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
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>
49 #include <Include/general.hxx>
50 #include <Main/globals.hxx>
51 #include <Main/fg_props.hxx>
52 #include <Scenery/tileentry.hxx>
57 SG_USING_NAMESPACE(std);
61 // global material management class
62 FGMaterialLib material_lib;
66 FGMaterialLib::FGMaterialLib ( void ) {
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);
108 // generate standard colored directional light environment texture map
109 static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
110 const int env_tex_res = 32;
111 int half_res = env_tex_res / 2;
112 unsigned char env_map[env_tex_res][env_tex_res][4];
115 for ( int i = 0; i < env_tex_res; ++i ) {
116 for ( int j = 0; j < env_tex_res; ++j ) {
117 double x = (i - half_res) / (double)half_res;
118 double y = (j - half_res) / (double)half_res;
119 double dist = sqrt(x*x + y*y);
120 if ( dist > 1.0 ) { dist = 1.0; }
121 double bright = cos( dist * SGD_PI_2 );
122 if ( bright < 0.3 ) { bright = 0.3; }
123 env_map[i][j][0] = r;
124 env_map[i][j][1] = g;
125 env_map[i][j][2] = b;
126 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_taxiway_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 tmp = sqrt(x*x + y*y);
157 double dist = tmp * tmp;
158 if ( dist > 1.0 ) { dist = 1.0; }
159 double bright = sin( dist * SGD_PI_2 );
160 if ( bright < 0.2 ) { bright = 0.2; }
161 env_map[i][j][0] = r;
162 env_map[i][j][1] = g;
163 env_map[i][j][2] = b;
164 env_map[i][j][3] = (int)(bright * alpha);
168 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
169 glGenTextures( 1, &tex_name );
170 glBindTexture( GL_TEXTURE_2D, tex_name );
172 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
173 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
174 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
175 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
176 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
177 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
183 // generate the directional vasi light environment texture map
184 static int gen_vasi_light_map() {
185 const int env_tex_res = 256;
186 int half_res = env_tex_res / 2;
187 unsigned char env_map[env_tex_res][env_tex_res][4];
190 for ( int i = 0; i < env_tex_res; ++i ) {
191 for ( int j = 0; j < env_tex_res; ++j ) {
192 double x = (i - half_res) / (double)half_res;
193 double y = (j - half_res) / (double)half_res;
194 double dist = sqrt(x*x + y*y);
195 if ( dist > 1.0 ) { dist = 1.0; }
196 double bright = cos( dist * SGD_PI_2 );
198 // top half white, bottom half red
199 env_map[i][j][0] = 255;
200 if ( i > half_res ) {
202 env_map[i][j][1] = 255;
203 env_map[i][j][2] = 255;
204 } else if ( i == half_res - 1 || i == half_res ) {
206 env_map[i][j][1] = 127;
207 env_map[i][j][2] = 127;
210 env_map[i][j][1] = 0;
211 env_map[i][j][2] = 0;
213 env_map[i][j][3] = (int)(bright * 255);
217 glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
218 glGenTextures( 1, &tex_name );
219 glBindTexture( GL_TEXTURE_2D, tex_name );
221 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
222 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
223 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
224 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
225 glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
226 GL_RGBA, GL_UNSIGNED_BYTE, env_map);
232 // Load a library of material properties
233 bool FGMaterialLib::load( const string& mpath ) {
235 SGPropertyNode materials;
237 SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
239 readProperties( mpath, &materials );
240 } catch (const sg_exception &ex) {
241 SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
242 << ex.getMessage() );
246 int nMaterials = materials.nChildren();
247 for (int i = 0; i < nMaterials; i++) {
248 const SGPropertyNode * node = materials.getChild(i);
249 if (!strcmp(node->getName(), "material")) {
250 FGNewMat * m = new FGNewMat(node);
252 vector<SGPropertyNode_ptr>names = node->getChildren("name");
253 for ( unsigned int j = 0; j < names.size(); j++ ) {
254 string name = names[j]->getStringValue();
256 // cerr << "Material " << name << endl;
258 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
259 << names[j]->getStringValue() );
262 SG_LOG(SG_INPUT, SG_ALERT,
263 "Skipping bad material entry " << node->getName());
267 // hard coded ground light state
268 ssgSimpleState *gnd_lights = new ssgSimpleState;
270 gnd_lights->disable( GL_TEXTURE_2D );
271 gnd_lights->enable( GL_CULL_FACE );
272 gnd_lights->enable( GL_COLOR_MATERIAL );
273 gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
274 gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
275 gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
276 gnd_lights->enable( GL_BLEND );
277 gnd_lights->disable( GL_ALPHA_TEST );
278 gnd_lights->disable( GL_LIGHTING );
279 matlib["GROUND_LIGHTS"] = new FGNewMat(gnd_lights);
283 // hard coded runway white light state
284 tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
285 ssgSimpleState *rwy_white_lights = new ssgSimpleState();
286 rwy_white_lights->ref();
287 rwy_white_lights->disable( GL_LIGHTING );
288 rwy_white_lights->enable ( GL_CULL_FACE ) ;
289 rwy_white_lights->enable( GL_TEXTURE_2D );
290 rwy_white_lights->enable( GL_BLEND );
291 rwy_white_lights->enable( GL_ALPHA_TEST );
292 rwy_white_lights->enable( GL_COLOR_MATERIAL );
293 rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
294 rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
295 rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
296 rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
297 rwy_white_lights->setTexture( tex_name );
298 matlib["RWY_WHITE_LIGHTS"] = new FGNewMat(rwy_white_lights);
299 // For backwards compatibility ... remove someday
300 matlib["RUNWAY_LIGHTS"] = new FGNewMat(rwy_white_lights);
301 matlib["RWY_LIGHTS"] = new FGNewMat(rwy_white_lights);
302 // end of backwards compatitibilty
304 // hard coded runway medium intensity white light state
305 tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
