Moved fgfs_src/Object/newmat.[ch]xx and fgfs_src/Object/matlib.[ch]xx into
simgear/scene/material/ Adjusted flightgear code to match this change.
This commit is contained in:
parent
2c10f3c878
commit
65c3caa032
12 changed files with 18 additions and 1661 deletions
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@ -88,9 +88,9 @@ fgfs_LDADD = \
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$(top_builddir)/src/Systems/libSystems.a \
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$(top_builddir)/src/Systems/libSystems.a \
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$(top_builddir)/src/Time/libTime.a \
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$(top_builddir)/src/Time/libTime.a \
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$(WEATHER_LIBS) \
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$(WEATHER_LIBS) \
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-lsgroute -lsgsky -lsgephem -lsgmodel -lsgtiming -lsgio -lsgscreen \
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-lsgroute -lsgsky -lsgephem -lsgmaterial -lsgmodel -lsgtiming -lsgio \
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-lsgmath -lsgbucket -lsgprops -lsgdebug -lsgmagvar -lsgmisc -lsgxml \
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-lsgscreen -lsgmath -lsgbucket -lsgprops -lsgdebug -lsgmagvar -lsgmisc \
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-lsgsound -lsgserial \
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-lsgxml -lsgsound -lsgserial \
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$(THREAD_LIBS) \
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$(THREAD_LIBS) \
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-lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul \
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-lplibpu -lplibfnt -lplibjs -lplibnet -lplibssg -lplibsg -lplibul \
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$(PSL_LIBS) \
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$(PSL_LIBS) \
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@ -63,6 +63,7 @@
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/math/sg_geodesy.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#ifdef FG_USE_CLOUDS_3D
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#ifdef FG_USE_CLOUDS_3D
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# include <simgear/sky/clouds3d/SkySceneLoader.hpp>
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# include <simgear/sky/clouds3d/SkySceneLoader.hpp>
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# include <simgear/sky/clouds3d/SkyUtil.hpp>
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# include <simgear/sky/clouds3d/SkyUtil.hpp>
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@ -97,8 +98,6 @@
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#include <Include/general.hxx>
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#include <Include/general.hxx>
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#include <Input/input.hxx>
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#include <Input/input.hxx>
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#include <Instrumentation/instrument_mgr.hxx>
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#include <Instrumentation/instrument_mgr.hxx>
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// #include <Joystick/joystick.hxx>
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#include <Objects/matlib.hxx>
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#include <Model/acmodel.hxx>
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#include <Model/acmodel.hxx>
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#include <Navaids/fixlist.hxx>
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#include <Navaids/fixlist.hxx>
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#include <Navaids/ilslist.hxx>
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#include <Navaids/ilslist.hxx>
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@ -1327,7 +1326,7 @@ bool fgInitSubsystems() {
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SGPath mpath( globals->get_fg_root() );
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SGPath mpath( globals->get_fg_root() );
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mpath.append( "materials.xml" );
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mpath.append( "materials.xml" );
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if ( ! material_lib.load( mpath.str() ) ) {
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if ( ! material_lib.load( globals->get_fg_root(), mpath.str() ) ) {
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SG_LOG( SG_GENERAL, SG_ALERT, "Error loading material lib!" );
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SG_LOG( SG_GENERAL, SG_ALERT, "Error loading material lib!" );
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exit(-1);
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exit(-1);
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}
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}
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@ -28,6 +28,7 @@
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#include <simgear/magvar/magvar.hxx>
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#include <simgear/magvar/magvar.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/timing/sg_time.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/sound/soundmgr.hxx>
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#include <simgear/sound/soundmgr.hxx>
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#include STL_IOSTREAM
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#include STL_IOSTREAM
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@ -41,7 +42,6 @@
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#else
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#else
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# include <Environment/environment.hxx>
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# include <Environment/environment.hxx>
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#endif // FG_WEATHERCM
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#endif // FG_WEATHERCM
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#include <Objects/matlib.hxx>
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#include <GUI/gui.h>
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#include <GUI/gui.h>
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@ -77,6 +77,7 @@ SG_USING_STD(endl);
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/polar3d.hxx>
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#include <simgear/math/sg_random.h>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/scene/material/matlib.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/model/animation.hxx>
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#include <simgear/scene/model/loader.hxx>
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#include <simgear/scene/model/loader.hxx>
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#include <simgear/scene/model/location.hxx>
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#include <simgear/scene/model/location.hxx>
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@ -117,7 +118,6 @@ SG_USING_STD(endl);
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#include <MultiPlayer/multiplayrxmgr.hxx>
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#include <MultiPlayer/multiplayrxmgr.hxx>
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#endif
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#endif
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#include <Objects/matlib.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/scenery.hxx>
