1 // materialmgr.cxx -- class to handle material properties
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 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 #ifdef SG_MATH_EXCEPTION_CLASH
36 #include <simgear/compiler.h>
37 #include <simgear/constants.h>
38 #include <simgear/structure/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);
59 SGMaterialLib::SGMaterialLib ( void ) {
63 #if 0 // debugging infrastructure
64 static int gen_test_light_map() {
65 static const int env_tex_res = 32;
66 int half_res = env_tex_res / 2;
67 unsigned char env_map[env_tex_res][env_tex_res][4];
70 for ( int i = 0; i < env_tex_res; ++i ) {
71 for ( int j = 0; j < env_tex_res; ++j ) {
72 double x = (i - half_res) / (double)half_res;
73 double y = (j - half_res) / (double)half_res;
74 double dist = sqrt(x*x + y*y);
75 if ( dist > 1.0 ) { dist = 1.0; }
77 // cout << x << "," << y << " " << (int)(dist * 255) << ","
78 // << (int)((1.0 - dist) * 255) << endl;
79 env_map[i][j][0] = (int)(dist * 255);
80 env_map[i][j][1] = (int)((1.0 - dist) * 255);
82 env_map[i][j][3] = 255;
86 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
87 glGenTextures( 1, &tex_name );
88 glBindTexture( GL_TEXTURE_2D, tex_name );
90 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
91 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
92 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
93 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
94 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
95 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
102 // generate standard colored directional light environment texture map
103 static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
104 const int env_tex_res = 32;
105 int half_res = env_tex_res / 2;
106 unsigned char env_map[env_tex_res][env_tex_res][4];
109 for ( int i = 0; i < env_tex_res; ++i ) {
110 for ( int j = 0; j < env_tex_res; ++j ) {
111 double x = (i - half_res) / (double)half_res;
112 double y = (j - half_res) / (double)half_res;
113 double dist = sqrt(x*x + y*y);
114 if ( dist > 1.0 ) { dist = 1.0; }
115 double bright = cos( dist * SGD_PI_2 );
116 if ( bright < 0.3 ) { bright = 0.3; }
117 env_map[i][j][0] = r;
118 env_map[i][j][1] = g;
119 env_map[i][j][2] = b;
120 env_map[i][j][3] = (int)(bright * alpha);
124 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
125 glGenTextures( 1, &tex_name );
126 glBindTexture( GL_TEXTURE_2D, tex_name );
128 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
129 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
130 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
131 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
132 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
133 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
139 // generate standard colored directional light environment texture map
140 static int gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
141 const int env_tex_res = 32;
142 int half_res = env_tex_res / 2;
143 unsigned char env_map[env_tex_res][env_tex_res][4];
146 for ( int i = 0; i < env_tex_res; ++i ) {
147 for ( int j = 0; j < env_tex_res; ++j ) {
148 double x = (i - half_res) / (double)half_res;
149 double y = (j - half_res) / (double)half_res;
150 double tmp = sqrt(x*x + y*y);
151 double dist = tmp * tmp;
152 if ( dist > 1.0 ) { dist = 1.0; }
153 double bright = sin( dist * SGD_PI_2 );
154 if ( bright < 0.2 ) { bright = 0.2; }
155 env_map[i][j][0] = r;
156 env_map[i][j][1] = g;
157 env_map[i][j][2] = b;
158 env_map[i][j][3] = (int)(bright * alpha);
162 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
163 glGenTextures( 1, &tex_name );
164 glBindTexture( GL_TEXTURE_2D, tex_name );
166 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
167 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
168 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
169 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
170 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
171 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
177 // Load a library of material properties
178 bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char *season ) {
180 SGPropertyNode materials;
182 SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
184 readProperties( mpath, &materials );
185 } catch (const sg_exception &ex) {
186 SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
187 << ex.getMessage() );
191 int nMaterials = materials.nChildren();
192 for (int i = 0; i < nMaterials; i++) {
193 const SGPropertyNode * node = materials.getChild(i);
194 if (!strcmp(node->getName(), "material")) {
195 SGSharedPtr<SGMaterial> m = new SGMaterial( fg_root, node, season );
197 vector<SGPropertyNode_ptr>names = node->getChildren("name");
198 for ( unsigned int j = 0; j < names.size(); j++ ) {
199 string name = names[j]->getStringValue();
200 // cerr << "Material " << name << endl;
