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
38 #include <simgear/compiler.h>
39 #include <simgear/constants.h>
40 #include <simgear/structure/exception.hxx>
47 #include <simgear/debug/logstream.hxx>
48 #include <simgear/misc/sg_path.hxx>
49 #include <simgear/misc/sgstream.hxx>
50 #include <simgear/props/props_io.hxx>
51 #include <simgear/scene/tgdb/userdata.hxx>
57 SG_USING_NAMESPACE(std);
61 // FIXME: should make this configurable
62 static const bool sprite_lighting = true;
66 SGMaterialLib::SGMaterialLib ( void ) {
70 #if 0 // debugging infrastructure
71 static int gen_test_light_map() {
72 static const int env_tex_res = 32;
73 int half_res = env_tex_res / 2;
74 unsigned char env_map[env_tex_res][env_tex_res][4];
77 for ( int i = 0; i < env_tex_res; ++i ) {
78 for ( int j = 0; j < env_tex_res; ++j ) {
79 double x = (i - half_res) / (double)half_res;
80 double y = (j - half_res) / (double)half_res;
81 double dist = sqrt(x*x + y*y);
82 if ( dist > 1.0 ) { dist = 1.0; }
84 // cout << x << "," << y << " " << (int)(dist * 255) << ","
85 // << (int)((1.0 - dist) * 255) << endl;
86 env_map[i][j][0] = (int)(dist * 255);
87 env_map[i][j][1] = (int)((1.0 - dist) * 255);
89 env_map[i][j][3] = 255;
93 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
94 glGenTextures( 1, &tex_name );
95 glBindTexture( GL_TEXTURE_2D, tex_name );
97 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
98 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
99 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
100 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
101 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
102 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
109 // generate a light sprite texture map
110 static int gen_standard_light_sprite( int r, int g, int b, int alpha ) {
111 const int env_tex_res = 32;
112 int half_res = env_tex_res / 2;
113 unsigned char env_map[env_tex_res][env_tex_res][4];
116 for ( int i = 0; i < env_tex_res; ++i ) {
117 for ( int j = 0; j < env_tex_res; ++j ) {
118 double x = (i - half_res) / (double)half_res;
119 double y = (j - half_res) / (double)half_res;
120 double dist = sqrt(x*x + y*y);
121 if ( dist > 1.0 ) { dist = 1.0; }
122 double bright = cos( dist * SGD_PI_2 );
123 if ( bright < 0.01 ) { bright = 0.0; }
124 env_map[i][j][0] = r;
125 env_map[i][j][1] = g;
126 env_map[i][j][2] = b;
127 env_map[i][j][3] = (int)(bright * alpha);
130 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
131 glGenTextures( 1, &tex_name );
132 glBindTexture( GL_TEXTURE_2D, tex_name );
134 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
135 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
136 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
137 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
138 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
139 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
145 // generate standard colored directional light environment texture map
146 static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
147 const int env_tex_res = 32;
148 int half_res = env_tex_res / 2;
149 unsigned char env_map[env_tex_res][env_tex_res][4];
152 for ( int i = 0; i < env_tex_res; ++i ) {
153 for ( int j = 0; j < env_tex_res; ++j ) {
154 double x = (i - half_res) / (double)half_res;
155 double y = (j - half_res) / (double)half_res;
156 double dist = sqrt(x*x + y*y);
157 if ( dist > 1.0 ) { dist = 1.0; }
158 double bright = cos( dist * SGD_PI_2 );
159 if ( bright < 0.3 ) { bright = 0.3; }
160 env_map[i][j][0] = r;
161 env_map[i][j][1] = g;
162 env_map[i][j][2] = b;
163 env_map[i][j][3] = (int)(bright * alpha);
167 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
168 glGenTextures( 1, &tex_name );
169 glBindTexture( GL_TEXTURE_2D, tex_name );
171 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
172 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
173 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
174 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
175 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
176 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
182 // generate standard colored directional light environment texture map
183 static int gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
184 const int env_tex_res = 32;
185 int half_res = env_tex_res / 2;
186 unsigned char env_map[env_tex_res][env_tex_res][4];
189 for ( int i = 0; i < env_tex_res; ++i ) {
190 for ( int j = 0; j < env_tex_res; ++j ) {
191 double x = (i - half_res) / (double)half_res;
192 double y = (j - half_res) / (double)half_res;
193 double tmp = sqrt(x*x + y*y);
194 double dist = tmp * tmp;
