#include <string.h>
#include <map>
-SG_USING_STD(map);
+#include <vector>
+#include <string>
-#include <plib/ul.h>
-
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
+#include <boost/foreach.hpp>
+#include "mat.hxx"
#include <osg/CullFace>
#include <osg/Material>
#include <osg/ShadeModel>
+#include <osg/StateSet>
#include <osg/TexEnv>
+#include <osg/Texture>
#include <osg/Texture2D>
+#include <osgDB/ReaderWriter>
#include <osgDB/ReadFile>
+#include <osgDB/Registry>
+#include <osgDB/FileUtils>
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
-
+#include <simgear/scene/util/SGReaderWriterOptions.hxx>
+#include <simgear/props/props_io.hxx>
#include <simgear/scene/model/model.hxx>
+#include <simgear/scene/util/RenderConstants.hxx>
+#include <simgear/scene/util/StateAttributeFactory.hxx>
-#include "mat.hxx"
+#include "Effect.hxx"
+#include "Technique.hxx"
+#include "Pass.hxx"
+
+using std::map;
+using std::string;
+using namespace simgear;
\f
////////////////////////////////////////////////////////////////////////
// Constructors and destructor.
////////////////////////////////////////////////////////////////////////
-
-SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props, const char *season )
+SGMaterial::_internal_state::_internal_state(Effect *e, bool l,
+ const SGReaderWriterOptions* o)
+ : effect(e), effect_realized(l), options(o)
{
- init();
- read_properties( fg_root, props, season );
- build_state( false );
}
-SGMaterial::SGMaterial( const string &texpath )
+SGMaterial::_internal_state::_internal_state(Effect *e, const string &t, bool l,
+ const SGReaderWriterOptions* o)
+ : effect(e), effect_realized(l), options(o)
{
- init();
+ texture_paths.push_back(std::make_pair(t,0));
+}
- _internal_state st( NULL, texpath, false );
- _status.push_back( st );
+void SGMaterial::_internal_state::add_texture(const std::string &t, int i)
+{
+ texture_paths.push_back(std::make_pair(t,i));
+}
- build_state( true );
+SGMaterial::SGMaterial( const SGReaderWriterOptions* options,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root )
+{
+ init();
+ read_properties( options, props, prop_root );
+ buildEffectProperties(options);
}
-SGMaterial::SGMaterial( osg::StateSet *s )
+SGMaterial::SGMaterial( const osgDB::Options* options,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root)
{
+ osg::ref_ptr<SGReaderWriterOptions> opt;
+ opt = SGReaderWriterOptions::copyOrCreate(options);
init();
- set_state( s );
+ read_properties(opt.get(), props, prop_root);
+ buildEffectProperties(opt.get());
}
SGMaterial::~SGMaterial (void)
{
}
-
\f
////////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////////
void
-SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props, const char *season )
+SGMaterial::read_properties(const SGReaderWriterOptions* options,
+ const SGPropertyNode *props,
+ SGPropertyNode *prop_root)
{
- // Gather the path(s) to the texture(s)
- vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
- for (unsigned int i = 0; i < textures.size(); i++)
- {
- string tname = textures[i]->getStringValue();
- string otname = tname;
-
- if (tname == "") {
- tname = "unknown.rgb";
+ std::vector<bool> dds;
+ std::vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
+ for (unsigned int i = 0; i < textures.size(); i++)
+ {
+ string tname = textures[i]->getStringValue();
+
+ if (tname.empty()) {
+ tname = "unknown.rgb";
+ }
+
+ SGPath tpath("Textures.high");
+ tpath.append(tname);
