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 tex_path( globals->get_fg_root() );
133 tex_path.append( "Textures.high" );
134 tex_path.append( m.get_texture_name() );
135 if ( ! local_file_exists(tex_path.str())
136 || general.get_glMaxTexSize() < 512 ) {
137 tex_path = SGPath( globals->get_fg_root() );
138 tex_path.append( "Textures" );
139 tex_path.append( m.get_texture_name() );
142 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
143 << material_name << " (" << tex_path.c_str() << ")");
145 GLenum shade_model = GL_SMOOTH;
146 if ( fgGetBool("/sim/rendering/shading") ) {
147 shade_model = GL_SMOOTH;
149 shade_model = GL_FLAT;
152 m.set_texture_name( tex_path.str() );
153 m.build_ssg_state( shade_model,
154 fgGetBool("/sim/rendering/textures"),
161 matlib[material_name] = m;
166 // hard coded light state
167 ssgSimpleState *lights = new ssgSimpleState;
169 lights->disable( GL_TEXTURE_2D );
170 lights->enable( GL_CULL_FACE );
171 lights->enable( GL_COLOR_MATERIAL );
172 lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
173 lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
174 lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
175 lights->enable( GL_BLEND );
176 lights->disable( GL_ALPHA_TEST );
177 lights->disable( GL_LIGHTING );
180 m.set_ssg_state( lights );
181 matlib["LIGHTS"] = m;
187 // Load a library of material properties
188 bool FGMaterialLib::add_item ( const string &tex_path )
190 string material_name = tex_path;
191 int pos = tex_path.rfind( "/" );
192 material_name = material_name.substr( pos + 1 );
194 return add_item( material_name, tex_path );
198 // Load a library of material properties
199 bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
201 int pos = full_path.rfind( "/" );
202 string tex_name = full_path.substr( pos + 1 );
203 string tex_path = full_path.substr( 0, pos );
205 FGNewMat m( mat_name, full_path );
207 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
208 << mat_name << " (" << full_path << ")");
214 GLenum shade_model = GL_SMOOTH;
215 if ( fgGetBool("/sim/rendering/shading") ) {
216 shade_model = GL_SMOOTH;
218 shade_model = GL_FLAT;
221 m.build_ssg_state( shade_model, fgGetBool("/sim/rendering/textures"),
224 material_lib.matlib[mat_name] = m;
230 // Load a library of material properties
231 bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
233 FGNewMat m( mat_name );
234 m.set_ssg_state( state );
236 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
237 << "ssgSimpleState = " << mat_name );
243 material_lib.matlib[mat_name] = m;
249 // find a material record by material name
250 FGNewMat *FGMaterialLib::find( const string& material ) {
251 FGNewMat *result = NULL;
252 material_map_iterator it = matlib.find( material );
254 result = &((*it).second);
263 FGMaterialLib::~FGMaterialLib ( void ) {
267 // Set the step for all of the state selectors in the material slots
268 void FGMaterialLib::set_step ( int step )
270 // container::iterator it = begin();
271 for ( material_map_iterator it = begin(); it != end(); it++ ) {
272 const string &key = it->first;
273 SG_LOG( SG_GENERAL, SG_INFO,
274 "Updating material " << key << " to step " << step );
275 FGNewMat &slot = it->second;
276 slot.get_state()->selectStep(step);