195 if ( dist > 1.0 ) { dist = 1.0; }
196 double bright = sin( dist * SGD_PI_2 );
197 if ( bright < 0.2 ) { bright = 0.2; }
198 env_map[i][j][0] = r;
199 env_map[i][j][1] = g;
200 env_map[i][j][2] = b;
201 env_map[i][j][3] = (int)(bright * alpha);
205 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
206 glGenTextures( 1, &tex_name );
207 glBindTexture( GL_TEXTURE_2D, tex_name );
209 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
210 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
211 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
212 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
213 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
214 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
220 // Load a library of material properties
221 bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char *season ) {
223 SGPropertyNode materials;
225 SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
227 readProperties( mpath, &materials );
228 } catch (const sg_exception &ex) {
229 SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
230 << ex.getMessage() );
234 SGSharedPtr<SGMaterial> m;
236 int nMaterials = materials.nChildren();
237 for (int i = 0; i < nMaterials; i++) {
238 const SGPropertyNode * node = materials.getChild(i);
239 if (!strcmp(node->getName(), "material")) {
240 m = new SGMaterial( fg_root, node, season );
242 vector<SGPropertyNode_ptr>names = node->getChildren("name");
243 for ( unsigned int j = 0; j < names.size(); j++ ) {
244 string name = names[j]->getStringValue();
245 // cerr << "Material " << name << endl;
248 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
249 << names[j]->getStringValue() );
252 SG_LOG(SG_INPUT, SG_WARN,
253 "Skipping bad material entry " << node->getName());
257 // hard coded ground light state
258 ssgSimpleState *gnd_lights = new ssgSimpleState;
259 gnd_lights->disable( GL_TEXTURE_2D );
260 gnd_lights->enable( GL_CULL_FACE );
261 gnd_lights->enable( GL_COLOR_MATERIAL );
262 gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
263 gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
264 gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
265 gnd_lights->enable( GL_BLEND );
266 gnd_lights->disable( GL_ALPHA_TEST );
267 gnd_lights->disable( GL_LIGHTING );
268 m = new SGMaterial( gnd_lights );
269 m->add_name("GROUND_LIGHTS");
270 matlib["GROUND_LIGHTS"] = m;
274 // hard coded runway white light state
275 if ( sprite_lighting ) {
276 tex_name = gen_standard_light_sprite( 235, 235, 195, 255 );
278 tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
280 ssgSimpleState *rwy_white_lights = new ssgSimpleState();
281 rwy_white_lights->disable( GL_LIGHTING );
282 rwy_white_lights->enable ( GL_CULL_FACE ) ;
283 rwy_white_lights->enable( GL_TEXTURE_2D );
284 rwy_white_lights->enable( GL_BLEND );
285 rwy_white_lights->enable( GL_ALPHA_TEST );
286 rwy_white_lights->enable( GL_COLOR_MATERIAL );
287 rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
288 rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
289 rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
290 rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
291 rwy_white_lights->setTexture( tex_name );
292 m = new SGMaterial( rwy_white_lights );
293 m->add_name("RWY_WHITE_LIGHTS");
294 matlib["RWY_WHITE_LIGHTS"] = m;
295 // For backwards compatibility ... remove someday
296 m->add_name("RUNWAY_LIGHTS");
297 matlib["RUNWAY_LIGHTS"] = m;
298 m->add_name("RWY_LIGHTS");
299 matlib["RWY_LIGHTS"] = m;
300 // end of backwards compatitibilty
302 // hard coded runway medium intensity white light state
303 if ( sprite_lighting ) {
304 tex_name = gen_standard_light_sprite( 235, 235, 195, 205 );
306 tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
308 ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
309 rwy_white_medium_lights->disable( GL_LIGHTING );
310 rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
311 rwy_white_medium_lights->enable( GL_TEXTURE_2D );
312 rwy_white_medium_lights->enable( GL_BLEND );
313 rwy_white_medium_lights->enable( GL_ALPHA_TEST );
314 rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
315 rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
316 rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
317 rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
318 rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
319 rwy_white_medium_lights->setTexture( tex_name );
320 m = new SGMaterial( rwy_white_medium_lights );
321 m->add_name("RWY_WHITE_MEDIUM_LIGHTS");
322 matlib["RWY_WHITE_MEDIUM_LIGHTS"] = m;
324 // hard coded runway low intensity white light state
325 if ( sprite_lighting ) {
