// newmat.hxx -- a material in the scene graph. // TODO: this class needs to be renamed. // // Written by Curtis Olson, started May 1998. // Overhauled by David Megginson, December 2001 // // Copyright (C) 1998 - 2000 Curtis L. Olson - curt@flightgear.org // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #ifndef _NEWMAT_HXX #define _NEWMAT_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include <config.h> #endif #ifdef HAVE_WINDOWS_H # include <windows.h> #endif #include <plib/sg.h> #include <plib/ssg.h> #include <simgear/compiler.h> #include <simgear/misc/props.hxx> #include <GL/glut.h> #include STL_STRING // Standard C++ string library 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. */ class Object { public: enum HeadingType { HEADING_FIXED, HEADING_BILLBOARD, HEADING_RANDOM }; int get_model_count () const; ssgEntity * get_model (int index) const; ssgEntity * get_random_model () const; double get_coverage_m2 () const; HeadingType get_heading_type () const; protected: friend class ObjectGroup; Object (const SGPropertyNode * node, double range_m); virtual ~Object (); private: 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. */ class ObjectGroup { public: virtual ~ObjectGroup (); double get_range_m () const; int get_object_count () const; 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; // 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