+ string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty()) {
+ tpath = SGPath("Textures");
+ tpath.append(tname);
+ fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty()) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
+ << tname << "\" in Textures or Textures.high folders.");
+ }
+ }
+
+ if (tpath.lower_extension() == "dds") {
+ dds.push_back(true);
+ } else {
+ dds.push_back(false);
+ }
+
+ if (!fullTexPath.empty() ) {
+ _internal_state st( NULL, fullTexPath, false, options );
+ _status.push_back( st );
+ }
}
- SGPath tpath( fg_root );
- tpath.append("Textures.high");
- tpath.append(tname);
- if ( !ulFileExists(tpath.c_str()) ) {
- tpath = SGPath( fg_root );
- tpath.append("Textures");
- tpath.append(tname);
+ std::vector<SGPropertyNode_ptr> texturesets = props->getChildren("texture-set");
+ for (unsigned int i = 0; i < texturesets.size(); i++)
+ {
+ _internal_state st( NULL, false, options );
+ std::vector<SGPropertyNode_ptr> textures = texturesets[i]->getChildren("texture");
+ for (unsigned int j = 0; j < textures.size(); j++)
+ {
+ string tname = textures[j]->getStringValue();
+ if (tname.empty()) {
+ tname = "unknown.rgb";
+ }
+
+ SGPath tpath("Textures.high");
+ tpath.append(tname);
+ string fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty()) {
+ tpath = SGPath("Textures");
+ tpath.append(tname);
+ fullTexPath = SGModelLib::findDataFile(tpath.str(), options);
+ if (fullTexPath.empty() ) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
+ << tname << "\" in Textures or Textures.high folders.");
+ }
+ }
+
+ if (j == 0) {
+ if (tpath.lower_extension() == "dds") {
+ dds.push_back(true);
+ } else {
+ dds.push_back(false);
+ }
+ }
+
+ st.add_texture(fullTexPath, textures[j]->getIndex());
+ }
+
+ if (!st.texture_paths.empty() ) {
+ _status.push_back( st );
+ }
}
- if ( ulFileExists(tpath.c_str()) ) {
- _internal_state st( NULL, tpath.str(), false );
- _status.push_back( st );
+ if (textures.size() == 0 && texturesets.size() == 0) {
+ SGPath tpath("Textures");
+ tpath.append("Terrain");
+ tpath.append("unknown.rgb");
+ _internal_state st( NULL, tpath.str(), true, options );
+ _status.push_back( st );
+ }
+
+ std::vector<SGPropertyNode_ptr> masks = props->getChildren("object-mask");
+ for (unsigned int i = 0; i < masks.size(); i++)
+ {
+ string omname = masks[i]->getStringValue();
+
+ if (! omname.empty()) {
+ SGPath ompath("Textures.high");
+ ompath.append(omname);
+ string fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
+
+ if (fullMaskPath.empty()) {
+ ompath = SGPath("Textures");
+ ompath.append(omname);
+ fullMaskPath = SGModelLib::findDataFile(ompath.str(), options);
+ }
+
+ if (fullMaskPath.empty()) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \""
+ << omname << "\" in Textures or Textures.high folders.");
+ }
+ else
+ {
+ osg::Image* image = osgDB::readImageFile(fullMaskPath, options);
+ if (image && image->valid())
+ {
+ osg::Texture2D* object_mask = new osg::Texture2D;
+
+ bool dds_mask = (ompath.lower_extension() == "dds");
+
+ if (dds[i] != dds_mask) {
+ // Texture format does not match mask format. This is relevant for
+ // the object mask, as DDS textures have an origin at the bottom
+ // left rather than top left, therefore we flip the object mask
+ // vertically.
+ image->flipVertical();
+ }
+
+ object_mask->setImage(image);
+
+ // We force the filtering to be nearest, as the red channel (rotation)
+ // in particular, doesn't make sense to be interpolated between pixels.
