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" );
135 SGPath tmp_path = tex_path;
136 tmp_path.append( m.get_texture_name() );
137 if ( ! local_file_exists(tmp_path.str())
138 || general.get_glMaxTexSize() < 512 ) {
139 tex_path = SGPath( globals->get_fg_root() );
140 tex_path.append( "Textures" );
143 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
144 << material_name << " (" << tex_path.c_str() << ")");
146 GLenum shade_model = GL_SMOOTH;
147 if ( fgGetBool("/sim/rendering/shading") ) {
148 shade_model = GL_SMOOTH;
150 shade_model = GL_FLAT;
153 m.build_ssg_state( tex_path.str(), shade_model,
154 fgGetBool("/sim/rendering/textures") );
160 matlib[material_name] = m;
165 // hard coded light state
166 ssgSimpleState *lights = new ssgSimpleState;
168 lights->disable( GL_TEXTURE_2D );
169 lights->enable( GL_CULL_FACE );
170 lights->enable( GL_COLOR_MATERIAL );
171 lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
172 lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
173 lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
174 lights->enable( GL_BLEND );
175 lights->disable( GL_ALPHA_TEST );
176 lights->disable( GL_LIGHTING );
179 m.set_ssg_state( lights );
180 matlib["LIGHTS"] = m;
186 // Load a library of material properties
187 bool FGMaterialLib::add_item ( const string &tex_path )
189 string material_name = tex_path;
190 int pos = tex_path.rfind( "/" );
191 material_name = material_name.substr( pos + 1 );
193 return add_item( material_name, tex_path );
197 // Load a library of material properties
198 bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
200 int pos = full_path.rfind( "/" );
201 string tex_name = full_path.substr( pos + 1 );
202 string tex_path = full_path.substr( 0, pos );
204 FGNewMat m( mat_name, tex_name );
206 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
207 << mat_name << " (" << tex_path << ")");
213 GLenum shade_model = GL_SMOOTH;
214 if ( fgGetBool("/sim/rendering/shading") ) {
215 shade_model = GL_SMOOTH;
217 shade_model = GL_FLAT;
220 m.build_ssg_state( tex_path, shade_model,
221 fgGetBool("/sim/rendering/textures") );
223 material_lib.matlib[mat_name] = m;
229 // Load a library of material properties
230 bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
232 FGNewMat m( mat_name );
233 m.set_ssg_state( state );
235 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
236 << "ssgSimpleState = " << mat_name );
242 material_lib.matlib[mat_name] = m;
248 // find a material record by material name
249 FGNewMat *FGMaterialLib::find( const string& material ) {
250 FGNewMat *result = NULL;
251 material_map_iterator it = matlib.find( material );
253 result = &((*it).second);
262 FGMaterialLib::~FGMaterialLib ( void ) {
266 // Set the step for all of the state selectors in the material slots
267 void FGMaterialLib::set_step ( int step )
269 // container::iterator it = begin();
270 for ( material_map_iterator it = begin(); it != end(); it++ ) {
271 const string &key = it->first;
272 SG_LOG( SG_GENERAL, SG_INFO,
273 "Updating material " << key << " to step " << step );
274 FGNewMat &slot = it->second;
275 slot.get_state()->selectStep(step);