| 1 | /* | 
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| 2 | orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 | Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 | This program is free software; you can redistribute it and/or modify | 
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| 7 | it under the terms of the GNU General Public License as published by | 
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| 8 | the Free Software Foundation; either version 2, or (at your option) | 
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| 9 | any later version. | 
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| 10 |  | 
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| 11 | ### File Specific: | 
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| 12 | main-programmer: Benjamin Grauer | 
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| 13 | co-programmer: ... | 
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| 14 |  | 
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| 15 | */ | 
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| 16 |  | 
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER | 
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| 18 |  | 
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| 19 | #include "material.h" | 
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| 20 |  | 
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| 21 | #include "texture.h" | 
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| 22 | #include "debug.h" | 
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| 23 | #include "util/loading/resource_manager.h" | 
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| 24 | #include <stdlib.h> | 
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| 25 | #include <string.h> | 
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| 26 |  | 
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| 27 | //! @todo check if we are in RESOURCE MANAGER-mode | 
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| 28 | #include "util/loading/resource_manager.h" | 
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| 29 |  | 
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| 30 | using namespace std; | 
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| 31 |  | 
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| 32 | /** | 
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| 33 | * creates a Material. | 
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| 34 | * @param mtlName Name of the Material to be added to the Material List | 
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| 35 | */ | 
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| 36 | Material::Material (const std::string& mtlName) | 
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| 37 | { | 
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| 38 | this->setClassID(CL_MATERIAL, "Material"); | 
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| 39 |  | 
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| 40 | this->setIllum(3); | 
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| 41 | this->setDiffuse(1,1,1); | 
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| 42 | this->setAmbient(0,0,0); | 
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| 43 | this->setSpecular(.5,.5,.5); | 
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| 44 | this->setShininess(2.0); | 
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| 45 | this->setTransparency(1.0); | 
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| 46 |  | 
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| 47 | this->diffuseTexture = NULL; | 
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| 48 | this->ambientTexture = NULL; | 
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| 49 | this->specularTexture = NULL; | 
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| 50 | this->sFactor = GL_SRC_ALPHA; | 
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| 51 | this->tFactor = GL_ONE; | 
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| 52 |  | 
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| 53 | this->setName(mtlName); | 
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| 54 | } | 
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| 55 |  | 
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| 56 | /** | 
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| 57 | *  deletes a Material | 
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| 58 | */ | 
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| 59 | Material::~Material() | 
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| 60 | { | 
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| 61 | PRINTF(5)("delete Material %s.\n", this->getName()); | 
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| 62 |  | 
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| 63 | if (this->diffuseTexture != NULL) | 
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| 64 | { | 
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| 65 | ResourceManager::getInstance()->unload(this->diffuseTexture); | 
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| 66 | } | 
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| 67 | if (this->ambientTexture != NULL) | 
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| 68 | ResourceManager::getInstance()->unload(this->ambientTexture); | 
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| 69 | if (this->specularTexture != NULL) | 
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| 70 | ResourceManager::getInstance()->unload(this->specularTexture); | 
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| 71 | } | 
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| 72 |  | 
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| 73 | Material& Material::operator=(const Material& m) | 
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| 74 | { | 
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| 75 | this->setIllum(m.illumModel); | 
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| 76 | this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]); | 
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| 77 | this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]); | 
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| 78 | this->setSpecular(m.specular[0],m.specular[1],m.specular[2]); | 
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| 79 | this->setShininess(m.shininess); | 
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| 80 | this->setTransparency(m.transparency); | 
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| 81 |  | 
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| 82 | if (this->diffuseTexture != NULL) | 
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| 83 | ResourceManager::getInstance()->unload(this->diffuseTexture); | 
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| 84 | if (m.diffuseTexture != NULL) | 
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| 85 | this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture); | 
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| 86 | this->ambientTexture = NULL; /// FIXME | 
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| 87 | this->specularTexture = NULL; /// FIXME | 
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| 88 |  | 
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| 89 | this->setName(m.getName()); | 
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| 90 | } | 
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| 91 |  | 
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| 92 |  | 
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| 93 | /** | 
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| 94 | *  sets the material with which the following Faces will be painted | 
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| 95 | */ | 
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| 96 | bool Material::select () const | 
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| 97 | { | 
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| 98 | // setting diffuse color | 
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| 99 | glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency); | 
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| 100 | //  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse); | 
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| 101 |  | 
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| 102 | // setting ambient color | 
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| 103 | glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); | 
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| 104 |  | 
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| 105 | // setting up Sprecular | 
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| 106 | glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); | 
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| 107 |  | 
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| 108 | // setting up Shininess | 
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| 109 | glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); | 
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| 110 |  | 
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| 111 | // setting the transparency | 
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| 112 | if (this->transparency < 1.0 ||       /* This allows alpha blending of 2D textures with the scene */ | 