+ object_mask->setFilter(osg::Texture::MIN_FILTER, osg::Texture::NEAREST);
+ object_mask->setFilter(osg::Texture::MAG_FILTER, osg::Texture::NEAREST);
+
+ object_mask->setDataVariance(osg::Object::STATIC);
+ object_mask->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
+ object_mask->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
+ _masks.push_back(object_mask);
+ }
+ }
+ }
+ }
+
+ xsize = props->getDoubleValue("xsize", 0.0);
+ ysize = props->getDoubleValue("ysize", 0.0);
+ wrapu = props->getBoolValue("wrapu", true);
+ wrapv = props->getBoolValue("wrapv", true);
+ mipmap = props->getBoolValue("mipmap", true);
+ light_coverage = props->getDoubleValue("light-coverage", 0.0);
+
+ // Building properties
+ building_coverage = props->getDoubleValue("building-coverage", 0.0);
+ building_spacing = props->getDoubleValue("building-spacing-m", 5.0);
+
+ string bt = props->getStringValue("building-texture", "Textures/buildings.png");
+ building_texture = SGModelLib::findDataFile(bt, options);
+
+ if (building_texture.empty()) {
+ SG_LOG(SG_GENERAL, SG_ALERT, "Cannot find texture \"" << bt);
+ }
+
+ building_small_ratio = props->getDoubleValue("building-small-ratio", 0.8);
+ building_medium_ratio = props->getDoubleValue("building-medium-ratio", 0.15);
+ building_large_ratio = props->getDoubleValue("building-large-ratio", 0.05);
+
+ building_small_pitch = props->getDoubleValue("building-small-pitch", 0.8);
+ building_medium_pitch = props->getDoubleValue("building-medium-pitch", 0.2);
+ building_large_pitch = props->getDoubleValue("building-large-pitch", 0.1);
+
+ building_small_min_floors = props->getIntValue("building-small-min-floors", 1);
+ building_small_max_floors = props->getIntValue("building-small-max-floors", 3);
+ building_medium_min_floors = props->getIntValue("building-medium-min-floors", 3);
+ building_medium_max_floors = props->getIntValue("building-medium-max-floors", 8);
+ building_large_min_floors = props->getIntValue("building-large-min-floors", 5);
+ building_large_max_floors = props->getIntValue("building-large-max-floors", 20);
+
+ building_small_min_width = props->getFloatValue("building-small-min-width-m", 15.0);
+ building_small_max_width = props->getFloatValue("building-small-max-width-m", 60.0);
+ building_small_min_depth = props->getFloatValue("building-small-min-depth-m", 10.0);
+ building_small_max_depth = props->getFloatValue("building-small-max-depth-m", 20.0);
+
+ building_medium_min_width = props->getFloatValue("building-medium-min-width-m", 25.0);
+ building_medium_max_width = props->getFloatValue("building-medium-max-width-m", 50.0);
+ building_medium_min_depth = props->getFloatValue("building-medium-min-depth-m", 20.0);
+ building_medium_max_depth = props->getFloatValue("building-medium-max-depth-m", 50.0);
+
+ building_large_min_width = props->getFloatValue("building-large-min-width-m", 50.0);
+ building_large_max_width = props->getFloatValue("building-large-max-width-m", 75.0);
+ building_large_min_depth = props->getFloatValue("building-large-min-depth-m", 50.0);
+ building_large_max_depth = props->getFloatValue("building-large-max-depth-m", 75.0);
+
+ // Random vegetation properties
+ wood_coverage = props->getDoubleValue("wood-coverage", 0.0);
+ tree_height = props->getDoubleValue("tree-height-m", 0.0);
+ tree_width = props->getDoubleValue("tree-width-m", 0.0);
+ tree_range = props->getDoubleValue("tree-range-m", 0.0);
+ tree_varieties = props->getIntValue("tree-varieties", 1);
+
+ const SGPropertyNode* treeTexNode = props->getChild("tree-texture");
+
+ if (treeTexNode) {
+ string treeTexPath = props->getStringValue("tree-texture");
+
+ if (! treeTexPath.empty()) {
+ SGPath treePath("Textures.high");
+ treePath.append(treeTexPath);
+ tree_texture = SGModelLib::findDataFile(treePath.str(), options);
+
+ if (tree_texture.empty()) {
+ treePath = SGPath("Textures");
+ treePath.append(treeTexPath);
+ tree_texture = SGModelLib::findDataFile(treePath.str(), options);
+ }
+ }
+ }
+
