2000-06-23 02:59:03 +00:00
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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 <config.h>
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#endif
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#include <simgear/compiler.h>
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#ifdef FG_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/misc/fgpath.hxx>
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#include <simgear/misc/fgstream.hxx>
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#include "newmat.hxx"
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// Constructor
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FGNewMat::FGNewMat ( void ) {
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}
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// Constructor
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FGNewMat::FGNewMat ( const string &name )
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{
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2000-06-23 04:55:55 +00:00
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FGNewMat( name, name );
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}
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// Constructor
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FGNewMat::FGNewMat ( const string &mat_name, const string &tex_name )
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{
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material_name = mat_name;
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texture_name = tex_name;
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2000-06-23 02:59:03 +00:00
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xsize = ysize = 0;
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alpha = 0;
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ambient[0] = ambient[1] = ambient[2] = ambient[3] = 1.0;
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diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = 1.0;
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specular[0] = specular[1] = specular[2] = specular[3] = 1.0;
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emission[0] = emission[1] = emission[2] = emission[3] = 1.0;
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}
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void FGNewMat::build_ssg_state( const string& path,
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GLenum shade_model, bool texture_default )
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{
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FGPath tex_file( path );
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tex_file.append( texture_name );
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state = new ssgStateSelector(2);
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textured = new ssgSimpleState();
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nontextured = new ssgSimpleState();
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// Set up the textured state
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textured->setShadeModel( shade_model );
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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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textured->setTexture( (char *)tex_file.c_str() );
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textured->enable( GL_COLOR_MATERIAL );
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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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// 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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/* cout << "ambient = " << ambient[0] << "," << ambient[1]
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<< "," << ambient[2] << endl; */
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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],
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emission[2], emission[3] ) ;
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state->setStep( 0, textured ); // textured
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state->setStep( 1, nontextured ); // untextured
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// Choose the appropriate starting state.
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if ( texture_default ) {
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state->selectStep(0);
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} else {
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state->selectStep(1);
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}
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}
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2000-06-23 04:55:55 +00:00
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void FGNewMat::set_ssg_state( ssgSimpleState *s ) {
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state = new ssgStateSelector(2);
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textured = s;
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nontextured = new ssgSimpleState();
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// Set up the coloured state
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nontextured->enable( GL_LIGHTING );
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nontextured->setShadeModel( GL_FLAT );
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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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/* cout << "ambient = " << ambient[0] << "," << ambient[1]
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<< "," << ambient[2] << endl; */
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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],
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emission[2], emission[3] ) ;
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state->setStep( 0, textured ); // textured
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state->setStep( 1, nontextured ); // untextured
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// Choose the appropriate starting state.
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state->selectStep(0);
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}
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2000-06-23 02:59:03 +00:00
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void FGNewMat::dump_info () {
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FG_LOG( FG_TERRAIN, FG_INFO, "{" << endl << " texture = "
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<< texture_name );
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FG_LOG( FG_TERRAIN, FG_INFO, " xsize = " << xsize );
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FG_LOG( FG_TERRAIN, FG_INFO, " ysize = " << ysize );
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FG_LOG( FG_TERRAIN, FG_INFO, " ambient = " << ambient[0] << " "
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<< ambient[1] <<" "<< ambient[2] <<" "<< ambient[3] );
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FG_LOG( FG_TERRAIN, FG_INFO, " diffuse = " << diffuse[0] << " "
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<< diffuse[1] << " " << diffuse[2] << " " << diffuse[3] );
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FG_LOG( FG_TERRAIN, FG_INFO, " specular = " << specular[0] << " "
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<< specular[1] << " " << specular[2] << " " << specular[3]);
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FG_LOG( FG_TERRAIN, FG_INFO, " emission = " << emission[0] << " "
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<< emission[1] << " " << emission[2] << " " << emission[3]);
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FG_LOG( FG_TERRAIN, FG_INFO, " alpha = " << alpha << endl <<"}" );
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}
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// Destructor
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FGNewMat::~FGNewMat ( void ) {
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}
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istream&
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operator >> ( istream& in, FGNewMat& m )
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{
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string token;
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for (;;) {
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in >> token;
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if ( token == "texture" ) {
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in >> token >> m.texture_name;
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} else if ( token == "xsize" ) {
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in >> token >> m.xsize;
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} else if ( token == "ysize" ) {
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in >> token >> m.ysize;
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} else if ( token == "ambient" ) {
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in >> token >> m.ambient[0] >> m.ambient[1]
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>> m.ambient[2] >> m.ambient[3];
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} else if ( token == "diffuse" ) {
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in >> token >> m.diffuse[0] >> m.diffuse[1]
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>> m.diffuse[2] >> m.diffuse[3];
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} else if ( token == "specular" ) {
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in >> token >> m.specular[0] >> m.specular[1]
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>> m.specular[2] >> m.specular[3];
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} else if ( token == "emission" ) {
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in >> token >> m.emission[0] >> m.emission[1]
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>> m.emission[2] >> m.emission[3];
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} else if ( token == "alpha" ) {
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in >> token >> token;
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if ( token == "yes" ) {
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m.alpha = 1;
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} else if ( token == "no" ) {
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m.alpha = 0;
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} else {
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FG_LOG( FG_TERRAIN, FG_INFO, "Bad alpha value " << token );
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}
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} else if ( token[0] == '}' ) {
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break;
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}
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}
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return in;
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}
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