--- /dev/null
+// newmat.cxx -- class to handle material properties
+//
+// Written by Curtis Olson, started May 1998.
+//
+// Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+#include <simgear/compiler.h>
+
+#include <map>
+SG_USING_STD(map);
+
+#include <simgear/compiler.h>
+
+#ifdef SG_MATH_EXCEPTION_CLASH
+# include <math.h>
+#endif
+
+#include <simgear/debug/logstream.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/misc/sgstream.hxx>
+#include <simgear/scene/model/loader.hxx>
+
+#include "mat.hxx"
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Local static functions.
+////////////////////////////////////////////////////////////////////////
+
+/**
+ * Internal method to test whether a file exists.
+ *
+ * TODO: this should be moved to a SimGear library of local file
+ * functions.
+ */
+static inline bool
+local_file_exists( const string& path ) {
+ sg_gzifstream in( path );
+ if ( ! in.is_open() ) {
+ return false;
+ } else {
+ return true;
+ }
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGNewMat::Object.
+////////////////////////////////////////////////////////////////////////
+
+FGNewMat::Object::Object (const SGPropertyNode * node, double range_m)
+ : _models_loaded(false),
+ _coverage_m2(node->getDoubleValue("coverage-m2", 1000000)),
+ _range_m(range_m)
+{
+ // Sanity check
+ if (_coverage_m2 < 1000) {
+ SG_LOG(SG_INPUT, SG_ALERT, "Random object coverage " << _coverage_m2
+ << " is too small, forcing, to 1000");
+ _coverage_m2 = 1000;
+ }
+
+ // Note all the model paths
+ vector <SGPropertyNode_ptr> path_nodes = node->getChildren("path");
+ for (unsigned int i = 0; i < path_nodes.size(); i++)
+ _paths.push_back(path_nodes[i]->getStringValue());
+
+ // Note the heading type
+ string hdg = node->getStringValue("heading-type", "fixed");
+ if (hdg == "fixed") {
+ _heading_type = HEADING_FIXED;
+ } else if (hdg == "billboard") {
+ _heading_type = HEADING_BILLBOARD;
+ } else if (hdg == "random") {
+ _heading_type = HEADING_RANDOM;
+ } else {
+ _heading_type = HEADING_FIXED;
+ SG_LOG(SG_INPUT, SG_ALERT, "Unknown heading type: " << hdg
+ << "; using 'fixed' instead.");
+ }
+
+ // uncomment to preload models
+ // load_models();
+}
+
+FGNewMat::Object::~Object ()
+{
+ for (unsigned int i = 0; i < _models.size(); i++) {
+ if (_models[i] != 0) {
+ _models[i]->deRef();
+ _models[i] = 0;
+ }
+ }
+}
+
+int
+FGNewMat::Object::get_model_count( FGModelLoader *loader,
+ const string &fg_root,
+ SGPropertyNode *prop_root,
+ double sim_time_sec )
+{
+ load_models( loader, fg_root, prop_root, sim_time_sec );
+ return _models.size();
+}
+
+inline void
+FGNewMat::Object::load_models ( FGModelLoader *loader,
+ const string &fg_root,
+ SGPropertyNode *prop_root,
+ double sim_time_sec )
+{
+ // Load model only on demand
+ if (!_models_loaded) {
+ for (unsigned int i = 0; i < _paths.size(); i++) {
+ ssgEntity *entity = loader->load_model( fg_root, _paths[i],
+ prop_root, sim_time_sec );
+ if (entity != 0) {
+ // FIXME: this stuff can be handled
+ // in the XML wrapper as well (at least,
+ // the billboarding should be handled
+ // there).
