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flightgear/src/Objects/newmat.hxx
curt 8dc38a5198 put a separate LOD node in front of ever random object so we can randomize
the exact pop in location of each object ... this allows us to put some objects further out and perhaps hide the popping just a tiny bit?
2002-07-16 20:43:40 +00:00

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// newmat.hxx -- a material in the scene graph.
// TODO: this class needs to be renamed.
//
// Written by Curtis Olson, started May 1998.
// Overhauled by David Megginson, December 2001
//
// 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 <simgear/misc/props.hxx>
#include <GL/glut.h>
#include STL_STRING // Standard C++ string library
SG_USING_STD(string);
/**
* A material in the scene graph.
*
* A material represents information about a single surface type
* in the 3D scene graph, including texture, colour, lighting,
* tiling, and so on; most of the materials in FlightGear are
* defined in the $FG_ROOT/materials.xml file, and can be changed
* at runtime.
*/
class FGNewMat {
public:
////////////////////////////////////////////////////////////////////
// Public Constructors.
////////////////////////////////////////////////////////////////////
/**
* Construct a material from a set of properties.
*
* @param props A property node containing subnodes with the
* state information for the material. This node is usually
* loaded from the $FG_ROOT/materials.xml file.
*/
FGNewMat (const SGPropertyNode * props);
/**
* Construct a material from an absolute texture path.
*
* @param texture_path A string containing an absolute path
* to a texture file (usually RGB).
*/
FGNewMat (const string &texpath);
/**
* Construct a material around an existing SSG state.
*
* This constructor allows the application to create a custom,
* low-level state for the scene graph and wrap a material around
* it. Note: the pointer ownership is transferred to the material.
*
* @param s The SSG state for this material.
*/
FGNewMat (ssgSimpleState * s);
/**
* Destructor.
*/
virtual ~FGNewMat ( void );
////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////
/**
* Force the texture to load if it hasn't already.
*
* @return true if the texture loaded, false if it was loaded
* already.
*/
virtual bool load_texture ();
/**
* Get the textured state.
*/
virtual inline ssgSimpleState *get_textured () { return textured; }
/**
* Get the xsize of the texture, in meters.
*/
virtual inline double get_xsize() const { return xsize; }
/**
* Get the ysize of the texture, in meters.
*/
virtual inline double get_ysize() const { return ysize; }
/**
* Get the light coverage.
*
* A smaller number means more generated night lighting.
*
* @return The area (m^2?) covered by each light.
*/
virtual inline double get_light_coverage () const { return light_coverage; }
/**
* Get the number of dynamic objects defined for this material.
*/
virtual int get_object_count () const { return objects.size(); }
/**
* Get a dynamic object for this material.
*/
virtual ssgEntity * get_object (int i) const { return objects[i].model; }
/**
* Get the average space for a dynamic object for this material.
*/
virtual double get_object_coverage (int i) const {
return objects[i].coverage;
}
/**
* Get the group LOD range for a dynamic object for this material.
*/
virtual double get_object_group_lod (int i) const {
return objects[i].group_lod;
}
/**
* Get the target LOD range for a dynamic object for this material.
*/
virtual double get_object_lod (int i) const {
return objects[i].lod;
}
/**
* Get the current state.
*/
virtual inline ssgStateSelector *get_state () const { return state; }
/**
* Increment the reference count for this material.
*
* A material with 0 references may be deleted by the
* material library.
*/
virtual inline void ref () { refcount++; }
/**
* Decrement the reference count for this material.
*/
virtual inline void deRef () { refcount--; }
/**
* Get the reference count for this material.
*
* @return The number of references (0 if none).
*/
virtual inline int getRef () const { return refcount; }
protected:
////////////////////////////////////////////////////////////////////
// Protected methods.
////////////////////////////////////////////////////////////////////
/**
* Initialization method, invoked by all public constructors.
*/
virtual void init();
private:
////////////////////////////////////////////////////////////////////
// Internal state.
////////////////////////////////////////////////////////////////////
// names
string texture_path;
// pointers to ssg states
ssgStateSelector *state;
ssgSimpleState *textured;
ssgSimpleState *nontextured;
// texture size
double xsize, ysize;
// wrap texture?
bool wrapu, wrapv;
// use mipmapping?
int mipmap;
// coverage of night lighting.
double light_coverage;
// material properties
sgVec4 ambient, diffuse, specular, emission;
// true if texture loading deferred, and not yet loaded
bool texture_loaded;
struct Object
{
ssgEntity * model;
double coverage;
double group_lod;
double lod;
};
vector<Object> objects;
// ref count so we can properly delete if we have multiple
// pointers to this record
int refcount;
////////////////////////////////////////////////////////////////////
// Internal constructors and methods.
////////////////////////////////////////////////////////////////////
FGNewMat (const FGNewMat &mat); // unimplemented
void read_properties (const SGPropertyNode * props);
void build_ssg_state(bool defer_tex_load = false);
void set_ssg_state( ssgSimpleState *s );
};
#endif // _NEWMAT_HXX