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 ) {
67 static int gen_test_light_map() {
68 static const int env_tex_res = 32;
69 int half_res = env_tex_res / 2;
70 unsigned char env_map[env_tex_res][env_tex_res][4];
73 for ( int i = 0; i < env_tex_res; ++i ) {
74 for ( int j = 0; j < env_tex_res; ++j ) {
75 double x = (i - half_res) / (double)half_res;
76 double y = (j - half_res) / (double)half_res;
77 double dist = sqrt(x*x + y*y);
78 if ( dist > 1.0 ) { dist = 1.0; }
80 // cout << x << "," << y << " " << (int)(dist * 255) << ","
81 // << (int)((1.0 - dist) * 255) << endl;
82 env_map[i][j][0] = (int)(dist * 255);
83 env_map[i][j][1] = (int)((1.0 - dist) * 255);
85 env_map[i][j][3] = 255;
89 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
90 glGenTextures( 1, &tex_name );
91 glBindTexture( GL_TEXTURE_2D, tex_name );
93 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
94 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
95 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
96 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
97 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
98 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
104 // generate standard colored directional light environment texture map
105 static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
106 const int env_tex_res = 32;
107 int half_res = env_tex_res / 2;
108 unsigned char env_map[env_tex_res][env_tex_res][4];
111 for ( int i = 0; i < env_tex_res; ++i ) {
112 for ( int j = 0; j < env_tex_res; ++j ) {
113 double x = (i - half_res) / (double)half_res;
114 double y = (j - half_res) / (double)half_res;
115 double dist = sqrt(x*x + y*y);
116 if ( dist > 1.0 ) { dist = 1.0; }
117 double bright = cos( dist * SGD_PI_2 );
118 if ( bright < 0.3 ) { bright = 0.3; }
119 env_map[i][j][0] = r;
120 env_map[i][j][1] = g;
121 env_map[i][j][2] = b;
122 env_map[i][j][3] = (int)(bright * alpha);
126 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
127 glGenTextures( 1, &tex_name );
128 glBindTexture( GL_TEXTURE_2D, tex_name );
130 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
131 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
132 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
133 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
134 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
135 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
141 // generate standard colored directional light environment texture map
142 static int gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
143 const int env_tex_res = 32;
144 int half_res = env_tex_res / 2;
145 unsigned char env_map[env_tex_res][env_tex_res][4];
148 for ( int i = 0; i < env_tex_res; ++i ) {
149 for ( int j = 0; j < env_tex_res; ++j ) {
150 double x = (i - half_res) / (double)half_res;
151 double y = (j - half_res) / (double)half_res;
152 double tmp = sqrt(x*x + y*y);
153 double dist = tmp * tmp;
154 if ( dist > 1.0 ) { dist = 1.0; }
155 double bright = sin( dist * SGD_PI_2 );
156 if ( bright < 0.2 ) { bright = 0.2; }
157 env_map[i][j][0] = r;
158 env_map[i][j][1] = g;
159 env_map[i][j][2] = b;
160 env_map[i][j][3] = (int)(bright * alpha);
164 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
165 glGenTextures( 1, &tex_name );
166 glBindTexture( GL_TEXTURE_2D, tex_name );
168 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
169 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
170 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
171 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
172 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
173 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
179 // generate the directional vasi light environment texture map
180 static int gen_vasi_light_map() {
181 const int env_tex_res = 256;
182 int half_res = env_tex_res / 2;
183 unsigned char env_map[env_tex_res][env_tex_res][4];
186 for ( int i = 0; i < env_tex_res; ++i ) {
187 for ( int j = 0; j < env_tex_res; ++j ) {
188 double x = (i - half_res) / (double)half_res;
189 double y = (j - half_res) / (double)half_res;
190 double dist = sqrt(x*x + y*y);
191 if ( dist > 1.0 ) { dist = 1.0; }
192 double bright = cos( dist * SGD_PI_2 );
194 // top half white, bottom half red
195 env_map[i][j][0] = 255;
196 if ( i > half_res ) {
198 env_map[i][j][1] = 255;
199 env_map[i][j][2] = 255;
200 } else if ( i == half_res - 1 || i == half_res ) {
202 env_map[i][j][1] = 127;
203 env_map[i][j][2] = 127;
206 env_map[i][j][1] = 0;
207 env_map[i][j][2] = 0;
209 env_map[i][j][3] = (int)(bright * 255);
213 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
214 glGenTextures( 1, &tex_name );
215 glBindTexture( GL_TEXTURE_2D, tex_name );
217 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
218 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
219 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
220 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
221 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
222 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
228 // Load a library of material properties
229 bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
231 SGPropertyNode materials;
233 SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
