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flightgear/src/Objects/matlib.cxx
curt 576432ec75 David Megginson writes:
FGOptions is history, and the modules are (starting) to use the property
manager directly.  Let me know if I left any files out.

Inevitably, there will be some problems with broken options, etc.,
that I haven't found in my tests, but I'll try to fix them quickly.
We also need to stress that the property names currently in use are
not stable -- we need to reorganize them a bit for clarity.
2001-01-13 22:06:39 +00:00

287 lines
6.4 KiB
C++

// materialmgr.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.
//
// $Id$
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef FG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <simgear/xgl/xgl.h>
#include <simgear/compiler.h>
#include <string.h>
#include STL_STRING
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/fgpath.hxx>
#include <simgear/misc/fgstream.hxx>
#include <Include/general.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Scenery/tileentry.hxx>
#include "matlib.hxx"
FG_USING_STD(string);
// global material management class
FGMaterialLib material_lib;
// Constructor
FGMaterialLib::FGMaterialLib ( void ) {
}
static bool local_file_exists( const string& path ) {
fg_gzifstream in( path );
if ( ! in.is_open() ) {
return false;
} else {
return true;
}
#if 0
cout << path << " ";
FILE *fp = fopen( path.c_str(), "r" );
if ( fp == NULL ) {
cout << " doesn't exist\n";
return false;
} else {
cout << " exists\n";
return true;
}
#endif
}
// Load a library of material properties
bool FGMaterialLib::load( const string& mpath ) {
string material_name;
fg_gzifstream in( mpath );
if ( ! in.is_open() ) {
FG_LOG( FG_GENERAL, FG_ALERT, "Cannot open file: " << mpath );
exit(-1);
}
#ifndef __MWERKS__
while ( ! in.eof() ) {
#else
char c = '\0';
while ( in.get(c) && c != '\0' ) {
in.putback(c);
#endif
// printf("%s", line);
// strip leading white space and comments
in >> skipcomment;
// set to zero to prevent its value accidently being '{'
// after a failed >> operation.
char token = 0;
in >> material_name;
if ( material_name == "alias" ) {
string src_mat, dst_mat;
in >> dst_mat >> src_mat;
FG_LOG( FG_GENERAL, FG_INFO, " Material alias: " << dst_mat <<
" mapped to " << src_mat );
FGNewMat m = matlib[src_mat];
matlib[dst_mat] = m;
} else {
in >> token;
if ( token == '{' ) {
FGNewMat m;
in >> m;
// build the ssgSimpleState
FGPath tex_path( globals->get_fg_root() );
tex_path.append( "Textures.high" );
FGPath tmp_path = tex_path;
tmp_path.append( m.get_texture_name() );
if ( ! local_file_exists(tmp_path.str())
|| general.get_glMaxTexSize() < 512 ) {
tex_path = FGPath( globals->get_fg_root() );
tex_path.append( "Textures" );
}
FG_LOG( FG_TERRAIN, FG_INFO, " Loading material "
<< material_name << " (" << tex_path.c_str() << ")");
GLenum shade_model = GL_SMOOTH;
if ( fgGetBool("/sim/rendering/shading") ) {
shade_model = GL_SMOOTH;
} else {
shade_model = GL_FLAT;
}
m.build_ssg_state( tex_path.str(), shade_model,
fgGetBool("/sim/rendering/textures") );
#if EXTRA_DEBUG
m.dump_info();
#endif
matlib[material_name] = m;
}
}
}
// hard coded light state
ssgSimpleState *lights = new ssgSimpleState;
lights->ref();
lights->disable( GL_TEXTURE_2D );
lights->enable( GL_CULL_FACE );
lights->enable( GL_COLOR_MATERIAL );
lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
lights->enable( GL_BLEND );
lights->disable( GL_ALPHA_TEST );
lights->disable( GL_LIGHTING );
FGNewMat m;
m.set_ssg_state( lights );
matlib["LIGHTS"] = m;
return true;
}
// Load a library of material properties
bool FGMaterialLib::add_item ( const string &tex_path )
{
string material_name = tex_path;
int pos = tex_path.rfind( "/" );
material_name = material_name.substr( pos + 1 );
return add_item( material_name, tex_path );
}
// Load a library of material properties
bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
{
int pos = full_path.rfind( "/" );
string tex_name = full_path.substr( pos + 1 );
string tex_path = full_path.substr( 0, pos );
FGNewMat m( mat_name, tex_name );
FG_LOG( FG_TERRAIN, FG_INFO, " Loading material "
<< mat_name << " (" << tex_path << ")");
#if EXTRA_DEBUG
m.dump_info();
#endif
GLenum shade_model = GL_SMOOTH;
if ( fgGetBool("/sim/rendering/shading") ) {
shade_model = GL_SMOOTH;
} else {
shade_model = GL_FLAT;
}
m.build_ssg_state( tex_path, shade_model,
fgGetBool("/sim/rendering/textures") );
material_lib.matlib[mat_name] = m;
return true;
}
// Load a library of material properties
bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
{
FGNewMat m( mat_name );
m.set_ssg_state( state );
FG_LOG( FG_TERRAIN, FG_INFO, " Loading material given a premade "
<< "ssgSimpleState = " << mat_name );
#if EXTRA_DEBUG
m.dump_info();
#endif
material_lib.matlib[mat_name] = m;
return true;
}
// find a material record by material name
FGNewMat *FGMaterialLib::find( const string& material ) {
FGNewMat *result = NULL;
material_map_iterator it = matlib.find( material );
if ( it != end() ) {
result = &((*it).second);
return result;
}
return NULL;
}
// Destructor
FGMaterialLib::~FGMaterialLib ( void ) {
}
// Set the step for all of the state selectors in the material slots
void FGMaterialLib::set_step ( int step )
{
// container::iterator it = begin();
for ( material_map_iterator it = begin(); it != end(); it++ ) {
const string &key = it->first;
FG_LOG( FG_GENERAL, FG_INFO,
"Updating material " << key << " to step " << step );
FGNewMat &slot = it->second;
slot.get_state()->selectStep(step);
}
}