306 ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
307 rwy_white_medium_lights->ref();
308 rwy_white_medium_lights->disable( GL_LIGHTING );
309 rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
310 rwy_white_medium_lights->enable( GL_TEXTURE_2D );
311 rwy_white_medium_lights->enable( GL_BLEND );
312 rwy_white_medium_lights->enable( GL_ALPHA_TEST );
313 rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
314 rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
315 rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
316 rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
317 rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
318 rwy_white_medium_lights->setTexture( tex_name );
319 matlib["RWY_WHITE_MEDIUM_LIGHTS"] = new FGNewMat(rwy_white_medium_lights);
321 // hard coded runway low intensity white light state
322 tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
323 ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
324 rwy_white_low_lights->ref();
325 rwy_white_low_lights->disable( GL_LIGHTING );
326 rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
327 rwy_white_low_lights->enable( GL_TEXTURE_2D );
328 rwy_white_low_lights->enable( GL_BLEND );
329 rwy_white_low_lights->enable( GL_ALPHA_TEST );
330 rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
331 rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
332 rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
333 rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
334 rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
335 rwy_white_low_lights->setTexture( tex_name );
336 matlib["RWY_WHITE_LOW_LIGHTS"] = new FGNewMat(rwy_white_low_lights);
338 // hard coded runway yellow light state
339 tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
340 ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
341 rwy_yellow_lights->ref();
342 rwy_yellow_lights->disable( GL_LIGHTING );
343 rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
344 rwy_yellow_lights->enable( GL_TEXTURE_2D );
345 rwy_yellow_lights->enable( GL_BLEND );
346 rwy_yellow_lights->enable( GL_ALPHA_TEST );
347 rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
348 rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
349 rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
350 rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
351 rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
352 rwy_yellow_lights->setTexture( tex_name );
353 matlib["RWY_YELLOW_LIGHTS"] = new FGNewMat(rwy_yellow_lights);
355 // hard coded runway medium intensity yellow light state
356 tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
357 ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
358 rwy_yellow_medium_lights->ref();
359 rwy_yellow_medium_lights->disable( GL_LIGHTING );
360 rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
361 rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
362 rwy_yellow_medium_lights->enable( GL_BLEND );
363 rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
364 rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
365 rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
366 rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
367 rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
368 rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
369 rwy_yellow_medium_lights->setTexture( tex_name );
370 matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = new FGNewMat(rwy_yellow_medium_lights);
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"] = new FGNewMat(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"] = new FGNewMat(rwy_red_lights);
406 // hard coded medium intensity runway red light state
407 tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
408 ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
409 rwy_red_medium_lights->ref();
410 rwy_red_medium_lights->disable( GL_LIGHTING );
411 rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
412 rwy_red_medium_lights->enable( GL_TEXTURE_2D );
413 rwy_red_medium_lights->enable( GL_BLEND );
414 rwy_red_medium_lights->enable( GL_ALPHA_TEST );
415 rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
416 rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
417 rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
418 rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
419 rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
420 rwy_red_medium_lights->setTexture( tex_name );
421 matlib["RWY_RED_MEDIUM_LIGHTS"] = new FGNewMat(rwy_red_medium_lights);
423 // hard coded low intensity runway red light state
424 tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
425 ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
426 rwy_red_low_lights->ref();
427 rwy_red_low_lights->disable( GL_LIGHTING );
428 rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
429 rwy_red_low_lights->enable( GL_TEXTURE_2D );
430 rwy_red_low_lights->enable( GL_BLEND );
431 rwy_red_low_lights->enable( GL_ALPHA_TEST );
432 rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
433 rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
434 rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
435 rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
436 rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
437 rwy_red_low_lights->setTexture( tex_name );
438 matlib["RWY_RED_LOW_LIGHTS"] = new FGNewMat(rwy_red_low_lights);
440 // hard coded runway green light state
441 tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
442 ssgSimpleState *rwy_green_lights = new ssgSimpleState();
443 rwy_green_lights->ref();
444 rwy_green_lights->disable( GL_LIGHTING );
445 rwy_green_lights->enable ( GL_CULL_FACE ) ;
446 rwy_green_lights->enable( GL_TEXTURE_2D );
447 rwy_green_lights->enable( GL_BLEND );
448 rwy_green_lights->enable( GL_ALPHA_TEST );
449 rwy_green_lights->enable( GL_COLOR_MATERIAL );
450 rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
451 rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
452 rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
453 rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
