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flightgear/src/Objects/matlib.cxx
curt 43e48070fe - Some refactoring of the configure.ac script.
- Better Mac OS X support (they put glut.h in GLUT/glut.h) :-(
2002-12-10 20:50:48 +00:00

629 lines
25 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 SG_MATH_EXCEPTION_CLASH
# include <math.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include GLUT_H
#include <simgear/compiler.h>
#include <simgear/constants.h>
#include <simgear/misc/exception.hxx>
#include <string.h>
#include STL_STRING
#include <simgear/debug/logstream.hxx>
#include <simgear/misc/sg_path.hxx>
#include <simgear/misc/sgstream.hxx>
#include <Include/general.hxx>
#include <Main/globals.hxx>
#include <Main/fg_props.hxx>
#include <Scenery/tileentry.hxx>
#include "newmat.hxx"
#include "matlib.hxx"
SG_USING_NAMESPACE(std);
SG_USING_STD(string);
// global material management class
FGMaterialLib material_lib;
// Constructor
FGMaterialLib::FGMaterialLib ( void ) {
set_step(0);
}
static int gen_test_light_map() {
static const int env_tex_res = 32;
int half_res = env_tex_res / 2;
unsigned char env_map[env_tex_res][env_tex_res][4];
GLuint tex_name;
for ( int i = 0; i < env_tex_res; ++i ) {
for ( int j = 0; j < env_tex_res; ++j ) {
double x = (i - half_res) / (double)half_res;
double y = (j - half_res) / (double)half_res;
double dist = sqrt(x*x + y*y);
if ( dist > 1.0 ) { dist = 1.0; }
// cout << x << "," << y << " " << (int)(dist * 255) << ","
// << (int)((1.0 - dist) * 255) << endl;
env_map[i][j][0] = (int)(dist * 255);
env_map[i][j][1] = (int)((1.0 - dist) * 255);
env_map[i][j][2] = 0;
env_map[i][j][3] = 255;
}
}
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glGenTextures( 1, &tex_name );
glBindTexture( GL_TEXTURE_2D, tex_name );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
GL_RGBA, GL_UNSIGNED_BYTE, env_map);
return tex_name;
}
// generate standard colored directional light environment texture map
static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
const int env_tex_res = 32;
int half_res = env_tex_res / 2;
unsigned char env_map[env_tex_res][env_tex_res][4];
GLuint tex_name;
for ( int i = 0; i < env_tex_res; ++i ) {
for ( int j = 0; j < env_tex_res; ++j ) {
double x = (i - half_res) / (double)half_res;
double y = (j - half_res) / (double)half_res;
double dist = sqrt(x*x + y*y);
if ( dist > 1.0 ) { dist = 1.0; }
double bright = cos( dist * SGD_PI_2 );
if ( bright < 0.3 ) { bright = 0.3; }
env_map[i][j][0] = r;
env_map[i][j][1] = g;
env_map[i][j][2] = b;
env_map[i][j][3] = (int)(bright * alpha);
}
}
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glGenTextures( 1, &tex_name );
glBindTexture( GL_TEXTURE_2D, tex_name );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
GL_RGBA, GL_UNSIGNED_BYTE, env_map);
return tex_name;
}
// generate standard colored directional light environment texture map
static int gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
const int env_tex_res = 32;
int half_res = env_tex_res / 2;
unsigned char env_map[env_tex_res][env_tex_res][4];
GLuint tex_name;
for ( int i = 0; i < env_tex_res; ++i ) {
for ( int j = 0; j < env_tex_res; ++j ) {
double x = (i - half_res) / (double)half_res;
double y = (j - half_res) / (double)half_res;
double tmp = sqrt(x*x + y*y);
double dist = tmp * tmp;
if ( dist > 1.0 ) { dist = 1.0; }
double bright = sin( dist * SGD_PI_2 );
if ( bright < 0.2 ) { bright = 0.2; }
env_map[i][j][0] = r;
env_map[i][j][1] = g;
env_map[i][j][2] = b;
env_map[i][j][3] = (int)(bright * alpha);
}
}
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glGenTextures( 1, &tex_name );
glBindTexture( GL_TEXTURE_2D, tex_name );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
GL_RGBA, GL_UNSIGNED_BYTE, env_map);
return tex_name;
}
// generate the directional vasi light environment texture map
