1 // materialmgr.cxx -- class to handle material properties
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
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 #ifdef SG_MATH_EXCEPTION_CLASH
38 #include <simgear/compiler.h>
39 #include <simgear/constants.h>
40 #include <simgear/misc/exception.hxx>
45 #include <simgear/debug/logstream.hxx>
46 #include <simgear/misc/sg_path.hxx>
47 #include <simgear/misc/sgstream.hxx>
48 #include <simgear/props/props_io.hxx>
54 SG_USING_NAMESPACE(std);
58 // global material management class
59 SGMaterialLib material_lib;
63 SGMaterialLib::SGMaterialLib ( void ) {
68 static int gen_test_light_map() {
69 static const int env_tex_res = 32;
70 int half_res = env_tex_res / 2;
71 unsigned char env_map[env_tex_res][env_tex_res][4];
74 for ( int i = 0; i < env_tex_res; ++i ) {
75 for ( int j = 0; j < env_tex_res; ++j ) {
76 double x = (i - half_res) / (double)half_res;
77 double y = (j - half_res) / (double)half_res;
78 double dist = sqrt(x*x + y*y);
79 if ( dist > 1.0 ) { dist = 1.0; }
81 // cout << x << "," << y << " " << (int)(dist * 255) << ","
82 // << (int)((1.0 - dist) * 255) << endl;
83 env_map[i][j][0] = (int)(dist * 255);
84 env_map[i][j][1] = (int)((1.0 - dist) * 255);
86 env_map[i][j][3] = 255;
90 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
91 glGenTextures( 1, &tex_name );
92 glBindTexture( GL_TEXTURE_2D, tex_name );
94 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
95 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
96 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
97 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
98 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
99 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
105 // generate standard colored directional light environment texture map
106 static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
107 const int env_tex_res = 32;
108 int half_res = env_tex_res / 2;
109 unsigned char env_map[env_tex_res][env_tex_res][4];
112 for ( int i = 0; i < env_tex_res; ++i ) {
113 for ( int j = 0; j < env_tex_res; ++j ) {
114 double x = (i - half_res) / (double)half_res;
115 double y = (j - half_res) / (double)half_res;
116 double dist = sqrt(x*x + y*y);
117 if ( dist > 1.0 ) { dist = 1.0; }
118 double bright = cos( dist * SGD_PI_2 );
119 if ( bright < 0.3 ) { bright = 0.3; }
120 env_map[i][j][0] = r;
121 env_map[i][j][1] = g;
122 env_map[i][j][2] = b;
123 env_map[i][j][3] = (int)(bright * alpha);
127 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
128 glGenTextures( 1, &tex_name );
129 glBindTexture( GL_TEXTURE_2D, tex_name );
131 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
132 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
133 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
134 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
135 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
136 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
142 // generate standard colored directional light environment texture map
143 static int gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
144 const int env_tex_res = 32;
145 int half_res = env_tex_res / 2;
146 unsigned char env_map[env_tex_res][env_tex_res][4];
149 for ( int i = 0; i < env_tex_res; ++i ) {
150 for ( int j = 0; j < env_tex_res; ++j ) {
151 double x = (i - half_res) / (double)half_res;
152 double y = (j - half_res) / (double)half_res;
153 double tmp = sqrt(x*x + y*y);
154 double dist = tmp * tmp;
155 if ( dist > 1.0 ) { dist = 1.0; }
156 double bright = sin( dist * SGD_PI_2 );
157 if ( bright < 0.2 ) { bright = 0.2; }
158 env_map[i][j][0] = r;
159 env_map[i][j][1] = g;
160 env_map[i][j][2] = b;
161 env_map[i][j][3] = (int)(bright * alpha);
165 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
166 glGenTextures( 1, &tex_name );
167 glBindTexture( GL_TEXTURE_2D, tex_name );
169 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
170 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
171 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
172 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
173 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
174 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
180 // generate the directional vasi light environment texture map
181 static int gen_vasi_light_map() {
182 const int env_tex_res = 256;
183 int half_res = env_tex_res / 2;
184 unsigned char env_map[env_tex_res][env_tex_res][4];
187 for ( int i = 0; i < env_tex_res; ++i ) {
188 for ( int j = 0; j < env_tex_res; ++j ) {
189 double x = (i - half_res) / (double)half_res;
190 double y = (j - half_res) / (double)half_res;
191 double dist = sqrt(x*x + y*y);
192 if ( dist > 1.0 ) { dist = 1.0; }
193 double bright = cos( dist * SGD_PI_2 );
195 // top half white, bottom half red
196 env_map[i][j][0] = 255;
197 if ( i > half_res ) {
199 env_map[i][j][1] = 255;
200 env_map[i][j][2] = 255;
201 } else if ( i == half_res - 1 || i == half_res ) {
203 env_map[i][j][1] = 127;
204 env_map[i][j][2] = 127;
207 env_map[i][j][1] = 0;
208 env_map[i][j][2] = 0;
210 env_map[i][j][3] = (int)(bright * 255);
214 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
215 glGenTextures( 1, &tex_name );
216 glBindTexture( GL_TEXTURE_2D, tex_name );
218 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
219 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
220 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
221 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
222 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
223 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