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#include <Scenery/tilemgr.hxx>
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#include <Scenery/tilemgr.hxx>
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#ifdef ENABLE_AUDIO_SUPPORT
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#ifdef ENABLE_AUDIO_SUPPORT
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@ -2,8 +2,6 @@ noinst_LIBRARIES = libObjects.a
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libObjects_a_SOURCES = \
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libObjects_a_SOURCES = \
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apt_signs.cxx apt_signs.hxx \
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apt_signs.cxx apt_signs.hxx \
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newmat.cxx newmat.hxx \
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matlib.cxx matlib.hxx \
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obj.cxx obj.hxx \
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obj.cxx obj.hxx \
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pt_lights.cxx pt_lights.hxx
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pt_lights.cxx pt_lights.hxx
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@ -1,629 +0,0 @@
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// materialmgr.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 Curtis L. Olson - curt@me.umn.edu
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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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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include GLUT_H
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#include <simgear/compiler.h>
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#include <simgear/constants.h>
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#include <simgear/misc/exception.hxx>
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#include <string.h>
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#include STL_STRING
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/misc/sgstream.hxx>
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#include <Include/general.hxx>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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#include <Scenery/tileentry.hxx>
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#include "newmat.hxx"
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#include "matlib.hxx"
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SG_USING_NAMESPACE(std);
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SG_USING_STD(string);
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// global material management class
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FGMaterialLib material_lib;
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// Constructor
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FGMaterialLib::FGMaterialLib ( void ) {
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set_step(0);
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}
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static int gen_test_light_map() {
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static const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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// cout << x << "," << y << " " << (int)(dist * 255) << ","
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// << (int)((1.0 - dist) * 255) << endl;
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env_map[i][j][0] = (int)(dist * 255);
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env_map[i][j][1] = (int)((1.0 - dist) * 255);
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env_map[i][j][2] = 0;
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env_map[i][j][3] = 255;
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate standard colored directional light environment texture map
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static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = r;
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env_map[i][j][1] = g;
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env_map[i][j][2] = b;
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env_map[i][j][3] = (int)(bright * alpha);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate standard colored directional light environment texture map
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static int gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double tmp = sqrt(x*x + y*y);
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double dist = tmp * tmp;
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = sin( dist * SGD_PI_2 );
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if ( bright < 0.2 ) { bright = 0.2; }
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env_map[i][j][0] = r;
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env_map[i][j][1] = g;
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env_map[i][j][2] = b;
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env_map[i][j][3] = (int)(bright * alpha);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate the directional vasi light environment texture map
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static int gen_vasi_light_map() {
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const int env_tex_res = 256;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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// top half white, bottom half red
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env_map[i][j][0] = 255;
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if ( i > half_res ) {
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// white
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env_map[i][j][1] = 255;
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env_map[i][j][2] = 255;
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} else if ( i == half_res - 1 || i == half_res ) {
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// pink
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env_map[i][j][1] = 127;
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env_map[i][j][2] = 127;
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} else {
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// red
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env_map[i][j][1] = 0;
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env_map[i][j][2] = 0;
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}
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env_map[i][j][3] = (int)(bright * 255);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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|
||||||
GL_RGBA, GL_UNSIGNED_BYTE, env_map);
|
|
||||||
|
|
||||||
return tex_name;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Load a library of material properties
|
|
||||||
bool FGMaterialLib::load( const string& mpath ) {
|
|
||||||
|
|
||||||
SGPropertyNode materials;
|
|
||||||
|
|
||||||
SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
|
|
||||||
try {
|
|
||||||
readProperties( mpath, &materials );
|
|
||||||
} catch (const sg_exception &ex) {
|
|
||||||
SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
|
|
||||||
<< ex.getMessage() );
|
|
||||||
throw ex;
|
|
||||||
}
|
|
||||||
|
|
||||||
int nMaterials = materials.nChildren();
|
|
||||||
for (int i = 0; i < nMaterials; i++) {
|
|
||||||
const SGPropertyNode * node = materials.getChild(i);
|
|
||||||
if (!strcmp(node->getName(), "material")) {
|
|
||||||
FGNewMat * m = new FGNewMat(node);
|
|
||||||
|
|
||||||
vector<SGPropertyNode_ptr>names = node->getChildren("name");
|
|
||||||
for ( unsigned int j = 0; j < names.size(); j++ ) {
|
|
||||||
string name = names[j]->getStringValue();