+ float ranges[] = {0, _range_m};
+ ssgRangeSelector * lod = new ssgRangeSelector;
+ lod->ref();
+ lod->setRanges(ranges, 2);
+ if (_heading_type == HEADING_BILLBOARD) {
+ ssgCutout * cutout = new ssgCutout(false);
+ cutout->addKid(entity);
+ lod->addKid(cutout);
+ } else {
+ lod->addKid(entity);
+ }
+ _models.push_back(lod);
+ } else {
+ SG_LOG(SG_INPUT, SG_ALERT, "Failed to load object " << _paths[i]);
+ }
+ }
+ }
+ _models_loaded = true;
+}
+
+ssgEntity *
+FGNewMat::Object::get_model( int index,
+ FGModelLoader *loader,
+ const string &fg_root,
+ SGPropertyNode *prop_root,
+ double sim_time_sec )
+{
+ load_models( loader, fg_root, prop_root, sim_time_sec ); // comment this out if preloading models
+ return _models[index];
+}
+
+ssgEntity *
+FGNewMat::Object::get_random_model( FGModelLoader *loader,
+ const string &fg_root,
+ SGPropertyNode *prop_root,
+ double sim_time_sec )
+{
+ load_models( loader, fg_root, prop_root, sim_time_sec ); // comment this out if preloading models
+ int nModels = _models.size();
+ int index = int(sg_random() * nModels);
+ if (index >= nModels)
+ index = 0;
+ return _models[index];
+}
+
+double
+FGNewMat::Object::get_coverage_m2 () const
+{
+ return _coverage_m2;
+}
+
+FGNewMat::Object::HeadingType
+FGNewMat::Object::get_heading_type () const
+{
+ return _heading_type;
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Implementation of FGNewMat::ObjectGroup.
+////////////////////////////////////////////////////////////////////////
+
+FGNewMat::ObjectGroup::ObjectGroup (SGPropertyNode * node)
+ : _range_m(node->getDoubleValue("range-m", 2000))
+{
+ // Load the object subnodes
+ vector<SGPropertyNode_ptr> object_nodes =
+ ((SGPropertyNode *)node)->getChildren("object");
+ for (unsigned int i = 0; i < object_nodes.size(); i++) {
+ const SGPropertyNode * object_node = object_nodes[i];
+ if (object_node->hasChild("path"))
+ _objects.push_back(new Object(object_node, _range_m));
+ else
+ SG_LOG(SG_INPUT, SG_ALERT, "No path supplied for object");
+ }
+}
+
+FGNewMat::ObjectGroup::~ObjectGroup ()
+{
+ for (unsigned int i = 0; i < _objects.size(); i++) {
+ delete _objects[i];
+ _objects[i] = 0;
+ }
+}
+
+double
+FGNewMat::ObjectGroup::get_range_m () const
+{
+ return _range_m;
+}
+
+int
+FGNewMat::ObjectGroup::get_object_count () const
+{
+ return _objects.size();
+}
+
+FGNewMat::Object *
+FGNewMat::ObjectGroup::get_object (int index) const
+{
+ return _objects[index];
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Constructors and destructor.
+////////////////////////////////////////////////////////////////////////
+
+
+FGNewMat::FGNewMat( const string &fg_root,
+ const SGPropertyNode *props,
+ bool smooth_shading,
+ bool use_textures )
+{
+ init();
+ read_properties( fg_root, props );
+ build_ssg_state( false, smooth_shading, use_textures );
+}
+
+FGNewMat::FGNewMat( const string &texpath,
+ bool smooth_shading,
+ bool use_textures )
+{
+ init();
+ texture_path = texpath;
+ build_ssg_state( true, smooth_shading, use_textures );
+}
+
+FGNewMat::FGNewMat( ssgSimpleState *s,
+ bool smooth_shading,
+ bool use_textures )
+{
+ init();
+ set_ssg_state( s, smooth_shading, use_textures );
+}
+
+FGNewMat::~FGNewMat (void)
+{
+ for (unsigned int i = 0; i < object_groups.size(); i++) {
+ delete object_groups[i];
+ object_groups[i] = 0;
+ }
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Public methods.