static int gen_vasi_light_map() {
const int env_tex_res = 256;
int half_res = env_tex_res / 2;
unsigned char env_map[env_tex_res][env_tex_res][4];
GLuint tex_name;
for ( int i = 0; i < env_tex_res; ++i ) {
for ( int j = 0; j < env_tex_res; ++j ) {
double x = (i - half_res) / (double)half_res;
double y = (j - half_res) / (double)half_res;
double dist = sqrt(x*x + y*y);
if ( dist > 1.0 ) { dist = 1.0; }
double bright = cos( dist * SGD_PI_2 );
// top half white, bottom half red
env_map[i][j][0] = 255;
if ( i > half_res ) {
// white
env_map[i][j][1] = 255;
env_map[i][j][2] = 255;
} else if ( i == half_res - 1 || i == half_res ) {
// pink
env_map[i][j][1] = 127;
env_map[i][j][2] = 127;
} else {
// red
env_map[i][j][1] = 0;
env_map[i][j][2] = 0;
}
env_map[i][j][3] = (int)(bright * 255);
}
}
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
glGenTextures( 1, &tex_name );
glBindTexture( GL_TEXTURE_2D, tex_name );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
GL_RGBA, GL_UNSIGNED_BYTE, env_map);
return tex_name;
}
// Load a library of material properties
bool FGMaterialLib::load( const string& mpath ) {
SGPropertyNode materials;
SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
try {
readProperties( mpath, &materials );
} catch (const sg_exception &ex) {
SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
<< ex.getMessage() );
throw ex;
}
int nMaterials = materials.nChildren();
for (int i = 0; i < nMaterials; i++) {
const SGPropertyNode * node = materials.getChild(i);
if (!strcmp(node->getName(), "material")) {
FGNewMat * m = new FGNewMat(node);
vector<SGPropertyNode_ptr>names = node->getChildren("name");
for ( unsigned int j = 0; j < names.size(); j++ ) {
string name = names[j]->getStringValue();
m->ref();
// cerr << "Material " << name << endl;
matlib[name] = m;
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
<< names[j]->getStringValue() );
}
} else {
SG_LOG(SG_INPUT, SG_ALERT,
"Skipping bad material entry " << node->getName());
}
}
// hard coded ground light state
ssgSimpleState *gnd_lights = new ssgSimpleState;
gnd_lights->ref();
gnd_lights->disable( GL_TEXTURE_2D );
gnd_lights->enable( GL_CULL_FACE );
gnd_lights->enable( GL_COLOR_MATERIAL );
gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
gnd_lights->enable( GL_BLEND );
gnd_lights->disable( GL_ALPHA_TEST );
gnd_lights->disable( GL_LIGHTING );
matlib["GROUND_LIGHTS"] = new FGNewMat(gnd_lights);
GLuint tex_name;
// hard coded runway white light state
tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
ssgSimpleState *rwy_white_lights = new ssgSimpleState();
rwy_white_lights->ref();
rwy_white_lights->disable( GL_LIGHTING );
rwy_white_lights->enable ( GL_CULL_FACE ) ;
rwy_white_lights->enable( GL_TEXTURE_2D );
rwy_white_lights->enable( GL_BLEND );
rwy_white_lights->enable( GL_ALPHA_TEST );
rwy_white_lights->enable( GL_COLOR_MATERIAL );
rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_white_lights->setTexture( tex_name );
matlib["RWY_WHITE_LIGHTS"] = new FGNewMat(rwy_white_lights);
// For backwards compatibility ... remove someday
matlib["RUNWAY_LIGHTS"] = new FGNewMat(rwy_white_lights);
matlib["RWY_LIGHTS"] = new FGNewMat(rwy_white_lights);
// end of backwards compatitibilty
// hard coded runway medium intensity white light state
tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
rwy_white_medium_lights->ref();
rwy_white_medium_lights->disable( GL_LIGHTING );
rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
rwy_white_medium_lights->enable( GL_TEXTURE_2D );
rwy_white_medium_lights->enable( GL_BLEND );
rwy_white_medium_lights->enable( GL_ALPHA_TEST );
rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_white_medium_lights->setTexture( tex_name );
matlib["RWY_WHITE_MEDIUM_LIGHTS"] = new FGNewMat(rwy_white_medium_lights);
// hard coded runway low intensity white light state
tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
rwy_white_low_lights->ref();
rwy_white_low_lights->disable( GL_LIGHTING );
rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
rwy_white_low_lights->enable( GL_TEXTURE_2D );
rwy_white_low_lights->enable( GL_BLEND );
rwy_white_low_lights->enable( GL_ALPHA_TEST );
rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_white_low_lights->setTexture( tex_name );
matlib["RWY_WHITE_LOW_LIGHTS"] = new FGNewMat(rwy_white_low_lights);
// hard coded runway yellow light state
tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
rwy_yellow_lights->ref();
rwy_yellow_lights->disable( GL_LIGHTING );
rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
rwy_yellow_lights->enable( GL_TEXTURE_2D );
rwy_yellow_lights->enable( GL_BLEND );
rwy_yellow_lights->enable( GL_ALPHA_TEST );
rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_lights->setTexture( tex_name );
matlib["RWY_YELLOW_LIGHTS"] = new FGNewMat(rwy_yellow_lights);
// hard coded runway medium intensity yellow light state
tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
rwy_yellow_medium_lights->ref();
rwy_yellow_medium_lights->disable( GL_LIGHTING );
rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
rwy_yellow_medium_lights->enable( GL_BLEND );
rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_medium_lights->setTexture( tex_name );
matlib["RWY_YELLOW_MEDIUM_LIGHTS"] = new FGNewMat(rwy_yellow_medium_lights);
// hard coded runway low intensity yellow light state
tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
rwy_yellow_low_lights->ref();
rwy_yellow_low_lights->disable( GL_LIGHTING );
rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
rwy_yellow_low_lights->enable( GL_BLEND );
rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_low_lights->setTexture( tex_name );
matlib["RWY_YELLOW_LOW_LIGHTS"] = new FGNewMat(rwy_yellow_low_lights);
// hard coded runway red light state
tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
ssgSimpleState *rwy_red_lights = new ssgSimpleState();
rwy_red_lights->ref();
rwy_red_lights->disable( GL_LIGHTING );
rwy_red_lights->enable ( GL_CULL_FACE ) ;
rwy_red_lights->enable( GL_TEXTURE_2D );
rwy_red_lights->enable( GL_BLEND );
rwy_red_lights->enable( GL_ALPHA_TEST );
rwy_red_lights->enable( GL_COLOR_MATERIAL );
rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_red_lights->setTexture( tex_name );
matlib["RWY_RED_LIGHTS"] = new FGNewMat(rwy_red_lights);
// hard coded medium intensity runway red light state
tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
rwy_red_medium_lights->ref();
rwy_red_medium_lights->disable( GL_LIGHTING );
rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
rwy_red_medium_lights->enable( GL_TEXTURE_2D );
rwy_red_medium_lights->enable( GL_BLEND );
rwy_red_medium_lights->enable( GL_ALPHA_TEST );
rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_red_medium_lights->setTexture( tex_name );
matlib["RWY_RED_MEDIUM_LIGHTS"] = new FGNewMat(rwy_red_medium_lights);
// hard coded low intensity runway red light state
tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
rwy_red_low_lights->ref();
rwy_red_low_lights->disable( GL_LIGHTING );
rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
rwy_red_low_lights->enable( GL_TEXTURE_2D );
rwy_red_low_lights->enable( GL_BLEND );
rwy_red_low_lights->enable( GL_ALPHA_TEST );
rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_red_low_lights->setTexture( tex_name );
matlib["RWY_RED_LOW_LIGHTS"] = new FGNewMat(rwy_red_low_lights);
// hard coded runway green light state
tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
ssgSimpleState *rwy_green_lights = new ssgSimpleState();
rwy_green_lights->ref();
rwy_green_lights->disable( GL_LIGHTING );
rwy_green_lights->enable ( GL_CULL_FACE ) ;
rwy_green_lights->enable( GL_TEXTURE_2D );
rwy_green_lights->enable( GL_BLEND );
