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flightgear/Scenery/material.cxx
1998-06-27 16:54:59 +00:00

280 lines
8.1 KiB
C++

// material.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.
//
// $Id$
// (Log is kept at end of this file)
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <string.h>
#include <Debug/fg_debug.h>
#include <Include/fg_zlib.h>
#include <Main/options.hxx>
#include "material.hxx"
#include "texload.h"
// global material management class
fgMATERIAL_MGR material_mgr;
// Constructor
fgMATERIAL::fgMATERIAL ( void ) {
}
// Sorting routines
void fgMATERIAL::init_sort_list( void );
int fgMATERIAL::append_sort_list( fgFRAGMENT *object );
// Destructor
fgMATERIAL::~fgMATERIAL ( void ) {
}
// Constructor
fgMATERIAL_MGR::fgMATERIAL_MGR ( void ) {
}
// Load a library of material properties
int fgMATERIAL_MGR::load_lib ( void ) {
fgMATERIAL m;
fgOPTIONS *o;
char material_name[256];
char mpath[256], fg_mpath[256], tpath[256], fg_tpath[256];
char line[256], *line_ptr;
GLubyte *texbuf;
fgFile f;
int width, height;
o = &current_options;
// build the path name to the material db
mpath[0] = '\0';
strcat(mpath, o->fg_root);
strcat(mpath, "/Scenery/");
strcat(mpath, "Materials");
strcpy(fg_mpath, mpath);
strcat(fg_mpath, ".gz");
// first try "path.gz"
if ( (f = fgopen(fg_mpath, "rb")) == NULL ) {
// next try "path"
if ( (f = fgopen(mpath, "rb")) == NULL ) {
fgPrintf(FG_GENERAL, FG_EXIT, "Cannot open file: %s\n", mpath);
}
}
while ( fggets(f, line, 250) != NULL ) {
// printf("%s", line);
// strip leading white space
line_ptr = line;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
if ( line_ptr[0] == '#' ) {
// ignore lines that start with '#'
} else if ( line_ptr[0] == '\n' ) {
// ignore blank lines
} else if ( strstr(line_ptr, "{") ) {
// start of record
m.ambient[0] = m.ambient[1] = m.ambient[2] = m.ambient[3] = 0.0;
m.diffuse[0] = m.diffuse[1] = m.diffuse[2] = m.diffuse[3] = 0.0;
m.specular[0] = m.specular[1] = m.specular[2] = m.specular[3] = 0.0;
m.emissive[0] = m.emissive[1] = m.emissive[2] = m.emissive[3] = 0.0;
material_name[0] = '\0';
sscanf(line_ptr, "%s", material_name);
if ( ! strlen(material_name) ) {
fgPrintf( FG_TERRAIN, FG_INFO, "Bad material name in '%s'\n",
line );
}
printf(" Loading material = %s\n", material_name);
} else if ( strncmp(line_ptr, "texture", 7) == 0 ) {
line_ptr += 7;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
// printf("texture name = %s\n", line_ptr);
sscanf(line_ptr, "%s\n", m.texture_name);
// create the texture object and bind it
#ifdef GL_VERSION_1_1
xglGenTextures(1, &m.texture_id);
xglBindTexture(GL_TEXTURE_2D, m.texture_id);
#elif GL_EXT_texture_object
xglGenTexturesEXT(1, &m.texture_id);
xglBindTextureEXT(GL_TEXTURE_2D, m.texture_id);
#else
# error port me
#endif
// set the texture parameters for this texture
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR /* GL_LINEAR_MIPMAP_LINEAR */ ) ;
xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
/* load in the texture data */
tpath[0] = '\0';
strcat(tpath, o->fg_root);
strcat(tpath, "/Textures/");
strcat(tpath, m.texture_name);
strcat(tpath, ".rgb");
// Try uncompressed
if ( (texbuf = read_rgb_texture(tpath, &width, &height)) == NULL ) {
// Try compressed
strcpy(fg_tpath, tpath);
strcat(fg_tpath, ".gz");
if ( (texbuf = read_rgb_texture(fg_tpath, &width, &height))
== NULL ) {
fgPrintf( FG_GENERAL, FG_EXIT,
"Error loading texture %s\n", tpath );
return(0);
}
}
xglTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
GL_RGB, GL_UNSIGNED_BYTE, texbuf);
} else if ( strncmp(line_ptr, "ambient", 7) == 0 ) {
line_ptr += 7;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf( line_ptr, "%f %f %f %f",
&m.ambient[0], &m.ambient[1], &m.ambient[2], &m.ambient[3]);
} else if ( strncmp(line_ptr, "diffuse", 7) == 0 ) {
line_ptr += 7;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf( line_ptr, "%f %f %f %f",
&m.diffuse[0], &m.diffuse[1], &m.diffuse[2], &m.diffuse[3]);
} else if ( strncmp(line_ptr, "specular", 8) == 0 ) {
line_ptr += 8;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf( line_ptr, "%f %f %f %f",
&m.specular[0], &m.specular[1],
&m.specular[2], &m.specular[3]);
} else if ( strncmp(line_ptr, "emissive", 8) == 0 ) {
line_ptr += 8;
while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
(line_ptr[0] == '=') ) &&
(line_ptr[0] != '\n') ) {
line_ptr++;
}
sscanf( line_ptr, "%f %f %f %f",
&m.emissive[0], &m.emissive[1],
&m.emissive[2], &m.emissive[3]);
} else if ( line_ptr[0] == '}' ) {
// end of record, lets add this one to the list
material_mgr.material_map[material_name] = m;
} else {
fgPrintf(FG_TERRAIN, FG_INFO,
"Unknown line in material properties file\n");
}
}
fgclose(f);
return(1);
}
// Initialize the transient list of fragments for each material property
void fgMATERIAL_MGR::init_transient_material_lists( void ) {
map < string, fgMATERIAL, less<string> > :: iterator mapcurrent =
material_mgr.material_map.begin();
map < string, fgMATERIAL, less<string> > :: iterator maplast =
material_mgr.material_map.end();
while ( mapcurrent != maplast ) {
// (char *)key = (*mapcurrent).first;
// (fgMATERIAL)value = (*mapcurrent).second;
(*mapcurrent).second.list_size = 0;
*mapcurrent++;
}
}
// Destructor
fgMATERIAL_MGR::~fgMATERIAL_MGR ( void ) {
}
// $Log$
// Revision 1.6 1998/06/27 16:54:59 curt
// Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use
// "EXT" versions of texture management routines.
//
// Revision 1.5 1998/06/17 21:36:39 curt
// Load and manage multiple textures defined in the Materials library.
// Boost max material fagments for each material property to 800.
// Multiple texture support when rendering.
//
// Revision 1.4 1998/06/12 00:58:04 curt
// Build only static libraries.
// Declare memmove/memset for Sloaris.
//
// Revision 1.3 1998/06/05 22:39:53 curt
// Working on sorting by, and rendering by material properties.
//
// Revision 1.2 1998/06/01 17:56:20 curt
// Incremental additions to material.cxx (not fully functional)
// Tweaked vfc_ratio math to avoid divide by zero.
//
// Revision 1.1 1998/05/30 01:56:45 curt
// Added material.cxx material.hxx
//