229 // Load a library of material properties
230 bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
232 SGPropertyNode materials;
234 SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
236 readProperties( mpath, &materials );
237 } catch (const sg_exception &ex) {
238 SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
239 << ex.getMessage() );
243 int nMaterials = materials.nChildren();
244 for (int i = 0; i < nMaterials; i++) {
245 const SGPropertyNode * node = materials.getChild(i);
246 if (!strcmp(node->getName(), "material")) {
247 SGMaterial *m = new SGMaterial( fg_root, node, true, true );
249 vector<SGPropertyNode_ptr>names = node->getChildren("name");
250 for ( unsigned int j = 0; j < names.size(); j++ ) {
251 string name = names[j]->getStringValue();
253 // cerr << "Material " << name << endl;
255 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
256 << names[j]->getStringValue() );
259 SG_LOG(SG_INPUT, SG_ALERT,
260 "Skipping bad material entry " << node->getName());
264 // hard coded ground light state
265 ssgSimpleState *gnd_lights = new ssgSimpleState;
267 gnd_lights->disable( GL_TEXTURE_2D );
268 gnd_lights->enable( GL_CULL_FACE );
269 gnd_lights->enable( GL_COLOR_MATERIAL );
270 gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
271 gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
272 gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
273 gnd_lights->enable( GL_BLEND );
274 gnd_lights->disable( GL_ALPHA_TEST );
275 gnd_lights->disable( GL_LIGHTING );
276 matlib["GROUND_LIGHTS"] = new SGMaterial( gnd_lights, true, true );
280 // hard coded runway white light state
281 tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
282 ssgSimpleState *rwy_white_lights = new ssgSimpleState();
283 rwy_white_lights->ref();
284 rwy_white_lights->disable( GL_LIGHTING );
285 rwy_white_lights->enable ( GL_CULL_FACE ) ;
286 rwy_white_lights->enable( GL_TEXTURE_2D );
287 rwy_white_lights->enable( GL_BLEND );
288 rwy_white_lights->enable( GL_ALPHA_TEST );
289 rwy_white_lights->enable( GL_COLOR_MATERIAL );
290 rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
291 rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
292 rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
293 rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
294 rwy_white_lights->setTexture( tex_name );
295 matlib["RWY_WHITE_LIGHTS"] = new SGMaterial( rwy_white_lights, true, true );
296 // For backwards compatibility ... remove someday
297 matlib["RUNWAY_LIGHTS"] = new SGMaterial( rwy_white_lights, true, true );
298 matlib["RWY_LIGHTS"] = new SGMaterial( rwy_white_lights, true, true );
299 // end of backwards compatitibilty
301 // hard coded runway medium intensity white light state
302 tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
303 ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
304 rwy_white_medium_lights->ref();
305 rwy_white_medium_lights->disable( GL_LIGHTING );
306 rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
307 rwy_white_medium_lights->enable( GL_TEXTURE_2D );
308 rwy_white_medium_lights->enable( GL_BLEND );
309 rwy_white_medium_lights->enable( GL_ALPHA_TEST );
310 rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
311 rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
312 rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
313 rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
314 rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
315 rwy_white_medium_lights->setTexture( tex_name );
316 matlib["RWY_WHITE_MEDIUM_LIGHTS"]
317 = new SGMaterial( rwy_white_medium_lights, true, true );
319 // hard coded runway low intensity white light state
320 tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
321 ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
322 rwy_white_low_lights->ref();
323 rwy_white_low_lights->disable( GL_LIGHTING );
324 rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
325 rwy_white_low_lights->enable( GL_TEXTURE_2D );
326 rwy_white_low_lights->enable( GL_BLEND );
327 rwy_white_low_lights->enable( GL_ALPHA_TEST );
328 rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
329 rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
330 rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
331 rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
332 rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
333 rwy_white_low_lights->setTexture( tex_name );
334 matlib["RWY_WHITE_LOW_LIGHTS"]
335 = new SGMaterial( rwy_white_low_lights, true, true );
337 // hard coded runway yellow light state
338 tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
339 ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
340 rwy_yellow_lights->ref();
341 rwy_yellow_lights->disable( GL_LIGHTING );
342 rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
343 rwy_yellow_lights->enable( GL_TEXTURE_2D );
344 rwy_yellow_lights->enable( GL_BLEND );
345 rwy_yellow_lights->enable( GL_ALPHA_TEST );
346 rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
347 rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
348 rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
349 rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
350 rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
351 rwy_yellow_lights->setTexture( tex_name );
352 matlib["RWY_YELLOW_LIGHTS"] = new SGMaterial( rwy_yellow_lights, true, true );
354 // hard coded runway medium intensity yellow light state
355 tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
356 ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
357 rwy_yellow_medium_lights->ref();
