be9d6ea4ea
"EXT" versions of texture management routines.
280 lines
8.1 KiB
C++
280 lines
8.1 KiB
C++
// material.cxx -- class to handle material properties
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//
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// Written by Curtis Olson, started May 1998.
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//
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// Copyright (C) 1998 Curtis L. Olson - curt@me.umn.edu
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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//
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// $Id$
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// (Log is kept at end of this file)
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include <string.h>
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#include <Debug/fg_debug.h>
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#include <Include/fg_zlib.h>
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#include <Main/options.hxx>
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#include "material.hxx"
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#include "texload.h"
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// global material management class
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fgMATERIAL_MGR material_mgr;
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// Constructor
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fgMATERIAL::fgMATERIAL ( void ) {
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}
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// Sorting routines
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void fgMATERIAL::init_sort_list( void );
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int fgMATERIAL::append_sort_list( fgFRAGMENT *object );
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// Destructor
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fgMATERIAL::~fgMATERIAL ( void ) {
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}
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// Constructor
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fgMATERIAL_MGR::fgMATERIAL_MGR ( void ) {
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}
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// Load a library of material properties
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int fgMATERIAL_MGR::load_lib ( void ) {
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fgMATERIAL m;
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fgOPTIONS *o;
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char material_name[256];
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char mpath[256], fg_mpath[256], tpath[256], fg_tpath[256];
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char line[256], *line_ptr;
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GLubyte *texbuf;
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fgFile f;
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int width, height;
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o = ¤t_options;
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// build the path name to the material db
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mpath[0] = '\0';
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strcat(mpath, o->fg_root);
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strcat(mpath, "/Scenery/");
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strcat(mpath, "Materials");
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strcpy(fg_mpath, mpath);
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strcat(fg_mpath, ".gz");
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// first try "path.gz"
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if ( (f = fgopen(fg_mpath, "rb")) == NULL ) {
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// next try "path"
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if ( (f = fgopen(mpath, "rb")) == NULL ) {
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fgPrintf(FG_GENERAL, FG_EXIT, "Cannot open file: %s\n", mpath);
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}
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}
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while ( fggets(f, line, 250) != NULL ) {
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// printf("%s", line);
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// strip leading white space
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line_ptr = line;
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while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ) &&
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(line_ptr[0] != '\n') ) {
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line_ptr++;
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}
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if ( line_ptr[0] == '#' ) {
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// ignore lines that start with '#'
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} else if ( line_ptr[0] == '\n' ) {
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// ignore blank lines
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} else if ( strstr(line_ptr, "{") ) {
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// start of record
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m.ambient[0] = m.ambient[1] = m.ambient[2] = m.ambient[3] = 0.0;
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m.diffuse[0] = m.diffuse[1] = m.diffuse[2] = m.diffuse[3] = 0.0;
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m.specular[0] = m.specular[1] = m.specular[2] = m.specular[3] = 0.0;
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m.emissive[0] = m.emissive[1] = m.emissive[2] = m.emissive[3] = 0.0;
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material_name[0] = '\0';
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sscanf(line_ptr, "%s", material_name);
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if ( ! strlen(material_name) ) {
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fgPrintf( FG_TERRAIN, FG_INFO, "Bad material name in '%s'\n",
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line );
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}
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printf(" Loading material = %s\n", material_name);
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} else if ( strncmp(line_ptr, "texture", 7) == 0 ) {
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line_ptr += 7;
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while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
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(line_ptr[0] == '=') ) &&
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(line_ptr[0] != '\n') ) {
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line_ptr++;
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}
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// printf("texture name = %s\n", line_ptr);
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sscanf(line_ptr, "%s\n", m.texture_name);
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// create the texture object and bind it
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#ifdef GL_VERSION_1_1
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xglGenTextures(1, &m.texture_id);
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xglBindTexture(GL_TEXTURE_2D, m.texture_id);
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#elif GL_EXT_texture_object
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xglGenTexturesEXT(1, &m.texture_id);
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xglBindTextureEXT(GL_TEXTURE_2D, m.texture_id);
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#else
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# error port me
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#endif
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// set the texture parameters for this texture
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ) ;
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) ;
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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xglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR /* GL_LINEAR_MIPMAP_LINEAR */ ) ;
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xglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) ;
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xglHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST ) ;
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/* load in the texture data */
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tpath[0] = '\0';
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strcat(tpath, o->fg_root);
