1
0
Fork 0
flightgear/Simulator/Objects/material.cxx

248 lines
6.2 KiB
C++
Raw Normal View History

// material.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
#include <Include/compiler.h>
#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
#include STL_STRING
#include <Debug/logstream.hxx>
#include <Misc/fgpath.hxx>
#include <Misc/fgstream.hxx>
#include "material.hxx"
#include "texload.h"
FG_USING_STD(string);
// Constructor
FGMaterial::FGMaterial ( void )
: loaded(false),
texture_name(""),
alpha(0)
// , list_size(0)
{
ambient[0] = ambient[1] = ambient[2] = ambient[3] = 0.0;
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = 0.0;
specular[0] = specular[1] = specular[2] = specular[3] = 0.0;
emissive[0] = emissive[1] = emissive[2] = emissive[3] = 0.0;
}
istream&
operator >> ( istream& in, FGMaterial& m )
{
string token;
for (;;) {
in >> token;
if ( token == "texture" ) {
in >> token >> m.texture_name;
} else if ( token == "xsize" ) {
in >> token >> m.xsize;
} else if ( token == "ysize" ) {
in >> token >> m.ysize;
} else if ( token == "ambient" ) {
in >> token >> m.ambient[0] >> m.ambient[1]
>> m.ambient[2] >> m.ambient[3];
} else if ( token == "diffuse" ) {
in >> token >> m.diffuse[0] >> m.diffuse[1]
>> m.diffuse[2] >> m.diffuse[3];
} else if ( token == "specular" ) {
in >> token >> m.specular[0] >> m.specular[1]
>> m.specular[2] >> m.specular[3];
} else if ( token == "emissive" ) {
in >> token >> m.emissive[0] >> m.emissive[1]
>> m.emissive[2] >> m.emissive[3];
} else if ( token == "alpha" ) {
in >> token >> token;
if ( token == "yes" ) {
m.alpha = 1;
} else if ( token == "no" ) {
m.alpha = 0;
} else {
FG_LOG( FG_TERRAIN, FG_INFO, "Bad alpha value " << token );
}
} else if ( token[0] == '}' ) {
break;
}
}
return in;
}
void
FGMaterial::load_texture( const string& root )
{
GLubyte *texbuf;
int width, height;
FG_LOG( FG_TERRAIN, FG_INFO,
" Loading texture for material " << texture_name );
// create the texture object and bind it
#ifdef GL_VERSION_1_1
xglGenTextures(1, &texture_id );
xglBindTexture(GL_TEXTURE_2D, texture_id );
#elif GL_EXT_texture_object
xglGenTexturesEXT(1, &texture_id );
xglBindTextureEXT(GL_TEXTURE_2D, texture_id );
#else
# error port me
#endif
// set the texture parameters for this texture
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR );
// xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
// GL_NEAREST_MIPMAP_NEAREST );
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
/* GL_LINEAR */
/* GL_NEAREST_MIPMAP_LINEAR */
GL_LINEAR_MIPMAP_LINEAR ) ;
// load in the texture data
FGPath base_path( root );
base_path.append( "Textures" );
base_path.append( texture_name );
FGPath tpath = base_path;
tpath.concat( ".rgb" );
FGPath fg_tpath = tpath;
fg_tpath.concat( ".gz" );
FGPath fg_raw_tpath = base_path;
fg_raw_tpath.concat( ".raw" );
// create string names for msfs compatible textures
FGPath fg_r8_tpath = base_path;
fg_r8_tpath.concat( ".r8" );
FGPath fg_tex_tpath = base_path;
fg_tex_tpath.concat( ".txt" );
FGPath fg_pat_tpath = base_path;
fg_pat_tpath.concat( ".pat" );
FGPath fg_oav_tpath = base_path;
fg_oav_tpath.concat( ".oav" );
if ( alpha == 0 ) {
// load rgb texture
// Try uncompressed
if ( (texbuf =
read_rgb_texture(tpath.c_str(), &width, &height)) !=
NULL )
;
// Try compressed
else if ( (texbuf =
read_rgb_texture(fg_tpath.c_str(), &width, &height))
!= NULL )
;
// Try raw
else if ( (texbuf =
read_raw_texture(fg_raw_tpath.c_str(), &width, &height))
!= NULL )
;
// Try r8
else if ( (texbuf =
read_r8_texture(fg_r8_tpath.c_str(), &width, &height))
!= NULL )
;
// Try tex
else if ( (texbuf =
read_r8_texture(fg_tex_tpath.c_str(), &width, &height))
!= NULL )
;
// Try pat
else if ( (texbuf =
read_r8_texture(fg_pat_tpath.c_str(), &width, &height))
!= NULL )
;
// Try oav
else if ( (texbuf =
read_r8_texture(fg_oav_tpath.c_str(), &width, &height))
!= NULL )
;
else
{
FG_LOG( FG_GENERAL, FG_ALERT,
"Error in loading texture " << tpath.str() );
exit(-1);
}
/* xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, texbuf); */
gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, width, height,
GL_RGB, GL_UNSIGNED_BYTE, texbuf );
} else if ( alpha == 1 ) {
// load rgba (alpha) texture
// Try uncompressed
if ( (texbuf =
read_alpha_texture(tpath.c_str(), &width, &height))
== NULL )
{
// Try compressed
if ((texbuf =
read_alpha_texture(fg_tpath.c_str(), &width, &height))
== NULL )
{
FG_LOG( FG_GENERAL, FG_ALERT,
"Error in loading texture " << tpath.str() );
exit(-1);
}
}
xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, texbuf);
}
loaded = true;
}
// Destructor
FGMaterial::~FGMaterial ( void ) {
}