358 rwy_yellow_medium_lights->disable( GL_LIGHTING );
359 rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
360 rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
361 rwy_yellow_medium_lights->enable( GL_BLEND );
362 rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
363 rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
364 rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
365 rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
366 rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
367 rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
368 rwy_yellow_medium_lights->setTexture( tex_name );
369 matlib["RWY_YELLOW_MEDIUM_LIGHTS"]
370 = new SGMaterial( rwy_yellow_medium_lights, true, true );
372 // hard coded runway low intensity yellow light state
373 tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
374 ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
375 rwy_yellow_low_lights->ref();
376 rwy_yellow_low_lights->disable( GL_LIGHTING );
377 rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
378 rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
379 rwy_yellow_low_lights->enable( GL_BLEND );
380 rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
381 rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
382 rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
383 rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
384 rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
385 rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
386 rwy_yellow_low_lights->setTexture( tex_name );
387 matlib["RWY_YELLOW_LOW_LIGHTS"]
388 = new SGMaterial( rwy_yellow_low_lights, true, true );
390 // hard coded runway red light state
391 tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
392 ssgSimpleState *rwy_red_lights = new ssgSimpleState();
393 rwy_red_lights->ref();
394 rwy_red_lights->disable( GL_LIGHTING );
395 rwy_red_lights->enable ( GL_CULL_FACE ) ;
396 rwy_red_lights->enable( GL_TEXTURE_2D );
397 rwy_red_lights->enable( GL_BLEND );
398 rwy_red_lights->enable( GL_ALPHA_TEST );
399 rwy_red_lights->enable( GL_COLOR_MATERIAL );
400 rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
401 rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
402 rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
403 rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
404 rwy_red_lights->setTexture( tex_name );
405 matlib["RWY_RED_LIGHTS"]
406 = new SGMaterial( rwy_red_lights, true, true );
408 // hard coded medium intensity runway red light state
409 tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
410 ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
411 rwy_red_medium_lights->ref();
412 rwy_red_medium_lights->disable( GL_LIGHTING );
413 rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
414 rwy_red_medium_lights->enable( GL_TEXTURE_2D );
415 rwy_red_medium_lights->enable( GL_BLEND );
416 rwy_red_medium_lights->enable( GL_ALPHA_TEST );
417 rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
418 rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
419 rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
420 rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
421 rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
422 rwy_red_medium_lights->setTexture( tex_name );
423 matlib["RWY_RED_MEDIUM_LIGHTS"]
424 = new SGMaterial( rwy_red_medium_lights, true, true );
426 // hard coded low intensity runway red light state
427 tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
428 ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
429 rwy_red_low_lights->ref();
430 rwy_red_low_lights->disable( GL_LIGHTING );
431 rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
432 rwy_red_low_lights->enable( GL_TEXTURE_2D );
433 rwy_red_low_lights->enable( GL_BLEND );
434 rwy_red_low_lights->enable( GL_ALPHA_TEST );
435 rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
436 rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
437 rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
438 rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
439 rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
440 rwy_red_low_lights->setTexture( tex_name );
441 matlib["RWY_RED_LOW_LIGHTS"]
442 = new SGMaterial( rwy_red_low_lights, true, true );
444 // hard coded runway green light state
445 tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
446 ssgSimpleState *rwy_green_lights = new ssgSimpleState();
447 rwy_green_lights->ref();
448 rwy_green_lights->disable( GL_LIGHTING );
449 rwy_green_lights->enable ( GL_CULL_FACE ) ;
450 rwy_green_lights->enable( GL_TEXTURE_2D );
451 rwy_green_lights->enable( GL_BLEND );
452 rwy_green_lights->enable( GL_ALPHA_TEST );
453 rwy_green_lights->enable( GL_COLOR_MATERIAL );
454 rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
455 rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
456 rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
457 rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
458 rwy_green_lights->setTexture( tex_name );
459 matlib["RWY_GREEN_LIGHTS"]
460 = new SGMaterial( rwy_green_lights, true, true );
462 // hard coded medium intensity runway green light state
463 tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
464 ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
465 rwy_green_medium_lights->ref();
466 rwy_green_medium_lights->disable( GL_LIGHTING );
467 rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
468 rwy_green_medium_lights->enable( GL_TEXTURE_2D );
469 rwy_green_medium_lights->enable( GL_BLEND );
470 rwy_green_medium_lights->enable( GL_ALPHA_TEST );