326 tex_name = gen_standard_light_sprite( 235, 235, 195, 155 );
328 tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
330 ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
331 rwy_white_low_lights->disable( GL_LIGHTING );
332 rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
333 rwy_white_low_lights->enable( GL_TEXTURE_2D );
334 rwy_white_low_lights->enable( GL_BLEND );
335 rwy_white_low_lights->enable( GL_ALPHA_TEST );
336 rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
337 rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
338 rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
339 rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
340 rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
341 rwy_white_low_lights->setTexture( tex_name );
342 m = new SGMaterial( rwy_white_low_lights );
343 m->add_name("RWY_WHITE_LOW_LIGHTS");
344 matlib["RWY_WHITE_LOW_LIGHTS"] = m;
346 // hard coded runway yellow light state
347 if ( sprite_lighting ) {
348 tex_name = gen_standard_light_sprite( 235, 215, 20, 255 );
350 tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
352 ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
353 rwy_yellow_lights->disable( GL_LIGHTING );
354 rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
355 rwy_yellow_lights->enable( GL_TEXTURE_2D );
356 rwy_yellow_lights->enable( GL_BLEND );
357 rwy_yellow_lights->enable( GL_ALPHA_TEST );
358 rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
359 rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
360 rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
361 rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
362 rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
363 rwy_yellow_lights->setTexture( tex_name );
364 m = new SGMaterial( rwy_yellow_lights );
365 m->add_name("RWY_YELLOW_LIGHTS");
366 matlib["RWY_YELLOW_LIGHTS"] = m;
368 // hard coded runway medium intensity yellow light state
369 if ( sprite_lighting ) {
370 tex_name = gen_standard_light_sprite( 235, 215, 20, 205 );
372 tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
374 ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
375 rwy_yellow_medium_lights->disable( GL_LIGHTING );
376 rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
377 rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
378 rwy_yellow_medium_lights->enable( GL_BLEND );
379 rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
380 rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
381 rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
382 rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
383 rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
384 rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
385 rwy_yellow_medium_lights->setTexture( tex_name );
386 m = new SGMaterial( rwy_yellow_medium_lights );
387 m->add_name("RWY_YELLOW_MEDIUM_LIGHTS");
388 matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = m;
390 // hard coded runway low intensity yellow light state
391 if ( sprite_lighting ) {
392 tex_name = gen_standard_light_sprite( 235, 215, 20, 155 );
394 tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
396 ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
397 rwy_yellow_low_lights->disable( GL_LIGHTING );
398 rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
399 rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
400 rwy_yellow_low_lights->enable( GL_BLEND );
401 rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
402 rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
403 rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
404 rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
405 rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
406 rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
407 rwy_yellow_low_lights->setTexture( tex_name );
408 m = new SGMaterial( rwy_yellow_low_lights );
409 m->add_name("RWY_YELLOW_LOW_LIGHTS");
410 matlib["RWY_YELLOW_LOW_LIGHTS"] = m;
412 // hard coded runway red light state
413 if ( sprite_lighting ) {
414 tex_name = gen_standard_light_sprite( 235, 90, 90, 255 );
416 tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
418 ssgSimpleState *rwy_red_lights = new ssgSimpleState();
419 rwy_red_lights->disable( GL_LIGHTING );
420 rwy_red_lights->enable ( GL_CULL_FACE ) ;
421 rwy_red_lights->enable( GL_TEXTURE_2D );
422 rwy_red_lights->enable( GL_BLEND );
423 rwy_red_lights->enable( GL_ALPHA_TEST );
424 rwy_red_lights->enable( GL_COLOR_MATERIAL );
425 rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
426 rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
427 rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
