c90db01dc8
SimGear and TerraGear appear to have been split off at this time.
250 lines
6.2 KiB
C++
250 lines
6.2 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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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <Include/compiler.h>
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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 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 "material.hxx"
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#include "texload.h"
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FG_USING_STD(string);
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// Constructor
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FGMaterial::FGMaterial ( void )
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: loaded(false),
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texture_name(""),
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alpha(0)
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// , list_size(0)
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{
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ambient[0] = ambient[1] = ambient[2] = ambient[3] = 0.0;
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diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = 0.0;
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specular[0] = specular[1] = specular[2] = specular[3] = 0.0;
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emissive[0] = emissive[1] = emissive[2] = emissive[3] = 0.0;
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}
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istream&
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operator >> ( istream& in, FGMaterial& m )
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{
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string token;
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for (;;) {
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in >> token;
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if ( token == "texture" ) {
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in >> token >> m.texture_name;
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} else if ( token == "xsize" ) {
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in >> token >> m.xsize;
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} else if ( token == "ysize" ) {
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in >> token >> m.ysize;
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} else if ( token == "ambient" ) {
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in >> token >> m.ambient[0] >> m.ambient[1]
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>> m.ambient[2] >> m.ambient[3];
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} else if ( token == "diffuse" ) {
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in >> token >> m.diffuse[0] >> m.diffuse[1]
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>> m.diffuse[2] >> m.diffuse[3];
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} else if ( token == "specular" ) {
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in >> token >> m.specular[0] >> m.specular[1]
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>> m.specular[2] >> m.specular[3];
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} else if ( token == "emissive" ) {
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in >> token >> m.emissive[0] >> m.emissive[1]
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>> m.emissive[2] >> m.emissive[3];
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} else if ( token == "alpha" ) {
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in >> token >> token;
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if ( token == "yes" ) {
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m.alpha = 1;
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} else if ( token == "no" ) {
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m.alpha = 0;
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} else {
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FG_LOG( FG_TERRAIN, FG_INFO, "Bad alpha value " << token );
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}
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} else if ( token[0] == '}' ) {
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break;
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}
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}
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return in;
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}
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void
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FGMaterial::load_texture( const string& root )
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{
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GLubyte *texbuf;
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int width, height;
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FG_LOG( FG_TERRAIN, FG_INFO,
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" Loading texture for material " << 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, &texture_id );
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xglBindTexture(GL_TEXTURE_2D, texture_id );
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#elif GL_EXT_texture_object
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xglGenTexturesEXT(1, &texture_id );
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xglBindTextureEXT(GL_TEXTURE_2D, 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 back to the defaults for loading
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// this texture
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xglPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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xglPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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xglPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
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xglPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
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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 */
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/* GL_NEAREST_MIPMAP_LINEAR */
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GL_LINEAR_MIPMAP_LINEAR ) ;
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// load in the texture data
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FGPath base_path( root );
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base_path.append( "Textures" );
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base_path.append( texture_name );
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FGPath tpath = base_path;
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tpath.concat( ".rgb" );
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FGPath fg_tpath = tpath;
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fg_tpath.concat( ".gz" );
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FGPath fg_raw_tpath = base_path;
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fg_raw_tpath.concat( ".raw" );
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// create string names for msfs compatible textures
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FGPath fg_r8_tpath = base_path;
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fg_r8_tpath.concat( ".r8" );
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FGPath fg_tex_tpath = base_path;
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fg_tex_tpath.concat( ".txt" );
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FGPath fg_pat_tpath = base_path;
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fg_pat_tpath.concat( ".pat" );
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FGPath fg_oav_tpath = base_path;
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fg_oav_tpath.concat( ".oav" );
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if ( alpha == 0 ) {
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// load rgb texture
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// Try uncompressed
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if ( (texbuf =
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read_rgb_texture(tpath.c_str(), &width, &height)) !=
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NULL )
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;
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// Try compressed
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else if ( (texbuf =
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read_rgb_texture(fg_tpath.c_str(), &width, &height))
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!= NULL )
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;
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// Try raw
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else if ( (texbuf =
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read_raw_texture(fg_raw_tpath.c_str(), &width, &height))
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!= NULL )
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;
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// Try r8
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else if ( (texbuf =
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read_r8_texture(fg_r8_tpath.c_str(), &width, &height))
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!= NULL )
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;
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// Try tex
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else if ( (texbuf =
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read_r8_texture(fg_tex_tpath.c_str(), &width, &height))
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!= NULL )
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;
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// Try pat
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else if ( (texbuf =
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read_r8_texture(fg_pat_tpath.c_str(), &width, &height))
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!= NULL )
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;
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// Try oav
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else if ( (texbuf =
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read_r8_texture(fg_oav_tpath.c_str(), &width, &height))
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!= NULL )
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;
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else {
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FG_LOG( FG_GENERAL, FG_ALERT,
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"Error in loading texture " << tpath.str() );
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exit(-1);
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}
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if ( gluBuild2DMipmaps( GL_TEXTURE_2D, GL_RGB, width, height,
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GL_RGB, GL_UNSIGNED_BYTE, texbuf ) != 0 )
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{
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FG_LOG( FG_GENERAL, FG_ALERT, "Error building mipmaps");
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exit(-1);
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}
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} else if ( alpha == 1 ) {
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// load rgba (alpha) texture
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// Try uncompressed
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if ( (texbuf =
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read_alpha_texture(tpath.c_str(), &width, &height))
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== NULL )
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{
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// Try compressed
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if ((texbuf =
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read_alpha_texture(fg_tpath.c_str(), &width, &height))
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== NULL )
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{
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FG_LOG( FG_GENERAL, FG_ALERT,
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"Error in loading texture " << tpath.str() );
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exit(-1);
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}
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}
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xglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, texbuf);
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}
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loaded = true;
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}
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// Destructor
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FGMaterial::~FGMaterial ( void ) {
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}
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