+////////////////////////////////////////////////////////////////////////
+
+void
+FGNewMat::read_properties( const string &fg_root, const SGPropertyNode * props )
+{
+ // Get the path to the texture
+ string tname = props->getStringValue("texture", "unknown.rgb");
+ SGPath tpath( fg_root );
+ tpath.append("Textures.high");
+ tpath.append(tname);
+ if (!local_file_exists(tpath.str())) {
+ tpath = SGPath( fg_root );
+ tpath.append("Textures");
+ tpath.append(tname);
+ }
+ texture_path = tpath.str();
+
+ 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);
+
+ ambient[0] = props->getDoubleValue("ambient/r", 0.0);
+ ambient[1] = props->getDoubleValue("ambient/g", 0.0);
+ ambient[2] = props->getDoubleValue("ambient/b", 0.0);
+ ambient[3] = props->getDoubleValue("ambient/a", 0.0);
+
+ diffuse[0] = props->getDoubleValue("diffuse/r", 0.0);
+ diffuse[1] = props->getDoubleValue("diffuse/g", 0.0);
+ diffuse[2] = props->getDoubleValue("diffuse/b", 0.0);
+ diffuse[3] = props->getDoubleValue("diffuse/a", 0.0);
+
+ 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", 0.0);
+
+ 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", 0.0);
+
+ shininess = props->getDoubleValue("shininess", 0.0);
+
+ 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 ObjectGroup(object_group_nodes[i]));
+}
+
+
+\f
+////////////////////////////////////////////////////////////////////////
+// Private methods.
+////////////////////////////////////////////////////////////////////////
+
+void
+FGNewMat::init ()
+{
+ texture_path = "";
+ state = 0;
+ textured = 0;
+ nontextured = 0;
+ xsize = 0;
+ ysize = 0;
+ wrapu = true;
+ wrapv = true;
+ mipmap = true;
+ light_coverage = 0.0;
+ texture_loaded = false;
+ refcount = 0;
+ shininess = 0.0;
+ for (int i = 0; i < 4; i++) {
+ ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
+ }
+}
+
+bool
+FGNewMat::load_texture ()
+{
+ if (texture_loaded) {
+ return false;
+ } else {
+ SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
+ << texture_path );
+ textured->setTexture( (char *)texture_path.c_str(),
+ wrapu, wrapv, mipmap );
+ texture_loaded = true;
+ return true;
+ }
+}
+
+
+void
+FGNewMat::build_ssg_state( bool defer_tex_load,
+ bool smooth_shading,
+ bool use_textures )
+{
+ GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
+
+ state = new ssgStateSelector(2);
+ state->ref();
+
+ textured = new ssgSimpleState();
+ textured->ref();
+
+ nontextured = new ssgSimpleState();
+ nontextured->ref();
+
+ // Set up the textured state
+ textured->setShadeModel( shade_model );
+ textured->enable( GL_LIGHTING );
+ textured->enable ( GL_CULL_FACE ) ;
+ textured->enable( GL_TEXTURE_2D );
+ textured->disable( GL_BLEND );
+ textured->disable( GL_ALPHA_TEST );
+ if ( !defer_tex_load ) {
+ SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
+ textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
+ texture_loaded = true;
+ } else {
+ texture_loaded = false;
+ }
+ textured->enable( GL_COLOR_MATERIAL );
+#if 0
+ textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
+ textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
+ textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
+#else
+ textured->setMaterial ( GL_AMBIENT,
+ ambient[0], ambient[1],
+ ambient[2], ambient[3] ) ;
+ textured->setMaterial ( GL_DIFFUSE,
+ diffuse[0], diffuse[1],