202 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
203 << names[j]->getStringValue() );
206 SG_LOG(SG_INPUT, SG_WARN,
207 "Skipping bad material entry " << node->getName());
211 // hard coded ground light state
212 ssgSimpleState *gnd_lights = new ssgSimpleState;
213 gnd_lights->disable( GL_TEXTURE_2D );
214 gnd_lights->enable( GL_CULL_FACE );
215 gnd_lights->enable( GL_COLOR_MATERIAL );
216 gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
217 gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
218 gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
219 gnd_lights->enable( GL_BLEND );
220 gnd_lights->disable( GL_ALPHA_TEST );
221 gnd_lights->disable( GL_LIGHTING );
222 matlib["GROUND_LIGHTS"] = new SGMaterial( gnd_lights );
226 // hard coded runway white light state
227 tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
228 ssgSimpleState *rwy_white_lights = new ssgSimpleState();
229 rwy_white_lights->disable( GL_LIGHTING );
230 rwy_white_lights->enable ( GL_CULL_FACE ) ;
231 rwy_white_lights->enable( GL_TEXTURE_2D );
232 rwy_white_lights->enable( GL_BLEND );
233 rwy_white_lights->enable( GL_ALPHA_TEST );
234 rwy_white_lights->enable( GL_COLOR_MATERIAL );
235 rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
236 rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
237 rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
238 rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
239 rwy_white_lights->setTexture( tex_name );
240 matlib["RWY_WHITE_LIGHTS"] = new SGMaterial( rwy_white_lights );
241 // For backwards compatibility ... remove someday
242 matlib["RUNWAY_LIGHTS"] = new SGMaterial( rwy_white_lights );
243 matlib["RWY_LIGHTS"] = new SGMaterial( rwy_white_lights );
244 // end of backwards compatitibilty
246 // hard coded runway medium intensity white light state
247 tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
248 ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
249 rwy_white_medium_lights->disable( GL_LIGHTING );
250 rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
251 rwy_white_medium_lights->enable( GL_TEXTURE_2D );
252 rwy_white_medium_lights->enable( GL_BLEND );
253 rwy_white_medium_lights->enable( GL_ALPHA_TEST );
254 rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
255 rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
256 rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
257 rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
258 rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
259 rwy_white_medium_lights->setTexture( tex_name );
260 matlib["RWY_WHITE_MEDIUM_LIGHTS"]
261 = new SGMaterial( rwy_white_medium_lights );
263 // hard coded runway low intensity white light state
264 tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
265 ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
266 rwy_white_low_lights->disable( GL_LIGHTING );
267 rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
268 rwy_white_low_lights->enable( GL_TEXTURE_2D );
269 rwy_white_low_lights->enable( GL_BLEND );
270 rwy_white_low_lights->enable( GL_ALPHA_TEST );
271 rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
272 rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
273 rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
274 rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
275 rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
276 rwy_white_low_lights->setTexture( tex_name );
277 matlib["RWY_WHITE_LOW_LIGHTS"]
278 = new SGMaterial( rwy_white_low_lights );
280 // hard coded runway yellow light state
281 tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
282 ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
283 rwy_yellow_lights->disable( GL_LIGHTING );
284 rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
285 rwy_yellow_lights->enable( GL_TEXTURE_2D );
286 rwy_yellow_lights->enable( GL_BLEND );
287 rwy_yellow_lights->enable( GL_ALPHA_TEST );
288 rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
289 rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
290 rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
291 rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
292 rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
293 rwy_yellow_lights->setTexture( tex_name );
294 matlib["RWY_YELLOW_LIGHTS"] = new SGMaterial( rwy_yellow_lights );
296 // hard coded runway medium intensity yellow light state
297 tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
298 ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
299 rwy_yellow_medium_lights->disable( GL_LIGHTING );
300 rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
301 rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
302 rwy_yellow_medium_lights->enable( GL_BLEND );
303 rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
304 rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