|
|
||||||
m->ref();
|
|
||||||
// cerr << "Material " << name << endl;
|
|
||||||
matlib[name] = m;
|
|
||||||
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
|
|
||||||
<< names[j]->getStringValue() );
|
|
||||||
}
|
|
||||||
} else {
|
|
||||||
SG_LOG(SG_INPUT, SG_ALERT,
|
|
||||||
"Skipping bad material entry " << node->getName());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// hard coded ground light state
|
|
||||||
ssgSimpleState *gnd_lights = new ssgSimpleState;
|
|
||||||
gnd_lights->ref();
|
|
||||||
gnd_lights->disable( GL_TEXTURE_2D );
|
|
||||||
gnd_lights->enable( GL_CULL_FACE );
|
|
||||||
gnd_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
|
|
||||||
gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
|
|
||||||
gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
|
|
||||||
gnd_lights->enable( GL_BLEND );
|
|
||||||
gnd_lights->disable( GL_ALPHA_TEST );
|
|
||||||
gnd_lights->disable( GL_LIGHTING );
|
|
||||||
matlib["GROUND_LIGHTS"] = new FGNewMat(gnd_lights);
|
|
||||||
|
|
||||||
GLuint tex_name;
|
|
||||||
|
|
||||||
// hard coded runway white light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
|
|
||||||
ssgSimpleState *rwy_white_lights = new ssgSimpleState();
|
|
||||||
rwy_white_lights->ref();
|
|
||||||
rwy_white_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_white_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_white_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_white_lights->enable( GL_BLEND );
|
|
||||||
rwy_white_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_white_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_white_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_WHITE_LIGHTS"] = new FGNewMat(rwy_white_lights);
|
|
||||||
// For backwards compatibility ... remove someday
|
|
||||||
matlib["RUNWAY_LIGHTS"] = new FGNewMat(rwy_white_lights);
|
|
||||||
matlib["RWY_LIGHTS"] = new FGNewMat(rwy_white_lights);
|
|
||||||
// end of backwards compatitibilty
|
|
||||||
|
|
||||||
// hard coded runway medium intensity white light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
|
|
||||||
ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
|
|
||||||
rwy_white_medium_lights->ref();
|
|
||||||
rwy_white_medium_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_white_medium_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_white_medium_lights->enable( GL_BLEND );
|
|
||||||
rwy_white_medium_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_white_medium_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_WHITE_MEDIUM_LIGHTS"] = new FGNewMat(rwy_white_medium_lights);
|
|
||||||
|
|
||||||
// hard coded runway low intensity white light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
|
|
||||||
ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
|
|
||||||
rwy_white_low_lights->ref();
|
|
||||||
rwy_white_low_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_white_low_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_white_low_lights->enable( GL_BLEND );
|
|
||||||
rwy_white_low_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_white_low_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_WHITE_LOW_LIGHTS"] = new FGNewMat(rwy_white_low_lights);
|
|
||||||
|
|
||||||
// hard coded runway yellow light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
|
|
||||||
ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
|
|
||||||
rwy_yellow_lights->ref();
|
|
||||||
rwy_yellow_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_yellow_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_yellow_lights->enable( GL_BLEND );
|
|
||||||
rwy_yellow_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_yellow_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_YELLOW_LIGHTS"] = new FGNewMat(rwy_yellow_lights);
|
|
||||||
|
|
||||||
// hard coded runway medium intensity yellow light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
|
|
||||||
ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
|
|
||||||
rwy_yellow_medium_lights->ref();
|
|
||||||
rwy_yellow_medium_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_yellow_medium_lights->enable( GL_BLEND );
|
|
||||||
rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_yellow_medium_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = new FGNewMat(rwy_yellow_medium_lights);
|
|
||||||
|
|
||||||
// hard coded runway low intensity yellow light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
|
|
||||||
ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
|
|
||||||
rwy_yellow_low_lights->ref();
|
|
||||||
rwy_yellow_low_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_yellow_low_lights->enable( GL_BLEND );
|
|
||||||
rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_yellow_low_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_YELLOW_LOW_LIGHTS"] = new FGNewMat(rwy_yellow_low_lights);
|
|
||||||
|
|
||||||
// hard coded runway red light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
|
|
||||||
ssgSimpleState *rwy_red_lights = new ssgSimpleState();
|
|
||||||
rwy_red_lights->ref();
|
|
||||||
rwy_red_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_red_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_red_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_red_lights->enable( GL_BLEND );
|
|
||||||
rwy_red_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_red_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_red_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_RED_LIGHTS"] = new FGNewMat(rwy_red_lights);
|
|
||||||
|
|
||||||
// hard coded medium intensity runway red light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
|
|
||||||
ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
|
|
||||||
rwy_red_medium_lights->ref();
|
|
||||||
rwy_red_medium_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_red_medium_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_red_medium_lights->enable( GL_BLEND );
|
|
||||||
rwy_red_medium_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_red_medium_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_RED_MEDIUM_LIGHTS"] = new FGNewMat(rwy_red_medium_lights);
|
|
||||||
|
|
||||||
// hard coded low intensity runway red light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
|
|
||||||
ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
|
|
||||||
rwy_red_low_lights->ref();
|
|
||||||
rwy_red_low_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_red_low_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_red_low_lights->enable( GL_BLEND );
|
|
||||||
rwy_red_low_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_red_low_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_RED_LOW_LIGHTS"] = new FGNewMat(rwy_red_low_lights);
|
|
||||||
|
|
||||||
// hard coded runway green light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
|
|
||||||
ssgSimpleState *rwy_green_lights = new ssgSimpleState();
|
|
||||||
rwy_green_lights->ref();
|
|
||||||
rwy_green_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_green_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_green_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_green_lights->enable( GL_BLEND );
|
|
||||||
rwy_green_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_green_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_green_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_GREEN_LIGHTS"] = new FGNewMat(rwy_green_lights);
|
|
||||||
|
|
||||||
// hard coded medium intensity runway green light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
|
|
||||||
ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
|
|
||||||
rwy_green_medium_lights->ref();
|
|
||||||
rwy_green_medium_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_green_medium_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_green_medium_lights->enable( GL_BLEND );
|
|