+ // surface values for use with ground reactions
+ solid = props->getBoolValue("solid", true);
+ friction_factor = props->getDoubleValue("friction-factor", 1.0);
+ rolling_friction = props->getDoubleValue("rolling-friction", 0.02);
+ bumpiness = props->getDoubleValue("bumpiness", 0.0);
+ load_resistance = props->getDoubleValue("load-resistance", 1e30);
+
+ // Taken from default values as used in ac3d
+ ambient[0] = props->getDoubleValue("ambient/r", 0.2);
+ ambient[1] = props->getDoubleValue("ambient/g", 0.2);
+ ambient[2] = props->getDoubleValue("ambient/b", 0.2);
+ ambient[3] = props->getDoubleValue("ambient/a", 1.0);
+
+ diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
+ diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
+ diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
+ diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
+
+ specular[0] = props->getDoubleValue("specular/r", 0.0);
+ specular[1] = props->getDoubleValue("specular/g", 0.0);
+ specular[2] = props->getDoubleValue("specular/b", 0.0);
+ specular[3] = props->getDoubleValue("specular/a", 1.0);
+
+ emission[0] = props->getDoubleValue("emissive/r", 0.0);
+ emission[1] = props->getDoubleValue("emissive/g", 0.0);
+ emission[2] = props->getDoubleValue("emissive/b", 0.0);
+ emission[3] = props->getDoubleValue("emissive/a", 1.0);
+
+ shininess = props->getDoubleValue("shininess", 1.0);
+
+ if (props->hasChild("effect"))
+ effect = props->getStringValue("effect");
+
+ std::vector<SGPropertyNode_ptr> object_group_nodes =
+ ((SGPropertyNode *)props)->getChildren("object-group");
+ for (unsigned int i = 0; i < object_group_nodes.size(); i++)
+ object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
+
+ // read glyph table for taxi-/runway-signs
+ std::vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
+ for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
+ const char *name = glyph_nodes[i]->getStringValue("name");
+ if (name)
+ glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
+ }
+
+ // Read conditions node
+ const SGPropertyNode *conditionNode = props->getChild("condition");
+ if (conditionNode) {
+ condition = sgReadCondition(prop_root, conditionNode);
}
- }
-
- if (textures.size() == 0) {
- string tname = "unknown.rgb";
- SGPath tpath( fg_root );
- tpath.append("Textures");
- tpath.append("Terrain");
- tpath.append(tname);
- _internal_state st( NULL, tpath.str(), true );
- _status.push_back( st );
- }
-
- xsize = props->getDoubleValue("xsize", 0.0);
- ysize = props->getDoubleValue("ysize", 0.0);
- wrapu = props->getBoolValue("wrapu", true);
- wrapv = props->getBoolValue("wrapv", true);
- mipmap = props->getBoolValue("mipmap", true);
- light_coverage = props->getDoubleValue("light-coverage", 0.0);
- tree_coverage = props->getDoubleValue("tree-coverage", 0.0);
- tree_height = props->getDoubleValue("tree-height-m", 0.0);
- tree_width = props->getDoubleValue("tree-width-m", 0.0);
- tree_range = props->getDoubleValue("tree-range-m", 0.0);
- tree_varieties = props->getIntValue("tree-varieties", 1);
-
- SGPath tpath( fg_root );
- tpath.append(props->getStringValue("tree-texture"));
- tree_texture = tpath.str();
-
- // surface values for use with ground reactions
- solid = props->getBoolValue("solid", true);
- friction_factor = props->getDoubleValue("friction-factor", 1.0);
- rolling_friction = props->getDoubleValue("rolling-friction", 0.02);
- bumpiness = props->getDoubleValue("bumpiness", 0.0);
- load_resistance = props->getDoubleValue("load-resistance", 1e30);
-
- // Taken from default values as used in ac3d
- ambient[0] = props->getDoubleValue("ambient/r", 0.2);
- ambient[1] = props->getDoubleValue("ambient/g", 0.2);
- ambient[2] = props->getDoubleValue("ambient/b", 0.2);
- ambient[3] = props->getDoubleValue("ambient/a", 1.0);
-
- diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
- diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
- diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
- diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
