]> git.mxchange.org Git - flightgear.git/blobdiff - src/Objects/matlib.cxx
Tweaks to PLIB version detection.
[flightgear.git] / src / Objects / matlib.cxx
index 104d32c160c29ed0953c4695e32c968b1e8f5f52..839fe721b63fbb5946ff314d3f11ff9936a4a59f 100644 (file)
@@ -47,6 +47,7 @@
 
 #include <Include/general.hxx>
 #include <Main/globals.hxx>
+#include <Main/fg_props.hxx>
 #include <Scenery/tileentry.hxx>
 
 #include "matlib.hxx"
@@ -111,45 +112,73 @@ bool FGMaterialLib::load( const string& mpath ) {
        // after a failed >> operation.
        char token = 0;
 
-       in >> material_name >> token;
-
-       if ( token == '{' ) {
-           FGNewMat m;
-           in >> m;
-
-           // build the ssgSimpleState
-           FGPath tex_path( globals->get_options()->get_fg_root() );
-           tex_path.append( "Textures.high" );
-
-           FGPath tmp_path = tex_path;
-           tmp_path.append( m.get_texture_name() );
-           if ( ! local_file_exists(tmp_path.str())
-                || general.get_glMaxTexSize() < 512 ) {
-               tex_path = FGPath( globals->get_options()->get_fg_root() );
-               tex_path.append( "Textures" );
-           }
+       in >> material_name;
+
+       if ( material_name == "alias" ) {
+           string src_mat, dst_mat;
+           in >> dst_mat >> src_mat;
+           FG_LOG( FG_GENERAL, FG_INFO, "  Material alias: " << dst_mat <<
+                   " mapped to " << src_mat );
+           FGNewMat m = matlib[src_mat];
+           matlib[dst_mat] = m;
+       } else {
+           in >> token;
+
+           if ( token == '{' ) {
+               FGNewMat m;
+               in >> m;
+
+               // build the ssgSimpleState
+               FGPath tex_path( globals->get_fg_root() );
+               tex_path.append( "Textures.high" );
+
+               FGPath tmp_path = tex_path;
+               tmp_path.append( m.get_texture_name() );
+               if ( ! local_file_exists(tmp_path.str())
+                    || general.get_glMaxTexSize() < 512 ) {
+                   tex_path = FGPath( globals->get_fg_root() );
+                   tex_path.append( "Textures" );
+               }
            
-           FG_LOG( FG_TERRAIN, FG_INFO, "  Loading material " 
-                   << material_name << " (" << tex_path.c_str() << ")");
-
-           GLenum shade_model = GL_SMOOTH;
-           if ( globals->get_options()->get_shading() == 1 ) {
-               shade_model = GL_SMOOTH;
-           } else {
-               shade_model = GL_FLAT;
-           }
+               FG_LOG( FG_TERRAIN, FG_INFO, "  Loading material " 
+                       << material_name << " (" << tex_path.c_str() << ")");
 
-           m.build_ssg_state( tex_path.str(), shade_model,
-                              globals->get_options()->get_textures() );
+               GLenum shade_model = GL_SMOOTH;
+               if ( fgGetBool("/sim/rendering/shading") ) {
+                   shade_model = GL_SMOOTH;
+               } else {
+                   shade_model = GL_FLAT;
+               }
+
+               m.build_ssg_state( tex_path.str(), shade_model,
+                                  fgGetBool("/sim/rendering/textures") );
 
 #if EXTRA_DEBUG
-           m.dump_info();
+               m.dump_info();
 #endif
            
-           matlib[material_name] = m;
+               matlib[material_name] = m;
+           }
        }
     }
 
+    // hard coded light state
+    ssgSimpleState *lights = new ssgSimpleState;
+    lights->ref();
+    lights->disable( GL_TEXTURE_2D );
+    lights->enable( GL_CULL_FACE );
+    lights->enable( GL_COLOR_MATERIAL );
+    lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+    lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+    lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+    lights->enable( GL_BLEND );
+    lights->disable( GL_ALPHA_TEST );
+    lights->disable( GL_LIGHTING );
+
+    FGNewMat m;
+    m.set_ssg_state( lights );
+    matlib["LIGHTS"] = m;
+
     return true;
 }
 
@@ -182,14 +211,14 @@ bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
 #endif
 
     GLenum shade_model = GL_SMOOTH;
-    if ( globals->get_options()->get_shading() == 1 ) {
+    if ( fgGetBool("/sim/rendering/shading") ) {
        shade_model = GL_SMOOTH;
     } else {
        shade_model = GL_FLAT;
     }
 
     m.build_ssg_state( tex_path, shade_model,
-                      globals->get_options()->get_textures() );
+                      fgGetBool("/sim/rendering/textures") );
 
     material_lib.matlib[mat_name] = m;
 
@@ -246,3 +275,13 @@ void FGMaterialLib::set_step ( int step )
        slot.get_state()->selectStep(step);
     }
 }
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