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.
28 #ifdef SG_MATH_EXCEPTION_CLASH
37 #include <simgear/xgl/xgl.h>
39 #include <simgear/compiler.h>
44 #include <simgear/debug/logstream.hxx>
45 #include <simgear/misc/sg_path.hxx>
46 #include <simgear/misc/sgstream.hxx>
48 #include <Include/general.hxx>
49 #include <Main/globals.hxx>
50 #include <Main/fg_props.hxx>
51 #include <Scenery/tileentry.hxx>
58 // global material management class
59 FGMaterialLib material_lib;
63 FGMaterialLib::FGMaterialLib ( void ) {
67 static bool local_file_exists( const string& path ) {
68 sg_gzifstream in( path );
69 if ( ! in.is_open() ) {
77 FILE *fp = fopen( path.c_str(), "r" );
79 cout << " doesn't exist\n";
89 // Load a library of material properties
90 bool FGMaterialLib::load( const string& mpath ) {
93 sg_gzifstream in( mpath );
94 if ( ! in.is_open() ) {
95 SG_LOG( SG_GENERAL, SG_ALERT, "Cannot open file: " << mpath );
100 while ( ! in.eof() ) {
103 while ( in.get(c) && c != '\0' ) {
106 // printf("%s", line);
108 // strip leading white space and comments
111 // set to zero to prevent its value accidently being '{'
112 // after a failed >> operation.
117 if ( material_name == "alias" ) {
118 string src_mat, dst_mat;
119 in >> dst_mat >> src_mat;
120 SG_LOG( SG_GENERAL, SG_INFO, " Material alias: " << dst_mat <<
121 " mapped to " << src_mat );
122 FGNewMat m = matlib[src_mat];
127 if ( token == '{' ) {
131 // build the ssgSimpleState
132 SGPath tmp_path( globals->get_fg_root() );
133 tmp_path.append( "Textures.high" );
135 SGPath tex_path = tmp_path;
136 tex_path.append( m.get_texture_name() );
137 if ( ! local_file_exists(tex_path.str())
138 || general.get_glMaxTexSize() < 512 ) {
139 tex_path = SGPath( globals->get_fg_root() );
140 tex_path.append( "Textures" );
141 tex_path.append( m.get_texture_name() );
144 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
145 << material_name << " (" << tex_path.c_str() << ")");
147 GLenum shade_model = GL_SMOOTH;
148 if ( fgGetBool("/sim/rendering/shading") ) {
149 shade_model = GL_SMOOTH;
151 shade_model = GL_FLAT;
154 m.set_texture_name( tex_path.str() );
155 m.build_ssg_state( shade_model,
156 fgGetBool("/sim/rendering/textures"),
163 matlib[material_name] = m;
168 // hard coded light state
169 ssgSimpleState *lights = new ssgSimpleState;
171 lights->disable( GL_TEXTURE_2D );
172 lights->enable( GL_CULL_FACE );
173 lights->enable( GL_COLOR_MATERIAL );
174 lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
175 lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
176 lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
177 lights->enable( GL_BLEND );
178 lights->disable( GL_ALPHA_TEST );
179 lights->disable( GL_LIGHTING );
182 m.set_ssg_state( lights );
183 matlib["LIGHTS"] = m;
189 // Load a library of material properties
190 bool FGMaterialLib::add_item ( const string &tex_path )
192 string material_name = tex_path;
193 int pos = tex_path.rfind( "/" );
194 material_name = material_name.substr( pos + 1 );
196 return add_item( material_name, tex_path );
200 // Load a library of material properties
201 bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
203 int pos = full_path.rfind( "/" );
204 string tex_name = full_path.substr( pos + 1 );
205 string tex_path = full_path.substr( 0, pos );
207 FGNewMat m( mat_name, full_path );
209 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
210 << mat_name << " (" << full_path << ")");
216 GLenum shade_model = GL_SMOOTH;
217 if ( fgGetBool("/sim/rendering/shading") ) {
218 shade_model = GL_SMOOTH;
220 shade_model = GL_FLAT;
223 m.build_ssg_state( shade_model, fgGetBool("/sim/rendering/textures"),
226 material_lib.matlib[mat_name] = m;
232 // Load a library of material properties
233 bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
235 FGNewMat m( mat_name );
236 m.set_ssg_state( state );
238 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
239 << "ssgSimpleState = " << mat_name );
245 material_lib.matlib[mat_name] = m;
251 // find a material record by material name
252 FGNewMat *FGMaterialLib::find( const string& material ) {
253 FGNewMat *result = NULL;
254 material_map_iterator it = matlib.find( material );
256 result = &((*it).second);
265 FGMaterialLib::~FGMaterialLib ( void ) {
269 // Set the step for all of the state selectors in the material slots
270 void FGMaterialLib::set_step ( int step )
272 // container::iterator it = begin();
273 for ( material_map_iterator it = begin(); it != end(); it++ ) {
274 const string &key = it->first;
275 SG_LOG( SG_GENERAL, SG_INFO,
276 "Updating material " << key << " to step " << step );
277 FGNewMat &slot = it->second;
278 slot.get_state()->selectStep(step);