-
- specular[0] = props->getDoubleValue("specular/r", 0.0);
- specular[1] = props->getDoubleValue("specular/g", 0.0);
- specular[2] = props->getDoubleValue("specular/b", 0.0);
- specular[3] = props->getDoubleValue("specular/a", 1.0);
-
- emission[0] = props->getDoubleValue("emissive/r", 0.0);
- emission[1] = props->getDoubleValue("emissive/g", 0.0);
- emission[2] = props->getDoubleValue("emissive/b", 0.0);
- emission[3] = props->getDoubleValue("emissive/a", 1.0);
-
- shininess = props->getDoubleValue("shininess", 1.0);
-
- vector<SGPropertyNode_ptr> object_group_nodes =
- ((SGPropertyNode *)props)->getChildren("object-group");
- for (unsigned int i = 0; i < object_group_nodes.size(); i++)
- object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
-
- // read glyph table for taxi-/runway-signs
- vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
- for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
- const char *name = glyph_nodes[i]->getStringValue("name");
- if (name)
- glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
- }
}
SGMaterial::init ()
{
_status.clear();
- _current_ptr = 0;
xsize = 0;
ysize = 0;
wrapu = true;
mipmap = true;
light_coverage = 0.0;
+ building_coverage = 0.0;
solid = true;
friction_factor = 1;
diffuse[i] = (i < 3) ? 0.8 : 1.0;
emission[i] = (i < 3) ? 0.0 : 1.0;
}
+ effect = "Effects/terrain-default";
}
-osg::StateSet *
-SGMaterial::get_state (int n)
+Effect* SGMaterial::get_effect(int i)
+{
+ if(!_status[i].effect_realized) {
+ if (!_status[i].effect.valid())
+ return 0;
+ _status[i].effect->realizeTechniques(_status[i].options.get());
+ _status[i].effect_realized = true;
+ }
+ return _status[i].effect.get();
+}
+
+Effect* SGMaterial::get_effect(SGTexturedTriangleBin triangleBin)
{
if (_status.size() == 0) {
- SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
- return NULL;
+ SG_LOG( SG_GENERAL, SG_WARN, "No effect available.");
+ return 0;
}
- int i = n >= 0 ? n : _current_ptr;
-
- if(!_status[i].texture_loaded)
- {
- assignTexture(_status[i].state.get(), _status[i].texture_path,
- wrapu, wrapv, mipmap);
- _status[i].texture_loaded = true;
- }
- osg::StateSet *st = _status[i].state.get();
-
- _current_ptr += 1;
- if (_current_ptr >= _status.size())
- _current_ptr = 0;
-
- return st;
+ int i = triangleBin.getTextureIndex() % _status.size();
+ return get_effect(i);
}
-
-void
-SGMaterial::build_state( bool defer_tex_load )
+Effect* SGMaterial::get_effect()
{
- for (unsigned int i = 0; i < _status.size(); i++)
- {
- osg::StateSet *stateSet = new osg::StateSet;
- stateSet->setUserData(new SGMaterialUserData(this));
-
- // Set up the textured state
- osg::ShadeModel* shadeModel = new osg::ShadeModel;
- shadeModel->setMode(osg::ShadeModel::SMOOTH);
- stateSet->setAttribute(shadeModel);
-
- osg::CullFace* cullFace = new osg::CullFace;
- cullFace->setMode(osg::CullFace::BACK);
- stateSet->setMode(GL_CULL_FACE, osg::StateAttribute::ON);
- stateSet->setAttribute(cullFace);
-
- stateSet->setMode(GL_LIGHTING, osg::StateAttribute::ON);
-
- _status[i].texture_loaded = false;
-
- osg::Material* material = new osg::Material;
- material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
- material->setAmbient(osg::Material::FRONT_AND_BACK, ambient.osg());
- material->setDiffuse(osg::Material::FRONT_AND_BACK, diffuse.osg());
- material->setSpecular(osg::Material::FRONT_AND_BACK, specular.osg());
- material->setEmission(osg::Material::FRONT_AND_BACK, emission.osg());
- material->setShininess(osg::Material::FRONT_AND_BACK, shininess );
- stateSet->setAttribute(material);
-
- if (ambient[3] < 1 || diffuse[3] < 1 ||
- specular[3] < 1 || emission[3] < 1) {
- stateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
- stateSet->setMode(GL_BLEND, osg::StateAttribute::ON);
- stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
- } else {
- stateSet->setRenderingHint(osg::StateSet::OPAQUE_BIN);
- stateSet->setMode(GL_BLEND, osg::StateAttribute::OFF);
- stateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
- }
-
- _status[i].state = stateSet;
- }
+ return get_effect(0);
}
-void SGMaterial::set_state( osg::StateSet *s )
+osg::Texture2D* SGMaterial::get_object_mask(SGTexturedTriangleBin triangleBin)
{
- _status.push_back( _internal_state( s, "", true ) );
+ if (_status.size() == 0) {
+ SG_LOG( SG_GENERAL, SG_WARN, "No mask available.");
+ return 0;
+ }
+
+ // Note that the object mask is closely linked to the texture/effect
+ // so we index based on the texture index,
+ unsigned int i = triangleBin.getTextureIndex() % _status.size();
+ if (i < _masks.size()) {
+ return _masks[i];
+ } else {
+ return 0;
+ }
}
-void SGMaterial::assignTexture( osg::StateSet *state, const std::string &fname,
- int _wrapu, int _wrapv, int _mipmap )
+void SGMaterial::buildEffectProperties(const SGReaderWriterOptions* options)
{
- osg::Texture2D* texture = SGLoadTexture2D(fname, 0, _wrapu, _wrapv,
- mipmap ? -1 : 0);
- texture->setMaxAnisotropy( SGGetTextureFilter());
- state->setTextureAttributeAndModes(0, texture);
-
- osg::TexEnv* texEnv = new osg::TexEnv;
- texEnv->setMode(osg::TexEnv::MODULATE);
- state->setTextureAttributeAndModes(0, texEnv);
+ using namespace osg;
+ ref_ptr<SGMaterialUserData> user = new SGMaterialUserData(this);
+ SGPropertyNode_ptr propRoot = new SGPropertyNode();
+ makeChild(propRoot, "inherits-from")->setStringValue(effect);
+ SGPropertyNode* paramProp = makeChild(propRoot, "parameters");
+ SGPropertyNode* materialProp = makeChild(paramProp, "material");
+ makeChild(materialProp, "ambient")->setValue(SGVec4d(ambient));
+ makeChild(materialProp, "diffuse")->setValue(SGVec4d(diffuse));
+ makeChild(materialProp, "specular")->setValue(SGVec4d(specular));
+ makeChild(materialProp, "emissive")->setValue(SGVec4d(emission));
+ makeChild(materialProp, "shininess")->setFloatValue(shininess);
+ if (ambient[3] < 1 || diffuse[3] < 1 ||
+ specular[3] < 1 || emission[3] < 1) {
+ makeChild(paramProp, "transparent")->setBoolValue(true);
+ SGPropertyNode* binProp = makeChild(paramProp, "render-bin");
+ makeChild(binProp, "bin-number")->setIntValue(TRANSPARENT_BIN);
+ makeChild(binProp, "bin-name")->setStringValue("DepthSortedBin");
+ }
+ BOOST_FOREACH(_internal_state& matState, _status)
+ {
+ SGPropertyNode_ptr effectProp = new SGPropertyNode();
+ copyProperties(propRoot, effectProp);
+ SGPropertyNode* effectParamProp = effectProp->getChild("parameters", 0);
+ for (unsigned int i = 0; i < matState.texture_paths.size(); i++) {
+ SGPropertyNode* texProp = makeChild(effectParamProp, "texture", matState.texture_paths[i].second);
+ makeChild(texProp, "image")->setStringValue(matState.texture_paths[i].first);
+ makeChild(texProp, "filter")
+ ->setStringValue(mipmap ? "linear-mipmap-linear" : "nearest");
+ makeChild(texProp, "wrap-s")
+ ->setStringValue(wrapu ? "repeat" : "clamp");
+ makeChild(texProp, "wrap-t")
+ ->setStringValue(wrapv ? "repeat" : "clamp");
+ }
+ makeChild(effectParamProp, "xsize")->setDoubleValue(xsize);
+ makeChild(effectParamProp, "ysize")->setDoubleValue(ysize);
+ makeChild(effectParamProp, "scale")->setValue(SGVec3d(xsize,ysize,0.0));
+ makeChild(effectParamProp, "light-coverage")->setDoubleValue(light_coverage);
+
+ matState.effect = makeEffect(effectProp, false, options);
+ if (matState.effect.valid())
+ matState.effect->setUserData(user.get());
+ }
}
SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
{
- map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
- it = glyphs.find(name);
- if (it == glyphs.end())
- return 0;
+ map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
+ it = glyphs.find(name);
+ if (it == glyphs.end())
+ return 0;
- return it->second;
+ return it->second;
}
\f
void
SGSetTextureFilter( int max) {
- SGSceneFeatures::instance()->setTextureFilter( max);
+ SGSceneFeatures::instance()->setTextureFilter( max);
}
int
SGGetTextureFilter() {
- return SGSceneFeatures::instance()->getTextureFilter();
+ return SGSceneFeatures::instance()->getTextureFilter();
}