+ diffuse[2], diffuse[3] ) ;
+ textured->setMaterial ( GL_SPECULAR,
+ specular[0], specular[1],
+ specular[2], specular[3] ) ;
+ textured->setMaterial ( GL_EMISSION,
+ emission[0], emission[1],
+ emission[2], emission[3] ) ;
+ textured->setShininess ( shininess );
+#endif
+
+ // Set up the coloured state
+ nontextured->enable( GL_LIGHTING );
+ nontextured->setShadeModel( shade_model );
+ nontextured->enable ( GL_CULL_FACE ) ;
+ nontextured->disable( GL_TEXTURE_2D );
+ nontextured->disable( GL_BLEND );
+ nontextured->disable( GL_ALPHA_TEST );
+ nontextured->disable( GL_COLOR_MATERIAL );
+
+ nontextured->setMaterial ( GL_AMBIENT,
+ ambient[0], ambient[1],
+ ambient[2], ambient[3] ) ;
+ nontextured->setMaterial ( GL_DIFFUSE,
+ diffuse[0], diffuse[1],
+ diffuse[2], diffuse[3] ) ;
+ nontextured->setMaterial ( GL_SPECULAR,
+ specular[0], specular[1],
+ specular[2], specular[3] ) ;
+ nontextured->setMaterial ( GL_EMISSION,
+ emission[0], emission[1],
+ emission[2], emission[3] ) ;
+ nontextured->setShininess ( shininess );
+
+ state->setStep( 0, textured ); // textured
+ state->setStep( 1, nontextured ); // untextured
+
+ // Choose the appropriate starting state.
+ if ( use_textures ) {
+ state->selectStep(0);
+ } else {
+ state->selectStep(1);
+ }
+}
+
+
+void FGNewMat::set_ssg_state( ssgSimpleState *s,
+ bool smooth_shading, bool use_textures )
+{
+ GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
+
+ state = new ssgStateSelector(2);
+ state->ref();
+
+ textured = s;
+ texture_loaded = true;
+
+ nontextured = new ssgSimpleState();
+ nontextured->ref();
+
+ // Set up the textured state
+ textured->setShadeModel( shade_model );
+
+ // Set up the coloured state
+ nontextured->enable( GL_LIGHTING );
+ nontextured->setShadeModel( shade_model );
+ nontextured->enable ( GL_CULL_FACE ) ;
+ nontextured->disable( GL_TEXTURE_2D );
+ nontextured->disable( GL_BLEND );
+ nontextured->disable( GL_ALPHA_TEST );
+ nontextured->disable( GL_COLOR_MATERIAL );
+
+ nontextured->setMaterial ( GL_AMBIENT,
+ ambient[0], ambient[1],
+ ambient[2], ambient[3] ) ;
+ nontextured->setMaterial ( GL_DIFFUSE,
+ diffuse[0], diffuse[1],
+ diffuse[2], diffuse[3] ) ;
+ nontextured->setMaterial ( GL_SPECULAR,
+ specular[0], specular[1],
+ specular[2], specular[3] ) ;
+ nontextured->setMaterial ( GL_EMISSION,
+ emission[0], emission[1],
+ emission[2], emission[3] ) ;
+ nontextured->setShininess ( shininess );
+
+ state->setStep( 0, textured ); // textured
+ state->setStep( 1, nontextured ); // untextured
+
+ // Choose the appropriate starting state.
+ if ( use_textures ) {
+ state->selectStep(0);
+ } else {
+ state->selectStep(1);
+ }
+}
+
+// end of newmat.cxx
--- /dev/null
+// newmat.hxx -- a material in the scene graph.
+// TODO: this class needs to be renamed.
+//
+// Written by Curtis Olson, started May 1998.
+// Overhauled by David Megginson, December 2001
+//
+// Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+
+#ifndef _NEWMAT_HXX
+#define _NEWMAT_HXX
+
+#ifndef __cplusplus
+# error This library requires C++
+#endif
+
+#include <simgear/compiler.h>
+
+#include STL_STRING // Standard C++ string library
+
+#include <plib/sg.h>
+#include <plib/ssg.h>
+
+#include <simgear/props/props.hxx>
+#include <simgear/scene/model/loader.hxx>
+
+SG_USING_STD(string);
+
+
+/**
+ * A material in the scene graph.