235 readProperties( mpath, &materials );
236 } catch (const sg_exception &ex) {
237 SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
238 << ex.getMessage() );
242 int nMaterials = materials.nChildren();
243 for (int i = 0; i < nMaterials; i++) {
244 const SGPropertyNode * node = materials.getChild(i);
245 if (!strcmp(node->getName(), "material")) {
246 SGMaterial *m = new SGMaterial( fg_root, node );
248 vector<SGPropertyNode_ptr>names = node->getChildren("name");
249 for ( unsigned int j = 0; j < names.size(); j++ ) {
250 string name = names[j]->getStringValue();
252 // cerr << "Material " << name << endl;
254 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
255 << names[j]->getStringValue() );
258 SG_LOG(SG_INPUT, SG_ALERT,
259 "Skipping bad material entry " << node->getName());
263 // hard coded ground light state
264 ssgSimpleState *gnd_lights = new ssgSimpleState;
266 gnd_lights->disable( GL_TEXTURE_2D );
267 gnd_lights->enable( GL_CULL_FACE );
268 gnd_lights->enable( GL_COLOR_MATERIAL );
269 gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
270 gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
271 gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
272 gnd_lights->enable( GL_BLEND );
273 gnd_lights->disable( GL_ALPHA_TEST );
274 gnd_lights->disable( GL_LIGHTING );
275 matlib["GROUND_LIGHTS"] = new SGMaterial( gnd_lights );
279 // hard coded runway white light state
280 tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
281 ssgSimpleState *rwy_white_lights = new ssgSimpleState();
282 rwy_white_lights->ref();
283 rwy_white_lights->disable( GL_LIGHTING );
284 rwy_white_lights->enable ( GL_CULL_FACE ) ;
285 rwy_white_lights->enable( GL_TEXTURE_2D );
286 rwy_white_lights->enable( GL_BLEND );
287 rwy_white_lights->enable( GL_ALPHA_TEST );
288 rwy_white_lights->enable( GL_COLOR_MATERIAL );
289 rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
290 rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
291 rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
292 rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
293 rwy_white_lights->setTexture( tex_name );
294 matlib["RWY_WHITE_LIGHTS"] = new SGMaterial( rwy_white_lights );
295 // For backwards compatibility ... remove someday
296 matlib["RUNWAY_LIGHTS"] = new SGMaterial( rwy_white_lights );
297 matlib["RWY_LIGHTS"] = new SGMaterial( rwy_white_lights );
298 // end of backwards compatitibilty
300 // hard coded runway medium intensity white light state
301 tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
302 ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
303 rwy_white_medium_lights->ref();
304 rwy_white_medium_lights->disable( GL_LIGHTING );
305 rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
306 rwy_white_medium_lights->enable( GL_TEXTURE_2D );
307 rwy_white_medium_lights->enable( GL_BLEND );
308 rwy_white_medium_lights->enable( GL_ALPHA_TEST );
309 rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
310 rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
311 rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
312 rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
313 rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
314 rwy_white_medium_lights->setTexture( tex_name );
315 matlib["RWY_WHITE_MEDIUM_LIGHTS"]
316 = new SGMaterial( rwy_white_medium_lights );
318 // hard coded runway low intensity white light state
319 tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
320 ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
321 rwy_white_low_lights->ref();
322 rwy_white_low_lights->disable( GL_LIGHTING );
323 rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
324 rwy_white_low_lights->enable( GL_TEXTURE_2D );
325 rwy_white_low_lights->enable( GL_BLEND );
326 rwy_white_low_lights->enable( GL_ALPHA_TEST );
327 rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
328 rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
329 rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
330 rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
331 rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
332 rwy_white_low_lights->setTexture( tex_name );
333 matlib["RWY_WHITE_LOW_LIGHTS"]
334 = new SGMaterial( rwy_white_low_lights );
336 // hard coded runway yellow light state
337 tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
338 ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
339 rwy_yellow_lights->ref();
340 rwy_yellow_lights->disable( GL_LIGHTING );
341 rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
342 rwy_yellow_lights->enable( GL_TEXTURE_2D );
343 rwy_yellow_lights->enable( GL_BLEND );
344 rwy_yellow_lights->enable( GL_ALPHA_TEST );
345 rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
346 rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
347 rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
348 rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
349 rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
350 rwy_yellow_lights->setTexture( tex_name );
351 matlib["RWY_YELLOW_LIGHTS"] = new SGMaterial( rwy_yellow_lights );
353 // hard coded runway medium intensity yellow light state
354 tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
355 ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
