Moved fgfs_src/Object/newmat.[ch]xx and fgfs_src/Object/matlib.[ch]xx into
simgear/scene/material/
This commit is contained in:
parent
8bd3cccc08
commit
f1021ab820
@ -418,6 +418,7 @@ AC_CONFIG_FILES([ \
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simgear/props/Makefile \
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simgear/route/Makefile \
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simgear/scene/Makefile \
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simgear/scene/material/Makefile \
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simgear/scene/model/Makefile \
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simgear/screen/Makefile \
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simgear/serial/Makefile \
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@ -1,6 +1,6 @@
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includedir = @includedir@/scene
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SUBDIRS = model
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SUBDIRS = material model
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# lib_LIBRARIES = libsgscene.a
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15
simgear/scene/material/Makefile.am
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15
simgear/scene/material/Makefile.am
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@ -0,0 +1,15 @@
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includedir = @includedir@/scene/material
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lib_LIBRARIES = libsgmaterial.a
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noinst_HEADERS =
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include_HEADERS = \
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mat.hxx \
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matlib.hxx
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libsgmaterial_a_SOURCES = \
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mat.cxx \
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matlib.cxx
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INCLUDES = -I$(top_srcdir)
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527
simgear/scene/material/mat.cxx
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527
simgear/scene/material/mat.cxx
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@ -0,0 +1,527 @@
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// newmat.cxx -- class to handle material properties
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//
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// Written by Curtis Olson, started May 1998.
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//
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// Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include <simgear/compiler.h>
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#include <map>
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SG_USING_STD(map);
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#include <simgear/compiler.h>
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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#include <simgear/debug/logstream.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/scene/model/loader.hxx>
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#include "mat.hxx"
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////////////////////////////////////////////////////////////////////////
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// Local static functions.
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////////////////////////////////////////////////////////////////////////
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/**
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* Internal method to test whether a file exists.
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*
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* TODO: this should be moved to a SimGear library of local file
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* functions.
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*/
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static inline bool
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local_file_exists( const string& path ) {
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sg_gzifstream in( path );
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if ( ! in.is_open() ) {
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return false;
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} else {
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return true;
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}
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGNewMat::Object.
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////////////////////////////////////////////////////////////////////////
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FGNewMat::Object::Object (const SGPropertyNode * node, double range_m)
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: _models_loaded(false),
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_coverage_m2(node->getDoubleValue("coverage-m2", 1000000)),
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_range_m(range_m)
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{
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// Sanity check
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if (_coverage_m2 < 1000) {
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SG_LOG(SG_INPUT, SG_ALERT, "Random object coverage " << _coverage_m2
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<< " is too small, forcing, to 1000");
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_coverage_m2 = 1000;
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}
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// Note all the model paths
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vector <SGPropertyNode_ptr> path_nodes = node->getChildren("path");
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for (unsigned int i = 0; i < path_nodes.size(); i++)
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_paths.push_back(path_nodes[i]->getStringValue());
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// Note the heading type
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string hdg = node->getStringValue("heading-type", "fixed");
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if (hdg == "fixed") {
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_heading_type = HEADING_FIXED;
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} else if (hdg == "billboard") {
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_heading_type = HEADING_BILLBOARD;
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} else if (hdg == "random") {
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_heading_type = HEADING_RANDOM;
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} else {
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_heading_type = HEADING_FIXED;
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SG_LOG(SG_INPUT, SG_ALERT, "Unknown heading type: " << hdg
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<< "; using 'fixed' instead.");
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}
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// uncomment to preload models
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// load_models();
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}
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FGNewMat::Object::~Object ()
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{
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for (unsigned int i = 0; i < _models.size(); i++) {
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if (_models[i] != 0) {
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_models[i]->deRef();
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_models[i] = 0;
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}
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}
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}
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int
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FGNewMat::Object::get_model_count( FGModelLoader *loader,
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const string &fg_root,
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SGPropertyNode *prop_root,
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double sim_time_sec )
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{
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load_models( loader, fg_root, prop_root, sim_time_sec );
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return _models.size();
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}
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inline void
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FGNewMat::Object::load_models ( FGModelLoader *loader,
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const string &fg_root,
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SGPropertyNode *prop_root,
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double sim_time_sec )
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{
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// Load model only on demand
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if (!_models_loaded) {
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for (unsigned int i = 0; i < _paths.size(); i++) {
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ssgEntity *entity = loader->load_model( fg_root, _paths[i],
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prop_root, sim_time_sec );
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if (entity != 0) {
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// FIXME: this stuff can be handled
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// in the XML wrapper as well (at least,
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// the billboarding should be handled
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// there).
