrapu = props->getBoolValue("wrapu", true);
315 wrapv = props->getBoolValue("wrapv", true);
316 mipmap = props->getBoolValue("mipmap", true);
317 light_coverage = props->getDoubleValue("light-coverage", 0.0);
319 ambient[0] = props->getDoubleValue("ambient/r", 0.0);
320 ambient[1] = props->getDoubleValue("ambient/g", 0.0);
321 ambient[2] = props->getDoubleValue("ambient/b", 0.0);
322 ambient[3] = props->getDoubleValue("ambient/a", 0.0);
324 diffuse[0] = props->getDoubleValue("diffuse/r", 0.0);
325 diffuse[1] = props->getDoubleValue("diffuse/g", 0.0);
326 diffuse[2] = props->getDoubleValue("diffuse/b", 0.0);
327 diffuse[3] = props->getDoubleValue("diffuse/a", 0.0);
329 specular[0] = props->getDoubleValue("specular/r", 0.0);
330 specular[1] = props->getDoubleValue("specular/g", 0.0);
331 specular[2] = props->getDoubleValue("specular/b", 0.0);
332 specular[3] = props->getDoubleValue("specular/a", 0.0);
334 emission[0] = props->getDoubleValue("emissive/r", 0.0);
335 emission[1] = props->getDoubleValue("emissive/g", 0.0);
336 emission[2] = props->getDoubleValue("emissive/b", 0.0);
337 emission[3] = props->getDoubleValue("emissive/a", 0.0);
339 shininess = props->getDoubleValue("shininess", 0.0);
341 vector<SGPropertyNode_ptr> object_group_nodes =
342 ((SGPropertyNode *)props)->getChildren("object-group");
343 for (unsigned int i = 0; i < object_group_nodes.size(); i++)
344 object_groups.push_back(new ObjectGroup(object_group_nodes[i]));
349 ////////////////////////////////////////////////////////////////////////
351 ////////////////////////////////////////////////////////////////////////
365 light_coverage = 0.0;
366 texture_loaded = false;
369 for (int i = 0; i < 4; i++) {
370 ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
375 SGMaterial::load_texture ()
377 if (texture_loaded) {
380 SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
382 textured->setTexture( (char *)texture_path.c_str(),
383 wrapu, wrapv, mipmap );
384 texture_loaded = true;
391 SGMaterial::build_ssg_state( bool defer_tex_load,
395 GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
397 state = new ssgStateSelector(2);
400 textured = new ssgSimpleState();
403 nontextured = new ssgSimpleState();
406 // Set up the textured state
407 textured->setShadeModel( shade_model );
408 textured->enable( GL_LIGHTING );
409 textured->enable ( GL_CULL_FACE ) ;
410 textured->enable( GL_TEXTURE_2D );
411 textured->disable( GL_BLEND );
412 textured->disable( GL_ALPHA_TEST );
413 if ( !defer_tex_load ) {
414 SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
415 textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
416 texture_loaded = true;
418 texture_loaded = false;
420 textured->enable( GL_COLOR_MATERIAL );
422 textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
423 textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
424 textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
426 textured->setMaterial ( GL_AMBIENT,
427 ambient[0], ambient[1],
428 ambient[2], ambient[3] ) ;
429 textured->setMaterial ( GL_DIFFUSE,
430 diffuse[0], diffuse[1],
431 diffuse[2], diffuse[3] ) ;
432 textured->setMaterial ( GL_SPECULAR,
433 specular[0], specular[1],
434 specular[2], specular[3] ) ;
435 textured->setMaterial ( GL_EMISSION,
436 emission[0], emission[1],
437 emission[2], emission[3] ) ;
438 textured->setShininess ( shininess );
441 // Set up the coloured state
442 nontextured->enable( GL_LIGHTING );
443 nontextured->setShadeModel( shade_model );
444 nontextured->enable ( GL_CULL_FACE ) ;
445 nontextured->disable( GL_TEXTURE_2D );
446 nontextured->disable( GL_BLEND );
447 nontextured->disable( GL_ALPHA_TEST );
448 nontextured->disable( GL_COLOR_MATERIAL );
450 nontextured->setMaterial ( GL_AMBIENT,
451 ambient[0], ambient[1],
452 ambient[2], ambient[3] ) ;
453 nontextured->setMaterial ( GL_DIFFUSE,
454 diffuse[0], diffuse[1],
455 diffuse[2], diffuse[3] ) ;
456 nontextured->setMaterial ( GL_SPECULAR,
457 specular[0], specular[1],
458 specular[2], specular[3] ) ;
459 nontextured->setMaterial ( GL_EMISSION,
460 emission[0], emission[1],
461 emission[2], emission[3] ) ;
462 nontextured->setShininess ( shininess );
464 state->setStep( 0, textured ); // textured
465 state->setStep( 1, nontextured ); // untextured
467 // Choose the appropriate starting state.
468 if ( use_textures ) {
469 state->selectStep(0);
471 state->selectStep(1);
476 void SGMaterial::set_ssg_state( ssgSimpleState *s,
477 bool smooth_shading, bool use_textures )
479 GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
481 state = new ssgStateSelector(2);
485 texture_loaded = true;
487 nontextured = new ssgSimpleState();
490 // Set up the textured state
491 textured->setShadeModel( shade_model );
493 // Set up the coloured state
494 nontextured->enable( GL_LIGHTING );
495 nontextured->setShadeModel( shade_model );
496 nontextured->enable ( GL_CULL_FACE ) ;
497 nontextured->disable( GL_TEXTURE_2D );
498 nontextured->disable( GL_BLEND );
499 nontextured->disable( GL_ALPHA_TEST );
500 nontextured->disable( GL_COLOR_MATERIAL );
502 nontextured->setMaterial ( GL_AMBIENT,
503 ambient[0], ambient[1],
504 ambient[2], ambient[3] ) ;
505 nontextured->setMaterial ( GL_DIFFUSE,
506 diffuse[0], diffuse[1],
507 diffuse[2], diffuse[3] ) ;
508 nontextured->setMaterial ( GL_SPECULAR,
509 specular[0], specular[1],
510 specular[2], specular[3] ) ;
511 nontextured->setMaterial ( GL_EMISSION,
512 emission[0], emission[1],
513 emission[2], emission[3] ) ;
514 nontextured->setShininess ( shininess );
516 state->setStep( 0, textured ); // textured
517 state->setStep( 1, nontextured ); // untextured
519 // Choose the appropriate starting state.
520 if ( use_textures ) {
521 state->selectStep(0);
523 state->selectStep(1);