1 // newmat.cxx -- class to handle material properties
3 // Written by Curtis Olson, started May 1998.
5 // Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
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 #include <simgear/compiler.h>
33 #include <simgear/compiler.h>
35 #ifdef SG_MATH_EXCEPTION_CLASH
39 #include <simgear/debug/logstream.hxx>
40 #include <simgear/math/sg_random.h>
41 #include <simgear/misc/sg_path.hxx>
42 #include <simgear/misc/sgstream.hxx>
44 #include <Main/globals.hxx>
45 #include <Main/fg_props.hxx>
46 #include <Model/loader.hxx>
51 ////////////////////////////////////////////////////////////////////////
52 // Local static functions.
53 ////////////////////////////////////////////////////////////////////////
56 * Internal method to test whether a file exists.
58 * TODO: this should be moved to a SimGear library of local file
62 local_file_exists( const string& path ) {
63 sg_gzifstream in( path );
64 if ( ! in.is_open() ) {
73 ////////////////////////////////////////////////////////////////////////
74 // Implementation of FGNewMat::Object.
75 ////////////////////////////////////////////////////////////////////////
77 FGNewMat::Object::Object (const SGPropertyNode * node, double range_m)
78 : _models_loaded(false),
79 _coverage_m2(node->getDoubleValue("coverage-m2", 1000000)),
83 if (_coverage_m2 < 1000) {
84 SG_LOG(SG_INPUT, SG_ALERT, "Random object coverage " << _coverage_m2
85 << " is too small, forcing, to 1000");
89 // Note all the model paths
90 vector <SGPropertyNode_ptr> path_nodes = node->getChildren("path");
91 for (unsigned int i = 0; i < path_nodes.size(); i++)
92 _paths.push_back(path_nodes[i]->getStringValue());
94 // Note the heading type
95 string hdg = node->getStringValue("heading-type", "fixed");
97 _heading_type = HEADING_FIXED;
98 } else if (hdg == "billboard") {
99 _heading_type = HEADING_BILLBOARD;
100 } else if (hdg == "random") {
101 _heading_type = HEADING_RANDOM;
103 _heading_type = HEADING_FIXED;
104 SG_LOG(SG_INPUT, SG_ALERT, "Unknown heading type: " << hdg
105 << "; using 'fixed' instead.");
108 // uncomment to preload models
112 FGNewMat::Object::~Object ()
114 for (unsigned int i = 0; i < _models.size(); i++) {
115 if (_models[i] != 0) {
123 FGNewMat::Object::get_model_count () const
126 return _models.size();
130 FGNewMat::Object::load_models () const
132 // Load model only on demand
133 if (!_models_loaded) {
134 for (unsigned int i = 0; i < _paths.size(); i++) {
136 = globals->get_model_loader()->load_model( globals->get_fg_root(),
138 globals->get_props(),
139 globals->get_sim_time_sec());
141 // FIXME: this stuff can be handled
142 // in the XML wrapper as well (at least,
143 // the billboarding should be handled
145 float ranges[] = {0, _range_m};
146 ssgRangeSelector * lod = new ssgRangeSelector;
148 lod->setRanges(ranges, 2);
149 if (_heading_type == HEADING_BILLBOARD) {
150 ssgCutout * cutout = new ssgCutout(false);
151 cutout->addKid(entity);
156 _models.push_back(lod);
158 SG_LOG(SG_INPUT, SG_ALERT, "Failed to load object " << _paths[i]);
162 _models_loaded = true;
166 FGNewMat::Object::get_model (int index) const
168 load_models(); // comment this out if preloading models
169 return _models[index];
173 FGNewMat::Object::get_random_model () const
175 load_models(); // comment this out if preloading models
176 int nModels = _models.size();
177 int index = int(sg_random() * nModels);
178 if (index >= nModels)
180 return _models[index];
184 FGNewMat::Object::get_coverage_m2 () const
189 FGNewMat::Object::HeadingType
190 FGNewMat::Object::get_heading_type () const
192 return _heading_type;
197 ////////////////////////////////////////////////////////////////////////
198 // Implementation of FGNewMat::ObjectGroup.