||||||
rwy_green_medium_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_green_medium_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_GREEN_MEDIUM_LIGHTS"] = new FGNewMat(rwy_green_medium_lights);
|
|
||||||
|
|
||||||
// hard coded low intensity runway green light state
|
|
||||||
tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
|
|
||||||
ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
|
|
||||||
rwy_green_low_lights->ref();
|
|
||||||
rwy_green_low_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_green_low_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_green_low_lights->enable( GL_BLEND );
|
|
||||||
rwy_green_low_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_green_low_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_GREEN_LOW_LIGHTS"] = new FGNewMat(rwy_green_low_lights);
|
|
||||||
|
|
||||||
// hard coded low intensity taxiway blue light state
|
|
||||||
tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
|
|
||||||
ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
|
|
||||||
taxiway_blue_low_lights->ref();
|
|
||||||
taxiway_blue_low_lights->disable( GL_LIGHTING );
|
|
||||||
taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
|
|
||||||
taxiway_blue_low_lights->enable( GL_BLEND );
|
|
||||||
taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
|
|
||||||
taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
taxiway_blue_low_lights->setTexture( tex_name );
|
|
||||||
matlib["RWY_BLUE_TAXIWAY_LIGHTS"]
|
|
||||||
= new FGNewMat(taxiway_blue_low_lights);
|
|
||||||
|
|
||||||
// hard coded runway vasi light state
|
|
||||||
ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
|
|
||||||
rwy_vasi_lights->ref();
|
|
||||||
rwy_vasi_lights->disable( GL_LIGHTING );
|
|
||||||
rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
|
|
||||||
rwy_vasi_lights->enable( GL_TEXTURE_2D );
|
|
||||||
rwy_vasi_lights->enable( GL_BLEND );
|
|
||||||
rwy_vasi_lights->enable( GL_ALPHA_TEST );
|
|
||||||
rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
|
|
||||||
rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
||||||
rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
|
|
||||||
rwy_vasi_lights->setTexture( gen_vasi_light_map() );
|
|
||||||
matlib["RWY_VASI_LIGHTS"] = new FGNewMat(rwy_vasi_lights);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Load a library of material properties
|
|
||||||
bool FGMaterialLib::add_item ( const string &tex_path )
|
|
||||||
{
|
|
||||||
string material_name = tex_path;
|
|
||||||
int pos = tex_path.rfind( "/" );
|
|
||||||
material_name = material_name.substr( pos + 1 );
|
|
||||||
|
|
||||||
return add_item( material_name, tex_path );
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Load a library of material properties
|
|
||||||
bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
|
|
||||||
{
|
|
||||||
int pos = full_path.rfind( "/" );
|
|
||||||
string tex_name = full_path.substr( pos + 1 );
|
|
||||||
string tex_path = full_path.substr( 0, pos );
|
|
||||||
|
|
||||||
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
|
|
||||||
<< mat_name << " (" << full_path << ")");
|
|
||||||
|
|
||||||
material_lib.matlib[mat_name] = new FGNewMat(full_path);
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Load a library of material properties
|
|
||||||
bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
|
|
||||||
{
|
|
||||||
FGNewMat *m = new FGNewMat(state);
|
|
||||||
|
|
||||||
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
|
|
||||||
<< "ssgSimpleState = " << mat_name );
|
|
||||||
|
|
||||||
material_lib.matlib[mat_name] = m;
|
|
||||||
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// find a material record by material name
|
|
||||||
FGNewMat *FGMaterialLib::find( const string& material ) {
|
|
||||||
FGNewMat *result = NULL;
|
|
||||||
material_map_iterator it = matlib.find( material );
|
|
||||||
if ( it != end() ) {
|
|
||||||
result = it->second;
|
|
||||||
return result;
|
|
||||||
}
|
|
||||||
|
|
||||||
return NULL;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Destructor
|
|
||||||
FGMaterialLib::~FGMaterialLib ( void ) {
|
|
||||||
// Free up all the material entries first
|
|
||||||
for ( material_map_iterator it = begin(); it != end(); it++ ) {
|
|
||||||
FGNewMat *slot = it->second;
|
|
||||||
slot->deRef();
|
|
||||||
if ( slot->getRef() <= 0 ) {
|
|
||||||
delete slot;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Set the step for all of the state selectors in the material slots
|
|
||||||
void FGMaterialLib::set_step ( int step )
|
|
||||||
{
|
|
||||||
// container::iterator it = begin();
|
|
||||||
for ( material_map_iterator it = begin(); it != end(); it++ ) {
|
|
||||||
const string &key = it->first;
|
|
||||||
SG_LOG( SG_GENERAL, SG_INFO,
|
|
||||||
"Updating material " << key << " to step " << step );
|
|
||||||
FGNewMat *slot = it->second;
|
|
||||||
slot->get_state()->selectStep(step);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Get the step for the state selectors
|
|
||||||
int FGMaterialLib::get_step ()
|
|
||||||
{
|
|
||||||
material_map_iterator it = begin();
|
|
||||||
return it->second->get_state()->getSelectStep();
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
// Load one pending "deferred" texture. Return true if a texture
|
|
||||||
// loaded successfully, false if no pending, or error.
|
|
||||||
void FGMaterialLib::load_next_deferred() {
|
|
||||||
// container::iterator it = begin();
|
|
||||||
for ( material_map_iterator it = begin(); it != end(); it++ ) {
|
|
||||||
/* we don't need the key, but here's how we'd get it if we wanted it. */
|
|
||||||
// const string &key = it->first;
|
|
||||||
FGNewMat *slot = it->second;
|
|
||||||
if (slot->load_texture())
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
|
@ -1,100 +0,0 @@
|
||||||
// matlib.hxx -- 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.
|
|
||||||
//
|
|
||||||
// $Id$
|
|
||||||
|
|
||||||
|
|
||||||
#ifndef _MATLIB_HXX
|
|
||||||
#define _MATLIB_HXX
|
|
||||||
|
|
||||||
|
|
||||||
#ifndef __cplusplus
|
|
||||||
# error This library requires C++
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#include <simgear/compiler.h>
|
|
||||||
|
|
||||||
#include STL_STRING // Standard C++ string library
|
|
||||||
#include <map> // STL associative "array"
|
|
||||||
#include <vector> // STL "array"
|
|
||||||
|
|
||||||
#include <plib/ssg.h> // plib include
|
|
||||||
|
|
||||||
|
|
||||||
class FGNewMat;
|
|
||||||
|
|
||||||
SG_USING_STD(string);
|
|
||||||
SG_USING_STD(map);
|
|
||||||
SG_USING_STD(vector);
|
|
||||||
SG_USING_STD(less);
|
|
||||||
|
|
||||||
|
|
||||||
// Material management class
|
|
||||||
class FGMaterialLib {
|
|
||||||
|
|
||||||
private:
|
|
||||||
|
|
||||||
// associative array of materials
|
|
||||||
typedef map < string, FGNewMat *, less<string> > material_map;
|
|
||||||
typedef material_map::iterator material_map_iterator;
|
|
||||||
typedef material_map::const_iterator const_material_map_iterator;
|
|
||||||
|
|
||||||
material_map matlib;
|
|
||||||
|
|
||||||
public:
|
|
||||||
|
|
||||||
// Constructor
|
|
||||||
FGMaterialLib ( void );
|
|
||||||
|
|
||||||
// Load a library of material properties
|
|
||||||
bool load( const string& mpath );
|
|
||||||
|
|
||||||
// Add the named texture with default properties
|
|
||||||
bool add_item( const string &tex_path );
|
|
||||||
bool add_item( const string &mat_name, const string &tex_path );
|
|
||||||
bool add_item( const string &mat_name, ssgSimpleState *state );
|
|
||||||
|
|
||||||
// find a material record by material name
|
|
||||||
FGNewMat *find( const string& material );
|
|
||||||
|
|
||||||
void set_step (int step);
|
|
||||||
int get_step ();
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Load the next deferred texture, if there is any.
