Moved fgfs_src/Object/newmat.[ch]xx and fgfs_src/Object/matlib.[ch]xx into

simgear/scene/material/
This commit is contained in:
curt 2003-05-12 21:30:25 +00:00
parent 8bd3cccc08
commit f1021ab820
7 changed files with 1699 additions and 1 deletions

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@ -418,6 +418,7 @@ AC_CONFIG_FILES([ \
simgear/props/Makefile \
simgear/route/Makefile \
simgear/scene/Makefile \
simgear/scene/material/Makefile \
simgear/scene/model/Makefile \
simgear/screen/Makefile \
simgear/serial/Makefile \

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@ -1,6 +1,6 @@
includedir = @includedir@/scene
SUBDIRS = model
SUBDIRS = material model
# lib_LIBRARIES = libsgscene.a

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@ -0,0 +1,15 @@
includedir = @includedir@/scene/material
lib_LIBRARIES = libsgmaterial.a
noinst_HEADERS =
include_HEADERS = \
mat.hxx \
matlib.hxx
libsgmaterial_a_SOURCES = \
mat.cxx \
matlib.cxx
INCLUDES = -I$(top_srcdir)

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@ -0,0 +1,527 @@
// 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"
////////////////////////////////////////////////////////////////////////
// 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;
}
}
////////////////////////////////////////////////////////////////////////
// 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;
}
////////////////////////////////////////////////////////////////////////
// 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];
}
////////////////////////////////////////////////////////////////////////
// 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;
}
}
////////////////////////////////////////////////////////////////////////
// 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]));
}
////////////////////////////////////////////////////////////////////////
// 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

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@ -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

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@ -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;
}
}

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// 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