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float ranges[] = {0, _range_m};
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ssgRangeSelector * lod = new ssgRangeSelector;
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lod->ref();
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lod->setRanges(ranges, 2);
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if (_heading_type == HEADING_BILLBOARD) {
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ssgCutout * cutout = new ssgCutout(false);
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cutout->addKid(entity);
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lod->addKid(cutout);
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} else {
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lod->addKid(entity);
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}
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_models.push_back(lod);
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} else {
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SG_LOG(SG_INPUT, SG_ALERT, "Failed to load object " << _paths[i]);
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}
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}
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}
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_models_loaded = true;
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}
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ssgEntity *
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FGNewMat::Object::get_model( int index,
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FGModelLoader *loader,
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const string &fg_root,
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SGPropertyNode *prop_root,
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double sim_time_sec )
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{
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load_models( loader, fg_root, prop_root, sim_time_sec ); // comment this out if preloading models
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return _models[index];
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}
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ssgEntity *
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FGNewMat::Object::get_random_model( FGModelLoader *loader,
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const string &fg_root,
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SGPropertyNode *prop_root,
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double sim_time_sec )
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{
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load_models( loader, fg_root, prop_root, sim_time_sec ); // comment this out if preloading models
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int nModels = _models.size();
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int index = int(sg_random() * nModels);
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if (index >= nModels)
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index = 0;
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return _models[index];
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}
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double
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FGNewMat::Object::get_coverage_m2 () const
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{
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return _coverage_m2;
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}
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FGNewMat::Object::HeadingType
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FGNewMat::Object::get_heading_type () const
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{
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return _heading_type;
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}
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////////////////////////////////////////////////////////////////////////
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// Implementation of FGNewMat::ObjectGroup.
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////////////////////////////////////////////////////////////////////////
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FGNewMat::ObjectGroup::ObjectGroup (SGPropertyNode * node)
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: _range_m(node->getDoubleValue("range-m", 2000))
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{
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// Load the object subnodes
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vector<SGPropertyNode_ptr> object_nodes =
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((SGPropertyNode *)node)->getChildren("object");
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for (unsigned int i = 0; i < object_nodes.size(); i++) {
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const SGPropertyNode * object_node = object_nodes[i];
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if (object_node->hasChild("path"))
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_objects.push_back(new Object(object_node, _range_m));
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else
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SG_LOG(SG_INPUT, SG_ALERT, "No path supplied for object");
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}
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}
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FGNewMat::ObjectGroup::~ObjectGroup ()
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{
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for (unsigned int i = 0; i < _objects.size(); i++) {
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delete _objects[i];
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_objects[i] = 0;
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}
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}
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double
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FGNewMat::ObjectGroup::get_range_m () const
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{
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return _range_m;
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}
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int
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FGNewMat::ObjectGroup::get_object_count () const
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{
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return _objects.size();
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}
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FGNewMat::Object *
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FGNewMat::ObjectGroup::get_object (int index) const
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{
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return _objects[index];
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}
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////////////////////////////////////////////////////////////////////////
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// Constructors and destructor.
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////////////////////////////////////////////////////////////////////////
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FGNewMat::FGNewMat( const string &fg_root,
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const SGPropertyNode *props,
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bool smooth_shading,
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bool use_textures )
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{
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init();
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read_properties( fg_root, props );
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build_ssg_state( false, smooth_shading, use_textures );
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}
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FGNewMat::FGNewMat( const string &texpath,
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bool smooth_shading,
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bool use_textures )
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{
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init();
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texture_path = texpath;
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build_ssg_state( true, smooth_shading, use_textures );
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}
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FGNewMat::FGNewMat( ssgSimpleState *s,
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bool smooth_shading,
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bool use_textures )
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{
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init();
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set_ssg_state( s, smooth_shading, use_textures );
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}
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FGNewMat::~FGNewMat (void)
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{
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for (unsigned int i = 0; i < object_groups.size(); i++) {
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delete object_groups[i];
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object_groups[i] = 0;
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}
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}
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////////////////////////////////////////////////////////////////////////
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// Public methods.