199 ////////////////////////////////////////////////////////////////////////
201 FGNewMat::ObjectGroup::ObjectGroup (SGPropertyNode * node)
202 : _range_m(node->getDoubleValue("range-m", 2000))
204 // Load the object subnodes
205 vector<SGPropertyNode_ptr> object_nodes =
206 ((SGPropertyNode *)node)->getChildren("object");
207 for (unsigned int i = 0; i < object_nodes.size(); i++) {
208 const SGPropertyNode * object_node = object_nodes[i];
209 if (object_node->hasChild("path"))
210 _objects.push_back(new Object(object_node, _range_m));
212 SG_LOG(SG_INPUT, SG_ALERT, "No path supplied for object");
216 FGNewMat::ObjectGroup::~ObjectGroup ()
218 for (unsigned int i = 0; i < _objects.size(); i++) {
225 FGNewMat::ObjectGroup::get_range_m () const
231 FGNewMat::ObjectGroup::get_object_count () const
233 return _objects.size();
237 FGNewMat::ObjectGroup::get_object (int index) const
239 return _objects[index];
244 ////////////////////////////////////////////////////////////////////////
245 // Constructors and destructor.
246 ////////////////////////////////////////////////////////////////////////
249 FGNewMat::FGNewMat (const SGPropertyNode * props)
252 read_properties(props);
253 build_ssg_state(false);
256 FGNewMat::FGNewMat (const string &texpath)
259 texture_path = texpath;
260 build_ssg_state(true);
263 FGNewMat::FGNewMat (ssgSimpleState *s)
269 FGNewMat::~FGNewMat (void)
271 for (unsigned int i = 0; i < object_groups.size(); i++) {
272 delete object_groups[i];
273 object_groups[i] = 0;
279 ////////////////////////////////////////////////////////////////////////
281 ////////////////////////////////////////////////////////////////////////
284 FGNewMat::read_properties (const SGPropertyNode * props)
286 // Get the path to the texture
287 string tname = props->getStringValue("texture", "unknown.rgb");
288 SGPath tpath(globals->get_fg_root());
289 tpath.append("Textures.high");
291 if (!local_file_exists(tpath.str())) {
292 tpath = SGPath(globals->get_fg_root());
293 tpath.append("Textures");
296 texture_path = tpath.str();
298 xsize = props->getDoubleValue("xsize", 0.0);
299 ysize = props->getDoubleValue("ysize", 0.0);
300 wrapu = props->getBoolValue("wrapu", true);
301 wrapv = props->getBoolValue("wrapv", true);
302 mipmap = props->getBoolValue("mipmap", true);
303 light_coverage = props->getDoubleValue("light-coverage", 0.0);
305 ambient[0] = props->getDoubleValue("ambient/r", 0.0);
306 ambient[1] = props->getDoubleValue("ambient/g", 0.0);
307 ambient[2] = props->getDoubleValue("ambient/b", 0.0);
308 ambient[3] = props->getDoubleValue("ambient/a", 0.0);
310 diffuse[0] = props->getDoubleValue("diffuse/r", 0.0);
311 diffuse[1] = props->getDoubleValue("diffuse/g", 0.0);
312 diffuse[2] = props->getDoubleValue("diffuse/b", 0.0);
313 diffuse[3] = props->getDoubleValue("diffuse/a", 0.0);
315 specular[0] = props->getDoubleValue("specular/r", 0.0);
316 specular[1] = props->getDoubleValue("specular/g", 0.0);
317 specular[2] = props->getDoubleValue("specular/b", 0.0);
318 specular[3] = props->getDoubleValue("specular/a", 0.0);
320 emission[0] = props->getDoubleValue("emissive/r", 0.0);
321 emission[1] = props->getDoubleValue("emissive/g", 0.0);
322 emission[2] = props->getDoubleValue("emissive/b", 0.0);
323 emission[3] = props->getDoubleValue("emissive/a", 0.0);
325 shininess = props->getDoubleValue("shininess", 0.0);
327 vector<SGPropertyNode_ptr> object_group_nodes =
328 ((SGPropertyNode *)props)->getChildren("object-group");
329 for (unsigned int i = 0; i < object_group_nodes.size(); i++)
330 object_groups.push_back(new ObjectGroup(object_group_nodes[i]));
335 ////////////////////////////////////////////////////////////////////////
337 ////////////////////////////////////////////////////////////////////////
351 light_coverage = 0.0;
352 texture_loaded = false;
355 for (int i = 0; i < 4; i++)
356 ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
360 FGNewMat::load_texture ()
362 if (texture_loaded) {
