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Better no-texture support contributed by David Megginson.

This commit is contained in:
curt 1999-11-01 19:17:43 +00:00
parent 43143ef358
commit 7638109583
3 changed files with 76 additions and 42 deletions

View file

@ -451,12 +451,10 @@ void GLUTspecialkey(int k, int x, int y) {
if ( material_mgr.loaded() ) {
if (current_options.get_textures()) {
current_options.set_textures(false);
glDisable(GL_TEXTURE_2D);
ssgOverrideTexture(true);
material_mgr.set_step(1);
} else {
current_options.set_textures(true);
glEnable(GL_TEXTURE_2D);
ssgOverrideTexture(false);
material_mgr.set_step(0);
}
FG_LOG( FG_INPUT, FG_INFO, "Toggling texture" );
} else {

View file

@ -177,54 +177,73 @@ fgMATERIAL_MGR::load_lib ( void )
tex_file.append( m.get_texture_name() );
tex_file.concat( ".rgb" );
ssgSimpleState *state = new ssgSimpleState;
ssgStateSelector *state = new ssgStateSelector(2);
state->setStep(0, new ssgSimpleState); // textured
state->setStep(1, new ssgSimpleState); // untextured
// Set up the textured state
state->selectStep(0);
state->enable( GL_LIGHTING );
if ( current_options.get_shading() == 1 ) {
state->setShadeModel( GL_SMOOTH );
} else {
state->setShadeModel( GL_FLAT );
}
state->enable ( GL_CULL_FACE ) ;
if ( current_options.get_textures() ) {
state->enable( GL_TEXTURE_2D );
state->setTexture( (char *)tex_file.c_str() );
state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
state->setMaterial ( GL_SPECULAR, 0, 0, 0, 0 ) ;
state->setMaterial ( GL_EMISSION, 0, 0, 0, 0 ) ;
} else {
state->disable( GL_TEXTURE_2D );
state->disable( GL_COLOR_MATERIAL );
GLfloat *ambient, *diffuse, *specular, *emission;
ambient = m.get_ambient();
diffuse = m.get_diffuse();
specular = m.get_specular();
emission = m.get_emission();
/* cout << "ambient = " << ambient[0] << "," << ambient[1]
<< "," << ambient[2] << endl; */
state->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
state->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
state->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
state->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
}
state->enable ( GL_CULL_FACE ) ;
state->enable( GL_TEXTURE_2D );
state->setTexture( (char *)tex_file.c_str() );
state->setMaterial ( GL_AMBIENT_AND_DIFFUSE, 1, 1, 1, 1 ) ;
state->setMaterial ( GL_SPECULAR, 0, 0, 0, 0 ) ;
state->setMaterial ( GL_EMISSION, 0, 0, 0, 0 ) ;
// Set up the coloured state
state->selectStep(1);
state->enable( GL_LIGHTING );
if ( current_options.get_shading() == 1 ) {
state->setShadeModel( GL_SMOOTH );
} else {
state->setShadeModel( GL_FLAT );
}
state->enable ( GL_CULL_FACE ) ;
state->disable( GL_TEXTURE_2D );
state->disable( GL_COLOR_MATERIAL );
GLfloat *ambient, *diffuse, *specular, *emission;
ambient = m.get_ambient();
diffuse = m.get_diffuse();
specular = m.get_specular();
emission = m.get_emission();
/* cout << "ambient = " << ambient[0] << "," << ambient[1]
<< "," << ambient[2] << endl; */
state->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
state->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
state->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
state->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
// Choose the appropriate starting state.
if ( current_options.get_textures() ) {
state->selectStep(0);
} else {
state->selectStep(1);
}
m_slot.set_state( state );
material_mgr.material_map[material_name] = m_slot;
}
}
if ( current_options.get_textures() ) {
materials_loaded = true;
}
materials_loaded = true;
return(1);
}
@ -258,6 +277,21 @@ fgMATERIAL_MGR::~fgMATERIAL_MGR ( void ) {
}
// Set the step for all of the state selectors in the material slots
void
fgMATERIAL_MGR::set_step ( int step )
{
// container::iterator it = begin();
for (container::iterator it = begin(); it != end(); it++) {
const string &key = it->first;
FG_LOG( FG_GENERAL, FG_INFO,
"Updating material " << key << " to step " << step );
FGMaterialSlot &slot = it->second;
slot.get_state()->selectStep(step);
}
}
void
fgMATERIAL_MGR::render_fragments()
{

View file

@ -83,7 +83,7 @@ private:
// size_t list_size;
// ssg stage structure
ssgSimpleState *state;
ssgStateSelector *state;
bool state_valid;
public:
@ -115,8 +115,8 @@ public:
inline void set_m( FGMaterial new_m ) { m = new_m; }
// ssg state
inline ssgSimpleState *get_state() { return state; }
inline void set_state( ssgSimpleState *s ) { state = s; }
inline ssgStateSelector *get_state() { return state; }
inline void set_state( ssgStateSelector *s ) { state = s; }
inline bool get_state_valid() const { return state_valid; }
inline void set_state_valid( bool flag ) { state_valid = flag; }
};
@ -153,6 +153,8 @@ public:
void render_fragments();
void set_step (int step);
// Destructor
~fgMATERIAL_MGR ( void );