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strcat(tpath, "/Textures/");
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strcat(tpath, m.texture_name);
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strcat(tpath, ".rgb");
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// Try uncompressed
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if ( (texbuf = read_rgb_texture(tpath, &width, &height)) == NULL ) {
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// Try compressed
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strcpy(fg_tpath, tpath);
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strcat(fg_tpath, ".gz");
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if ( (texbuf = read_rgb_texture(fg_tpath, &width, &height))
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== NULL ) {
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fgPrintf( FG_GENERAL, FG_EXIT,
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"Error loading texture %s\n", tpath );
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return(0);
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}
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}
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xglTexImage2D(GL_TEXTURE_2D, 0, 3, width, height, 0,
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GL_RGB, GL_UNSIGNED_BYTE, texbuf);
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} else if ( strncmp(line_ptr, "ambient", 7) == 0 ) {
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line_ptr += 7;
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while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
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(line_ptr[0] == '=') ) &&
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(line_ptr[0] != '\n') ) {
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line_ptr++;
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}
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sscanf( line_ptr, "%f %f %f %f",
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&m.ambient[0], &m.ambient[1], &m.ambient[2], &m.ambient[3]);
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} else if ( strncmp(line_ptr, "diffuse", 7) == 0 ) {
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line_ptr += 7;
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while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
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(line_ptr[0] == '=') ) &&
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(line_ptr[0] != '\n') ) {
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line_ptr++;
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}
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sscanf( line_ptr, "%f %f %f %f",
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&m.diffuse[0], &m.diffuse[1], &m.diffuse[2], &m.diffuse[3]);
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} else if ( strncmp(line_ptr, "specular", 8) == 0 ) {
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line_ptr += 8;
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while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
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(line_ptr[0] == '=') ) &&
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(line_ptr[0] != '\n') ) {
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line_ptr++;
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}
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sscanf( line_ptr, "%f %f %f %f",
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&m.specular[0], &m.specular[1],
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&m.specular[2], &m.specular[3]);
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} else if ( strncmp(line_ptr, "emissive", 8) == 0 ) {
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line_ptr += 8;
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while ( ( (line_ptr[0] == ' ') || (line_ptr[0] == '\t') ||
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(line_ptr[0] == '=') ) &&
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(line_ptr[0] != '\n') ) {
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line_ptr++;
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}
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sscanf( line_ptr, "%f %f %f %f",
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&m.emissive[0], &m.emissive[1],
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&m.emissive[2], &m.emissive[3]);
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} else if ( line_ptr[0] == '}' ) {
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// end of record, lets add this one to the list
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material_mgr.material_map[material_name] = m;
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} else {
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fgPrintf(FG_TERRAIN, FG_INFO,
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"Unknown line in material properties file\n");
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}
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}
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fgclose(f);
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return(1);
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}
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// Initialize the transient list of fragments for each material property
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void fgMATERIAL_MGR::init_transient_material_lists( void ) {
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map < string, fgMATERIAL, less<string> > :: iterator mapcurrent =
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material_mgr.material_map.begin();
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map < string, fgMATERIAL, less<string> > :: iterator maplast =
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material_mgr.material_map.end();
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while ( mapcurrent != maplast ) {
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// (char *)key = (*mapcurrent).first;
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// (fgMATERIAL)value = (*mapcurrent).second;
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(*mapcurrent).second.list_size = 0;
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*mapcurrent++;
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}
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}
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// Destructor
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fgMATERIAL_MGR::~fgMATERIAL_MGR ( void ) {
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}
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// $Log$
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// Revision 1.6 1998/06/27 16:54:59 curt
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// Check for GL_VERSION_1_1 or GL_EXT_texture_object to decide whether to use
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// "EXT" versions of texture management routines.
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//
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// Revision 1.5 1998/06/17 21:36:39 curt
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// Load and manage multiple textures defined in the Materials library.
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// Boost max material fagments for each material property to 800.
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// Multiple texture support when rendering.
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//
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// Revision 1.4 1998/06/12 00:58:04 curt
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// Build only static libraries.
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// Declare memmove/memset for Sloaris.
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//
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// Revision 1.3 1998/06/05 22:39:53 curt
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// Working on sorting by, and rendering by material properties.
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//
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// Revision 1.2 1998/06/01 17:56:20 curt
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// Incremental additions to material.cxx (not fully functional)
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// Tweaked vfc_ratio math to avoid divide by zero.
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//
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// Revision 1.1 1998/05/30 01:56:45 curt
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// Added material.cxx material.hxx
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//
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