| 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->ambientTexture = NULL; |
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| 48 | this->specularTexture = NULL; |
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| 49 | this->sFactor = GL_SRC_ALPHA; |
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| 50 | this->tFactor = GL_ONE; |
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| 51 | |
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| 52 | this->setName(mtlName); |
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| 53 | } |
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| 54 | |
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| 55 | /** |
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| 56 | * deletes a Material |
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| 57 | */ |
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| 58 | Material::~Material() |
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| 59 | { |
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| 60 | PRINTF(5)("delete Material %s.\n", this->getName()); |
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| 61 | |
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| 62 | while(!this->textures.empty()) |
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| 63 | { |
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| 64 | if (this->textures.back() != NULL) |
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| 65 | ResourceManager::getInstance()->unload(this->textures.back()); |
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| 66 | this->textures.pop_back(); |
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| 67 | } |
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| 68 | |
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| 69 | if (this->ambientTexture != NULL) |
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| 70 | ResourceManager::getInstance()->unload(this->ambientTexture); |
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| 71 | if (this->specularTexture != NULL) |
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| 72 | ResourceManager::getInstance()->unload(this->specularTexture); |
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| 73 | |
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| 74 | if (this == Material::selectedMaterial) |
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| 75 | Material::selectedMaterial = NULL; |
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| 76 | } |
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| 77 | |
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| 78 | |
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| 79 | const Material* Material::selectedMaterial = NULL; |
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| 80 | |
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| 81 | const GLenum Material::glTextureArbs[] = |
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| 82 | { |
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| 83 | GL_TEXTURE0, |
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| 84 | GL_TEXTURE1, |
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| 85 | GL_TEXTURE2, |
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| 86 | GL_TEXTURE3, |
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| 87 | GL_TEXTURE4, |
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| 88 | GL_TEXTURE5, |
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| 89 | GL_TEXTURE6, |
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| 90 | GL_TEXTURE7 |
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| 91 | }; |
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| 92 | |
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| 93 | |
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| 94 | /// TODO FIX THIS |
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| 95 | // Material& Material::operator=(const Material& m) |
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| 96 | // { |
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| 97 | // this->setIllum(m.illumModel); |
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| 98 | // this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]); |
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| 99 | // this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]); |
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| 100 | // this->setSpecular(m.specular[0],m.specular[1],m.specular[2]); |
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| 101 | // this->setShininess(m.shininess); |
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| 102 | // this->setTransparency(m.transparency); |
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| 103 | // |
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| 104 | // if (this->diffuseTexture != NULL) |
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| 105 | // ResourceManager::getInstance()->unload(this->diffuseTexture); |
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| 106 | // if (m.diffuseTexture != NULL) |
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| 107 | // this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture); |
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| 108 | // this->ambientTexture = NULL; /// FIXME |
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| 109 | // this->specularTexture = NULL; /// FIXME |
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| 110 | // |
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| 111 | // this->setName(m.getName()); |
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| 112 | // } |
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| 113 | |
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| 114 | |
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| 115 | |
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| 116 | /** |
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| 117 | * sets the material with which the following Faces will be painted |
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| 118 | */ |
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| 119 | bool Material::select() const |
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| 120 | { |
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| 121 | if (unlikely(this == Material::selectedMaterial)) |
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| 122 | return true; |
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| 123 | |
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| 124 | |
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| 125 | // setting diffuse color |
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| 126 | glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency); |
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| 127 | // setting ambient color |
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| 128 | glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); |
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| 129 | // setting up Sprecular |
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| 130 | glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); |
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| 131 | // setting up Shininess |
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| 132 | glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); |
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| 133 | |
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| 134 | |
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| 135 | // setting the transparency |
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| 136 | if (this->transparency < 1.0 || /* This allows alpha blending of 2D textures with the scene */ |
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| 137 | (likely(!this->textures.empty() && this->textures[0] != NULL) && this->textures[0]->hasAlpha())) |
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| 138 | { |
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| 139 | glEnable(GL_BLEND); |
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| 140 | glBlendFunc(this->sFactor, this->tFactor); |
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| 141 | } |
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| 142 | else |
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| 143 | { |
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| 144 | glDisable(GL_BLEND); |