454 rwy_green_lights->setTexture( tex_name );
455 matlib["RWY_GREEN_LIGHTS"] = new FGNewMat(rwy_green_lights);
457 // hard coded medium intensity runway green light state
458 tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
459 ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
460 rwy_green_medium_lights->ref();
461 rwy_green_medium_lights->disable( GL_LIGHTING );
462 rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
463 rwy_green_medium_lights->enable( GL_TEXTURE_2D );
464 rwy_green_medium_lights->enable( GL_BLEND );
465 rwy_green_medium_lights->enable( GL_ALPHA_TEST );
466 rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
467 rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
468 rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
469 rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
470 rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
471 rwy_green_medium_lights->setTexture( tex_name );
472 matlib["RWY_GREEN_MEDIUM_LIGHTS"] = new FGNewMat(rwy_green_medium_lights);
474 // hard coded low intensity runway green light state
475 tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
476 ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
477 rwy_green_low_lights->ref();
478 rwy_green_low_lights->disable( GL_LIGHTING );
479 rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
480 rwy_green_low_lights->enable( GL_TEXTURE_2D );
481 rwy_green_low_lights->enable( GL_BLEND );
482 rwy_green_low_lights->enable( GL_ALPHA_TEST );
483 rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
484 rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
485 rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
486 rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
487 rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
488 rwy_green_low_lights->setTexture( tex_name );
489 matlib["RWY_GREEN_LOW_LIGHTS"] = new FGNewMat(rwy_green_low_lights);
491 // hard coded low intensity taxiway blue light state
492 tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
493 ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
494 taxiway_blue_low_lights->ref();
495 taxiway_blue_low_lights->disable( GL_LIGHTING );
496 taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
497 taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
498 taxiway_blue_low_lights->enable( GL_BLEND );
499 taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
500 taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
501 taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
502 taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
503 taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
504 taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
505 taxiway_blue_low_lights->setTexture( tex_name );
506 matlib["RWY_BLUE_TAXIWAY_LIGHTS"]
507 = new FGNewMat(taxiway_blue_low_lights);
509 // hard coded runway vasi light state
510 ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
511 rwy_vasi_lights->ref();
512 rwy_vasi_lights->disable( GL_LIGHTING );
513 rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
514 rwy_vasi_lights->enable( GL_TEXTURE_2D );
515 rwy_vasi_lights->enable( GL_BLEND );
516 rwy_vasi_lights->enable( GL_ALPHA_TEST );
517 rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
518 rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
519 rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
520 rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
521 rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
522 rwy_vasi_lights->setTexture( gen_vasi_light_map() );
523 matlib["RWY_VASI_LIGHTS"] = new FGNewMat(rwy_vasi_lights);
529 // Load a library of material properties
530 bool FGMaterialLib::add_item ( const string &tex_path )
532 string material_name = tex_path;
533 int pos = tex_path.rfind( "/" );
534 material_name = material_name.substr( pos + 1 );
536 return add_item( material_name, tex_path );
540 // Load a library of material properties
541 bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
543 int pos = full_path.rfind( "/" );
544 string tex_name = full_path.substr( pos + 1 );
545 string tex_path = full_path.substr( 0, pos );
547 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
548 << mat_name << " (" << full_path << ")");
550 material_lib.matlib[mat_name] = new FGNewMat(full_path);
556 // Load a library of material properties
557 bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
559 FGNewMat *m = new FGNewMat(state);
561 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
562 << "ssgSimpleState = " << mat_name );
564 material_lib.matlib[mat_name] = m;
570 // find a material record by material name
571 FGNewMat *FGMaterialLib::find( const string& material ) {
572 FGNewMat *result = NULL;
573 material_map_iterator it = matlib.find( material );
584 FGMaterialLib::~FGMaterialLib ( void ) {
585 // Free up all the material entries first
586 for ( material_map_iterator it = begin(); it != end(); it++ ) {
587 FGNewMat *slot = it->second;
589 if ( slot->getRef() <= 0 ) {
596 // Set the step for all of the state selectors in the material slots
597 void FGMaterialLib::set_step ( int step )
599 // container::iterator it = begin();
600 for ( material_map_iterator it = begin(); it != end(); it++ ) {
601 const string &key = it->first;
602 SG_LOG( SG_GENERAL, SG_INFO,
603 "Updating material " << key << " to step " << step );
604 FGNewMat *slot = it->second;
605 slot->get_state()->selectStep(step);
610 // Get the step for the state selectors
611 int FGMaterialLib::get_step ()
613 material_map_iterator it = begin();
614 return it->second->get_state()->getSelectStep();
618 // Load one pending "deferred" texture. Return true if a texture
619 // loaded successfully, false if no pending, or error.
620 void FGMaterialLib::load_next_deferred() {
621 // container::iterator it = begin();
622 for ( material_map_iterator it = begin(); it != end(); it++ ) {
623 /* we don't need the key, but here's how we'd get it if we wanted it. */
624 // const string &key = it->first;
625 FGNewMat *slot = it->second;
626 if (slot->load_texture())