a9b54bca0f
so it can be accessible from the scenery tools. Also implimented JIT texture loading to save start time and memory.
218 lines
4.8 KiB
C++
218 lines
4.8 KiB
C++
// materialmgr.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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#ifdef FG_MATH_EXCEPTION_CLASH
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# include <math.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 <Include/compiler.h>
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#include <string.h>
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#include STL_STRING
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#include <Debug/logstream.hxx>
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#include <Misc/fgpath.hxx>
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#include <Misc/fgstream.hxx>
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#include <Main/options.hxx>
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#include <Main/views.hxx>
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#include <Misc/texload.h>
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#include <Scenery/tile.hxx>
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#include "materialmgr.hxx"
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#include "fragment.hxx"
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FG_USING_STD(string);
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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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FGMaterialSlot::FGMaterialSlot ( void ) { }
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// Destructor
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FGMaterialSlot::~FGMaterialSlot ( void ) {
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}
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// Constructor
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fgMATERIAL_MGR::fgMATERIAL_MGR ( void ) {
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textures_loaded = false;
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}
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void
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FGMaterialSlot::render_fragments()
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{
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int tris_rendered = current_view.get_tris_rendered();
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// cout << "rendering " + texture_name + " = " << list_size << "\n";
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if ( empty() )
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return;
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if ( current_options.get_textures() ) {
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if ( !m.is_loaded() ) {
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m.load_texture( current_options.get_fg_root() );
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}
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#ifdef GL_VERSION_1_1
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xglBindTexture( GL_TEXTURE_2D, m.get_texture_id() );
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#elif GL_EXT_texture_object
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xglBindTextureEXT( GL_TEXTURE_2D, m.get_texture_id() );
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#else
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# error port me
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#endif
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} else {
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xglMaterialfv (GL_FRONT, GL_AMBIENT, m.get_ambient() );
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xglMaterialfv (GL_FRONT, GL_DIFFUSE, m.get_diffuse() );
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}
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fgTILE* last_tile_ptr = NULL;
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frag_list_iterator current = list.begin();
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frag_list_iterator last = list.end();
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for ( ; current != last; ++current ) {
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fgFRAGMENT* frag_ptr = *current;
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tris_rendered += frag_ptr->num_faces();
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if ( frag_ptr->tile_ptr != last_tile_ptr ) {
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// new tile, new translate
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last_tile_ptr = frag_ptr->tile_ptr;
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xglLoadMatrixf( frag_ptr->tile_ptr->model_view );
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}
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// Woohoo!!! We finally get to draw something!
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// printf(" display_list = %d\n", frag_ptr->display_list);
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xglCallList( frag_ptr->display_list );
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}
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current_view.set_tris_rendered( tris_rendered );
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}
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// Load a library of material properties
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int
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fgMATERIAL_MGR::load_lib ( void )
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{
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string material_name;
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// build the path name to the material db
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FGPath mpath( current_options.get_fg_root() );
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mpath.append( "materials" );
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fg_gzifstream in( mpath.str() );
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if ( ! in ) {
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FG_LOG( FG_GENERAL, FG_ALERT, "Cannot open file: " << mpath.str() );
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exit(-1);
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}
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while ( ! in.eof() ) {
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// printf("%s", line);
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// strip leading white space and comments
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in >> skipcomment;
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// set to zero to prevent its value accidently being '{'
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// after a failed >> operation.
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char token = 0;
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in >> material_name >> token;
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if ( token == '{' ) {
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FG_LOG( FG_TERRAIN, FG_INFO,
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" Loading material " << material_name );
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FGMaterial m;
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in >> m;
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// if ( current_options.get_textures() ) {
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// m.load_texture( current_options.get_fg_root() );
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// }
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FGMaterialSlot m_slot;
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m_slot.set_m( m );
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material_mgr.material_map[material_name] = m_slot;
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}
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}
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if ( current_options.get_textures() ) {
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textures_loaded = true;
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}
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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
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fgMATERIAL_MGR::init_transient_material_lists( void )
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{
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iterator last = end();
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for ( iterator it = begin(); it != last; ++it ) {
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(*it).second.init_sort_list();
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}
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}
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bool
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fgMATERIAL_MGR::find( const string& material, FGMaterialSlot*& mtl_ptr )
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{
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iterator it = material_map.find( material );
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if ( it != end() ) {
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mtl_ptr = &((*it).second);
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return true;
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}
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return false;
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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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void
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fgMATERIAL_MGR::render_fragments()
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{
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current_view.set_tris_rendered( 0 );
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iterator last = end();
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for ( iterator current = begin(); current != last; ++current ) {
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(*current).second.render_fragments();
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}
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}
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