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| 113 | (this->diffuseTexture && this->diffuseTexture->hasAlpha())) | 
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| 114 | { | 
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| 115 | glEnable(GL_BLEND); | 
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| 116 | glBlendFunc(this->sFactor, this->tFactor); | 
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| 117 | } | 
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| 118 | else | 
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| 119 | { | 
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| 120 | glDisable(GL_BLEND); | 
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| 121 | //glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), 1); | 
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| 122 | } | 
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| 123 |  | 
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| 124 |  | 
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| 125 | // setting illumination Model | 
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| 126 | if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read. | 
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| 127 | glShadeModel(GL_FLAT); | 
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| 128 | else if (this->illumModel >= 2) | 
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| 129 | glShadeModel(GL_SMOOTH); | 
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| 130 |  | 
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| 131 | if (this->diffuseTexture != NULL) | 
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| 132 | { | 
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| 133 | glEnable(GL_TEXTURE_2D); | 
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| 134 | glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture()); | 
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| 135 | } | 
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| 136 | else | 
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| 137 | { | 
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| 138 | glDisable(GL_TEXTURE_2D); | 
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| 139 | glBindTexture(GL_TEXTURE_2D, 0); | 
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| 140 | } | 
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| 141 | } | 
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| 142 |  | 
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| 143 | /** | 
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| 144 | *  Sets the Material Illumination Model. | 
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| 145 | *  illu illumination Model in int form | 
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| 146 | */ | 
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| 147 | void Material::setIllum (int illum) | 
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| 148 | { | 
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| 149 | PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum); | 
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| 150 | this->illumModel = illum; | 
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| 151 | } | 
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| 152 |  | 
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| 153 | /** | 
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| 154 | *  Sets the Material Illumination Model. | 
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| 155 | *  illu illumination Model in char* form | 
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| 156 | */ | 
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| 157 | void Material::setIllum (char* illum) | 
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| 158 | { | 
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| 159 | this->setIllum (atoi(illum)); | 
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| 160 | } | 
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| 161 |  | 
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| 162 | /** | 
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| 163 | *  Sets the Material Diffuse Color. | 
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| 164 | * @param r Red Color Channel. | 
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| 165 | * @param g Green Color Channel. | 
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| 166 | * @param b Blue Color Channel. | 
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| 167 | */ | 
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| 168 | void Material::setDiffuse (float r, float g, float b) | 
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| 169 | { | 
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| 170 | PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); | 
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| 171 | this->diffuse[0] = r; | 
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| 172 | this->diffuse[1] = g; | 
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| 173 | this->diffuse[2] = b; | 
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| 174 | this->diffuse[3] = 1.0; | 
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| 175 |  | 
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| 176 | } | 
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| 177 |  | 
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| 178 | /** | 
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| 179 | *  Sets the Material Diffuse Color. | 
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| 180 | * @param rgb The red, green, blue channel in char format (with spaces between them) | 
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| 181 | */ | 
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| 182 | void Material::setDiffuse (char* rgb) | 
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| 183 | { | 
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| 184 | float r,g,b; | 
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| 185 | sscanf (rgb, "%f %f %f", &r, &g, &b); | 
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| 186 | this->setDiffuse (r, g, b); | 
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| 187 | } | 
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| 188 |  | 
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| 189 | /** | 
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| 190 | *  Sets the Material Ambient Color. | 
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| 191 | * @param r Red Color Channel. | 
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| 192 | * @param g Green Color Channel. | 
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| 193 | * @param b Blue Color Channel. | 
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| 194 | */ | 
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| 195 | void Material::setAmbient (float r, float g, float b) | 
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| 196 | { | 
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| 197 | PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); | 
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| 198 | this->ambient[0] = r; | 
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| 199 | this->ambient[1] = g; | 
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| 200 | this->ambient[2] = b; | 
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| 201 | this->ambient[3] = 1.0; | 
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| 202 | } | 
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| 203 |  | 
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| 204 | /** | 
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| 205 | *  Sets the Material Ambient Color. | 
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| 206 | * @param rgb The red, green, blue channel in char format (with spaces between them) | 
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| 207 | */ | 
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| 208 | void Material::setAmbient (char* rgb) | 
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| 209 | { | 
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| 210 | float r,g,b; | 
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| 211 | sscanf (rgb, "%f %f %f", &r, &g, &b); | 
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| 212 | this->setAmbient (r, g, b); | 
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| 213 | } | 
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| 214 |  | 
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| 215 | /** | 
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| 216 | *  Sets the Material Specular Color. | 
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| 217 | * @param r Red Color Channel. | 
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| 218 | * @param g Green Color Channel. | 
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| 219 | * @param b Blue Color Channel. | 
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| 220 | */ | 
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| 221 | void Material::setSpecular (float r, float g, float b) | 
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| 222 | { | 
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| 223 | PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); | 