428 rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
429 rwy_red_lights->setTexture( tex_name );
430 m = new SGMaterial( rwy_red_lights );
431 m->add_name("RWY_RED_LIGHTS");
432 matlib["RWY_RED_LIGHTS"] = m;
434 // hard coded medium intensity runway red light state
435 if ( sprite_lighting ) {
436 tex_name = gen_standard_light_sprite( 235, 90, 90, 205 );
438 tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
440 ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
441 rwy_red_medium_lights->disable( GL_LIGHTING );
442 rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
443 rwy_red_medium_lights->enable( GL_TEXTURE_2D );
444 rwy_red_medium_lights->enable( GL_BLEND );
445 rwy_red_medium_lights->enable( GL_ALPHA_TEST );
446 rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
447 rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
448 rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
449 rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
450 rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
451 rwy_red_medium_lights->setTexture( tex_name );
452 m = new SGMaterial( rwy_red_medium_lights );
453 m->add_name("RWY_RED_MEDIUM_LIGHTS");
454 matlib["RWY_RED_MEDIUM_LIGHTS"] = m;
456 // hard coded low intensity runway red light state
457 if ( sprite_lighting ) {
458 tex_name = gen_standard_light_sprite( 235, 90, 90, 155 );
460 tex_name = gen_standard_dir_light_map( 235, 90, 90, 155 );
462 ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
463 rwy_red_low_lights->disable( GL_LIGHTING );
464 rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
465 rwy_red_low_lights->enable( GL_TEXTURE_2D );
466 rwy_red_low_lights->enable( GL_BLEND );
467 rwy_red_low_lights->enable( GL_ALPHA_TEST );
468 rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
469 rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
470 rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
471 rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
472 rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
473 rwy_red_low_lights->setTexture( tex_name );
474 m = new SGMaterial( rwy_red_low_lights );
475 m->add_name("RWY_RED_LOW_LIGHTS");
476 matlib["RWY_RED_LOW_LIGHTS"] = m;
478 // hard coded runway green light state
479 if ( sprite_lighting ) {
480 tex_name = gen_standard_light_sprite( 20, 235, 20, 255 );
482 tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
484 ssgSimpleState *rwy_green_lights = new ssgSimpleState();
485 rwy_green_lights->disable( GL_LIGHTING );
486 rwy_green_lights->enable ( GL_CULL_FACE ) ;
487 rwy_green_lights->enable( GL_TEXTURE_2D );
488 rwy_green_lights->enable( GL_BLEND );
489 rwy_green_lights->enable( GL_ALPHA_TEST );
490 rwy_green_lights->enable( GL_COLOR_MATERIAL );
491 rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
492 rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
493 rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
494 rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
495 rwy_green_lights->setTexture( tex_name );
496 m = new SGMaterial( rwy_green_lights );
497 m->add_name("RWY_GREEN_LIGHTS");
498 matlib["RWY_GREEN_LIGHTS"] = m;
500 // hard coded medium intensity runway green light state
501 if ( sprite_lighting ) {
502 tex_name = gen_standard_light_sprite( 20, 235, 20, 205 );
504 tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
506 ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
507 rwy_green_medium_lights->disable( GL_LIGHTING );
508 rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
509 rwy_green_medium_lights->enable( GL_TEXTURE_2D );
510 rwy_green_medium_lights->enable( GL_BLEND );
511 rwy_green_medium_lights->enable( GL_ALPHA_TEST );
512 rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
513 rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
514 rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
515 rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
516 rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
517 rwy_green_medium_lights->setTexture( tex_name );
518 m = new SGMaterial( rwy_green_medium_lights );
519 m->add_name("RWY_GREEN_MEDIUM_LIGHTS");
520 matlib["RWY_GREEN_MEDIUM_LIGHTS"] = m;
522 // hard coded low intensity runway green light state
523 if ( sprite_lighting ) {
524 tex_name = gen_standard_light_sprite( 20, 235, 20, 155 );
526 tex_name = gen_standard_dir_light_map( 20, 235, 20, 155 );
528 ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
529 rwy_green_low_lights->disable( GL_LIGHTING );
530 rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
531 rwy_green_low_lights->enable( GL_TEXTURE_2D );
532 rwy_green_low_lights->enable( GL_BLEND );