356 rwy_yellow_medium_lights->ref();
357 rwy_yellow_medium_lights->disable( GL_LIGHTING );
358 rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
359 rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
360 rwy_yellow_medium_lights->enable( GL_BLEND );
361 rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
362 rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
363 rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
364 rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
365 rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
366 rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
367 rwy_yellow_medium_lights->setTexture( tex_name );
368 matlib["RWY_YELLOW_MEDIUM_LIGHTS"]
369 = new SGMaterial( rwy_yellow_medium_lights );
371 // hard coded runway low intensity yellow light state
372 tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
373 ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
374 rwy_yellow_low_lights->ref();
375 rwy_yellow_low_lights->disable( GL_LIGHTING );
376 rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
377 rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
378 rwy_yellow_low_lights->enable( GL_BLEND );
379 rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
380 rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
381 rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
382 rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
383 rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
384 rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
385 rwy_yellow_low_lights->setTexture( tex_name );
386 matlib["RWY_YELLOW_LOW_LIGHTS"]
387 = new SGMaterial( rwy_yellow_low_lights );
389 // hard coded runway red light state
390 tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
391 ssgSimpleState *rwy_red_lights = new ssgSimpleState();
392 rwy_red_lights->ref();
393 rwy_red_lights->disable( GL_LIGHTING );
394 rwy_red_lights->enable ( GL_CULL_FACE ) ;
395 rwy_red_lights->enable( GL_TEXTURE_2D );
396 rwy_red_lights->enable( GL_BLEND );
397 rwy_red_lights->enable( GL_ALPHA_TEST );
398 rwy_red_lights->enable( GL_COLOR_MATERIAL );
399 rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
400 rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
401 rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
402 rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
403 rwy_red_lights->setTexture( tex_name );
404 matlib["RWY_RED_LIGHTS"]
405 = new SGMaterial( rwy_red_lights );
407 // hard coded medium intensity runway red light state
408 tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
409 ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
410 rwy_red_medium_lights->ref();
411 rwy_red_medium_lights->disable( GL_LIGHTING );
412 rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
413 rwy_red_medium_lights->enable( GL_TEXTURE_2D );
414 rwy_red_medium_lights->enable( GL_BLEND );
415 rwy_red_medium_lights->enable( GL_ALPHA_TEST );
416 rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
417 rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
418 rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
419 rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
420 rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
421 rwy_red_medium_lights->setTexture( tex_name );
422 matlib["RWY_RED_MEDIUM_LIGHTS"]
423 = new SGMaterial( rwy_red_medium_lights );
425 // hard coded low intensity runway red light state
426 tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
427 ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
428 rwy_red_low_lights->ref();
429 rwy_red_low_lights->disable( GL_LIGHTING );
430 rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
431 rwy_red_low_lights->enable( GL_TEXTURE_2D );
432 rwy_red_low_lights->enable( GL_BLEND );
433 rwy_red_low_lights->enable( GL_ALPHA_TEST );
434 rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
435 rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
436 rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
437 rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
438 rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
439 rwy_red_low_lights->setTexture( tex_name );
440 matlib["RWY_RED_LOW_LIGHTS"]
441 = new SGMaterial( rwy_red_low_lights );
443 // hard coded runway green light state
444 tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
445 ssgSimpleState *rwy_green_lights = new ssgSimpleState();
446 rwy_green_lights->ref();
447 rwy_green_lights->disable( GL_LIGHTING );
448 rwy_green_lights->enable ( GL_CULL_FACE ) ;
449 rwy_green_lights->enable( GL_TEXTURE_2D );
450 rwy_green_lights->enable( GL_BLEND );
451 rwy_green_lights->enable( GL_ALPHA_TEST );
452 rwy_green_lights->enable( GL_COLOR_MATERIAL );
453 rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
454 rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
455 rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
456 rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
457 rwy_green_lights->setTexture( tex_name );
458 matlib["RWY_GREEN_LIGHTS"]
459 = new SGMaterial( rwy_green_lights );
461 // hard coded medium intensity runway green light state
462 tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
463 ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
