1 // e 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., 675 Mass Ave, Cambridge, MA 02139, USA.
25 # include <simgear_config.h>
28 #include <simgear/compiler.h>
36 #ifdef SG_MATH_EXCEPTION_CLASH
40 #include <simgear/debug/logstream.hxx>
41 #include <simgear/misc/sg_path.hxx>
42 #include <simgear/misc/sgstream.hxx>
47 ////////////////////////////////////////////////////////////////////////
48 // Constructors and destructor.
49 ////////////////////////////////////////////////////////////////////////
52 SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props, const char *season )
55 read_properties( fg_root, props, season );
56 build_ssg_state( false );
59 SGMaterial::SGMaterial( const string &texpath )
63 _internal_state st( NULL, texpath, false );
64 _status.push_back( st );
66 build_ssg_state( true );
69 SGMaterial::SGMaterial( ssgSimpleState *s )
75 SGMaterial::~SGMaterial (void)
77 for (unsigned int i = 0; i < object_groups.size(); i++) {
78 delete object_groups[i];
85 ////////////////////////////////////////////////////////////////////////
87 ////////////////////////////////////////////////////////////////////////
90 SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props, const char *season )
92 // Gather the path(s) to the texture(s)
93 vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
94 for (unsigned int i = 0; i < textures.size(); i++)
96 string tname = textures[i]->getStringValue();
97 string otname = tname;
98 if (season && strncmp(season, "summer", 6))
100 if (tname.substr(0,7) == "Terrain")
101 tname.insert(7,"."+string(season));
105 tname = "unknown.rgb";
108 SGPath tpath( fg_root );
109 tpath.append("Textures.high");
111 if ( !ulFileExists(tpath.c_str()) ) {
112 tpath = SGPath( fg_root );
113 tpath.append("Textures");
117 if ( ulFileExists(tpath.c_str()) ) {
118 _internal_state st( NULL, tpath.str(), false );
119 _status.push_back( st );
123 if (textures.size() == 0) {
124 string tname = "unknown.rgb";
125 SGPath tpath( fg_root );
126 tpath.append("Textures");
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);
139 // Taken from default values as used in ac3d
140 ambient[0] = props->getDoubleValue("ambient/r", 0.2);
141 ambient[1] = props->getDoubleValue("ambient/g", 0.2);
142 ambient[2] = props->getDoubleValue("ambient/b", 0.2);
143 ambient[3] = props->getDoubleValue("ambient/a", 1.0);
145 diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
146 diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
147 diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
148 diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
150 specular[0] = props->getDoubleValue("specular/r", 0.0);
151 specular[1] = props->getDoubleValue("specular/g", 0.0);
152 specular[2] = props->getDoubleValue("specular/b", 0.0);
153 specular[3] = props->getDoubleValue("specular/a", 1.0);
155 emission[0] = props->getDoubleValue("emissive/r", 0.0);
156 emission[1] = props->getDoubleValue("emissive/g", 0.0);
157 emission[2] = props->getDoubleValue("emissive/b", 0.0);
158 emission[3] = props->getDoubleValue("emissive/a", 1.0);
160 shininess = props->getDoubleValue("shininess", 1.0);
162 vector<SGPropertyNode_ptr> object_group_nodes =
163 ((SGPropertyNode *)props)->getChildren("object-group");
164 for (unsigned int i = 0; i < object_group_nodes.size(); i++)
165 object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
170 ////////////////////////////////////////////////////////////////////////
172 ////////////////////////////////////////////////////////////////////////
184 light_coverage = 0.0;
187 for (int i = 0; i < 4; i++) {
188 ambient[i] = (i < 3) ? 0.2 : 1.0;
189 specular[i] = (i < 3) ? 0.0 : 1.0;
190 diffuse[i] = (i < 3) ? 0.8 : 1.0;
191 emission[i] = (i < 3) ? 0.0 : 1.0;
196 SGMaterial::load_texture ( int n )
198 int i = (n >= 0) ? n : 0 ;
199 int end = (n >= 0) ? n+1 : _status.size();
203 if ( !_status[i].texture_loaded ) {
204 SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
205 << _status[i].texture_path );
206 _status[i].state->setTexture(
207 (char *)_status[i].texture_path.c_str(),
208 wrapu, wrapv, mipmap );
209 _status[i].texture_loaded = true;
216 SGMaterial::get_state (int n) const
218 if (_status.size() == 0) {
219 SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
223 ssgSimpleState *st = (n >= 0) ? _status[n].state
224 : _status[_current_ptr].state;
225 ((SGMaterial *)this)->_current_ptr += 1;
226 if (_current_ptr >= _status.size())
227 ((SGMaterial *)this)->_current_ptr = 0;
234 SGMaterial::build_ssg_state( bool defer_tex_load )
236 GLenum shade_model = GL_SMOOTH;
238 for (unsigned int i = 0; i < _status.size(); i++)
240 ssgSimpleState *state = new ssgSimpleState();
243 // Set up the textured state
244 state->setShadeModel( shade_model );
245 state->enable( GL_LIGHTING );
246 state->enable ( GL_CULL_FACE ) ;
247 state->enable( GL_TEXTURE_2D );
248 state->disable( GL_BLEND );
249 state->disable( GL_ALPHA_TEST );
251 if ( !defer_tex_load ) {
252 SG_LOG(SG_INPUT, SG_INFO, " " << _status[i].texture_path );
253 state->setTexture( (char *)_status[i].texture_path.c_str(),
255 _status[i].texture_loaded = true;
257 _status[i].texture_loaded = false;
260 state->enable( GL_COLOR_MATERIAL );
261 state->setMaterial ( GL_AMBIENT,
262 ambient[0], ambient[1],
263 ambient[2], ambient[3] ) ;
264 state->setMaterial ( GL_DIFFUSE,
265 diffuse[0], diffuse[1],
266 diffuse[2], diffuse[3] ) ;
267 state->setMaterial ( GL_SPECULAR,
268 specular[0], specular[1],
269 specular[2], specular[3] ) ;
270 state->setMaterial ( GL_EMISSION,
271 emission[0], emission[1],
272 emission[2], emission[3] ) ;
273 state->setShininess ( shininess );
275 _status[i].state = state;
280 void SGMaterial::set_ssg_state( ssgSimpleState *s )
282 _internal_state st( s, "", true );
284 _status.push_back( st );