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flightgear/src/Objects/newmat.hxx

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C++

// newmat.hxx -- 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.
//
// $Id$
#ifndef _NEWMAT_HXX
#define _NEWMAT_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <plib/sg.h>
#include <plib/ssg.h>
#include <simgear/compiler.h>
#include <GL/glut.h>
#include STL_STRING // Standard C++ string library
SG_USING_STD(string);
// MSVC++ 6.0 kuldge - Need forward declaration of friends.
class FGNewMat;
istream& operator >> ( istream& in, FGNewMat& m );
// Material property class
class FGNewMat {
private:
// names
string material_name;
string texture_name;
// pointers to ssg states
ssgStateSelector *state;
ssgSimpleState *textured;
ssgSimpleState *nontextured;
// alpha texture?
int alpha;
// texture size
double xsize, ysize;
// wrap texture?
int wrapu, wrapv;
// use mipmapping?
int mipmap;
// coverage of night lighting. This number is specifically the
// amount of area coverage we give a single light. The size of a
// triangle is divided by this number and that is the number of
// lights assigned to that triangle. Lower numbers mean more
// dense light ocverage.
double light_coverage;
// material properties
sgVec4 ambient, diffuse, specular, emission;
// true if texture loading deferred, and not yet loaded
bool texture_loaded;
public:
// Constructor
FGNewMat ( void );
FGNewMat ( const string& name );
FGNewMat ( const string &mat_name, const string &tex_name );
// Destructor
~FGNewMat ( void );
friend istream& operator >> ( istream& in, FGNewMat& m );
// void load_texture( const string& root );
void build_ssg_state( GLenum shade_model, bool texture_default,
bool defer_tex_load = false );
void set_ssg_state( ssgSimpleState *s );
inline string get_material_name() const { return material_name; }
inline void set_material_name( const string& n ) { material_name = n; }
inline string get_texture_name() const { return texture_name; }
inline const char *get_texture_name_c_str() const {
return texture_name.c_str();
}
inline void set_texture_name( const string& n ) { texture_name = n; }
inline ssgSimpleState *get_textured() { return textured; }
inline double get_xsize() const { return xsize; }
inline double get_ysize() const { return ysize; }
inline void set_xsize( double x ) { xsize = x; }
inline void set_ysize( double y ) { ysize = y; }
inline float *get_ambient() { return ambient; }
inline float *get_diffuse() { return diffuse; }
inline float *get_specular() { return specular; }
inline float *get_emission() { return emission; }
inline void set_ambient( sgVec4 a ) { sgCopyVec4( ambient, a ); }
inline void set_diffuse( sgVec4 d ) { sgCopyVec4( diffuse, d ); }
inline void set_specular( sgVec4 s ) { sgCopyVec4( specular, s ); }
inline void set_emission( sgVec4 e ) { sgCopyVec4( emission, e ); }
inline bool get_texture_loaded() const { return texture_loaded; }
inline void set_texture_loaded( bool val ) { texture_loaded = val; }
inline double get_light_coverage () const { return light_coverage; }
inline void set_light_coverage (double coverage) {
light_coverage = coverage;
}
inline ssgStateSelector *get_state() const { return state; }
void dump_info();
};
#endif // _NEWMAT_HXX