+ *
+ * A material represents information about a single surface type
+ * in the 3D scene graph, including texture, colour, lighting,
+ * tiling, and so on; most of the materials in FlightGear are
+ * defined in the $FG_ROOT/materials.xml file, and can be changed
+ * at runtime.
+ */
+class FGNewMat {
+
+public:
+
+\f
+ //////////////////////////////////////////////////////////////////////
+ // Inner classes.
+ //////////////////////////////////////////////////////////////////////
+
+ class ObjectGroup;
+
+ /**
+ * A randomly-placeable object.
+ *
+ * FGNewMat 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( FGModelLoader *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,
+ FGModelLoader *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( FGModelLoader *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( FGModelLoader *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 FGNewMat 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 FGNewMat;
+
+ ObjectGroup (SGPropertyNode * node);
+
+ private:
+
+ double _range_m;
+ vector<Object *> _objects;
+
+ };
+
+
+
+\f
+ ////////////////////////////////////////////////////////////////////
+ // Public Constructors.
+ ////////////////////////////////////////////////////////////////////
+
+ /**
+ * Construct a material from a set of properties.
+ *
+ * @param props A property node containing subnodes with the
+ * state information for the material. This node is usually
+ * loaded from the $FG_ROOT/materials.xml file.
+ */
+ FGNewMat( const string &fg_root, const SGPropertyNode *props,
+ bool smooth_shading, bool use_textures );
+
+
+ /**
+ * Construct a material from an absolute texture path.
+ *
+ * @param texture_path A string containing an absolute path
+ * to a texture file (usually RGB).
+ */
+ FGNewMat( const string &texpath, bool smooth_shading, bool use_textures );
+
+
+ /**
+ * Construct a material around an existing SSG state.
+ *
+ * This constructor allows the application to create a custom,
+ * low-level state for the scene graph and wrap a material around
+ * it. Note: the pointer ownership is transferred to the material.
+ *
+ * @param s The SSG state for this material.
+ */
+ FGNewMat( ssgSimpleState *s, bool smooth_shading, bool use_textures );
+
+ /**
+ * Destructor.
+ */
+ virtual ~FGNewMat( void );
+
+
+\f
+ ////////////////////////////////////////////////////////////////////
+ // Public methods.
+ ////////////////////////////////////////////////////////////////////
+
+ /**
+ * Force the texture to load if it hasn't already.
+ *
+ * @return true if the texture loaded, false if it was loaded
+ * already.
+ */
+ virtual bool load_texture ();
+
+
+ /**
+ * Get the textured state.
+ */
+ virtual inline ssgSimpleState *get_textured () { return textured; }
+
+
+ /**
+ * Get the xsize of the texture, in meters.
+ */
+ virtual inline double get_xsize() const { return xsize; }
+
+
+ /**
+ * Get the ysize of the texture, in meters.
+ */
+ virtual inline double get_ysize() const { return ysize; }
+
+
+ /**
+ * Get the light coverage.
+ *
+ * A smaller number means more generated night lighting.
+ *
+ * @return The area (m^2?) covered by each light.
+ */
+ virtual inline double get_light_coverage () const { return light_coverage; }
+
+
+ /**
+ * Get the number of randomly-placed objects defined for this material.
+ */
+ virtual int get_object_group_count () const { return object_groups.size(); }
+
+
+ /**
+ * Get a randomly-placed object for this material.
+ */
+ virtual ObjectGroup * 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.
+ *
+ * A material with 0 references may be deleted by the
+ * material library.
+ */
+ virtual inline void ref () { refcount++; }
+
+
+ /**
+ * Decrement the reference count for this material.
+ */
+ virtual inline void deRef () { refcount--; }
+
+
+ /**
+ * Get the reference count for this material.
