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flightgear/src/Objects/newmat.hxx

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// newmat.hxx -- a material in the scene graph.
// TODO: this class needs to be renamed.
//
// Written by Curtis Olson, started May 1998.
// Overhauled by David Megginson, December 2001
//
// 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.
//
// $Id$
#ifndef _NEWMAT_HXX
#define _NEWMAT_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/compiler.h>
#include <simgear/misc/props.hxx>
#include <GL/glut.h>
#include STL_STRING // Standard C++ string library
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SG_USING_STD(string);
/**
* A material in the scene graph.
*
* A material represents information about a single surface type
* in the 3D scene graph, including texture, colour, lighting,
* tiling, and so on; most of the materials in FlightGear are
* defined in the $FG_ROOT/materials.xml file, and can be changed
* at runtime.
*/
class FGNewMat {
public:
////////////////////////////////////////////////////////////////////
// Public Constructors.
////////////////////////////////////////////////////////////////////
/**
* Construct a material from a set of properties.
*
* @param props A property node containing subnodes with the
* state information for the material. This node is usually
* loaded from the $FG_ROOT/materials.xml file.
*/
FGNewMat (const SGPropertyNode * props);
/**
* Construct a material from an absolute texture path.
*
* @param texture_path A string containing an absolute path
* to a texture file (usually RGB).
*/
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FGNewMat (const string &texpath);
/**
* Construct a material around an existing SSG state.
*
* This constructor allows the application to create a custom,
* low-level state for the scene graph and wrap a material around
* it. Note: the pointer ownership is transferred to the material.
*
* @param s The SSG state for this material.
*/
FGNewMat (ssgSimpleState * s);
/**
* Destructor.
*/
virtual ~FGNewMat ( void );
////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////
/**
* Force the texture to load if it hasn't already.
*
* @return true if the texture loaded, false if it was loaded
* already.
*/
virtual bool load_texture ();
/**
* Get the textured state.
*/
virtual inline ssgSimpleState *get_textured () { return textured; }
/**
* Get the xsize of the texture, in meters.
*/
virtual inline double get_xsize() const { return xsize; }
/**
* Get the ysize of the texture, in meters.
*/
virtual inline double get_ysize() const { return ysize; }
/**
* Get the light coverage.
*
* A smaller number means more generated night lighting.
*
* @return The area (m^2?) covered by each light.
*/
virtual inline double get_light_coverage () const { return light_coverage; }
/**
* Get the current state.
*/
virtual inline ssgStateSelector *get_state () const { return state; }
/**
* Increment the reference count for this material.
*
* A material with 0 references may be deleted by the
* material library.
*/
virtual inline void ref () { refcount++; }
/**
* Decrement the reference count for this material.
*/
virtual inline void deRef () { refcount--; }
/**
* Get the reference count for this material.
*
* @return The number of references (0 if none).
*/
virtual inline int getRef () const { return refcount; }
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protected:
////////////////////////////////////////////////////////////////////
// Protected methods.
////////////////////////////////////////////////////////////////////
/**
* Initialization method, invoked by all public constructors.
*/
virtual void init();
private:
////////////////////////////////////////////////////////////////////
// Internal state.
////////////////////////////////////////////////////////////////////
// names
string texture_path;
// pointers to ssg states
ssgStateSelector *state;
ssgSimpleState *textured;
ssgSimpleState *nontextured;
// texture size
double xsize, ysize;
// wrap texture?
bool wrapu, wrapv;
// use mipmapping?
int mipmap;
// coverage of night lighting.
double light_coverage;
// material properties
sgVec4 ambient, diffuse, specular, emission;
// true if texture loading deferred, and not yet loaded
bool texture_loaded;
// ref count so we can properly delete if we have multiple
// pointers to this record
int refcount;
////////////////////////////////////////////////////////////////////
// Internal constructors and methods.
////////////////////////////////////////////////////////////////////
FGNewMat (const FGNewMat &mat); // unimplemented
void read_properties (const SGPropertyNode * props);
void build_ssg_state(bool defer_tex_load = false);
void set_ssg_state( ssgSimpleState *s );
};
#endif // _NEWMAT_HXX