rwy_green_lights->enable( GL_ALPHA_TEST );
rwy_green_lights->enable( GL_COLOR_MATERIAL );
rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_green_lights->setTexture( tex_name );
matlib["RWY_GREEN_LIGHTS"] = new FGNewMat(rwy_green_lights);
// hard coded medium intensity runway green light state
tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
rwy_green_medium_lights->ref();
rwy_green_medium_lights->disable( GL_LIGHTING );
rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
rwy_green_medium_lights->enable( GL_TEXTURE_2D );
rwy_green_medium_lights->enable( GL_BLEND );
rwy_green_medium_lights->enable( GL_ALPHA_TEST );
rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_green_medium_lights->setTexture( tex_name );
matlib["RWY_GREEN_MEDIUM_LIGHTS"] = new FGNewMat(rwy_green_medium_lights);
// hard coded low intensity runway green light state
tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
rwy_green_low_lights->ref();
rwy_green_low_lights->disable( GL_LIGHTING );
rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
rwy_green_low_lights->enable( GL_TEXTURE_2D );
rwy_green_low_lights->enable( GL_BLEND );
rwy_green_low_lights->enable( GL_ALPHA_TEST );
rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_green_low_lights->setTexture( tex_name );
matlib["RWY_GREEN_LOW_LIGHTS"] = new FGNewMat(rwy_green_low_lights);
// hard coded low intensity taxiway blue light state
tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
taxiway_blue_low_lights->ref();
taxiway_blue_low_lights->disable( GL_LIGHTING );
taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
taxiway_blue_low_lights->enable( GL_BLEND );
taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
taxiway_blue_low_lights->setTexture( tex_name );
matlib["RWY_BLUE_TAXIWAY_LIGHTS"]
= new FGNewMat(taxiway_blue_low_lights);
// hard coded runway vasi light state
ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
rwy_vasi_lights->ref();
rwy_vasi_lights->disable( GL_LIGHTING );
rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
rwy_vasi_lights->enable( GL_TEXTURE_2D );
rwy_vasi_lights->enable( GL_BLEND );
rwy_vasi_lights->enable( GL_ALPHA_TEST );
rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_vasi_lights->setTexture( gen_vasi_light_map() );
matlib["RWY_VASI_LIGHTS"] = new FGNewMat(rwy_vasi_lights);
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 );
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
<< mat_name << " (" << full_path << ")");
material_lib.matlib[mat_name] = new FGNewMat(full_path);
return true;
}
// Load a library of material properties
bool FGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
{
FGNewMat *m = new FGNewMat(state);
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
<< "ssgSimpleState = " << mat_name );
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 ) {
// Free up all the material entries first
for ( material_map_iterator it = begin(); it != end(); it++ ) {
FGNewMat *slot = it->second;
slot->deRef();
if ( slot->getRef() <= 0 ) {
delete slot;
}
}
}
// 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;
SG_LOG( SG_GENERAL, SG_INFO,
"Updating material " << key << " to step " << step );
FGNewMat *slot = it->second;
slot->get_state()->selectStep(step);
}
}
// Get the step for the state selectors
int FGMaterialLib::get_step ()
{
material_map_iterator it = begin();
return it->second->get_state()->getSelectStep();
}
// Load one pending "deferred" texture. Return true if a texture
// loaded successfully, false if no pending, or error.
void FGMaterialLib::load_next_deferred() {
// container::iterator it = begin();
for ( material_map_iterator it = begin(); it != end(); it++ ) {
/* we don't need the key, but here's how we'd get it if we wanted it. */
// const string &key = it->first;
FGNewMat *slot = it->second;
if (slot->load_texture())
return;
}
}