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| 224 | this->specular[0] = r; | 
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| 225 | this->specular[1] = g; | 
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| 226 | this->specular[2] = b; | 
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| 227 | this->specular[3] = 1.0; | 
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| 228 | } | 
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| 229 |  | 
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| 230 | /** | 
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| 231 | *  Sets the Material Specular Color. | 
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| 232 | * @param rgb The red, green, blue channel in char format (with spaces between them) | 
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| 233 | */ | 
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| 234 | void Material::setSpecular (char* rgb) | 
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| 235 | { | 
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| 236 | float r,g,b; | 
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| 237 | sscanf (rgb, "%f %f %f", &r, &g, &b); | 
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| 238 | this->setSpecular (r, g, b); | 
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| 239 | } | 
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| 240 |  | 
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| 241 | /** | 
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| 242 | *  Sets the Material Shininess. | 
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| 243 | * @param shini stes the Shininess from float. | 
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| 244 | */ | 
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| 245 | void Material::setShininess (float shini) | 
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| 246 | { | 
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| 247 | this->shininess = shini; | 
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| 248 | } | 
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| 249 | /** | 
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| 250 | *  Sets the Material Shininess. | 
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| 251 | * @param shini stes the Shininess from char*. | 
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| 252 | */ | 
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| 253 | void Material::setShininess (char* shini) | 
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| 254 | { | 
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| 255 | this->setShininess (atof(shini)); | 
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| 256 | } | 
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| 257 |  | 
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| 258 | /** | 
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| 259 | *  Sets the Material Transparency. | 
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| 260 | * @param trans stes the Transparency from int. | 
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| 261 | */ | 
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| 262 | void Material::setTransparency (float trans) | 
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| 263 | { | 
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| 264 | PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans); | 
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| 265 | this->transparency = trans; | 
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| 266 | } | 
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| 267 | /** | 
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| 268 | *  Sets the Material Transparency. | 
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| 269 | * @param trans stes the Transparency from char*. | 
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| 270 | */ | 
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| 271 | void Material::setTransparency (char* trans) | 
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| 272 | { | 
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| 273 | this->setTransparency (atof(trans)); | 
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| 274 | } | 
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| 275 |  | 
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| 276 | /** | 
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| 277 | *  Adds a Texture Path to the List of already existing Paths | 
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| 278 | * @param pathName The Path to add. | 
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| 279 | */ | 
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| 280 | void Material::addTexturePath(const std::string& pathName) | 
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| 281 | { | 
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| 282 | ResourceManager::getInstance()->addImageDir(pathName); | 
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| 283 | } | 
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| 284 |  | 
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| 285 | // MAPPING // | 
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| 286 |  | 
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| 287 | /** | 
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| 288 | *  Sets the Materials Diffuse Map | 
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| 289 | * @param dMap the Name of the Image to Use | 
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| 290 | */ | 
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| 291 | void Material::setDiffuseMap(const std::string& dMap, GLenum target) | 
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| 292 | { | 
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| 293 | PRINTF(5)("setting Diffuse Map %s\n", dMap); | 
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| 294 | if (this->diffuseTexture != NULL) | 
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| 295 | ResourceManager::getInstance()->unload(this->diffuseTexture); | 
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| 296 |  | 
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| 297 | //! @todo check if RESOURCE MANAGER is availiable | 
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| 298 | //! @todo Textures from .mtl-file need special care. | 
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| 299 | if (!dMap.empty()) | 
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| 300 | this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target); | 
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| 301 | else | 
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| 302 | this->diffuseTexture = NULL; | 
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| 303 | } | 
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| 304 |  | 
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| 305 | /** | 
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| 306 | *  Sets the Materials Ambient Map | 
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| 307 | * @param aMap the Name of the Image to Use | 
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| 308 | @todo implement this | 
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| 309 | */ | 
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| 310 | void Material::setAmbientMap(const std::string& aMap, GLenum target) | 
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| 311 | { | 
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| 312 | SDL_Surface* ambientMap; | 
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| 313 |  | 
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| 314 | } | 
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| 315 |  | 
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| 316 | /** | 
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| 317 | *  Sets the Materials Specular Map | 
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| 318 | * @param sMap the Name of the Image to Use | 
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| 319 | @todo implement this | 
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| 320 | */ | 
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| 321 | void Material::setSpecularMap(const std::string& sMap, GLenum target) | 
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| 322 | { | 
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| 323 | SDL_Surface* specularMap; | 
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| 324 |  | 
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| 325 | } | 
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| 326 |  | 
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| 327 | /** | 
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| 328 | *  Sets the Materials Bumpiness | 
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| 329 | * @param bump the Name of the Image to Use | 
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| 330 | @todo implemet this | 
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| 331 | */ | 
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| 332 | void Material::setBump(const std::string& bump) | 
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| 333 | { | 
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| 334 |  | 
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| 335 | } | 
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