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
39 #include <simgear/compiler.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>
56 SG_USING_NAMESPACE(std);
60 // global material management class
61 FGMaterialLib material_lib;
65 FGMaterialLib::FGMaterialLib ( void ) {
70 // Load a library of material properties
71 bool FGMaterialLib::load( const string& mpath ) {
73 SGPropertyNode materials;
75 SG_LOG(SG_INPUT, SG_INFO, "Reading materials from " << mpath);
77 readProperties(mpath, &materials);
78 } catch (const sg_exception &ex) {
79 SG_LOG(SG_INPUT, SG_ALERT, "Error reading materials: " << ex.getMessage());
83 int nMaterials = materials.nChildren();
84 for (int i = 0; i < nMaterials; i++) {
85 const SGPropertyNode * node = materials.getChild(i);
86 if (string(node->getName()) == "material") {
87 FGNewMat * m = new FGNewMat(node);
89 vector<const SGPropertyNode *>names = node->getChildren("name");
90 for (unsigned int j = 0; j < names.size(); j++) {
91 string name = names[j]->getStringValue();
93 // cerr << "Material " << name << endl;
95 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
96 << names[j]->getStringValue());
99 SG_LOG(SG_INPUT, SG_ALERT,
100 "Skipping bad material entry " << node->getName());
104 // hard coded light state
105 ssgSimpleState *lights = new ssgSimpleState;
107 lights->disable( GL_TEXTURE_2D );
108 lights->enable( GL_CULL_FACE );
109 lights->enable( GL_COLOR_MATERIAL );
110 lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
111 lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
112 lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
113 lights->enable( GL_BLEND );
114 lights->disable( GL_ALPHA_TEST );
115 lights->disable( GL_LIGHTING );
117 matlib["LIGHTS"] = new FGNewMat(lights);
123 // Load a library of material properties
124 bool FGMaterialLib::add_item ( const string &tex_path )
126 string material_name = tex_path;
127 int pos = tex_path.rfind( "/" );
128 material_name = material_name.substr( pos + 1 );
130 return add_item( material_name, tex_path );
134 // Load a library of material properties
135 bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
137 int pos = full_path.rfind( "/" );
138 string tex_name = full_path.substr( pos + 1 );
139 string tex_path = full_path.substr( 0, pos );
141 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
142 << mat_name << " (" << full_path << ")");
144 material_lib.matlib[mat_name] = new FGNewMat(full_path);
150 // Load a library of material properties
151 bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
153 FGNewMat *m = new FGNewMat(state);
155 SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
156 << "ssgSimpleState = " << mat_name );
158 material_lib.matlib[mat_name] = m;
164 // find a material record by material name
165 FGNewMat *FGMaterialLib::find( const string& material ) {
166 FGNewMat *result = NULL;
167 material_map_iterator it = matlib.find( material );
178 FGMaterialLib::~FGMaterialLib ( void ) {
179 // Free up all the material entries first
180 for ( material_map_iterator it = begin(); it != end(); it++ ) {
181 FGNewMat *slot = it->second;
183 if ( slot->getRef() <= 0 ) {
190 // Set the step for all of the state selectors in the material slots
191 void FGMaterialLib::set_step ( int step )
193 // container::iterator it = begin();
194 for ( material_map_iterator it = begin(); it != end(); it++ ) {
195 const string &key = it->first;
196 SG_LOG( SG_GENERAL, SG_INFO,
197 "Updating material " << key << " to step " << step );
198 FGNewMat *slot = it->second;
199 slot->get_state()->selectStep(step);
204 // Get the step for the state selectors
205 int FGMaterialLib::get_step ()
207 material_map_iterator it = begin();
208 return it->second->get_state()->getSelectStep();
212 // Load one pending "deferred" texture. Return true if a texture
213 // loaded successfully, false if no pending, or error.
214 void FGMaterialLib::load_next_deferred() {
215 // container::iterator it = begin();
216 for ( material_map_iterator it = begin(); it != end(); it++ ) {
217 /* we don't need the key, but here's how we'd get it if we wanted it. */
218 // const string &key = it->first;
219 FGNewMat *slot = it->second;
220 if (slot->load_texture())