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., 675 Mass Ave, Cambridge, MA 02139, USA.
25 # include <simgear_config.h>
28 #include <simgear/compiler.h>
35 #ifdef SG_MATH_EXCEPTION_CLASH
39 #include <simgear/debug/logstream.hxx>
40 #include <simgear/misc/sg_path.hxx>
41 #include <simgear/misc/sgstream.hxx>
46 ////////////////////////////////////////////////////////////////////////
47 // Constructors and destructor.
48 ////////////////////////////////////////////////////////////////////////
51 SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props )
54 read_properties( fg_root, props );
55 build_ssg_state( false );
58 SGMaterial::SGMaterial( const string &texpath )
62 _internal_state st( NULL, texpath, false );
63 _status.push_back( st );
65 build_ssg_state( true );
68 SGMaterial::SGMaterial( ssgSimpleState *s )
74 SGMaterial::~SGMaterial (void)
76 for (unsigned int i = 0; i < object_groups.size(); i++) {
77 delete object_groups[i];
84 ////////////////////////////////////////////////////////////////////////
86 ////////////////////////////////////////////////////////////////////////
89 SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props )
91 // Gather the path(s) to the texture(s)
92 vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
93 for (unsigned int i = 0; i < textures.size(); i++)
95 string tname = textures[i]->getStringValue();
97 tname = "unknown.rgb";
100 SGPath tpath( fg_root );
101 tpath.append("Textures.high");
103 if ( !ulFileExists(tpath.c_str()) ) {
104 tpath = SGPath( fg_root );
105 tpath.append("Textures");
109 if ( ulFileExists(tpath.c_str()) ) {
110 _internal_state st( NULL, tpath.str(), false );
111 _status.push_back( st );
115 if (textures.size() == 0) {
116 string tname = "unknown.rgb";
117 SGPath tpath( fg_root );
118 tpath.append("Textures");
120 _internal_state st( NULL, tpath.str(), true );
121 _status.push_back( st );
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 // Taken from default values as used in ac3d
132 ambient[0] = props->getDoubleValue("ambient/r", 0.2);
133 ambient[1] = props->getDoubleValue("ambient/g", 0.2);
134 ambient[2] = props->getDoubleValue("ambient/b", 0.2);
135 ambient[3] = props->getDoubleValue("ambient/a", 1.0);
137 diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
138 diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
139 diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
140 diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
142 specular[0] = props->getDoubleValue("specular/r", 0.0);
143 specular[1] = props->getDoubleValue("specular/g", 0.0);
144 specular[2] = props->getDoubleValue("specular/b", 0.0);
145 specular[3] = props->getDoubleValue("specular/a", 1.0);
147 emission[0] = props->getDoubleValue("emissive/r", 0.0);
148 emission[1] = props->getDoubleValue("emissive/g", 0.0);
149 emission[2] = props->getDoubleValue("emissive/b", 0.0);
150 emission[3] = props->getDoubleValue("emissive/a", 1.0);
152 shininess = props->getDoubleValue("shininess", 1.0);
154 vector<SGPropertyNode_ptr> object_group_nodes =
155 ((SGPropertyNode *)props)->getChildren("object-group");
156 for (unsigned int i = 0; i < object_group_nodes.size(); i++)
157 object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
162 ////////////////////////////////////////////////////////////////////////
164 ////////////////////////////////////////////////////////////////////////
176 light_coverage = 0.0;
179 for (int i = 0; i < 4; i++) {
180 ambient[i] = (i < 3) ? 0.2 : 1.0;
181 specular[i] = (i < 3) ? 0.0 : 1.0;
182 diffuse[i] = (i < 3) ? 0.8 : 1.0;
183 emission[i] = (i < 3) ? 0.0 : 1.0;
188 SGMaterial::load_texture ( int n )
190 int i = (n >= 0) ? n : 0 ;
191 int end = (n >= 0) ? n+1 : _status.size();
195 if ( !_status[i].texture_loaded ) {
196 SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
197 << _status[i].texture_path );
198 _status[i].state->setTexture(
199 (char *)_status[i].texture_path.c_str(),
200 wrapu, wrapv, mipmap );
201 _status[i].texture_loaded = true;
208 SGMaterial::get_state (int n) const
210 if (_status.size() == 0) {
211 SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
215 ssgSimpleState *st = (n >= 0) ? _status[n].state
216 : _status[_current_ptr].state;
217 ((SGMaterial *)this)->_current_ptr += 1;
218 if (_current_ptr >= _status.size())
219 ((SGMaterial *)this)->_current_ptr = 0;
226 SGMaterial::build_ssg_state( bool defer_tex_load )
228 GLenum shade_model = GL_SMOOTH;
230 for (unsigned int i = 0; i < _status.size(); i++)
232 ssgSimpleState *state = new ssgSimpleState();
235 // Set up the textured state
236 state->setShadeModel( shade_model );
237 state->enable( GL_LIGHTING );
238 state->enable ( GL_CULL_FACE ) ;
239 state->enable( GL_TEXTURE_2D );
240 state->disable( GL_BLEND );
241 state->disable( GL_ALPHA_TEST );
243 if ( !defer_tex_load ) {
244 SG_LOG(SG_INPUT, SG_INFO, " " << _status[i].texture_path );
245 state->setTexture( (char *)_status[i].texture_path.c_str(),
247 _status[i].texture_loaded = true;
249 _status[i].texture_loaded = false;
252 state->enable( GL_COLOR_MATERIAL );
253 state->setMaterial ( GL_AMBIENT,
254 ambient[0], ambient[1],
255 ambient[2], ambient[3] ) ;
256 state->setMaterial ( GL_DIFFUSE,
257 diffuse[0], diffuse[1],
258 diffuse[2], diffuse[3] ) ;
259 state->setMaterial ( GL_SPECULAR,
260 specular[0], specular[1],
261 specular[2], specular[3] ) ;
262 state->setMaterial ( GL_EMISSION,
263 emission[0], emission[1],
264 emission[2], emission[3] ) ;
265 state->setShininess ( shininess );
267 _status[i].state = state;
272 void SGMaterial::set_ssg_state( ssgSimpleState *s )
274 _internal_state st( s, "", true );
276 _status.push_back( st );