# include <simgear_config.h>
#endif
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
-#include <plib/ssg.h>
-
#include <simgear/compiler.h>
#include <simgear/constants.h>
#include <simgear/structure/exception.hxx>
-#include SG_GL_H
-
#include <string.h>
-#include STL_STRING
+#include <string>
+
+#include <osgDB/Registry>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
#include <simgear/props/props_io.hxx>
+#include <simgear/props/condition.hxx>
#include <simgear/scene/tgdb/userdata.hxx>
#include "mat.hxx"
+#include "Effect.hxx"
+#include "Technique.hxx"
#include "matlib.hxx"
-SG_USING_NAMESPACE(std);
-SG_USING_STD(string);
-
-
-// FIXME: should make this configurable
-static const bool sprite_lighting = true;
-
+using std::string;
// Constructor
SGMaterialLib::SGMaterialLib ( void ) {
}
-
-#if 0 // debugging infrastructure
-static int gen_test_light_map() {
- static const int env_tex_res = 32;
- int half_res = env_tex_res / 2;
- unsigned char env_map[env_tex_res][env_tex_res][4];
- GLuint tex_name;
-
- for ( int i = 0; i < env_tex_res; ++i ) {
- for ( int j = 0; j < env_tex_res; ++j ) {
- double x = (i - half_res) / (double)half_res;
- double y = (j - half_res) / (double)half_res;
- double dist = sqrt(x*x + y*y);
- if ( dist > 1.0 ) { dist = 1.0; }
-
- // cout << x << "," << y << " " << (int)(dist * 255) << ","
- // << (int)((1.0 - dist) * 255) << endl;
- env_map[i][j][0] = (int)(dist * 255);
- env_map[i][j][1] = (int)((1.0 - dist) * 255);
- env_map[i][j][2] = 0;
- env_map[i][j][3] = 255;
- }
- }
-
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
- glGenTextures( 1, &tex_name );
- glBindTexture( GL_TEXTURE_2D, tex_name );
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-
- return tex_name;
-}
-#endif
-
-
-// generate a light sprite texture map
-static int gen_standard_light_sprite( int r, int g, int b, int alpha ) {
- const int env_tex_res = 32;
- int half_res = env_tex_res / 2;
- unsigned char env_map[env_tex_res][env_tex_res][4];
- GLuint tex_name;
-
- for ( int i = 0; i < env_tex_res; ++i ) {
- for ( int j = 0; j < env_tex_res; ++j ) {
- double x = (i - half_res) / (double)half_res;
- double y = (j - half_res) / (double)half_res;
- double dist = sqrt(x*x + y*y);
- if ( dist > 1.0 ) { dist = 1.0; }
- double bright = cos( dist * SGD_PI_2 );
- if ( bright < 0.01 ) { bright = 0.0; }
- env_map[i][j][0] = r;
- env_map[i][j][1] = g;
- env_map[i][j][2] = b;
- env_map[i][j][3] = (int)(bright * alpha);
- }
- }
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
- glGenTextures( 1, &tex_name );
- glBindTexture( GL_TEXTURE_2D, tex_name );
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-
- return tex_name;
-}
-
-
-// generate standard colored directional light environment texture map
-static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
- const int env_tex_res = 32;
- int half_res = env_tex_res / 2;
- unsigned char env_map[env_tex_res][env_tex_res][4];
- GLuint tex_name;
-
- for ( int i = 0; i < env_tex_res; ++i ) {
- for ( int j = 0; j < env_tex_res; ++j ) {
- double x = (i - half_res) / (double)half_res;
- double y = (j - half_res) / (double)half_res;
- double dist = sqrt(x*x + y*y);
- if ( dist > 1.0 ) { dist = 1.0; }
- double bright = cos( dist * SGD_PI_2 );
- if ( bright < 0.3 ) { bright = 0.3; }
- env_map[i][j][0] = r;
- env_map[i][j][1] = g;
- env_map[i][j][2] = b;
- env_map[i][j][3] = (int)(bright * alpha);
- }
- }
-
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
- glGenTextures( 1, &tex_name );
- glBindTexture( GL_TEXTURE_2D, tex_name );
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-
- return tex_name;
-}
-
-
-// generate standard colored directional light environment texture map
-static int gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
- const int env_tex_res = 32;
- int half_res = env_tex_res / 2;
- unsigned char env_map[env_tex_res][env_tex_res][4];
- GLuint tex_name;
-
- for ( int i = 0; i < env_tex_res; ++i ) {
- for ( int j = 0; j < env_tex_res; ++j ) {
- double x = (i - half_res) / (double)half_res;
- double y = (j - half_res) / (double)half_res;
- double tmp = sqrt(x*x + y*y);