464 rwy_green_medium_lights->ref();
465 rwy_green_medium_lights->disable( GL_LIGHTING );
466 rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
467 rwy_green_medium_lights->enable( GL_TEXTURE_2D );
468 rwy_green_medium_lights->enable( GL_BLEND );
469 rwy_green_medium_lights->enable( GL_ALPHA_TEST );
470 rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
471 rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
472 rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
473 rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
474 rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
475 rwy_green_medium_lights->setTexture( tex_name );
476 matlib["RWY_GREEN_MEDIUM_LIGHTS"]
477 = new SGMaterial( rwy_green_medium_lights );
479 // hard coded low intensity runway green light state
480 tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
481 ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
482 rwy_green_low_lights->ref();
483 rwy_green_low_lights->disable( GL_LIGHTING );
484 rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
485 rwy_green_low_lights->enable( GL_TEXTURE_2D );
486 rwy_green_low_lights->enable( GL_BLEND );
487 rwy_green_low_lights->enable( GL_ALPHA_TEST );
488 rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
489 rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
490 rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
491 rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
492 rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
493 rwy_green_low_lights->setTexture( tex_name );
494 matlib["RWY_GREEN_LOW_LIGHTS"]
495 = new SGMaterial( rwy_green_low_lights );
497 // hard coded low intensity taxiway blue light state
498 tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
499 ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
500 taxiway_blue_low_lights->ref();
501 taxiway_blue_low_lights->disable( GL_LIGHTING );
502 taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
503 taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
504 taxiway_blue_low_lights->enable( GL_BLEND );
505 taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
506 taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
507 taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
508 taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
509 taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
510 taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
511 taxiway_blue_low_lights->setTexture( tex_name );
512 matlib["RWY_BLUE_TAXIWAY_LIGHTS"]
513 = new SGMaterial( taxiway_blue_low_lights );
515 // hard coded runway vasi light state
516 ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
517 rwy_vasi_lights->ref();
518 rwy_vasi_lights->disable( GL_LIGHTING );
519 rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
520 rwy_vasi_lights->enable( GL_TEXTURE_2D );
521 rwy_vasi_lights->enable( GL_BLEND );
522 rwy_vasi_lights->enable( GL_ALPHA_TEST );
523 rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
524 rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
525 rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
526 rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
527 rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
528 rwy_vasi_lights->setTexture( gen_vasi_light_map() );
529 matlib["RWY_VASI_LIGHTS"] = new SGMaterial( rwy_vasi_lights );
535 // Load a library of material properties
536 bool SGMaterialLib::add_item ( const string &tex_path )
538 string material_name = tex_path;
539 int pos = tex_path.rfind( "/" );
540 material_name = material_name.substr( pos + 1 );
542 return add_item( material_name, tex_path );
546 // Load a library of material properties
547 bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
549 int pos = full_path.rfind( "/" );
550 string tex_name = full_path.substr( pos + 1 );
551 string tex_path = full_path.substr( 0, pos );
553 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
554 << mat_name << " (" << full_path << ")");
556 material_lib.matlib[mat_name] = new SGMaterial( full_path );
562 // Load a library of material properties
563 bool SGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
565 SGMaterial *m = new SGMaterial( state );
567 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
568 << "ssgSimpleState = " << mat_name );
570 material_lib.matlib[mat_name] = m;
576 // find a material record by material name
577 SGMaterial *SGMaterialLib::find( const string& material ) {
578 SGMaterial *result = NULL;
579 material_map_iterator it = matlib.find( material );
590 SGMaterialLib::~SGMaterialLib ( void ) {
591 // Free up all the material entries first
592 for ( material_map_iterator it = begin(); it != end(); it++ ) {
593 SGMaterial *slot = it->second;
595 if ( slot->getRef() <= 0 ) {
602 // Load one pending "deferred" texture. Return true if a texture
603 // loaded successfully, false if no pending, or error.
604 void SGMaterialLib::load_next_deferred() {
605 // container::iterator it = begin();
606 for ( material_map_iterator it = begin(); it != end(); it++ ) {
607 /* we don't need the key, but here's how we'd get it if we wanted it. */
608 // const string &key = it->first;
609 SGMaterial *slot = it->second;
610 if (slot->load_texture())