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flightgear/src/Objects/newmat.cxx

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// 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 <config.h>
#endif
#include <simgear/compiler.h>
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#ifdef SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include "newmat.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;
}
}
////////////////////////////////////////////////////////////////////////
// Constructors and destructor.
////////////////////////////////////////////////////////////////////////
FGNewMat::FGNewMat (const SGPropertyNode * props)
{
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init();
read_properties(props);
build_ssg_state(false);
}
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FGNewMat::FGNewMat (const string &texpath)
{
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init();
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texture_path = texpath;
build_ssg_state(true);
}
FGNewMat::FGNewMat (ssgSimpleState * s)
{
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init();
set_ssg_state(s);
}
FGNewMat::~FGNewMat (void)
{
for (int i = 0; i < objects.size(); i++)
objects[i].model->deRef();
}
////////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////////
void
FGNewMat::read_properties (const SGPropertyNode * props)
{
// Get the path to the texture
string tname = props->getStringValue("texture", "unknown.rgb");
SGPath tpath(globals->get_fg_root());
tpath.append("Textures.high");
tpath.append(tname);
if (!local_file_exists(tpath.str())) {
tpath = SGPath(globals->get_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);
vector<SGPropertyNode_ptr> object_nodes =
((SGPropertyNode *)props)->getChildren("object");
for (int i = 0; i < object_nodes.size(); i++) {
const SGPropertyNode * object_node = object_nodes[i];
if (object_node->hasChild("path")) {
Object object;
SGPath path = globals->get_fg_root();
path.append(object_node->getStringValue("path"));
ssgTexturePath((char *)path.dir().c_str());
ssgEntity * model = ssgLoad((char *)path.c_str());
if (model != 0) {
float ranges[] = {0, object_node->getDoubleValue("range-m", 2000)};
object.model = new ssgRangeSelector;
((ssgRangeSelector *)object.model)->setRanges(ranges, 2);
if (object_node->getBoolValue("billboard", false)) {
ssgCutout * cutout = new ssgCutout(false);
cutout->addKid(model);
((ssgBranch *)object.model)->addKid(cutout);
} else {
((ssgBranch *)object.model)->addKid(model);
}
object.model->ref();
object.coverage = object_node->getDoubleValue("coverage", 100000);
object.group_lod = object_node->getDoubleValue("group-range-m", 5000);
objects.push_back(object);
} else {
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load object " << path.str());
}
} else {
SG_LOG(SG_INPUT, SG_ALERT, "No path supplied for object");
}
}
}
////////////////////////////////////////////////////////////////////////
// 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;
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)
{
GLenum shade_model =
(fgGetBool("/sim/rendering/shading") ? GL_SMOOTH : GL_FLAT);
bool texture_default = fgGetBool("/sim/rendering/textures");
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 0
# ifdef GL_EXT_texture_filter_anisotropic
float max_anisotropy;
glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &max_anisotropy );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
max_anisotropy );
cout << "Max anisotropy = " << max_anisotropy << endl;
# endif
#endif
if ( !defer_tex_load ) {
textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
texture_loaded = true;
} else {
texture_loaded = false;
}
textured->enable( GL_COLOR_MATERIAL );
textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
// 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] ) ;
state->setStep( 0, textured ); // textured
state->setStep( 1, nontextured ); // untextured
// Choose the appropriate starting state.
if ( texture_default ) {
state->selectStep(0);
} else {
state->selectStep(1);
}
}
void FGNewMat::set_ssg_state( ssgSimpleState *s )
{
state = new ssgStateSelector(2);
state->ref();
textured = s;
nontextured = new ssgSimpleState();
nontextured->ref();
// Set up the coloured state
nontextured->enable( GL_LIGHTING );
nontextured->setShadeModel( GL_FLAT );
nontextured->enable ( GL_CULL_FACE ) ;
nontextured->disable( GL_TEXTURE_2D );
nontextured->disable( GL_BLEND );
nontextured->disable( GL_ALPHA_TEST );
nontextured->disable( GL_COLOR_MATERIAL );
/* cout << "ambient = " << ambient[0] << "," << ambient[1]
<< "," << ambient[2] << endl; */
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] ) ;
state->setStep( 0, textured ); // textured
state->setStep( 1, nontextured ); // untextured
// Choose the appropriate starting state.
state->selectStep(0);
}
// end of newmat.cxx