305 rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
306 rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
307 rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
308 rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
309 rwy_yellow_medium_lights->setTexture( tex_name );
310 matlib["RWY_YELLOW_MEDIUM_LIGHTS"]
311 = new SGMaterial( rwy_yellow_medium_lights );
313 // hard coded runway low intensity yellow light state
314 tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
315 ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
316 rwy_yellow_low_lights->disable( GL_LIGHTING );
317 rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
318 rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
319 rwy_yellow_low_lights->enable( GL_BLEND );
320 rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
321 rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
322 rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
323 rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
324 rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
325 rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
326 rwy_yellow_low_lights->setTexture( tex_name );
327 matlib["RWY_YELLOW_LOW_LIGHTS"]
328 = new SGMaterial( rwy_yellow_low_lights );
330 // hard coded runway red light state
331 tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
332 ssgSimpleState *rwy_red_lights = new ssgSimpleState();
333 rwy_red_lights->disable( GL_LIGHTING );
334 rwy_red_lights->enable ( GL_CULL_FACE ) ;
335 rwy_red_lights->enable( GL_TEXTURE_2D );
336 rwy_red_lights->enable( GL_BLEND );
337 rwy_red_lights->enable( GL_ALPHA_TEST );
338 rwy_red_lights->enable( GL_COLOR_MATERIAL );
339 rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
340 rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
341 rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
342 rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
343 rwy_red_lights->setTexture( tex_name );
344 matlib["RWY_RED_LIGHTS"]
345 = new SGMaterial( rwy_red_lights );
347 // hard coded medium intensity runway red light state
348 tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
349 ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
350 rwy_red_medium_lights->disable( GL_LIGHTING );
351 rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
352 rwy_red_medium_lights->enable( GL_TEXTURE_2D );
353 rwy_red_medium_lights->enable( GL_BLEND );
354 rwy_red_medium_lights->enable( GL_ALPHA_TEST );
355 rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
356 rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
357 rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
358 rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
359 rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
360 rwy_red_medium_lights->setTexture( tex_name );
361 matlib["RWY_RED_MEDIUM_LIGHTS"]
362 = new SGMaterial( rwy_red_medium_lights );
364 // hard coded low intensity runway red light state
365 tex_name = gen_standard_dir_light_map( 235, 90, 90, 155 );
366 ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
367 rwy_red_low_lights->disable( GL_LIGHTING );
368 rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
369 rwy_red_low_lights->enable( GL_TEXTURE_2D );
370 rwy_red_low_lights->enable( GL_BLEND );
371 rwy_red_low_lights->enable( GL_ALPHA_TEST );
372 rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
373 rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
374 rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
375 rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
376 rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
377 rwy_red_low_lights->setTexture( tex_name );
378 matlib["RWY_RED_LOW_LIGHTS"]
379 = new SGMaterial( rwy_red_low_lights );
381 // hard coded runway green light state
382 tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
383 ssgSimpleState *rwy_green_lights = new ssgSimpleState();
384 rwy_green_lights->disable( GL_LIGHTING );
385 rwy_green_lights->enable ( GL_CULL_FACE ) ;
386 rwy_green_lights->enable( GL_TEXTURE_2D );
387 rwy_green_lights->enable( GL_BLEND );
388 rwy_green_lights->enable( GL_ALPHA_TEST );
389 rwy_green_lights->enable( GL_COLOR_MATERIAL );
390 rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
391 rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
392 rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
393 rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
394 rwy_green_lights->setTexture( tex_name );
395 matlib["RWY_GREEN_LIGHTS"]
396 = new SGMaterial( rwy_green_lights );
398 // hard coded medium intensity runway green light state
399 tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
400 ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
401 rwy_green_medium_lights->disable( GL_LIGHTING );
402 rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
403 rwy_green_medium_lights->enable( GL_TEXTURE_2D );