|
|
||||||
*/
|
|
||||||
void load_next_deferred();
|
|
||||||
|
|
||||||
material_map_iterator begin() { return matlib.begin(); }
|
|
||||||
const_material_map_iterator begin() const { return matlib.begin(); }
|
|
||||||
|
|
||||||
material_map_iterator end() { return matlib.end(); }
|
|
||||||
const_material_map_iterator end() const { return matlib.end(); }
|
|
||||||
|
|
||||||
// Destructor
|
|
||||||
~FGMaterialLib ( void );
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
// global material management class
|
|
||||||
extern FGMaterialLib material_lib;
|
|
||||||
|
|
||||||
|
|
||||||
#endif // _MATLIB_HXX
|
|
|
@ -1,514 +0,0 @@
|
||||||
// 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>
|
|
||||||
|
|
||||||
#include <map>
|
|
||||||
SG_USING_STD(map);
|
|
||||||
|
|
||||||
#include <simgear/compiler.h>
|
|
||||||
|
|
||||||
#ifdef SG_MATH_EXCEPTION_CLASH
|
|
||||||
# include <math.h>
|
|
||||||
#endif
|
|
||||||
|
|
||||||
#include <simgear/debug/logstream.hxx>
|
|
||||||
#include <simgear/math/sg_random.h>
|
|
||||||
#include <simgear/misc/sg_path.hxx>
|
|
||||||
#include <simgear/misc/sgstream.hxx>
|
|
||||||
#include <simgear/scene/model/loader.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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////
|
|
||||||
// Implementation of FGNewMat::Object.
|
|
||||||
////////////////////////////////////////////////////////////////////////
|
|
||||||
|
|
||||||
FGNewMat::Object::Object (const SGPropertyNode * node, double range_m)
|
|
||||||
: _models_loaded(false),
|
|
||||||
_coverage_m2(node->getDoubleValue("coverage-m2", 1000000)),
|
|
||||||
_range_m(range_m)
|
|
||||||
{
|
|
||||||
// Sanity check
|
|
||||||
if (_coverage_m2 < 1000) {
|
|
||||||
SG_LOG(SG_INPUT, SG_ALERT, "Random object coverage " << _coverage_m2
|
|
||||||
<< " is too small, forcing, to 1000");
|
|
||||||
_coverage_m2 = 1000;
|
|
||||||
}
|
|
||||||
|
|
||||||
// Note all the model paths
|
|
||||||
vector <SGPropertyNode_ptr> path_nodes = node->getChildren("path");
|
|
||||||
for (unsigned int i = 0; i < path_nodes.size(); i++)
|
|
||||||
_paths.push_back(path_nodes[i]->getStringValue());
|
|
||||||
|
|
||||||
// Note the heading type
|
|
||||||
string hdg = node->getStringValue("heading-type", "fixed");
|
|
||||||
if (hdg == "fixed") {
|
|
||||||
_heading_type = HEADING_FIXED;
|
|
||||||
} else if (hdg == "billboard") {
|
|
||||||
_heading_type = HEADING_BILLBOARD;
|
|
||||||
} else if (hdg == "random") {
|
|
||||||
_heading_type = HEADING_RANDOM;
|
|
||||||
} else {
|
|
||||||
_heading_type = HEADING_FIXED;
|
|
||||||
SG_LOG(SG_INPUT, SG_ALERT, "Unknown heading type: " << hdg
|
|
||||||
<< "; using 'fixed' instead.");
|
|
||||||
}
|
|
||||||
|
|
||||||
// uncomment to preload models
|
|
||||||
// load_models();
|
|
||||||
}
|
|
||||||
|
|
||||||
FGNewMat::Object::~Object ()
|
|
||||||
{
|
|
||||||
for (unsigned int i = 0; i < _models.size(); i++) {
|
|
||||||
if (_models[i] != 0) {
|
|
||||||
_models[i]->deRef();
|
|
||||||
_models[i] = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
int
|
|
||||||
FGNewMat::Object::get_model_count () const
|
|
||||||
{
|
|
||||||
load_models();
|
|
||||||
return _models.size();
|
|
||||||
}
|
|
||||||
|
|
||||||
inline void
|
|
||||||
FGNewMat::Object::load_models () const
|
|
||||||
{
|
|
||||||
// Load model only on demand
|
|
||||||
if (!_models_loaded) {
|
|
||||||
for (unsigned int i = 0; i < _paths.size(); i++) {
|
|
||||||
ssgEntity * entity
|
|
||||||
= globals->get_model_loader()->load_model( globals->get_fg_root(),
|
|
||||||
_paths[i],
|
|
||||||
globals->get_props(),
|
|
||||||
globals->get_sim_time_sec());
|
|
||||||
if (entity != 0) {
|
|
||||||
// FIXME: this stuff can be handled
|
|
||||||
// in the XML wrapper as well (at least,
|
|
||||||
// the billboarding should be handled
|
|
||||||
// there).