- double dist = tmp * tmp;
- if ( dist > 1.0 ) { dist = 1.0; }
- double bright = sin( dist * SGD_PI_2 );
- if ( bright < 0.2 ) { bright = 0.2; }
- env_map[i][j][0] = r;
- env_map[i][j][1] = g;
- env_map[i][j][2] = b;
- env_map[i][j][3] = (int)(bright * alpha);
- }
- }
-
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
- glGenTextures( 1, &tex_name );
- glBindTexture( GL_TEXTURE_2D, tex_name );
-
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, env_map);
-
- return tex_name;
-}
-
-
// Load a library of material properties
-bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char *season ) {
-
+bool SGMaterialLib::load( const string &fg_root, const string& mpath,
+ SGPropertyNode *prop_root )
+{
SGPropertyNode materials;
SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
<< ex.getMessage() );
throw;
}
-
- SGSharedPtr<SGMaterial> m;
-
+ osg::ref_ptr<osgDB::ReaderWriter::Options> options
+ = new osgDB::ReaderWriter::Options;
+ options->setObjectCacheHint(osgDB::ReaderWriter::Options::CACHE_ALL);
+ options->setDatabasePath(fg_root);
int nMaterials = materials.nChildren();
for (int i = 0; i < nMaterials; i++) {
- const SGPropertyNode * node = materials.getChild(i);
+ const SGPropertyNode *node = materials.getChild(i);
if (!strcmp(node->getName(), "material")) {
- m = new SGMaterial( fg_root, node, season );
+ const SGPropertyNode *conditionNode = node->getChild("condition");
+ if (conditionNode) {
+ SGSharedPtr<const SGCondition> condition = sgReadCondition(prop_root, conditionNode);
+ if (!condition->test()) {
+ SG_LOG(SG_INPUT, SG_DEBUG, "Skipping material entry #"
+ << i << " (condition false)");
+ continue;
+ }
+ }
+
+ SGSharedPtr<SGMaterial> m = new SGMaterial(options.get(), node);
vector<SGPropertyNode_ptr>names = node->getChildren("name");
for ( unsigned int j = 0; j < names.size(); j++ ) {
// cerr << "Material " << name << endl;
matlib[name] = m;
m->add_name(name);
- SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
+ SG_LOG( SG_TERRAIN, SG_DEBUG, " Loading material "
<< names[j]->getStringValue() );
}
} else {
}
}
- // hard coded ground light state
- ssgSimpleState *gnd_lights = new ssgSimpleState;
- gnd_lights->disable( GL_TEXTURE_2D );
- gnd_lights->enable( GL_CULL_FACE );
- gnd_lights->enable( GL_COLOR_MATERIAL );
- gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
- gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
- gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
- gnd_lights->enable( GL_BLEND );
- gnd_lights->disable( GL_ALPHA_TEST );
- gnd_lights->disable( GL_LIGHTING );
- m = new SGMaterial( gnd_lights );
- m->add_name("GROUND_LIGHTS");
- matlib["GROUND_LIGHTS"] = m;
-
- GLuint tex_name;
-
- // hard coded runway white light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 235, 195, 255 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
- }
- ssgSimpleState *rwy_white_lights = new ssgSimpleState();
- rwy_white_lights->disable( GL_LIGHTING );
- rwy_white_lights->enable ( GL_CULL_FACE ) ;
- rwy_white_lights->enable( GL_TEXTURE_2D );
- rwy_white_lights->enable( GL_BLEND );
- rwy_white_lights->enable( GL_ALPHA_TEST );
- rwy_white_lights->enable( GL_COLOR_MATERIAL );
- rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_white_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_white_lights );
- m->add_name("RWY_WHITE_LIGHTS");
- matlib["RWY_WHITE_LIGHTS"] = m;
- // For backwards compatibility ... remove someday
- m->add_name("RUNWAY_LIGHTS");
- matlib["RUNWAY_LIGHTS"] = m;
- m->add_name("RWY_LIGHTS");
- matlib["RWY_LIGHTS"] = m;
- // end of backwards compatitibilty
-
- // hard coded runway medium intensity white light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 235, 195, 205 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
- }
- ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
- rwy_white_medium_lights->disable( GL_LIGHTING );
- rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
- rwy_white_medium_lights->enable( GL_TEXTURE_2D );
- rwy_white_medium_lights->enable( GL_BLEND );
- rwy_white_medium_lights->enable( GL_ALPHA_TEST );
- rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
- rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_white_medium_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_white_medium_lights );
- m->add_name("RWY_WHITE_MEDIUM_LIGHTS");
- matlib["RWY_WHITE_MEDIUM_LIGHTS"] = m;
-
- // hard coded runway low intensity white light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 235, 195, 155 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
- }
- ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
- rwy_white_low_lights->disable( GL_LIGHTING );
- rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
- rwy_white_low_lights->enable( GL_TEXTURE_2D );
- rwy_white_low_lights->enable( GL_BLEND );
- rwy_white_low_lights->enable( GL_ALPHA_TEST );
- rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
- rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_white_low_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_white_low_lights );
- m->add_name("RWY_WHITE_LOW_LIGHTS");
- matlib["RWY_WHITE_LOW_LIGHTS"] = m;
-
- // hard coded runway yellow light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 215, 20, 255 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
- }
- ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
- rwy_yellow_lights->disable( GL_LIGHTING );
- rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
- rwy_yellow_lights->enable( GL_TEXTURE_2D );
- rwy_yellow_lights->enable( GL_BLEND );
- rwy_yellow_lights->enable( GL_ALPHA_TEST );
- rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
- rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_yellow_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_yellow_lights );
- m->add_name("RWY_YELLOW_LIGHTS");
- matlib["RWY_YELLOW_LIGHTS"] = m;
-
- // hard coded runway medium intensity yellow light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 215, 20, 205 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
- }
- ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
- rwy_yellow_medium_lights->disable( GL_LIGHTING );
- rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
- rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
- rwy_yellow_medium_lights->enable( GL_BLEND );
- rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
- rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
- rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_yellow_medium_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_yellow_medium_lights );
- m->add_name("RWY_YELLOW_MEDIUM_LIGHTS");
- matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = m;
-
- // hard coded runway low intensity yellow light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 215, 20, 155 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
- }
- ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
- rwy_yellow_low_lights->disable( GL_LIGHTING );
- rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
- rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
- rwy_yellow_low_lights->enable( GL_BLEND );
- rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
- rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
- rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_yellow_low_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_yellow_low_lights );
- m->add_name("RWY_YELLOW_LOW_LIGHTS");
- matlib["RWY_YELLOW_LOW_LIGHTS"] = m;
-
- // hard coded runway red light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 90, 90, 255 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
- }
- ssgSimpleState *rwy_red_lights = new ssgSimpleState();
- rwy_red_lights->disable( GL_LIGHTING );
- rwy_red_lights->enable ( GL_CULL_FACE ) ;
- rwy_red_lights->enable( GL_TEXTURE_2D );
- rwy_red_lights->enable( GL_BLEND );
- rwy_red_lights->enable( GL_ALPHA_TEST );
- rwy_red_lights->enable( GL_COLOR_MATERIAL );
- rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_red_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_red_lights );
- m->add_name("RWY_RED_LIGHTS");
- matlib["RWY_RED_LIGHTS"] = m;
-
- // hard coded medium intensity runway red light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 90, 90, 205 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