471 rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
472 rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
473 rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
474 rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
475 rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
476 rwy_green_medium_lights->setTexture( tex_name );
477 matlib["RWY_GREEN_MEDIUM_LIGHTS"]
478 = new SGMaterial( rwy_green_medium_lights, true, true );
480 // hard coded low intensity runway green light state
481 tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
482 ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
483 rwy_green_low_lights->ref();
484 rwy_green_low_lights->disable( GL_LIGHTING );
485 rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
486 rwy_green_low_lights->enable( GL_TEXTURE_2D );
487 rwy_green_low_lights->enable( GL_BLEND );
488 rwy_green_low_lights->enable( GL_ALPHA_TEST );
489 rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
490 rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
491 rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
492 rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
493 rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
494 rwy_green_low_lights->setTexture( tex_name );
495 matlib["RWY_GREEN_LOW_LIGHTS"]
496 = new SGMaterial( rwy_green_low_lights, true, true );
498 // hard coded low intensity taxiway blue light state
499 tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
500 ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
501 taxiway_blue_low_lights->ref();
502 taxiway_blue_low_lights->disable( GL_LIGHTING );
503 taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
504 taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
505 taxiway_blue_low_lights->enable( GL_BLEND );
506 taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
507 taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
508 taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
509 taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
510 taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
511 taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
512 taxiway_blue_low_lights->setTexture( tex_name );
513 matlib["RWY_BLUE_TAXIWAY_LIGHTS"]
514 = new SGMaterial( taxiway_blue_low_lights, true, true );
516 // hard coded runway vasi light state
517 ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
518 rwy_vasi_lights->ref();
519 rwy_vasi_lights->disable( GL_LIGHTING );
520 rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
521 rwy_vasi_lights->enable( GL_TEXTURE_2D );
522 rwy_vasi_lights->enable( GL_BLEND );
523 rwy_vasi_lights->enable( GL_ALPHA_TEST );
524 rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
525 rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
526 rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
527 rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
528 rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
529 rwy_vasi_lights->setTexture( gen_vasi_light_map() );
530 matlib["RWY_VASI_LIGHTS"] = new SGMaterial( rwy_vasi_lights, true, true );
536 // Load a library of material properties
537 bool SGMaterialLib::add_item ( const string &tex_path )
539 string material_name = tex_path;
540 int pos = tex_path.rfind( "/" );
541 material_name = material_name.substr( pos + 1 );
543 return add_item( material_name, tex_path );
547 // Load a library of material properties
548 bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
550 int pos = full_path.rfind( "/" );
551 string tex_name = full_path.substr( pos + 1 );
552 string tex_path = full_path.substr( 0, pos );
554 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
555 << mat_name << " (" << full_path << ")");
557 material_lib.matlib[mat_name] = new SGMaterial( full_path, true, true );
563 // Load a library of material properties
564 bool SGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
566 SGMaterial *m = new SGMaterial( state, true, true );
568 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
569 << "ssgSimpleState = " << mat_name );
571 material_lib.matlib[mat_name] = m;
577 // find a material record by material name
578 SGMaterial *SGMaterialLib::find( const string& material ) {
579 SGMaterial *result = NULL;
580 material_map_iterator it = matlib.find( material );
591 SGMaterialLib::~SGMaterialLib ( void ) {
592 // Free up all the material entries first
593 for ( material_map_iterator it = begin(); it != end(); it++ ) {
594 SGMaterial *slot = it->second;
596 if ( slot->getRef() <= 0 ) {
603 // Set the step for all of the state selectors in the material slots
604 void SGMaterialLib::set_step ( int step )
606 // container::iterator it = begin();
607 for ( material_map_iterator it = begin(); it != end(); it++ ) {
608 const string &key = it->first;
609 SG_LOG( SG_GENERAL, SG_INFO,
610 "Updating material " << key << " to step " << step );
611 SGMaterial *slot = it->second;
612 slot->get_state()->selectStep(step);
617 // Get the step for the state selectors
618 int SGMaterialLib::get_step ()
620 material_map_iterator it = begin();
621 return it->second->get_state()->getSelectStep();
625 // Load one pending "deferred" texture. Return true if a texture
626 // loaded successfully, false if no pending, or error.
627 void SGMaterialLib::load_next_deferred() {
628 // container::iterator it = begin();
629 for ( material_map_iterator it = begin(); it != end(); it++ ) {
630 /* we don't need the key, but here's how we'd get it if we wanted it. */
631 // const string &key = it->first;
632 SGMaterial *slot = it->second;
633 if (slot->load_texture())