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flightgear/src/Objects/matlib.cxx

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// 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 <config.h>
#endif
#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <simgear/xgl/xgl.h>
#include <simgear/compiler.h>
#include <string.h>
#include STL_STRING
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/fgpath.hxx>
#include <simgear/misc/fgstream.hxx>
#include <Main/options.hxx>
#include <Main/views.hxx>
#include <Scenery/tileentry.hxx>
#include "matlib.hxx"
FG_USING_STD(string);
// global material management class
FGMaterialLib material_lib;
// Constructor
FGMaterialLib::FGMaterialLib ( void ) {
}
// Load a library of material properties
bool FGMaterialLib::load( const string& mpath ) {
string material_name;
fg_gzifstream in( mpath );
if ( ! in.is_open() ) {
FG_LOG( FG_GENERAL, FG_ALERT, "Cannot open file: " << mpath );
exit(-1);
}
#ifndef __MWERKS__
while ( ! in.eof() ) {
#else
char c = '\0';
while ( in.get(c) && c != '\0' ) {
in.putback(c);
#endif
// printf("%s", line);
// strip leading white space and comments
in >> skipcomment;
// set to zero to prevent its value accidently being '{'
// after a failed >> operation.
char token = 0;
in >> material_name >> token;
if ( token == '{' ) {
FGNewMat m;
in >> m;
// build the ssgSimpleState
FGPath tex_path( current_options.get_fg_root() );
tex_path.append( "Textures" );
FG_LOG( FG_TERRAIN, FG_INFO, " Loading material "
<< material_name << " (" << tex_path.c_str() << ")");
GLenum shade_model = GL_SMOOTH;
if ( current_options.get_shading() == 1 ) {
shade_model = GL_SMOOTH;
} else {
shade_model = GL_FLAT;
}
m.build_ssg_state( tex_path.str(), shade_model,
current_options.get_textures() );
#if EXTRA_DEBUG
m.dump_info();
#endif
matlib[material_name] = m;
}
}
return true;
}
// Load a library of material properties
bool FGMaterialLib::add_item ( const string &path )
{
string material_name = path;
int pos = path.rfind( "/" );
material_name = material_name.substr( pos + 1 );
FGNewMat m( material_name );
// build the ssgSimpleState
FGPath tex_file( path );
FG_LOG( FG_TERRAIN, FG_INFO, " Loading material "
<< material_name << " (" << tex_file.c_str() << ")");
#if EXTRA_DEBUG
m.dump_info();
#endif
GLenum shade_model = GL_SMOOTH;
if ( current_options.get_shading() == 1 ) {
shade_model = GL_SMOOTH;
} else {
shade_model = GL_FLAT;
}
m.build_ssg_state( path, shade_model, current_options.get_textures() );
material_lib.matlib[material_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 ) {
}
// 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;
FG_LOG( FG_GENERAL, FG_INFO,
"Updating material " << key << " to step " << step );
FGNewMat &slot = it->second;
slot.get_state()->selectStep(step);
}
}