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>
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)
81 ////////////////////////////////////////////////////////////////////////
83 ////////////////////////////////////////////////////////////////////////
86 SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props, const char *season )
88 // Gather the path(s) to the texture(s)
89 vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
90 for (unsigned int i = 0; i < textures.size(); i++)
92 string tname = textures[i]->getStringValue();
93 string otname = tname;
94 if (season && strncmp(season, "summer", 6))
96 if (tname.substr(0,7) == "Terrain")
97 tname.insert(7,"."+string(season));
101 tname = "unknown.rgb";
104 SGPath tpath( fg_root );
105 tpath.append("Textures.high");
107 if ( !ulFileExists(tpath.c_str()) ) {
108 tpath = SGPath( fg_root );
109 tpath.append("Textures");
113 if ( ulFileExists(tpath.c_str()) ) {
114 _internal_state st( NULL, tpath.str(), false );
115 _status.push_back( st );
119 if (textures.size() == 0) {
120 string tname = "unknown.rgb";
121 SGPath tpath( fg_root );
122 tpath.append("Textures");
124 _internal_state st( NULL, tpath.str(), true );
125 _status.push_back( st );
128 xsize = props->getDoubleValue("xsize", 0.0);
129 ysize = props->getDoubleValue("ysize", 0.0);
130 wrapu = props->getBoolValue("wrapu", true);
131 wrapv = props->getBoolValue("wrapv", true);
132 mipmap = props->getBoolValue("mipmap", true);
133 light_coverage = props->getDoubleValue("light-coverage", 0.0);
135 // Taken from default values as used in ac3d
136 ambient[0] = props->getDoubleValue("ambient/r", 0.2);
137 ambient[1] = props->getDoubleValue("ambient/g", 0.2);
138 ambient[2] = props->getDoubleValue("ambient/b", 0.2);
139 ambient[3] = props->getDoubleValue("ambient/a", 1.0);
141 diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
142 diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
143 diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
144 diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
146 specular[0] = props->getDoubleValue("specular/r", 0.0);
147 specular[1] = props->getDoubleValue("specular/g", 0.0);
148 specular[2] = props->getDoubleValue("specular/b", 0.0);
149 specular[3] = props->getDoubleValue("specular/a", 1.0);
151 emission[0] = props->getDoubleValue("emissive/r", 0.0);
152 emission[1] = props->getDoubleValue("emissive/g", 0.0);
153 emission[2] = props->getDoubleValue("emissive/b", 0.0);
154 emission[3] = props->getDoubleValue("emissive/a", 1.0);
156 shininess = props->getDoubleValue("shininess", 1.0);
158 vector<SGPropertyNode_ptr> object_group_nodes =
159 ((SGPropertyNode *)props)->getChildren("object-group");
160 for (unsigned int i = 0; i < object_group_nodes.size(); i++)
161 object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
163 // read glyph table for taxi-/runway-signs
164 vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
165 for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
166 const char *name = glyph_nodes[i]->getStringValue("name");
168 glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
174 ////////////////////////////////////////////////////////////////////////
176 ////////////////////////////////////////////////////////////////////////
189 light_coverage = 0.0;
191 for (int i = 0; i < 4; i++) {
192 ambient[i] = (i < 3) ? 0.2 : 1.0;
193 specular[i] = (i < 3) ? 0.0 : 1.0;
194 diffuse[i] = (i < 3) ? 0.8 : 1.0;
195 emission[i] = (i < 3) ? 0.0 : 1.0;
200 SGMaterial::load_texture ( int n )
202 int i = (n >= 0) ? n : 0 ;
203 int end = (n >= 0) ? n+1 : _status.size();
207 if ( !_status[i].texture_loaded ) {
208 SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
209 << _status[i].texture_path );
210 _status[i].state->setTexture(
211 (char *)_status[i].texture_path.c_str(),
212 wrapu, wrapv, mipmap );
213 _status[i].texture_loaded = true;
220 SGMaterial::get_state (int n) const
222 if (_status.size() == 0) {
223 SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
227 ssgSimpleState *st = (n >= 0) ? _status[n].state
228 : _status[_current_ptr].state;
229 ((SGMaterial *)this)->_current_ptr += 1;
230 if (_current_ptr >= _status.size())
231 ((SGMaterial *)this)->_current_ptr = 0;
238 SGMaterial::build_ssg_state( bool defer_tex_load )
240 GLenum shade_model = GL_SMOOTH;
242 for (unsigned int i = 0; i < _status.size(); i++)
244 ssgSimpleState *state = new ssgSimpleState();
246 // Set up the textured state
247 state->setShadeModel( shade_model );
248 state->enable( GL_LIGHTING );
249 state->enable ( GL_CULL_FACE ) ;
250 state->enable( GL_TEXTURE_2D );
251 state->disable( GL_BLEND );
252 state->disable( GL_ALPHA_TEST );
254 if ( !defer_tex_load ) {
255 SG_LOG(SG_INPUT, SG_INFO, " " << _status[i].texture_path );
256 state->setTexture( (char *)_status[i].texture_path.c_str(),
258 _status[i].texture_loaded = true;
260 _status[i].texture_loaded = false;
263 state->enable( GL_COLOR_MATERIAL );
264 state->setMaterial ( GL_AMBIENT,
265 ambient[0], ambient[1],
266 ambient[2], ambient[3] ) ;
267 state->setMaterial ( GL_DIFFUSE,
268 diffuse[0], diffuse[1],
269 diffuse[2], diffuse[3] ) ;
270 state->setMaterial ( GL_SPECULAR,
271 specular[0], specular[1],
272 specular[2], specular[3] ) ;
273 state->setMaterial ( GL_EMISSION,
274 emission[0], emission[1],
275 emission[2], emission[3] ) ;
276 state->setShininess ( shininess );
278 _status[i].state = state;
283 void SGMaterial::set_ssg_state( ssgSimpleState *s )
285 _status.push_back( _internal_state( s, "", true ) );
290 ////////////////////////////////////////////////////////////////////////
292 ////////////////////////////////////////////////////////////////////////
294 SGMaterialGlyph::SGMaterialGlyph(SGPropertyNode *p) :
295 _left(p->getDoubleValue("left", 0.0)),
296 _right(p->getDoubleValue("right", 1.0))