# include <simgear_config.h>
#endif
-#ifdef SG_MATH_EXCEPTION_CLASH
-# include <math.h>
-#endif
-
-#ifdef HAVE_WINDOWS_H
-# include <windows.h>
-#endif
-
#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 <osg/AlphaFunc>
-#include <osg/BlendFunc>
-#include <osg/CullFace>
-#include <osg/Material>
-// #include <osg/Multisample>
-#include <osg/Point>
-#include <osg/PointSprite>
-#include <osg/PolygonMode>
-#include <osg/PolygonOffset>
-#include <osg/StateSet>
-#include <osg/TexEnv>
-#include <osg/TexGen>
-#include <osg/Texture2D>
+#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);
-
-extern bool SGPointLightsUseSprites;
-extern bool SGPointLightsEnhancedLighting;
-extern bool SGPointLightsDistanceAttenuation;
-
-// FIXME: should make this configurable
-static const bool sprite_lighting = true;
+using std::string;
// Constructor
SGMaterialLib::SGMaterialLib ( void ) {
}
-// generate standard colored directional light environment texture map
-static osg::Texture2D*
-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;
-
- osg::Image* image = new osg::Image;
- image->allocateImage(env_tex_res, env_tex_res, 1,
- GL_RGBA, GL_UNSIGNED_BYTE);
- 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; }
- unsigned char* env_map = image->data(i, j);
- env_map[0] = r;
- env_map[1] = g;
- env_map[2] = b;
- env_map[3] = (int)(bright * alpha);
- }
- }
-
- osg::Texture2D* texture = new osg::Texture2D;
- texture->setImage(image);
-
- return texture;
-}
-
-
-// generate standard colored directional light environment texture map
-static osg::Texture2D*
-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;
-
- osg::Image* image = new osg::Image;
- image->allocateImage(env_tex_res, env_tex_res, 1,
- GL_RGBA, GL_UNSIGNED_BYTE);
-
- 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; }
- unsigned char* env_map = image->data(i, j);
- env_map[0] = r;
- env_map[1] = g;
- env_map[2] = b;
- env_map[3] = (int)(bright * alpha);
- }
- }
-
- osg::Texture2D* texture = new osg::Texture2D;
- texture->setImage(image);
-
- return texture;
-}
-
-static osg::Texture2D*
-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;
-
- osg::Image* image = new osg::Image;
- image->allocateImage(env_tex_res, env_tex_res, 1,
- GL_RGBA, GL_UNSIGNED_BYTE);
-
- 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; }
- unsigned char* env_map = image->data(i, j);
- env_map[0] = r;
- env_map[1] = g;
- env_map[2] = b;
- env_map[3] = (int)(bright * alpha);
- }
- }
-
- osg::Texture2D* texture = new osg::Texture2D;
- texture->setImage(image);
-
- return texture;
-}
-
-
// 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 {
}
}
- osg::ref_ptr<osg::StateSet> lightStateSet = new osg::StateSet;
- {
-// lightStateSet->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
-// lightStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
- lightStateSet->setMode(GL_LIGHTING, osg::StateAttribute::OFF);
-// lightStateSet->setMode(GL_DEPTH_TEST, osg::StateAttribute::ON);
-
- lightStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
-// lightStateSet->setAttribute(new osg::AlphaFunc(osg::AlphaFunc::GREATER, 0));
-// lightStateSet->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
-
- osg::CullFace* cullFace = new osg::CullFace;
- cullFace->setMode(osg::CullFace::BACK);
- lightStateSet->setAttributeAndModes(cullFace, osg::StateAttribute::ON);
-
- osg::BlendFunc* blendFunc = new osg::BlendFunc;
- blendFunc->setFunction(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::ONE_MINUS_SRC_ALPHA);
- lightStateSet->setAttributeAndModes(blendFunc, osg::StateAttribute::ON);
-
- osg::PolygonMode* polygonMode = new osg::PolygonMode;
- polygonMode->setMode(osg::PolygonMode::FRONT, osg::PolygonMode::POINT);
- lightStateSet->setAttribute(polygonMode);
-
-// if (SGPointLightsUseSprites) {
- osg::PointSprite* pointSprite = new osg::PointSprite;
- lightStateSet->setTextureAttributeAndModes(0, pointSprite, osg::StateAttribute::ON);
-// }
-
-// if (SGPointLightsDistanceAttenuation) {
- osg::Point* point = new osg::Point;
- point->setMinSize(2);
- point->setSize(8);
- point->setDistanceAttenuation(osg::Vec3(1.0, 0.001, 0.000001));
- lightStateSet->setAttribute(point);
-// }
-
- osg::PolygonOffset* polygonOffset = new osg::PolygonOffset;
- polygonOffset->setFactor(-1);
- polygonOffset->setUnits(-1);
- lightStateSet->setAttributeAndModes(polygonOffset, osg::StateAttribute::ON);
-
- osg::TexGen* texGen = new osg::TexGen;
- texGen->setMode(osg::TexGen::SPHERE_MAP);
- lightStateSet->setTextureAttribute(0, texGen);
- lightStateSet->setTextureMode(0, GL_TEXTURE_GEN_S, osg::StateAttribute::ON);
- lightStateSet->setTextureMode(0, GL_TEXTURE_GEN_T, osg::StateAttribute::ON);
- osg::TexEnv* texEnv = new osg::TexEnv;
- texEnv->setMode(osg::TexEnv::MODULATE);
- lightStateSet->setTextureAttribute(0, texEnv);
-
- osg::Material* material = new osg::Material;
- lightStateSet->setAttribute(material);
-// lightStateSet->setMode(GL_COLOR_MATERIAL, osg::StateAttribute::OFF);
- }
-
-
- // hard coded ground light state
- osg::StateSet *gnd_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
-// if (SGPointLightsDistanceAttenuation) {
- osg::Point* point = new osg::Point;