+ *
+ * @return The number of references (0 if none).
+ */
+ virtual inline int getRef () const { return refcount; }
+
+protected:
+
+\f
+ ////////////////////////////////////////////////////////////////////
+ // Protected methods.
+ ////////////////////////////////////////////////////////////////////
+
+ /**
+ * Initialization method, invoked by all public constructors.
+ */
+ virtual void init();
+
+
+private:
+
+\f
+ ////////////////////////////////////////////////////////////////////
+ // Internal state.
+ ////////////////////////////////////////////////////////////////////
+
+ // names
+ string texture_path;
+
+ // pointers to ssg states
+ ssgStateSelector *state;
+ ssgSimpleState *textured;
+ ssgSimpleState *nontextured;
+
+ // texture size
+ double xsize, ysize;
+
+ // wrap texture?
+ bool wrapu, wrapv;
+
+ // use mipmapping?
+ int mipmap;
+
+ // coverage of night lighting.
+ double light_coverage;
+
+ // material properties
+ sgVec4 ambient, diffuse, specular, emission;
+ double shininess;
+
+ // true if texture loading deferred, and not yet loaded
+ bool texture_loaded;
+
+ vector<ObjectGroup *> object_groups;
+
+ // ref count so we can properly delete if we have multiple
+ // pointers to this record
+ int refcount;
+
+
+\f
+ ////////////////////////////////////////////////////////////////////
+ // Internal constructors and methods.
+ ////////////////////////////////////////////////////////////////////
+
+ FGNewMat( const string &fg_root, const FGNewMat &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 );
+
+
+};
+
+#endif // _NEWMAT_HXX
--- /dev/null
+// materialmgr.cxx -- class to handle material properties
+//
+// Written by Curtis Olson, started May 1998.
+//
+// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License as
+// published by the Free Software Foundation; either version 2 of the
+// License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful, but
+// WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
+//
+// $Id$
+
+
+#ifdef HAVE_CONFIG_H
+# include <simgear_config.h>
+#endif
+
+#ifdef SG_MATH_EXCEPTION_CLASH
+# include <math.h>
+#endif
+
+#ifdef HAVE_WINDOWS_H
+# include <windows.h>
+#endif
+
+#include GLUT_H
+
+#include <simgear/compiler.h>
+#include <simgear/constants.h>
+#include <simgear/misc/exception.hxx>
+
+#include <string.h>
+#include STL_STRING
+
+#include <simgear/debug/logstream.hxx>
+#include <simgear/misc/sg_path.hxx>
+#include <simgear/misc/sgstream.hxx>
+#include <simgear/props/props_io.hxx>
+
+#include "mat.hxx"
+
+#include "matlib.hxx"
+
+SG_USING_NAMESPACE(std);
+SG_USING_STD(string);
+
+
+// global material management class
+FGMaterialLib material_lib;
+
+
+// Constructor
+FGMaterialLib::FGMaterialLib ( void ) {
+ set_step(0);
+}
+
+
+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;
+}
+
+
+// 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;
+}
+
+
+// generate the directional vasi light environment texture map
+static int gen_vasi_light_map() {
+ const int env_tex_res = 256;
+ 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 );
+
+ // top half white, bottom half red
+ env_map[i][j][0] = 255;
+ if ( i > half_res ) {
+ // white
+ env_map[i][j][1] = 255;
+ env_map[i][j][2] = 255;
+ } else if ( i == half_res - 1 || i == half_res ) {
+ // pink
+ env_map[i][j][1] = 127;
+ env_map[i][j][2] = 127;
+ } else {
+ // red
+ env_map[i][j][1] = 0;
+ env_map[i][j][2] = 0;
+ }
+ env_map[i][j][3] = (int)(bright * 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;
+}
+
+
+// Load a library of material properties
+bool FGMaterialLib::load( const string &fg_root, const string& mpath ) {
+
+ SGPropertyNode materials;
+
+ SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
+ try {
+ readProperties( mpath, &materials );
+ } catch (const sg_exception &ex) {
+ SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
+ << ex.getMessage() );
+ throw ex;
+ }
+
+ int nMaterials = materials.nChildren();