533 rwy_green_low_lights->enable( GL_ALPHA_TEST );
534 rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
535 rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
536 rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
537 rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
538 rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
539 rwy_green_low_lights->setTexture( tex_name );
540 m = new SGMaterial( rwy_green_low_lights );
541 m->add_name("RWY_GREEN_LOW_LIGHTS");
542 matlib["RWY_GREEN_LOW_LIGHTS"] = m;
543 m->add_name("RWY_GREEN_TAXIWAY_LIGHTS");
544 matlib["RWY_GREEN_TAXIWAY_LIGHTS"] = m;
546 // hard coded low intensity taxiway blue light state
547 if ( sprite_lighting ) {
548 tex_name = gen_standard_light_sprite( 90, 90, 235, 205 );
550 tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
552 ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
553 taxiway_blue_low_lights->disable( GL_LIGHTING );
554 taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
555 taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
556 taxiway_blue_low_lights->enable( GL_BLEND );
557 taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
558 taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
559 taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
560 taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
561 taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
562 taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
563 taxiway_blue_low_lights->setTexture( tex_name );
564 m = new SGMaterial( taxiway_blue_low_lights );
565 m->add_name("RWY_BLUE_TAXIWAY_LIGHTS");
566 matlib["RWY_BLUE_TAXIWAY_LIGHTS"] = m;
568 // hard coded runway vasi light state
569 if ( sprite_lighting ) {
570 tex_name = gen_standard_light_sprite( 235, 235, 195, 255 );
572 tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
574 ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
575 rwy_vasi_lights->disable( GL_LIGHTING );
576 rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
577 rwy_vasi_lights->enable( GL_TEXTURE_2D );
578 rwy_vasi_lights->enable( GL_BLEND );
579 rwy_vasi_lights->enable( GL_ALPHA_TEST );
580 rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
581 rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
582 rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
583 rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
584 rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
585 // rwy_vasi_lights->setTexture( gen_vasi_light_map_old() );
586 rwy_vasi_lights->setTexture( tex_name );
587 m = new SGMaterial( rwy_vasi_lights );
588 m->add_name("RWY_VASI_LIGHTS");
589 matlib["RWY_VASI_LIGHTS"] = m;
595 // Load a library of material properties
596 bool SGMaterialLib::add_item ( const string &tex_path )
598 string material_name = tex_path;
599 int pos = tex_path.rfind( "/" );
600 material_name = material_name.substr( pos + 1 );
602 return add_item( material_name, tex_path );
606 // Load a library of material properties
607 bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
609 int pos = full_path.rfind( "/" );
610 string tex_name = full_path.substr( pos + 1 );
611 string tex_path = full_path.substr( 0, pos );
613 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
614 << mat_name << " (" << full_path << ")");
616 matlib[mat_name] = new SGMaterial( full_path );
617 matlib[mat_name]->add_name(mat_name);
623 // Load a library of material properties
624 bool SGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
626 matlib[mat_name] = new SGMaterial( state );
627 matlib[mat_name]->add_name(mat_name);
629 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
630 << "ssgSimpleState = " << mat_name );
636 // find a material record by material name
637 SGMaterial *SGMaterialLib::find( const string& material ) {
638 SGMaterial *result = NULL;
639 material_map_iterator it = matlib.find( material );
650 SGMaterialLib::~SGMaterialLib ( void ) {
654 // Load one pending "deferred" texture. Return true if a texture
655 // loaded successfully, false if no pending, or error.
656 void SGMaterialLib::load_next_deferred() {
657 // container::iterator it = begin();
658 for ( material_map_iterator it = begin(); it != end(); it++ ) {
659 /* we don't need the key, but here's how we'd get it if we wanted it. */
660 // const string &key = it->first;
661 SGMaterial *slot = it->second;
662 if (slot->load_texture())
667 // Return the material from that given leaf
668 const SGMaterial* SGMaterialLib::findMaterial(/*const*/ssgLeaf* leaf) const
673 ssgBase* base = leaf->getUserData();
677 SGMaterialUserData* matUserData = dynamic_cast<SGMaterialUserData*>(base);
681 return matUserData->getMaterial();