// Written by Curtis Olson, started May 1998.
// Overhauled by David Megginson, December 2001
//
-// Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
+// Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
#include <simgear/compiler.h>
#include STL_STRING // Standard C++ string library
+#include <vector>
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/props/props.hxx>
-#include <simgear/scene/model/loader.hxx>
+
+#include "matmodel.hxx"
SG_USING_STD(string);
+SG_USING_STD(vector);
/**
public:
-\f
- //////////////////////////////////////////////////////////////////////
- // Inner classes.
- //////////////////////////////////////////////////////////////////////
-
- class ObjectGroup;
-
- /**
- * A randomly-placeable object.
- *
- * SGMaterial uses this class to keep track of the model(s) and
- * parameters for a single instance of a randomly-placeable object.
- * The object can have more than one variant model (i.e. slightly
- * different shapes of trees), but they are considered equivalent
- * and interchangeable.
- */
- class Object
- {
- public:
-
- /**
- * The heading type for a randomly-placed object.
- */
- enum HeadingType {
- HEADING_FIXED,
- HEADING_BILLBOARD,
- HEADING_RANDOM
- };
-
-
- /**
- * Get the number of variant models available for the object.
- *
- * @return The number of variant models.
- */
- int get_model_count( SGModelLoader *loader,
- const string &fg_root,
- SGPropertyNode *prop_root,
- double sim_time_sec );
-
-
- /**
- * Get a specific variant model for the object.
- *
- * @param index The index of the model.
- * @return The model.
- */
- ssgEntity *get_model( int index,
- SGModelLoader *loader,
- const string &fg_root,
- SGPropertyNode *prop_root,
- double sim_time_sec );
-
-
- /**
- * Get a randomly-selected variant model for the object.
- *
- * @return A randomly select model from the variants.
- */
- ssgEntity *get_random_model( SGModelLoader *loader,
- const string &fg_root,
- SGPropertyNode *prop_root,
- double sim_time_sec );
-
-
- /**
- * Get the average number of meters^2 occupied by each instance.
- *
- * @return The coverage in meters^2.
- */
- double get_coverage_m2 () const;
-
-
- /**
- * Get the heading type for the object.
- *
- * @return The heading type.
- */
- HeadingType get_heading_type () const;
-
- protected:
-
- friend class ObjectGroup;
-
- Object (const SGPropertyNode * node, double range_m);
-
- virtual ~Object ();
-
- private:
-
- /**
- * Actually load the models.
- *
- * This class uses lazy loading so that models won't be held
- * in memory for materials that are never referenced.
- */
- void load_models( SGModelLoader *loader,
- const string &fg_root,
- SGPropertyNode *prop_root,
- double sim_time_sec );
-
- vector<string> _paths;
- mutable vector<ssgEntity *> _models;
- mutable bool _models_loaded;
- double _coverage_m2;
- double _range_m;
- HeadingType _heading_type;
- };
-
-
- /**
- * A collection of related objects with the same visual range.
- *
- * Grouping objects with the same range together significantly
- * reduces the memory requirements of randomly-placed objects.
- * Each SGMaterial instance keeps a (possibly-empty) list of
- * object groups for placing randomly on the scenery.
- */
- class ObjectGroup
- {
- public:
- virtual ~ObjectGroup ();
-
-
- /**
- * Get the visual range of the object in meters.
- *
- * @return The visual range.
- */
- double get_range_m () const;
-
-
- /**
- * Get the number of objects in the group.
- *
- * @return The number of objects.
- */
- int get_object_count () const;
-
-
- /**
- * Get a specific object.
- *
- * @param index The object's index, zero-based.
- * @return The object selected.
- */
- Object * get_object (int index) const;
-
- protected:
-
- friend class SGMaterial;
-
- ObjectGroup (SGPropertyNode * node);
-
- private:
-
- double _range_m;
- vector<Object *> _objects;
-
- };
-
-
-
\f
////////////////////////////////////////////////////////////////////
// Public Constructors.
* state information for the material. This node is usually
* loaded from the $FG_ROOT/materials.xml file.
*/
- SGMaterial( const string &fg_root, const SGPropertyNode *props,
- bool smooth_shading, bool use_textures );
+ SGMaterial( const string &fg_root, const SGPropertyNode *props );
/**
* @param texture_path A string containing an absolute path
* to a texture file (usually RGB).
*/
- SGMaterial( const string &texpath, bool smooth_shading, bool use_textures );
+ SGMaterial( const string &texpath );
/**
*
* @param s The SSG state for this material.
*/
- SGMaterial( ssgSimpleState *s, bool smooth_shading, bool use_textures );
+ SGMaterial( ssgSimpleState *s );
/**
* Destructor.
* @return true if the texture loaded, false if it was loaded
* already.
*/
- virtual bool load_texture ();
+ virtual bool load_texture (int n = -1);
/**
* Get the textured state.
*/
- virtual inline ssgSimpleState *get_textured () { return textured; }
+ virtual ssgSimpleState *get_state (int n = -1) const;
+
+
+ /**
+ * Get the number of textures assigned to this material.
+ */
+ virtual inline int get_num() const { return _status.size(); }
/**
/**
* Get a randomly-placed object for this material.
*/
- virtual ObjectGroup * get_object_group (int index) const {
+ virtual SGMatModelGroup * get_object_group (int index) const {
return object_groups[index];
}
- /**
- * Get the current state.
- */
- virtual inline ssgStateSelector *get_state () const { return state; }
-
-
/**
* Increment the reference count for this material.
*
*/
virtual void init();
+protected:
+
+ struct _internal_state {
+ _internal_state( ssgSimpleState *s, const string &t, bool l )
+ : state(s), texture_path(t), texture_loaded(l) {}
+ ssgSimpleState *state;
+ string texture_path;
+ bool texture_loaded;
+ };
private:
// Internal state.
////////////////////////////////////////////////////////////////////
- // names
- string texture_path;
+ // texture status
+ vector<_internal_state> _status;
- // pointers to ssg states
- ssgStateSelector *state;
- ssgSimpleState *textured;
- ssgSimpleState *nontextured;
+ // Round-robin counter
+ unsigned int _current_ptr;
// texture size
double xsize, ysize;
sgVec4 ambient, diffuse, specular, emission;
double shininess;
- // true if texture loading deferred, and not yet loaded
- bool texture_loaded;
-
- vector<ObjectGroup *> object_groups;
+ vector<SGMatModelGroup *> object_groups;
// ref count so we can properly delete if we have multiple
// pointers to this record
SGMaterial( const string &fg_root, const SGMaterial &mat ); // unimplemented
void read_properties( const string &fg_root, const SGPropertyNode *props );
- void build_ssg_state( bool defer_tex_load,
- bool smooth_shading,
- bool use_textures );
- void set_ssg_state( ssgSimpleState *s,
- bool smooth_shading, bool use_textures );
+ void build_ssg_state( bool defer_tex_load );
+ void set_ssg_state( ssgSimpleState *s );
};