|
|
||||||
float ranges[] = {0, _range_m};
|
|
||||||
ssgRangeSelector * lod = new ssgRangeSelector;
|
|
||||||
lod->ref();
|
|
||||||
lod->setRanges(ranges, 2);
|
|
||||||
if (_heading_type == HEADING_BILLBOARD) {
|
|
||||||
ssgCutout * cutout = new ssgCutout(false);
|
|
||||||
cutout->addKid(entity);
|
|
||||||
lod->addKid(cutout);
|
|
||||||
} else {
|
|
||||||
lod->addKid(entity);
|
|
||||||
}
|
|
||||||
_models.push_back(lod);
|
|
||||||
} else {
|
|
||||||
SG_LOG(SG_INPUT, SG_ALERT, "Failed to load object " << _paths[i]);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
_models_loaded = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
ssgEntity *
|
|
||||||
FGNewMat::Object::get_model (int index) const
|
|
||||||
{
|
|
||||||
load_models(); // comment this out if preloading models
|
|
||||||
return _models[index];
|
|
||||||
}
|
|
||||||
|
|
||||||
ssgEntity *
|
|
||||||
FGNewMat::Object::get_random_model () const
|
|
||||||
{
|
|
||||||
load_models(); // comment this out if preloading models
|
|
||||||
int nModels = _models.size();
|
|
||||||
int index = int(sg_random() * nModels);
|
|
||||||
if (index >= nModels)
|
|
||||||
index = 0;
|
|
||||||
return _models[index];
|
|
||||||
}
|
|
||||||
|
|
||||||
double
|
|
||||||
FGNewMat::Object::get_coverage_m2 () const
|
|
||||||
{
|
|
||||||
return _coverage_m2;
|
|
||||||
}
|
|
||||||
|
|
||||||
FGNewMat::Object::HeadingType
|
|
||||||
FGNewMat::Object::get_heading_type () const
|
|
||||||
{
|
|
||||||
return _heading_type;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////
|
|
||||||
// Implementation of FGNewMat::ObjectGroup.
|
|
||||||
////////////////////////////////////////////////////////////////////////
|
|
||||||
|
|
||||||
FGNewMat::ObjectGroup::ObjectGroup (SGPropertyNode * node)
|
|
||||||
: _range_m(node->getDoubleValue("range-m", 2000))
|
|
||||||
{
|
|
||||||
// Load the object subnodes
|
|
||||||
vector<SGPropertyNode_ptr> object_nodes =
|
|
||||||
((SGPropertyNode *)node)->getChildren("object");
|
|
||||||
for (unsigned int i = 0; i < object_nodes.size(); i++) {
|
|
||||||
const SGPropertyNode * object_node = object_nodes[i];
|
|
||||||
if (object_node->hasChild("path"))
|
|
||||||
_objects.push_back(new Object(object_node, _range_m));
|
|
||||||
else
|
|
||||||
SG_LOG(SG_INPUT, SG_ALERT, "No path supplied for object");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
FGNewMat::ObjectGroup::~ObjectGroup ()
|
|
||||||
{
|
|
||||||
for (unsigned int i = 0; i < _objects.size(); i++) {
|
|
||||||
delete _objects[i];
|
|
||||||
_objects[i] = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
double
|
|
||||||
FGNewMat::ObjectGroup::get_range_m () const
|
|
||||||
{
|
|
||||||
return _range_m;
|
|
||||||
}
|
|
||||||
|
|
||||||
int
|
|
||||||
FGNewMat::ObjectGroup::get_object_count () const
|
|
||||||
{
|
|
||||||
return _objects.size();
|
|
||||||
}
|
|
||||||
|
|
||||||
FGNewMat::Object *
|
|
||||||
FGNewMat::ObjectGroup::get_object (int index) const
|
|
||||||
{
|
|
||||||
return _objects[index];
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////
|
|
||||||
// Constructors and destructor.
|
|
||||||
////////////////////////////////////////////////////////////////////////
|
|
||||||
|
|
||||||
|
|
||||||
FGNewMat::FGNewMat (const SGPropertyNode * props)
|
|
||||||
{
|
|
||||||
init();
|
|
||||||
read_properties(props);
|
|
||||||
build_ssg_state(false);
|
|
||||||
}
|
|
||||||
|
|
||||||
FGNewMat::FGNewMat (const string &texpath)
|
|
||||||
{
|
|
||||||
init();
|
|
||||||
texture_path = texpath;
|
|
||||||
build_ssg_state(true);
|
|
||||||
}
|
|
||||||
|
|
||||||
FGNewMat::FGNewMat (ssgSimpleState *s)
|
|
||||||
{
|
|
||||||
init();
|
|
||||||
set_ssg_state(s);
|
|
||||||
}
|
|
||||||
|
|
||||||
FGNewMat::~FGNewMat (void)
|
|
||||||
{
|
|
||||||
for (unsigned int i = 0; i < object_groups.size(); i++) {
|
|
||||||
delete object_groups[i];
|
|
||||||
object_groups[i] = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////
|
|
||||||
// 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);
|
|
||||||
|
|
||||||
shininess = props->getDoubleValue("shininess", 0.0);
|
|
||||||
|
|
||||||
vector<SGPropertyNode_ptr> object_group_nodes =
|
|
||||||
((SGPropertyNode *)props)->getChildren("object-group");
|
|
||||||
for (unsigned int i = 0; i < object_group_nodes.size(); i++)
|
|
||||||
object_groups.push_back(new ObjectGroup(object_group_nodes[i]));
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////////
|
|
||||||
// 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;
|
|
||||||
shininess = 0.0;
|
|
||||||
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 ( !defer_tex_load ) {
|
|
||||||
SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
|
|
||||||
textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
|
|
||||||
texture_loaded = true;
|
|
||||||
} else {
|
|
||||||
texture_loaded = false;
|
|
||||||
}
|
|
||||||
textured->enable( GL_COLOR_MATERIAL );
|
|
||||||
#if 0
|
|
||||||
textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
|
|
||||||
textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
|
|
||||||
textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
|
|
||||||
#else
|
|
||||||
textured->setMaterial ( GL_AMBIENT,
|
|
||||||
ambient[0], ambient[1],
|
|
||||||
ambient[2], ambient[3] ) ;