- point->setMinSize(1);
- point->setSize(2);
- point->setMaxSize(4);
- point->setDistanceAttenuation(osg::Vec3(1.0, 0.01, 0.0001));
- while (gnd_lights->getAttribute(osg::StateAttribute::POINT)) {
- gnd_lights->removeAttribute(osg::StateAttribute::POINT);
- }
- gnd_lights->setAttribute(point);
-// }
- m = new SGMaterial( gnd_lights );
- m->add_name("GROUND_LIGHTS");
- matlib["GROUND_LIGHTS"] = m;
-
- // hard coded runway white light state
- osg::Texture2D* texture;
- if ( sprite_lighting ) {
- texture = gen_standard_light_sprite(235, 235, 195, 255);
- } else {
- texture = gen_standard_dir_light_map(235, 235, 195, 255);
- }
- osg::StateSet *rwy_white_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_white_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
-
- 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 ) {
- texture = gen_standard_light_sprite( 235, 235, 195, 205 );
- } else {
- texture = gen_standard_dir_light_map( 235, 235, 195, 205 );
- }
- osg::StateSet *rwy_white_medium_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_white_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
-
- 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 ) {
- texture = gen_standard_light_sprite( 235, 235, 195, 155 );
- } else {
- texture = gen_standard_dir_light_map( 235, 235, 195, 155 );
- }
- osg::StateSet *rwy_white_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_white_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 235, 215, 20, 255 );
- } else {
- texture = gen_standard_dir_light_map( 235, 215, 20, 255 );
- }
- osg::StateSet *rwy_yellow_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_yellow_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 235, 215, 20, 205 );
- } else {
- texture = gen_standard_dir_light_map( 235, 215, 20, 205 );
- }
- osg::StateSet *rwy_yellow_medium_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_yellow_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 235, 215, 20, 155 );
- } else {
- texture = gen_standard_dir_light_map( 235, 215, 20, 155 );
- }
- osg::StateSet *rwy_yellow_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_yellow_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 235, 90, 90, 255 );
- } else {
- texture = gen_standard_dir_light_map( 235, 90, 90, 255 );
- }
- osg::StateSet *rwy_red_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_red_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 235, 90, 90, 205 );
- } else {
- texture = gen_standard_dir_light_map( 235, 90, 90, 205 );
- }
- osg::StateSet *rwy_red_medium_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_red_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 235, 90, 90, 155 );
- } else {
- texture = gen_standard_dir_light_map( 235, 90, 90, 155 );
- }
- osg::StateSet *rwy_red_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_red_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 20, 235, 20, 255 );
- } else {
- texture = gen_standard_dir_light_map( 20, 235, 20, 255 );
- }
- osg::StateSet *rwy_green_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_green_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 20, 235, 20, 205 );
- } else {
- texture = gen_standard_dir_light_map( 20, 235, 20, 205 );
- }
- osg::StateSet *rwy_green_medium_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_green_medium_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 20, 235, 20, 155 );
- } else {
- texture = gen_standard_dir_light_map( 20, 235, 20, 155 );
- }
- osg::StateSet *rwy_green_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- rwy_green_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 90, 90, 235, 205 );
- } else {
- texture = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
- }
- osg::StateSet *taxiway_blue_low_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
- taxiway_blue_low_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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 ) {
- texture = gen_standard_light_sprite( 235, 235, 195, 255 );
- } else {
- texture = gen_standard_dir_light_map( 235, 235, 195, 255 );
- }
- osg::StateSet *rwy_vasi_lights = static_cast<osg::StateSet*>(lightStateSet->clone(osg::CopyOp::DEEP_COPY_ALL));
-// if (SGPointLightsDistanceAttenuation) {
- point = new osg::Point;
- point->setMinSize(4);
- point->setSize(10);
- point->setDistanceAttenuation(osg::Vec3(1.0, 0.01, 0.0001));
- while (rwy_vasi_lights->getAttribute(osg::StateAttribute::POINT)) {
- rwy_vasi_lights->removeAttribute(osg::StateAttribute::POINT);
- }
- rwy_vasi_lights->setAttribute(point);
-// }
- rwy_vasi_lights->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON);
- 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, osg::StateSet *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 "
- << "osg::StateSet = " << 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 osg::Node* leaf) const
+const SGMaterial*
+SGMaterialLib::findMaterial(const osg::Geode* geode)
{
- if (!leaf)
- return 0;
-
- const osg::Referenced* base = leaf->getUserData();
- if (!base)
- return 0;
-
- const SGMaterialUserData* matUserData
- = dynamic_cast<const 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();
}