404 rwy_green_medium_lights->enable( GL_BLEND );
405 rwy_green_medium_lights->enable( GL_ALPHA_TEST );
406 rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
407 rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
408 rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
409 rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
410 rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
411 rwy_green_medium_lights->setTexture( tex_name );
412 matlib["RWY_GREEN_MEDIUM_LIGHTS"]
413 = new SGMaterial( rwy_green_medium_lights );
415 // hard coded low intensity runway green light state
416 tex_name = gen_standard_dir_light_map( 20, 235, 20, 155 );
417 ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
418 rwy_green_low_lights->disable( GL_LIGHTING );
419 rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
420 rwy_green_low_lights->enable( GL_TEXTURE_2D );
421 rwy_green_low_lights->enable( GL_BLEND );
422 rwy_green_low_lights->enable( GL_ALPHA_TEST );
423 rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
424 rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
425 rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
426 rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
427 rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
428 rwy_green_low_lights->setTexture( tex_name );
429 matlib["RWY_GREEN_LOW_LIGHTS"]
430 = new SGMaterial( rwy_green_low_lights );
431 matlib["RWY_GREEN_TAXIWAY_LIGHTS"]
432 = new SGMaterial( rwy_green_low_lights );
434 // hard coded low intensity taxiway blue light state
435 tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
436 ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
437 taxiway_blue_low_lights->disable( GL_LIGHTING );
438 taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
439 taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
440 taxiway_blue_low_lights->enable( GL_BLEND );
441 taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
442 taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
443 taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
444 taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
445 taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
446 taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
447 taxiway_blue_low_lights->setTexture( tex_name );
448 matlib["RWY_BLUE_TAXIWAY_LIGHTS"]
449 = new SGMaterial( taxiway_blue_low_lights );
451 // hard coded runway vasi light state
452 tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
453 ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
454 rwy_vasi_lights->disable( GL_LIGHTING );
455 rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
456 rwy_vasi_lights->enable( GL_TEXTURE_2D );
457 rwy_vasi_lights->enable( GL_BLEND );
458 rwy_vasi_lights->enable( GL_ALPHA_TEST );
459 rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
460 rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
461 rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
462 rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
463 rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
464 // rwy_vasi_lights->setTexture( gen_vasi_light_map_old() );
465 rwy_vasi_lights->setTexture( tex_name );
466 matlib["RWY_VASI_LIGHTS"] = new SGMaterial( rwy_vasi_lights );
472 // Load a library of material properties
473 bool SGMaterialLib::add_item ( const string &tex_path )
475 string material_name = tex_path;
476 int pos = tex_path.rfind( "/" );
477 material_name = material_name.substr( pos + 1 );
479 return add_item( material_name, tex_path );
483 // Load a library of material properties
484 bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
486 int pos = full_path.rfind( "/" );
487 string tex_name = full_path.substr( pos + 1 );
488 string tex_path = full_path.substr( 0, pos );
490 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
491 << mat_name << " (" << full_path << ")");
493 matlib[mat_name] = new SGMaterial( full_path );
499 // Load a library of material properties
500 bool SGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
502 matlib[mat_name] = new SGMaterial( state );
504 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
505 << "ssgSimpleState = " << mat_name );
511 // find a material record by material name
512 SGMaterial *SGMaterialLib::find( const string& material ) {
513 SGMaterial *result = NULL;
514 material_map_iterator it = matlib.find( material );
525 SGMaterialLib::~SGMaterialLib ( void ) {
529 // Load one pending "deferred" texture. Return true if a texture
530 // loaded successfully, false if no pending, or error.
531 void SGMaterialLib::load_next_deferred() {
532 // container::iterator it = begin();
533 for ( material_map_iterator it = begin(); it != end(); it++ ) {
534 /* we don't need the key, but here's how we'd get it if we wanted it. */
535 // const string &key = it->first;
536 SGMaterial *slot = it->second;
537 if (slot->load_texture())