// materialmgr.hxx -- 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. // // $Id$ #ifndef _MATERIALMGR_HXX #define _MATERIALMGR_HXX #ifndef __cplusplus # error This library requires C++ #endif #ifdef HAVE_CONFIG_H # include #endif #ifdef HAVE_WINDOWS_H # include #endif #include "Include/compiler.h" #include #include #include STL_STRING // Standard C++ string library #include // STL associative "array" #include // STL "array" #include "material.hxx" FG_USING_STD(string); FG_USING_STD(map); FG_USING_STD(vector); FG_USING_STD(less); // forward decl. class fgFRAGMENT; // convenience types typedef vector < fgFRAGMENT * > frag_list_type; typedef frag_list_type::iterator frag_list_iterator; typedef frag_list_type::const_iterator frag_list_const_iterator; // #define FG_MAX_MATERIAL_FRAGS 800 // MSVC++ 6.0 kuldge - Need forward declaration of friends. // class FGMaterialSlot; // istream& operator >> ( istream& in, FGMaterialSlot& m ); // Material property class class FGMaterialSlot { private: FGMaterial m; // OpenGL texture name // GLuint texture_id; // file name of texture // string texture_name; // alpha texture? // int alpha; // texture size // double xsize, ysize; // material properties // GLfloat ambient[4], diffuse[4], specular[4], emissive[4]; // GLint texture_ptr; // transient list of objects with this material type (used for sorting // by material to reduce GL state changes when rendering the scene frag_list_type list; // size_t list_size; public: // Constructor FGMaterialSlot ( void ); int size() const { return list.size(); } bool empty() const { return list.size() == 0; } // Sorting routines void init_sort_list( void ) { list.erase( list.begin(), list.end() ); } bool append_sort_list( fgFRAGMENT *object ) { list.push_back( object ); return true; } void render_fragments(); // void load_texture(); // Destructor ~FGMaterialSlot ( void ); // friend istream& operator >> ( istream& in, FGMaterialSlot& m ); inline FGMaterial get_m() const { return m; } inline void set_m( FGMaterial new_m ) { m = new_m; } }; // Material management class class fgMATERIAL_MGR { public: // associative array of materials typedef map < string, FGMaterialSlot, less > container; typedef container::iterator iterator; typedef container::const_iterator const_iterator; iterator begin() { return material_map.begin(); } const_iterator begin() const { return material_map.begin(); } iterator end() { return material_map.end(); } const_iterator end() const { return material_map.end(); } // Constructor fgMATERIAL_MGR ( void ); // Load a library of material properties int load_lib ( void ); inline bool loaded() const { return textures_loaded; } // Initialize the transient list of fragments for each material property void init_transient_material_lists( void ); bool find( const string& material, FGMaterialSlot*& mtl_ptr ); void render_fragments(); // Destructor ~fgMATERIAL_MGR ( void ); private: // Have textures been loaded bool textures_loaded; container material_map; }; // global material management class extern fgMATERIAL_MGR material_mgr; #endif // _MATERIALMGR_HXX