// materialmgr.cxx -- class to handle material properties // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu // // 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 #endif #ifdef SG_MATH_EXCEPTION_CLASH # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include #include #include #include #include STL_STRING #include #include #include #include #include
#include
#include #include "matlib.hxx" SG_USING_STD(string); // global material management class FGMaterialLib material_lib; // Constructor FGMaterialLib::FGMaterialLib ( void ) { } static bool local_file_exists( const string& path ) { sg_gzifstream in( path ); if ( ! in.is_open() ) { return false; } else { return true; } #if 0 cout << path << " "; FILE *fp = fopen( path.c_str(), "r" ); if ( fp == NULL ) { cout << " doesn't exist\n"; return false; } else { cout << " exists\n"; return true; } #endif } // Load a library of material properties bool FGMaterialLib::load( const string& mpath ) { string material_name; sg_gzifstream in( mpath ); if ( ! in.is_open() ) { SG_LOG( SG_GENERAL, SG_ALERT, "Cannot open file: " << mpath ); exit(-1); } #ifndef __MWERKS__ while ( ! in.eof() ) { #else char c = '\0'; while ( in.get(c) && c != '\0' ) { in.putback(c); #endif // printf("%s", line); // strip leading white space and comments in >> skipcomment; // set to zero to prevent its value accidently being '{' // after a failed >> operation. char token = 0; in >> material_name; if ( material_name == "alias" ) { string src_mat, dst_mat; in >> dst_mat >> src_mat; SG_LOG( SG_GENERAL, SG_INFO, " Material alias: " << dst_mat << " mapped to " << src_mat ); FGNewMat m = matlib[src_mat]; matlib[dst_mat] = m; } else { in >> token; if ( token == '{' ) { FGNewMat m; in >> m; // build the ssgSimpleState SGPath tex_path( globals->get_fg_root() ); tex_path.append( "Textures.high" ); tex_path.append( m.get_texture_name() ); if ( ! local_file_exists(tex_path.str()) || general.get_glMaxTexSize() < 512 ) { tex_path = SGPath( globals->get_fg_root() ); tex_path.append( "Textures" ); tex_path.append( m.get_texture_name() ); } SG_LOG( SG_TERRAIN, SG_INFO, " Loading material " << material_name << " (" << tex_path.c_str() << ")"); GLenum shade_model = GL_SMOOTH; if ( fgGetBool("/sim/rendering/shading") ) { shade_model = GL_SMOOTH; } else { shade_model = GL_FLAT; } m.set_texture_name( tex_path.str() ); m.build_ssg_state( shade_model, fgGetBool("/sim/rendering/textures"), false ); #if EXTRA_DEBUG m.dump_info(); #endif matlib[material_name] = m; } } } // hard coded light state ssgSimpleState *lights = new ssgSimpleState; lights->ref(); lights->disable( GL_TEXTURE_2D ); lights->enable( GL_CULL_FACE ); lights->enable( GL_COLOR_MATERIAL ); lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE ); lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 ); lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 ); lights->enable( GL_BLEND ); lights->disable( GL_ALPHA_TEST ); lights->disable( GL_LIGHTING ); FGNewMat m; m.set_ssg_state( lights ); matlib["LIGHTS"] = m; 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 ); FGNewMat m( mat_name, full_path ); SG_LOG( SG_TERRAIN, SG_INFO, " Loading material " << mat_name << " (" << full_path << ")"); #if EXTRA_DEBUG m.dump_info(); #endif GLenum shade_model = GL_SMOOTH; if ( fgGetBool("/sim/rendering/shading") ) { shade_model = GL_SMOOTH; } else { shade_model = GL_FLAT; } m.build_ssg_state( shade_model, fgGetBool("/sim/rendering/textures"), true ); material_lib.matlib[mat_name] = m; return true; } // Load a library of material properties bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state ) { FGNewMat m( mat_name ); m.set_ssg_state( state ); SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade " << "ssgSimpleState = " << mat_name ); #if EXTRA_DEBUG m.dump_info(); #endif 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 ) { } // 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); } }