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////////////////////////////////////////////////////////////////////////
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void
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FGNewMat::read_properties( const string &fg_root, const SGPropertyNode * props )
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{
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// Get the path to the texture
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string tname = props->getStringValue("texture", "unknown.rgb");
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SGPath tpath( fg_root );
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tpath.append("Textures.high");
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tpath.append(tname);
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if (!local_file_exists(tpath.str())) {
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tpath = SGPath( fg_root );
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tpath.append("Textures");
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tpath.append(tname);
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}
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texture_path = tpath.str();
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xsize = props->getDoubleValue("xsize", 0.0);
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ysize = props->getDoubleValue("ysize", 0.0);
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wrapu = props->getBoolValue("wrapu", true);
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wrapv = props->getBoolValue("wrapv", true);
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mipmap = props->getBoolValue("mipmap", true);
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light_coverage = props->getDoubleValue("light-coverage", 0.0);
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ambient[0] = props->getDoubleValue("ambient/r", 0.0);
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ambient[1] = props->getDoubleValue("ambient/g", 0.0);
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ambient[2] = props->getDoubleValue("ambient/b", 0.0);
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ambient[3] = props->getDoubleValue("ambient/a", 0.0);
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diffuse[0] = props->getDoubleValue("diffuse/r", 0.0);
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diffuse[1] = props->getDoubleValue("diffuse/g", 0.0);
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diffuse[2] = props->getDoubleValue("diffuse/b", 0.0);
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diffuse[3] = props->getDoubleValue("diffuse/a", 0.0);
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specular[0] = props->getDoubleValue("specular/r", 0.0);
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specular[1] = props->getDoubleValue("specular/g", 0.0);
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specular[2] = props->getDoubleValue("specular/b", 0.0);
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specular[3] = props->getDoubleValue("specular/a", 0.0);
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emission[0] = props->getDoubleValue("emissive/r", 0.0);
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emission[1] = props->getDoubleValue("emissive/g", 0.0);
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emission[2] = props->getDoubleValue("emissive/b", 0.0);
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emission[3] = props->getDoubleValue("emissive/a", 0.0);
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shininess = props->getDoubleValue("shininess", 0.0);
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vector<SGPropertyNode_ptr> object_group_nodes =
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((SGPropertyNode *)props)->getChildren("object-group");
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for (unsigned int i = 0; i < object_group_nodes.size(); i++)
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object_groups.push_back(new ObjectGroup(object_group_nodes[i]));
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}
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////////////////////////////////////////////////////////////////////////
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// Private methods.
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////////////////////////////////////////////////////////////////////////
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void
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FGNewMat::init ()
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{
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texture_path = "";
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state = 0;
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textured = 0;
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nontextured = 0;
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xsize = 0;
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ysize = 0;
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wrapu = true;
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wrapv = true;
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mipmap = true;
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light_coverage = 0.0;
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texture_loaded = false;
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refcount = 0;
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shininess = 0.0;
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for (int i = 0; i < 4; i++) {
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ambient[i] = diffuse[i] = specular[i] = emission[i] = 0.0;
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}
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}
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bool
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FGNewMat::load_texture ()
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{
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if (texture_loaded) {
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return false;
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} else {
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SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
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<< texture_path );
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textured->setTexture( (char *)texture_path.c_str(),
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wrapu, wrapv, mipmap );
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texture_loaded = true;
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return true;
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}
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}
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void
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FGNewMat::build_ssg_state( bool defer_tex_load,
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bool smooth_shading,
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bool use_textures )
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{
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GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
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state = new ssgStateSelector(2);
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state->ref();
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textured = new ssgSimpleState();
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textured->ref();
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nontextured = new ssgSimpleState();
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nontextured->ref();
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// Set up the textured state
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textured->setShadeModel( shade_model );
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textured->enable( GL_LIGHTING );
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textured->enable ( GL_CULL_FACE ) ;
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textured->enable( GL_TEXTURE_2D );
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textured->disable( GL_BLEND );
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textured->disable( GL_ALPHA_TEST );
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if ( !defer_tex_load ) {
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SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
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textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
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texture_loaded = true;
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} else {
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texture_loaded = false;
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}
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textured->enable( GL_COLOR_MATERIAL );
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#if 0
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textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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#else
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textured->setMaterial ( GL_AMBIENT,
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ambient[0], ambient[1],
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ambient[2], ambient[3] ) ;
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textured->setMaterial ( GL_DIFFUSE,
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diffuse[0], diffuse[1],
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diffuse[2], diffuse[3] ) ;
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textured->setMaterial ( GL_SPECULAR,
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specular[0], specular[1],
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specular[2], specular[3] ) ;
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textured->setMaterial ( GL_EMISSION,
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emission[0], emission[1],
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emission[2], emission[3] ) ;
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textured->setShininess ( shininess );
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#endif
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// Set up the coloured state
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nontextured->enable( GL_LIGHTING );
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nontextured->setShadeModel( shade_model );
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nontextured->enable ( GL_CULL_FACE ) ;
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nontextured->disable( GL_TEXTURE_2D );
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nontextured->disable( GL_BLEND );
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nontextured->disable( GL_ALPHA_TEST );
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nontextured->disable( GL_COLOR_MATERIAL );
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nontextured->setMaterial ( GL_AMBIENT,
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ambient[0], ambient[1],
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ambient[2], ambient[3] ) ;
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nontextured->setMaterial ( GL_DIFFUSE,
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diffuse[0], diffuse[1],
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diffuse[2], diffuse[3] ) ;
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nontextured->setMaterial ( GL_SPECULAR,
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specular[0], specular[1],
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specular[2], specular[3] ) ;
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nontextured->setMaterial ( GL_EMISSION,
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||||
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
|
419
simgear/scene/material/mat.hxx
Normal file
419
simgear/scene/material/mat.hxx
Normal file
@ -0,0 +1,419 @@
|
||||
// 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:
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////
|
||||
// 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;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// 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 );
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// 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:
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// Protected methods.
