a9b54bca0f
so it can be accessible from the scenery tools. Also implimented JIT texture loading to save start time and memory.
180 lines
4.2 KiB
C++
180 lines
4.2 KiB
C++
// materialmgr.hxx -- 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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#ifndef _MATERIALMGR_HXX
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#define _MATERIALMGR_HXX
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#ifndef __cplusplus
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# error This library requires C++
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#endif
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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 HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include "Include/compiler.h"
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#include <GL/glut.h>
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#include <XGL/xgl.h>
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#include STL_STRING // Standard C++ string library
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#include <map> // STL associative "array"
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#include <vector> // STL "array"
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#include <Misc/material.hxx>
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FG_USING_STD(string);
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FG_USING_STD(map);
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FG_USING_STD(vector);
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FG_USING_STD(less);
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// forward decl.
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class fgFRAGMENT;
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// convenience types
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typedef vector < fgFRAGMENT * > frag_list_type;
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typedef frag_list_type::iterator frag_list_iterator;
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typedef frag_list_type::const_iterator frag_list_const_iterator;
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// #define FG_MAX_MATERIAL_FRAGS 800
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// MSVC++ 6.0 kuldge - Need forward declaration of friends.
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// class FGMaterialSlot;
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// istream& operator >> ( istream& in, FGMaterialSlot& m );
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// Material property class
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class FGMaterialSlot {
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private:
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FGMaterial m;
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// OpenGL texture name
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// GLuint texture_id;
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// file name of texture
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// string texture_name;
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// alpha texture?
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// int alpha;
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// texture size
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// double xsize, ysize;
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// material properties
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// GLfloat ambient[4], diffuse[4], specular[4], emissive[4];
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// GLint texture_ptr;
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// transient list of objects with this material type (used for sorting
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// by material to reduce GL state changes when rendering the scene
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frag_list_type list;
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// size_t list_size;
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public:
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// Constructor
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FGMaterialSlot ( void );
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int size() const { return list.size(); }
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bool empty() const { return list.size() == 0; }
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// Sorting routines
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void init_sort_list( void ) {
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list.erase( list.begin(), list.end() );
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}
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bool append_sort_list( fgFRAGMENT *object ) {
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list.push_back( object );
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return true;
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}
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void render_fragments();
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// void load_texture();
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// Destructor
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~FGMaterialSlot ( void );
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// friend istream& operator >> ( istream& in, FGMaterialSlot& m );
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inline void set_m( FGMaterial new_m ) { m = new_m; }
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};
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// Material management class
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class fgMATERIAL_MGR {
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public:
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// associative array of materials
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typedef map < string, FGMaterialSlot, less<string> > container;
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typedef container::iterator iterator;
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typedef container::const_iterator const_iterator;
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iterator begin() { return material_map.begin(); }
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const_iterator begin() const { return material_map.begin(); }
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iterator end() { return material_map.end(); }
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const_iterator end() const { return material_map.end(); }
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// Constructor
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fgMATERIAL_MGR ( void );
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// Load a library of material properties
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int load_lib ( void );
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inline bool loaded() const { return textures_loaded; }
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// Initialize the transient list of fragments for each material property
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void init_transient_material_lists( void );
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bool find( const string& material, FGMaterialSlot*& mtl_ptr );
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void render_fragments();
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// Destructor
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~fgMATERIAL_MGR ( void );
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private:
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// Have textures been loaded
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bool textures_loaded;
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container material_map;
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};
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// global material management class
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extern fgMATERIAL_MGR material_mgr;
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#endif // _MATERIALMGR_HXX
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