|
|
||||||
textured->setMaterial ( GL_DIFFUSE,
|
|
||||||
diffuse[0], diffuse[1],
|
|
||||||
diffuse[2], diffuse[3] ) ;
|
|
||||||
textured->setMaterial ( GL_SPECULAR,
|
|
||||||
specular[0], specular[1],
|
|
||||||
specular[2], specular[3] ) ;
|
|
||||||
textured->setMaterial ( GL_EMISSION,
|
|
||||||
emission[0], emission[1],
|
|
||||||
emission[2], emission[3] ) ;
|
|
||||||
textured->setShininess ( shininess );
|
|
||||||
#endif
|
|
||||||
|
|
||||||
// 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] ) ;
|
|
||||||
nontextured->setShininess ( shininess );
|
|
||||||
|
|
||||||
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 )
|
|
||||||
{
|
|
||||||
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 = s;
|
|
||||||
texture_loaded = true;
|
|
||||||
|
|
||||||
nontextured = new ssgSimpleState();
|
|
||||||
nontextured->ref();
|
|
||||||
|
|
||||||
// Set up the textured state
|
|
||||||
textured->setShadeModel( shade_model );
|
|
||||||
|
|
||||||
// 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] ) ;
|
|
||||||
nontextured->setShininess ( shininess );
|
|
||||||
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// end of newmat.cxx
|
|
|
@ -1,401 +0,0 @@
|
||||||
// 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
|
|
||||||
|
|
||||||
#include <simgear/compiler.h>
|
|
||||||
|
|
||||||
#include STL_STRING // Standard C++ string library
|
|
||||||
|
|
||||||
#include <plib/sg.h>
|
|
||||||
#include <plib/ssg.h>
|
|
||||||
|
|
||||||
#include <simgear/props/props.hxx>
|
|
||||||
|
|
||||||
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:
|
|
||||||
|
|
||||||
|
|
||||||
//////////////////////////////////////////////////////////////////////
|
|
||||||
// Inner classes.
|
|
||||||
//////////////////////////////////////////////////////////////////////
|
|
||||||
|
|
||||||
class ObjectGroup;
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A randomly-placeable object.
|
|
||||||
*
|
|
||||||
* FGNewMat uses this class to keep track of the model(s) and
|
|
||||||
* parameters for a single instance of a randomly-placeable object.
|
|
||||||
* The object can have more than one variant model (i.e. slightly
|
|
||||||
* different shapes of trees), but they are considered equivalent
|
|
||||||
* and interchangeable.
|
|
||||||
*/
|
|
||||||
class Object
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
|
|
||||||
/**
|
|
||||||
* The heading type for a randomly-placed object.
|
|
||||||
*/
|
|
||||||
enum HeadingType {
|
|
||||||
HEADING_FIXED,
|
|
||||||
HEADING_BILLBOARD,
|
|
||||||
HEADING_RANDOM
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the number of variant models available for the object.
|
|
||||||
*
|
|
||||||
* @return The number of variant models.
|
|
||||||
*/
|
|
||||||
int get_model_count () const;
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get a specific variant model for the object.
|
|
||||||
*
|
|
||||||
* @param index The index of the model.
|
|
||||||
* @return The model.
|
|
||||||
*/
|
|
||||||
ssgEntity * get_model (int index) const;
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get a randomly-selected variant model for the object.
|
|
||||||
*
|
|
||||||
* @return A randomly select model from the variants.
|
|
||||||
*/
|
|
||||||
ssgEntity * get_random_model () const;
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the average number of meters^2 occupied by each instance.
|
|
||||||
*
|
|
||||||
* @return The coverage in meters^2.
|
|
||||||
*/
|
|
||||||
double get_coverage_m2 () const;
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the heading type for the object.
|
|
||||||
*
|
|
||||||
* @return The heading type.
|
|
||||||
*/
|
|
||||||
HeadingType get_heading_type () const;
|
|
||||||
|
|
||||||
protected:
|
|
||||||
|
|
||||||
friend class ObjectGroup;
|
|
||||||
|
|
||||||
Object (const SGPropertyNode * node, double range_m);
|
|
||||||
|
|
||||||
virtual ~Object ();
|
|
||||||
|
|
||||||
private:
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Actually load the models.
|
|
||||||
*
|
|
||||||
* This class uses lazy loading so that models won't be held
|
|
||||||
* in memory for materials that are never referenced.
|
|
||||||
*/
|
|
||||||
void load_models () const;
|
|
||||||
|
|
||||||
vector<string> _paths;
|
|
||||||
mutable vector<ssgEntity *> _models;
|
|
||||||
mutable bool _models_loaded;
|
|
||||||
double _coverage_m2;
|
|
||||||
double _range_m;
|
|
||||||
HeadingType _heading_type;
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* A collection of related objects with the same visual range.
|
|
||||||
*
|
|
||||||
* Grouping objects with the same range together significantly
|
|
||||||
* reduces the memory requirements of randomly-placed objects.
|
|
||||||
* Each FGNewMat instance keeps a (possibly-empty) list of
|
|
||||||
* object groups for placing randomly on the scenery.
|
|
||||||
*/
|
|
||||||
class ObjectGroup
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
virtual ~ObjectGroup ();
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the visual range of the object in meters.
|
|
||||||
*
|
|
||||||
* @return The visual range.
|
|
||||||
*/
|
|
||||||
double get_range_m () const;
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get the number of objects in the group.