+ for (int i = 0; i < nMaterials; i++) {
+ const SGPropertyNode * node = materials.getChild(i);
+ if (!strcmp(node->getName(), "material")) {
+ FGNewMat *m = new FGNewMat( fg_root, node, true, true );
+
+ vector<SGPropertyNode_ptr>names = node->getChildren("name");
+ for ( unsigned int j = 0; j < names.size(); j++ ) {
+ string name = names[j]->getStringValue();
+ m->ref();
+ // cerr << "Material " << name << endl;
+ matlib[name] = m;
+ SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
+ << names[j]->getStringValue() );
+ }
+ } else {
+ SG_LOG(SG_INPUT, SG_ALERT,
+ "Skipping bad material entry " << node->getName());
+ }
+ }
+
+ // hard coded ground light state
+ ssgSimpleState *gnd_lights = new ssgSimpleState;
+ gnd_lights->ref();
+ 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 );
+ matlib["GROUND_LIGHTS"] = new FGNewMat( gnd_lights, true, true );
+
+ GLuint tex_name;
+
+ // hard coded runway white light state
+ tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
+ ssgSimpleState *rwy_white_lights = new ssgSimpleState();
+ rwy_white_lights->ref();
+ 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 );
+ matlib["RWY_WHITE_LIGHTS"] = new FGNewMat( rwy_white_lights, true, true );
+ // For backwards compatibility ... remove someday
+ matlib["RUNWAY_LIGHTS"] = new FGNewMat( rwy_white_lights, true, true );
+ matlib["RWY_LIGHTS"] = new FGNewMat( rwy_white_lights, true, true );
+ // end of backwards compatitibilty
+
+ // hard coded runway medium intensity white light state
+ tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
+ ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
+ rwy_white_medium_lights->ref();
+ 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 );
+ matlib["RWY_WHITE_MEDIUM_LIGHTS"]
+ = new FGNewMat( rwy_white_medium_lights, true, true );
+
+ // hard coded runway low intensity white light state
+ tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
+ ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
+ rwy_white_low_lights->ref();
+ 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 );
+ matlib["RWY_WHITE_LOW_LIGHTS"]
+ = new FGNewMat( rwy_white_low_lights, true, true );
+
+ // hard coded runway yellow light state
+ tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
+ ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
+ rwy_yellow_lights->ref();
+ 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 );
+ matlib["RWY_YELLOW_LIGHTS"] = new FGNewMat( rwy_yellow_lights, true, true );
+
+ // hard coded runway medium intensity yellow light state
+ tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
+ ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
+ rwy_yellow_medium_lights->ref();
+ 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 );
+ matlib["RWY_YELLOW_MEDIUM_LIGHTS"]
+ = new FGNewMat( rwy_yellow_medium_lights, true, true );
+
+ // hard coded runway low intensity yellow light state
+ tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
+ ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
+ rwy_yellow_low_lights->ref();
+ 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 );
+ matlib["RWY_YELLOW_LOW_LIGHTS"]
+ = new FGNewMat( rwy_yellow_low_lights, true, true );
+
+ // hard coded runway red light state
+ tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
+ ssgSimpleState *rwy_red_lights = new ssgSimpleState();
+ rwy_red_lights->ref();
+ 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 );
+ matlib["RWY_RED_LIGHTS"]
+ = new FGNewMat( rwy_red_lights, true, true );
+
+ // hard coded medium intensity runway red light state
+ tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
+ ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
+ rwy_red_medium_lights->ref();
+ 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 );
+ matlib["RWY_RED_MEDIUM_LIGHTS"]
+ = new FGNewMat( rwy_red_medium_lights, true, true );
+
+ // hard coded low intensity runway red light state
+ tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
+ ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
+ rwy_red_low_lights->ref();
+ 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 );
+ matlib["RWY_RED_LOW_LIGHTS"]
+ = new FGNewMat( rwy_red_low_lights, true, true );
+
+ // hard coded runway green light state
+ tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
+ ssgSimpleState *rwy_green_lights = new ssgSimpleState();
+ rwy_green_lights->ref();
+ 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 );
+ matlib["RWY_GREEN_LIGHTS"]
+ = new FGNewMat( rwy_green_lights, true, true );
+
+ // hard coded medium intensity runway green light state
+ tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
+ ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
+ rwy_green_medium_lights->ref();
+ 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 );
+ matlib["RWY_GREEN_MEDIUM_LIGHTS"]
+ = new FGNewMat( rwy_green_medium_lights, true, true );
+
+ // hard coded low intensity runway green light state
+ tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
+ ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
+ rwy_green_low_lights->ref();
+ 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 );
+ matlib["RWY_GREEN_LOW_LIGHTS"]
+ = new FGNewMat( rwy_green_low_lights, true, true );
+
+ // hard coded low intensity taxiway blue light state
+ tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
+ ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
+ taxiway_blue_low_lights->ref();
+ 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 );
+ matlib["RWY_BLUE_TAXIWAY_LIGHTS"]
+ = new FGNewMat( taxiway_blue_low_lights, true, true );
+
+ // hard coded runway vasi light state
+ ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
+ rwy_vasi_lights->ref();
+ 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() );
+ matlib["RWY_VASI_LIGHTS"] = new FGNewMat( rwy_vasi_lights, true, true );
+
+ return true;
+}
+
+
+// Load a library of material properties
+bool FGMaterialLib::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 FGMaterialLib::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 << ")");
+
+ material_lib.matlib[mat_name] = new FGNewMat( full_path, true, true );
+
+ return true;
+}
+
+
+// Load a library of material properties
+bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
+{
+ FGNewMat *m = new FGNewMat( state, true, true );
+
+ SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
+ << "ssgSimpleState = " << mat_name );
+
+ material_lib.matlib[mat_name] = m;
+
+ return true;
+}
+
+
+// find a material record by material name
+FGNewMat *FGMaterialLib::find( const string& material ) {
+ FGNewMat *result = NULL;
+ material_map_iterator it = matlib.find( material );
+ if ( it != end() ) {
+ result = it->second;
+ return result;
+ }
+
+ return NULL;
+}
+
+
+// Destructor
+FGMaterialLib::~FGMaterialLib ( void ) {
+ // Free up all the material entries first
+ for ( material_map_iterator it = begin(); it != end(); it++ ) {
+ FGNewMat *slot = it->second;
+ slot->deRef();
+ if ( slot->getRef() <= 0 ) {
+ delete slot;
+ }
+ }
+}
+
+
+// Set the step for all of the state selectors in the material slots
+void FGMaterialLib::set_step ( int step )
+{
+ // container::iterator it = begin();
+ for ( material_map_iterator it = begin(); it != end(); it++ ) {
+ const string &key = it->first;
+ SG_LOG( SG_GENERAL, SG_INFO,
+ "Updating material " << key << " to step " << step );
+ FGNewMat *slot = it->second;
+ slot->get_state()->selectStep(step);
+ }
+}
+
+
+// Get the step for the state selectors
+int FGMaterialLib::get_step ()
+{
+ material_map_iterator it = begin();
+ return it->second->get_state()->getSelectStep();
+}
+
+
+// Load one pending "deferred" texture. Return true if a texture
+// loaded successfully, false if no pending, or error.
+void FGMaterialLib::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;
+ FGNewMat *slot = it->second;
+ if (slot->load_texture())
+ return;
+ }
+}