576432ec75
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.
287 lines
6.4 KiB
C++
287 lines
6.4 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 <simgear/xgl/xgl.h>
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#include <simgear/compiler.h>
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#include <string.h>
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#include STL_STRING
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/fgpath.hxx>
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#include <simgear/misc/fgstream.hxx>
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#include <Include/general.hxx>
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#include <Main/globals.hxx>
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#include <Main/fg_props.hxx>
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#include <Scenery/tileentry.hxx>
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#include "matlib.hxx"
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FG_USING_STD(string);
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// global material management class
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FGMaterialLib material_lib;
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// Constructor
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FGMaterialLib::FGMaterialLib ( void ) {
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}
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static bool local_file_exists( const string& path ) {
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fg_gzifstream in( path );
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if ( ! in.is_open() ) {
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return false;
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} else {
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return true;
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}
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#if 0
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cout << path << " ";
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FILE *fp = fopen( path.c_str(), "r" );
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if ( fp == NULL ) {
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cout << " doesn't exist\n";
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return false;
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} else {
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cout << " exists\n";
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return true;
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}
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#endif
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}
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// Load a library of material properties
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bool FGMaterialLib::load( const string& mpath ) {
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string material_name;
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fg_gzifstream in( mpath );
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if ( ! in.is_open() ) {
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FG_LOG( FG_GENERAL, FG_ALERT, "Cannot open file: " << mpath );
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exit(-1);
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}
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#ifndef __MWERKS__
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while ( ! in.eof() ) {
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#else
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char c = '\0';
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while ( in.get(c) && c != '\0' ) {
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in.putback(c);
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#endif
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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;
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if ( material_name == "alias" ) {
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string src_mat, dst_mat;
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in >> dst_mat >> src_mat;
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FG_LOG( FG_GENERAL, FG_INFO, " Material alias: " << dst_mat <<
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" mapped to " << src_mat );
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FGNewMat m = matlib[src_mat];
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matlib[dst_mat] = m;
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} else {
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in >> token;
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if ( token == '{' ) {
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FGNewMat m;
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in >> m;
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// build the ssgSimpleState
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FGPath tex_path( globals->get_fg_root() );
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tex_path.append( "Textures.high" );
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FGPath tmp_path = tex_path;
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tmp_path.append( m.get_texture_name() );
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if ( ! local_file_exists(tmp_path.str())
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|| general.get_glMaxTexSize() < 512 ) {
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tex_path = FGPath( globals->get_fg_root() );
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tex_path.append( "Textures" );
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}
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FG_LOG( FG_TERRAIN, FG_INFO, " Loading material "
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<< material_name << " (" << tex_path.c_str() << ")");
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GLenum shade_model = GL_SMOOTH;
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if ( fgGetBool("/sim/rendering/shading") ) {
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shade_model = GL_SMOOTH;
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} else {
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shade_model = GL_FLAT;
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}
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m.build_ssg_state( tex_path.str(), shade_model,
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fgGetBool("/sim/rendering/textures") );
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#if EXTRA_DEBUG
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m.dump_info();
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#endif
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matlib[material_name] = m;
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}
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}
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}
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// hard coded light state
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ssgSimpleState *lights = new ssgSimpleState;
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lights->ref();
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lights->disable( GL_TEXTURE_2D );
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lights->enable( GL_CULL_FACE );
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lights->enable( GL_COLOR_MATERIAL );
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lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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lights->enable( GL_BLEND );
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lights->disable( GL_ALPHA_TEST );
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lights->disable( GL_LIGHTING );
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FGNewMat m;
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m.set_ssg_state( lights );
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matlib["LIGHTS"] = m;
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return true;
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}
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// Load a library of material properties
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bool FGMaterialLib::add_item ( const string &tex_path )
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{
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string material_name = tex_path;
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int pos = tex_path.rfind( "/" );
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material_name = material_name.substr( pos + 1 );
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return add_item( material_name, tex_path );
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}
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// Load a library of material properties
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bool FGMaterialLib::add_item ( const string &mat_name, const string &full_path )
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{
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int pos = full_path.rfind( "/" );
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string tex_name = full_path.substr( pos + 1 );
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string tex_path = full_path.substr( 0, pos );
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FGNewMat m( mat_name, tex_name );
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FG_LOG( FG_TERRAIN, FG_INFO, " Loading material "
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<< mat_name << " (" << tex_path << ")");
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#if EXTRA_DEBUG
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m.dump_info();
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#endif
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GLenum shade_model = GL_SMOOTH;
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if ( fgGetBool("/sim/rendering/shading") ) {
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shade_model = GL_SMOOTH;
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} else {
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shade_model = GL_FLAT;
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}
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m.build_ssg_state( tex_path, shade_model,
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fgGetBool("/sim/rendering/textures") );
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material_lib.matlib[mat_name] = m;
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return true;
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}
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// Load a library of material properties
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bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
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{
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FGNewMat m( mat_name );
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m.set_ssg_state( state );
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FG_LOG( FG_TERRAIN, FG_INFO, " Loading material given a premade "
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<< "ssgSimpleState = " << mat_name );
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#if EXTRA_DEBUG
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m.dump_info();
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#endif
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material_lib.matlib[mat_name] = m;
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return true;
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}
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// find a material record by material name
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FGNewMat *FGMaterialLib::find( const string& material ) {
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FGNewMat *result = NULL;
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material_map_iterator it = matlib.find( material );
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if ( it != end() ) {
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result = &((*it).second);
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return result;
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}
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return NULL;
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}
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// Destructor
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FGMaterialLib::~FGMaterialLib ( void ) {
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}
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// Set the step for all of the state selectors in the material slots
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void FGMaterialLib::set_step ( int step )
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{
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// container::iterator it = begin();
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for ( material_map_iterator it = begin(); it != end(); it++ ) {
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const string &key = it->first;
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FG_LOG( FG_GENERAL, FG_INFO,
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"Updating material " << key << " to step " << step );
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FGNewMat &slot = it->second;
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slot.get_state()->selectStep(step);
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}
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}
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