|
|
||||||
*
|
|
||||||
* @return The number of objects.
|
|
||||||
*/
|
|
||||||
int get_object_count () const;
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get a specific object.
|
|
||||||
*
|
|
||||||
* @param index The object's index, zero-based.
|
|
||||||
* @return The object selected.
|
|
||||||
*/
|
|
||||||
Object * get_object (int index) const;
|
|
||||||
|
|
||||||
protected:
|
|
||||||
|
|
||||||
friend class FGNewMat;
|
|
||||||
|
|
||||||
ObjectGroup (SGPropertyNode * node);
|
|
||||||
|
|
||||||
private:
|
|
||||||
|
|
||||||
double _range_m;
|
|
||||||
vector<Object *> _objects;
|
|
||||||
|
|
||||||
};
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
////////////////////////////////////////////////////////////////////
|
|
||||||
// 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).
|
|
||||||
*/
|
|
||||||
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 number of randomly-placed objects defined for this material.
|
|
||||||
*/
|
|
||||||
virtual int get_object_group_count () const { return object_groups.size(); }
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* Get a randomly-placed object for this material.
|
|
||||||
*/
|
|
||||||
virtual ObjectGroup * get_object_group (int index) const {
|
|
||||||
return object_groups[index];
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
/**
|
|
||||||
* 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; }
|
|
||||||
|
|
||||||
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;
|
|
||||||
double shininess;
|
|
||||||
|
|
||||||
// true if texture loading deferred, and not yet loaded
|
|
||||||
bool texture_loaded;
|
|
||||||
|
|
||||||
vector<ObjectGroup *> object_groups;
|
|
||||||
|
|
||||||
// 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
|
|
|
@ -52,14 +52,14 @@
|
||||||
#include <simgear/misc/sgstream.hxx>
|
#include <simgear/misc/sgstream.hxx>
|
||||||
#include <simgear/misc/stopwatch.hxx>
|
#include <simgear/misc/stopwatch.hxx>
|
||||||
#include <simgear/misc/texcoord.hxx>
|
#include <simgear/misc/texcoord.hxx>
|
||||||
|
#include <simgear/scene/material/mat.hxx>
|
||||||
|
#include <simgear/scene/material/matlib.hxx>
|
||||||
|
|
||||||
#include <Main/globals.hxx>
|
#include <Main/globals.hxx>
|
||||||
#include <Main/fg_props.hxx>
|
#include <Main/fg_props.hxx>
|
||||||
#include <Time/light.hxx>
|
#include <Time/light.hxx>
|
||||||
#include <Scenery/tileentry.hxx>
|
#include <Scenery/tileentry.hxx>
|
||||||
|
|
||||||
#include "newmat.hxx"
|
|
||||||
#include "matlib.hxx"
|
|
||||||
#include "pt_lights.hxx"
|
#include "pt_lights.hxx"
|
||||||
#include "obj.hxx"
|
#include "obj.hxx"
|
||||||
|
|
||||||
|
@ -365,7 +365,11 @@ void TriUserData::add_object_to_triangle (FGNewMat::Object * object)
|
||||||
|
|
||||||
ssgTransform * pos = new ssgTransform;
|
ssgTransform * pos = new ssgTransform;
|
||||||
pos->setTransform(mat);
|
pos->setTransform(mat);
|
||||||
pos->addKid(object->get_random_model());
|
pos->addKid( object->get_random_model( globals->get_model_loader(),
|
||||||
|
globals->get_fg_root(),
|
||||||
|
globals->get_props(),
|
||||||
|
globals->get_sim_time_sec() )
|
||||||
|
);
|
||||||
branch->addKid(pos);
|
branch->addKid(pos);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -23,8 +23,8 @@
|
||||||
|
|
||||||
#include <plib/sg.h>
|
#include <plib/sg.h>
|
||||||
|
|
||||||
#include "newmat.hxx"
|
#include <simgear/scene/material/mat.hxx>
|
||||||
#include "matlib.hxx"
|
#include <simgear/scene/material/matlib.hxx>
|
||||||
|
|
||||||
#include "pt_lights.hxx"
|
#include "pt_lights.hxx"
|
||||||
|
|
||||||
|
|
|
@ -32,6 +32,8 @@
|
||||||
#include <simgear/math/sg_geodesy.hxx>
|
#include <simgear/math/sg_geodesy.hxx>
|
||||||
#include <simgear/math/sg_random.h>
|
#include <simgear/math/sg_random.h>
|
||||||
#include <simgear/misc/sgstream.hxx>
|
#include <simgear/misc/sgstream.hxx>
|
||||||
|
#include <simgear/scene/material/mat.hxx>
|
||||||
|
#include <simgear/scene/material/matlib.hxx>
|
||||||
|
|
||||||
#include <Aircraft/aircraft.hxx>
|
#include <Aircraft/aircraft.hxx>
|
||||||
#include <Include/general.hxx>
|
#include <Include/general.hxx>
|
||||||
|
@ -40,8 +42,6 @@
|
||||||
#include <Scenery/scenery.hxx>
|
#include <Scenery/scenery.hxx>
|
||||||
#include <Time/light.hxx>
|
#include <Time/light.hxx>
|
||||||
#include <Objects/apt_signs.hxx>
|
#include <Objects/apt_signs.hxx>
|
||||||
#include <Objects/matlib.hxx>
|
|
||||||
#include <Objects/newmat.hxx>
|
|
||||||
#include <Objects/obj.hxx>
|
#include <Objects/obj.hxx>
|
||||||
|
|
||||||
#include "tileentry.hxx"
|
#include "tileentry.hxx"
|
||||||
|
|
Loading…
Add table
Reference in a new issue