- }
- ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
- rwy_red_medium_lights->disable( GL_LIGHTING );
- rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
- rwy_red_medium_lights->enable( GL_TEXTURE_2D );
- rwy_red_medium_lights->enable( GL_BLEND );
- rwy_red_medium_lights->enable( GL_ALPHA_TEST );
- rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
- rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_red_medium_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_red_medium_lights );
- m->add_name("RWY_RED_MEDIUM_LIGHTS");
- matlib["RWY_RED_MEDIUM_LIGHTS"] = m;
-
- // hard coded low intensity runway red light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 90, 90, 155 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 90, 90, 155 );
- }
- ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
- rwy_red_low_lights->disable( GL_LIGHTING );
- rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
- rwy_red_low_lights->enable( GL_TEXTURE_2D );
- rwy_red_low_lights->enable( GL_BLEND );
- rwy_red_low_lights->enable( GL_ALPHA_TEST );
- rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
- rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_red_low_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_red_low_lights );
- m->add_name("RWY_RED_LOW_LIGHTS");
- matlib["RWY_RED_LOW_LIGHTS"] = m;
-
- // hard coded runway green light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 20, 235, 20, 255 );
- } else {
- tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
- }
- ssgSimpleState *rwy_green_lights = new ssgSimpleState();
- rwy_green_lights->disable( GL_LIGHTING );
- rwy_green_lights->enable ( GL_CULL_FACE ) ;
- rwy_green_lights->enable( GL_TEXTURE_2D );
- rwy_green_lights->enable( GL_BLEND );
- rwy_green_lights->enable( GL_ALPHA_TEST );
- rwy_green_lights->enable( GL_COLOR_MATERIAL );
- rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_green_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_green_lights );
- m->add_name("RWY_GREEN_LIGHTS");
- matlib["RWY_GREEN_LIGHTS"] = m;
-
- // hard coded medium intensity runway green light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 20, 235, 20, 205 );
- } else {
- tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
- }
- ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
- rwy_green_medium_lights->disable( GL_LIGHTING );
- rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
- rwy_green_medium_lights->enable( GL_TEXTURE_2D );
- rwy_green_medium_lights->enable( GL_BLEND );
- rwy_green_medium_lights->enable( GL_ALPHA_TEST );
- rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
- rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_green_medium_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_green_medium_lights );
- m->add_name("RWY_GREEN_MEDIUM_LIGHTS");
- matlib["RWY_GREEN_MEDIUM_LIGHTS"] = m;
-
- // hard coded low intensity runway green light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 20, 235, 20, 155 );
- } else {
- tex_name = gen_standard_dir_light_map( 20, 235, 20, 155 );
- }
- ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
- rwy_green_low_lights->disable( GL_LIGHTING );
- rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
- rwy_green_low_lights->enable( GL_TEXTURE_2D );
- rwy_green_low_lights->enable( GL_BLEND );
- rwy_green_low_lights->enable( GL_ALPHA_TEST );
- rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
- rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- rwy_green_low_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_green_low_lights );
- m->add_name("RWY_GREEN_LOW_LIGHTS");
- matlib["RWY_GREEN_LOW_LIGHTS"] = m;
- m->add_name("RWY_GREEN_TAXIWAY_LIGHTS");
- matlib["RWY_GREEN_TAXIWAY_LIGHTS"] = m;
-
- // hard coded low intensity taxiway blue light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 90, 90, 235, 205 );
- } else {
- tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
- }
- ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
- taxiway_blue_low_lights->disable( GL_LIGHTING );
- taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
- taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
- taxiway_blue_low_lights->enable( GL_BLEND );
- taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
- taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
- taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- taxiway_blue_low_lights->setTexture( tex_name );
- m = new SGMaterial( taxiway_blue_low_lights );
- m->add_name("RWY_BLUE_TAXIWAY_LIGHTS");
- matlib["RWY_BLUE_TAXIWAY_LIGHTS"] = m;
-
- // hard coded runway vasi light state
- if ( sprite_lighting ) {
- tex_name = gen_standard_light_sprite( 235, 235, 195, 255 );
- } else {
- tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
- }
- ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
- rwy_vasi_lights->disable( GL_LIGHTING );
- rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
- rwy_vasi_lights->enable( GL_TEXTURE_2D );
- rwy_vasi_lights->enable( GL_BLEND );
- rwy_vasi_lights->enable( GL_ALPHA_TEST );
- rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
- rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
- rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
- rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
- rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
- // rwy_vasi_lights->setTexture( gen_vasi_light_map_old() );
- rwy_vasi_lights->setTexture( tex_name );
- m = new SGMaterial( rwy_vasi_lights );
- m->add_name("RWY_VASI_LIGHTS");
- matlib["RWY_VASI_LIGHTS"] = m;
-
return true;
}
-
-// Load a library of material properties
-bool SGMaterialLib::add_item ( const string &tex_path )
-{
- string material_name = tex_path;
- int pos = tex_path.rfind( "/" );
- material_name = material_name.substr( pos + 1 );
-
- return add_item( material_name, tex_path );
-}
-
-
-// Load a library of material properties
-bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
-{
- int pos = full_path.rfind( "/" );
- string tex_name = full_path.substr( pos + 1 );
- string tex_path = full_path.substr( 0, pos );
-
- SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
- << mat_name << " (" << full_path << ")");
-
- matlib[mat_name] = new SGMaterial( full_path );
- matlib[mat_name]->add_name(mat_name);
-
- return true;
-}
-
-
-// Load a library of material properties
-bool SGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
-{
- matlib[mat_name] = new SGMaterial( state );
- matlib[mat_name]->add_name(mat_name);
-
- SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
- << "ssgSimpleState = " << mat_name );
-
- return true;
-}
-
-
// find a material record by material name
SGMaterial *SGMaterialLib::find( const string& material ) {
SGMaterial *result = NULL;
return NULL;
}
-
// Destructor
SGMaterialLib::~SGMaterialLib ( void ) {
+ SG_LOG( SG_GENERAL, SG_INFO, "SGMaterialLib::~SGMaterialLib() size=" << matlib.size());
}
-
-// Load one pending "deferred" texture. Return true if a texture
-// loaded successfully, false if no pending, or error.
-void SGMaterialLib::load_next_deferred() {
- // container::iterator it = begin();
- for ( material_map_iterator it = begin(); it != end(); it++ ) {
- /* we don't need the key, but here's how we'd get it if we wanted it. */
- // const string &key = it->first;
- SGMaterial *slot = it->second;
- if (slot->load_texture())
- return;
- }
-}
-
-// Return the material from that given leaf
-const SGMaterial* SGMaterialLib::findMaterial(/*const*/ssgLeaf* leaf) const
+const SGMaterial*
+SGMaterialLib::findMaterial(const osg::Geode* geode)
{
- if (!leaf)
- return 0;
-
- ssgBase* base = leaf->getUserData();
- if (!base)
- return 0;
-
- SGMaterialUserData* matUserData = dynamic_cast<SGMaterialUserData*>(base);
- if (!matUserData)
- return 0;
-
- return matUserData->getMaterial();
+ if (!geode)
+ return 0;
+ const simgear::EffectGeode* effectGeode;
+ effectGeode = dynamic_cast<const simgear::EffectGeode*>(geode);
+ if (!effectGeode)
+ return 0;
+ const simgear::Effect* effect = effectGeode->getEffect();
+ if (!effect)
+ return 0;
+ const SGMaterialUserData* userData;
+ userData = dynamic_cast<const SGMaterialUserData*>(effect->getUserData());
+ if (!userData)
+ return 0;
+ return userData->getMaterial();
}