// 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 #endif #include #ifdef FG_MATH_EXCEPTION_CLASH # include #endif #include #include #include #include "newmat.hxx" // Constructor FGNewMat::FGNewMat ( void ) { wrapu = wrapv = 1; } // Constructor FGNewMat::FGNewMat ( const string &name ) { FGNewMat( name, name ); } // Constructor FGNewMat::FGNewMat ( const string &mat_name, const string &tex_name ) { material_name = mat_name; texture_name = tex_name; xsize = ysize = 0; wrapu = wrapv = 1; alpha = 0; ambient[0] = ambient[1] = ambient[2] = ambient[3] = 1.0; diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = 1.0; specular[0] = specular[1] = specular[2] = specular[3] = 1.0; emission[0] = emission[1] = emission[2] = emission[3] = 1.0; } void FGNewMat::build_ssg_state( const string& path, GLenum shade_model, bool texture_default ) { FGPath tex_file( path ); tex_file.append( texture_name ); state = new ssgStateSelector(2); textured = new ssgSimpleState(); nontextured = new ssgSimpleState(); // Set up the textured state textured->setShadeModel( shade_model ); textured->enable ( GL_CULL_FACE ) ; textured->enable( GL_TEXTURE_2D ); textured->disable( GL_BLEND ); textured->disable( GL_ALPHA_TEST ); textured->setTexture( (char *)tex_file.c_str(), wrapu, wrapv ); cout << "wrap u = " << wrapu << " wrapv = " << wrapv << endl; textured->enable( GL_COLOR_MATERIAL ); textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE ); textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 ); textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 ); // 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 ); /* cout << "ambient = " << ambient[0] << "," << ambient[1] << "," << ambient[2] << endl; */ 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] ) ; 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 ) { state = new ssgStateSelector(2); textured = s; nontextured = new ssgSimpleState(); // Set up the coloured state nontextured->enable( GL_LIGHTING ); nontextured->setShadeModel( GL_FLAT ); nontextured->enable ( GL_CULL_FACE ) ; nontextured->disable( GL_TEXTURE_2D ); nontextured->disable( GL_BLEND ); nontextured->disable( GL_ALPHA_TEST ); nontextured->disable( GL_COLOR_MATERIAL ); /* cout << "ambient = " << ambient[0] << "," << ambient[1] << "," << ambient[2] << endl; */ 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] ) ; state->setStep( 0, textured ); // textured state->setStep( 1, nontextured ); // untextured // Choose the appropriate starting state. state->selectStep(0); } void FGNewMat::dump_info () { FG_LOG( FG_TERRAIN, FG_INFO, "{" << endl << " texture = " << texture_name ); FG_LOG( FG_TERRAIN, FG_INFO, " xsize = " << xsize ); FG_LOG( FG_TERRAIN, FG_INFO, " ysize = " << ysize ); FG_LOG( FG_TERRAIN, FG_INFO, " ambient = " << ambient[0] << " " << ambient[1] <<" "<< ambient[2] <<" "<< ambient[3] ); FG_LOG( FG_TERRAIN, FG_INFO, " diffuse = " << diffuse[0] << " " << diffuse[1] << " " << diffuse[2] << " " << diffuse[3] ); FG_LOG( FG_TERRAIN, FG_INFO, " specular = " << specular[0] << " " << specular[1] << " " << specular[2] << " " << specular[3]); FG_LOG( FG_TERRAIN, FG_INFO, " emission = " << emission[0] << " " << emission[1] << " " << emission[2] << " " << emission[3]); FG_LOG( FG_TERRAIN, FG_INFO, " alpha = " << alpha << endl <<"}" ); } // Destructor FGNewMat::~FGNewMat ( void ) { } istream& operator >> ( istream& in, FGNewMat& m ) { string token; for (;;) { in >> token; if ( token == "texture" ) { in >> token >> m.texture_name; } else if ( token == "xsize" ) { in >> token >> m.xsize; } else if ( token == "ysize" ) { in >> token >> m.ysize; } else if ( token == "wrapu" ) { in >> token >> m.wrapu; } else if ( token == "wrapv" ) { in >> token >> m.wrapv; } else if ( token == "ambient" ) { in >> token >> m.ambient[0] >> m.ambient[1] >> m.ambient[2] >> m.ambient[3]; } else if ( token == "diffuse" ) { in >> token >> m.diffuse[0] >> m.diffuse[1] >> m.diffuse[2] >> m.diffuse[3]; } else if ( token == "specular" ) { in >> token >> m.specular[0] >> m.specular[1] >> m.specular[2] >> m.specular[3]; } else if ( token == "emission" ) { in >> token >> m.emission[0] >> m.emission[1] >> m.emission[2] >> m.emission[3]; } else if ( token == "alpha" ) { in >> token >> token; if ( token == "yes" ) { m.alpha = 1; } else if ( token == "no" ) { m.alpha = 0; } else { FG_LOG( FG_TERRAIN, FG_INFO, "Bad alpha value " << token ); } } else if ( token[0] == '}' ) { break; } } return in; }