365 SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture " << texture_path );
366 textured->setTexture((char *)texture_path.c_str(), wrapu, wrapv, mipmap );
367 texture_loaded = true;
374 FGNewMat::build_ssg_state (bool defer_tex_load)
377 (fgGetBool("/sim/rendering/shading") ? GL_SMOOTH : GL_FLAT);
378 bool texture_default = fgGetBool("/sim/rendering/textures");
380 state = new ssgStateSelector(2);
383 textured = new ssgSimpleState();
386 nontextured = new ssgSimpleState();
389 // Set up the textured state
390 textured->setShadeModel( shade_model );
391 textured->enable( GL_LIGHTING );
392 textured->enable ( GL_CULL_FACE ) ;
393 textured->enable( GL_TEXTURE_2D );
394 textured->disable( GL_BLEND );
395 textured->disable( GL_ALPHA_TEST );
396 if ( !defer_tex_load ) {
397 SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
398 textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
399 texture_loaded = true;
401 texture_loaded = false;
403 textured->enable( GL_COLOR_MATERIAL );
405 textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
406 textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
407 textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
409 textured->setMaterial ( GL_AMBIENT,
410 ambient[0], ambient[1],
411 ambient[2], ambient[3] ) ;
412 textured->setMaterial ( GL_DIFFUSE,
413 diffuse[0], diffuse[1],
414 diffuse[2], diffuse[3] ) ;
415 textured->setMaterial ( GL_SPECULAR,
416 specular[0], specular[1],
417 specular[2], specular[3] ) ;
418 textured->setMaterial ( GL_EMISSION,
419 emission[0], emission[1],
420 emission[2], emission[3] ) ;
421 textured->setShininess ( shininess );
424 // Set up the coloured state
425 nontextured->enable( GL_LIGHTING );
426 nontextured->setShadeModel( shade_model );
427 nontextured->enable ( GL_CULL_FACE ) ;
428 nontextured->disable( GL_TEXTURE_2D );
429 nontextured->disable( GL_BLEND );
430 nontextured->disable( GL_ALPHA_TEST );
431 nontextured->disable( GL_COLOR_MATERIAL );
433 nontextured->setMaterial ( GL_AMBIENT,
434 ambient[0], ambient[1],
435 ambient[2], ambient[3] ) ;
436 nontextured->setMaterial ( GL_DIFFUSE,
437 diffuse[0], diffuse[1],
438 diffuse[2], diffuse[3] ) ;
439 nontextured->setMaterial ( GL_SPECULAR,
440 specular[0], specular[1],
441 specular[2], specular[3] ) ;
442 nontextured->setMaterial ( GL_EMISSION,
443 emission[0], emission[1],
444 emission[2], emission[3] ) ;
445 nontextured->setShininess ( shininess );
447 state->setStep( 0, textured ); // textured
448 state->setStep( 1, nontextured ); // untextured
450 // Choose the appropriate starting state.
451 if ( texture_default ) {
452 state->selectStep(0);
454 state->selectStep(1);
459 void FGNewMat::set_ssg_state( ssgSimpleState *s )
462 (fgGetBool("/sim/rendering/shading") ? GL_SMOOTH : GL_FLAT);
463 bool texture_default = fgGetBool("/sim/rendering/textures");
465 state = new ssgStateSelector(2);
469 texture_loaded = true;
471 nontextured = new ssgSimpleState();
474 // Set up the textured state
475 textured->setShadeModel( shade_model );
477 // Set up the coloured state
478 nontextured->enable( GL_LIGHTING );
479 nontextured->setShadeModel( shade_model );
480 nontextured->enable ( GL_CULL_FACE ) ;
481 nontextured->disable( GL_TEXTURE_2D );
482 nontextured->disable( GL_BLEND );
483 nontextured->disable( GL_ALPHA_TEST );
484 nontextured->disable( GL_COLOR_MATERIAL );
486 nontextured->setMaterial ( GL_AMBIENT,
487 ambient[0], ambient[1],
488 ambient[2], ambient[3] ) ;
489 nontextured->setMaterial ( GL_DIFFUSE,
490 diffuse[0], diffuse[1],
491 diffuse[2], diffuse[3] ) ;
492 nontextured->setMaterial ( GL_SPECULAR,
493 specular[0], specular[1],
494 specular[2], specular[3] ) ;
495 nontextured->setMaterial ( GL_EMISSION,
496 emission[0], emission[1],
497 emission[2], emission[3] ) ;
498 nontextured->setShininess ( shininess );
500 state->setStep( 0, textured ); // textured
501 state->setStep( 1, nontextured ); // untextured
503 // Choose the appropriate starting state.
504 if ( texture_default ) {
505 state->selectStep(0);
507 state->selectStep(1);