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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>
#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/fgpath.hxx>
#include <simgear/misc/fgstream.hxx>
#include "newmat.hxx"
// Constructor
FGNewMat::FGNewMat ( void ) {
wrapu = wrapv = 1;
}
// Constructor
FGNewMat::FGNewMat ( const string &name )
{
FGNewMat( name, name );
}
// Constructor
FGNewMat::FGNewMat ( const string &mat_name, const string &tex_name )
{
material_name = mat_name;
texture_name = tex_name;
xsize = ysize = 0;
wrapu = wrapv = 1;
alpha = 0;
ambient[0] = ambient[1] = ambient[2] = ambient[3] = 1.0;
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = 1.0;
specular[0] = specular[1] = specular[2] = specular[3] = 1.0;
emission[0] = emission[1] = emission[2] = emission[3] = 1.0;
}
void FGNewMat::build_ssg_state( const string& path,
GLenum shade_model, bool texture_default )
{
FGPath tex_file( path );
tex_file.append( texture_name );
state = new ssgStateSelector(2);
textured = new ssgSimpleState();
nontextured = new ssgSimpleState();
// Set up the textured state
textured->setShadeModel( shade_model );
textured->enable ( GL_CULL_FACE ) ;
textured->enable( GL_TEXTURE_2D );
textured->disable( GL_BLEND );
textured->disable( GL_ALPHA_TEST );
textured->setTexture( (char *)tex_file.c_str(), wrapu, wrapv );
cout << "wrap u = " << wrapu << " wrapv = " << wrapv << endl;
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 );
/* 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.
if ( texture_default ) {
state->selectStep(0);
} else {
state->selectStep(1);
}
}
void FGNewMat::set_ssg_state( ssgSimpleState *s ) {
state = new ssgStateSelector(2);
textured = s;
nontextured = new ssgSimpleState();
// 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);
}
void FGNewMat::dump_info () {
FG_LOG( FG_TERRAIN, FG_INFO, "{" << endl << " texture = "
<< texture_name );
FG_LOG( FG_TERRAIN, FG_INFO, " xsize = " << xsize );
FG_LOG( FG_TERRAIN, FG_INFO, " ysize = " << ysize );
FG_LOG( FG_TERRAIN, FG_INFO, " ambient = " << ambient[0] << " "
<< ambient[1] <<" "<< ambient[2] <<" "<< ambient[3] );
FG_LOG( FG_TERRAIN, FG_INFO, " diffuse = " << diffuse[0] << " "
<< diffuse[1] << " " << diffuse[2] << " " << diffuse[3] );
FG_LOG( FG_TERRAIN, FG_INFO, " specular = " << specular[0] << " "
<< specular[1] << " " << specular[2] << " " << specular[3]);
FG_LOG( FG_TERRAIN, FG_INFO, " emission = " << emission[0] << " "
<< emission[1] << " " << emission[2] << " " << emission[3]);
FG_LOG( FG_TERRAIN, FG_INFO, " alpha = " << alpha << endl <<"}" );
}
// Destructor
FGNewMat::~FGNewMat ( void ) {
}
istream&
operator >> ( istream& in, FGNewMat& 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 == "wrapu" ) {
in >> token >> m.wrapu;
} else if ( token == "wrapv" ) {
in >> token >> m.wrapv;
} 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 == "emission" ) {
in >> token >> m.emission[0] >> m.emission[1]
>> m.emission[2] >> m.emission[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;
}