|
||||
////////////////////////////////////////////////////////////////////
|
||||
|
||||
/**
|
||||
* Initialization method, invoked by all public constructors.
|
||||
*/
|
||||
virtual void init();
|
||||
|
||||
|
||||
private:
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// 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;
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////
|
||||
// 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
|
636
simgear/scene/material/matlib.cxx
Normal file
636
simgear/scene/material/matlib.cxx
Normal file
@ -0,0 +1,636 @@
|
||||
// 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;
|
||||
}
|
||||
}
|
100
simgear/scene/material/matlib.hxx
Normal file
100
simgear/scene/material/matlib.hxx
Normal file
@ -0,0 +1,100 @@
|
||||
// matlib.hxx -- 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.
|
||||
//
|
||||
// $Id$
|
||||
|
||||
|
||||
#ifndef _MATLIB_HXX
|
||||
#define _MATLIB_HXX
|
||||
|
||||
|
||||
#ifndef __cplusplus
|
||||
# error This library requires C++
|
||||
#endif
|
||||
|
||||
#include <simgear/compiler.h>
|
||||
|
||||
#include STL_STRING // Standard C++ string library
|
||||
#include <map> // STL associative "array"
|
||||
#include <vector> // STL "array"
|
||||
|
||||
#include <plib/ssg.h> // plib include
|
||||
|
||||
|
||||
class FGNewMat;
|
||||
|
||||
SG_USING_STD(string);
|
||||
SG_USING_STD(map);
|
||||
SG_USING_STD(vector);
|
||||
SG_USING_STD(less);
|
||||
|
||||
|
||||
// Material management class
|
||||
class FGMaterialLib {
|
||||
|
||||
private:
|
||||
|
||||
// associative array of materials
|
||||
typedef map < string, FGNewMat *, less<string> > material_map;
|
||||
typedef material_map::iterator material_map_iterator;
|
||||
typedef material_map::const_iterator const_material_map_iterator;
|
||||
|
||||
material_map matlib;
|
||||
|
||||
public:
|
||||
|
||||
// Constructor
|
||||
FGMaterialLib ( void );
|
||||
|
||||
// Load a library of material properties
|
||||
bool load( const string &fg_root, const string& mpath );
|
||||
|
||||
// Add the named texture with default properties
|
||||
bool add_item( const string &tex_path );
|
||||
bool add_item( const string &mat_name, const string &tex_path );
|
||||
bool add_item( const string &mat_name, ssgSimpleState *state );
|
||||
|
||||
// find a material record by material name
|
||||
FGNewMat *find( const string& material );
|
||||
|
||||
void set_step (int step);
|
||||
int get_step ();
|
||||
|
||||
/**
|
||||
* Load the next deferred texture, if there is any.
|
||||
*/
|
||||
void load_next_deferred();
|
||||
|
||||
material_map_iterator begin() { return matlib.begin(); }
|
||||
const_material_map_iterator begin() const { return matlib.begin(); }
|
||||
|
||||
material_map_iterator end() { return matlib.end(); }
|
||||
const_material_map_iterator end() const { return matlib.end(); }
|
||||
|
||||
// Destructor
|
||||
~FGMaterialLib ( void );
|
||||
};
|
||||
|
||||
|
||||
// global material management class
|
||||
extern FGMaterialLib material_lib;
|
||||
|
||||
|
||||
#endif // _MATLIB_HXX
|
Loading…
Reference in New Issue
Block a user