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| 145 | } |
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| 146 | |
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| 147 | |
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| 148 | // setting illumination Model |
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| 149 | if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read. |
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| 150 | glShadeModel(GL_FLAT); |
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| 151 | else if (this->illumModel >= 2) |
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| 152 | glShadeModel(GL_SMOOTH); |
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| 153 | |
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| 154 | if (likely(Material::selectedMaterial != NULL)) |
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| 155 | { |
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| 156 | for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i) |
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| 157 | { |
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| 158 | glActiveTexture(Material::glTextureArbs[i]); |
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| 159 | glBindTexture(GL_TEXTURE_2D, 0); |
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| 160 | glDisable(GL_TEXTURE_2D); |
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| 161 | } |
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| 162 | } |
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| 163 | |
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| 164 | for(unsigned int i = 0; i < this->textures.size(); ++i) |
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| 165 | { |
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| 166 | if (likely(this->textures[i] != NULL)) |
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| 167 | { |
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| 168 | glActiveTexture(Material::glTextureArbs[i]); |
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| 169 | glEnable(GL_TEXTURE_2D); |
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| 170 | if(this->textures[i]->hasAlpha()) |
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| 171 | { |
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| 172 | glEnable(GL_BLEND); |
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| 173 | } |
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| 174 | glBindTexture(GL_TEXTURE_2D, this->textures[i]->getTexture()); |
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| 175 | } |
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| 176 | } |
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| 177 | Material::selectedMaterial = this; |
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| 178 | |
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| 179 | /* if (this->diffuseTexture != NULL) |
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| 180 | { |
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| 181 | glEnable(GL_TEXTURE_2D); |
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| 182 | glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture()); |
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| 183 | } |
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| 184 | else |
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| 185 | { |
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| 186 | glDisable(GL_TEXTURE_2D); |
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| 187 | glBindTexture(GL_TEXTURE_2D, 0); |
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| 188 | }*/ |
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| 189 | } |
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| 190 | |
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| 191 | /** |
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| 192 | * Sets the Material Illumination Model. |
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| 193 | * illu illumination Model in int form |
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| 194 | */ |
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| 195 | void Material::setIllum (int illum) |
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| 196 | { |
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| 197 | PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum); |
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| 198 | this->illumModel = illum; |
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| 199 | } |
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| 200 | |
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| 201 | /** |
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| 202 | * Sets the Material Illumination Model. |
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| 203 | * illu illumination Model in char* form |
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| 204 | */ |
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| 205 | void Material::setIllum (char* illum) |
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| 206 | { |
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| 207 | this->setIllum (atoi(illum)); |
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| 208 | } |
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| 209 | |
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| 210 | /** |
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| 211 | * Sets the Material Diffuse Color. |
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| 212 | * @param r Red Color Channel.a |
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| 213 | * @param g Green Color Channel. |
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| 214 | * @param b Blue Color Channel. |
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| 215 | */ |
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| 216 | void Material::setDiffuse (float r, float g, float b) |
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| 217 | { |
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| 218 | 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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| 219 | this->diffuse[0] = r; |
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| 220 | this->diffuse[1] = g; |
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| 221 | this->diffuse[2] = b; |
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| 222 | this->diffuse[3] = 1.0; |
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| 223 | |
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| 224 | } |
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| 225 | |
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| 226 | /** |
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| 227 | * Sets the Material Diffuse Color. |
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| 228 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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| 229 | */ |
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| 230 | void Material::setDiffuse (char* rgb) |
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| 231 | { |
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| 232 | float r,g,b; |
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| 233 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 234 | this->setDiffuse (r, g, b); |
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| 235 | } |
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| 236 | |
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| 237 | /** |
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| 238 | * Sets the Material Ambient Color. |
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| 239 | * @param r Red Color Channel. |
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| 240 | * @param g Green Color Channel. |
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| 241 | * @param b Blue Color Channel. |
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| 242 | */ |
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| 243 | void Material::setAmbient (float r, float g, float b) |
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| 244 | { |
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| 245 | 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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| 246 | this->ambient[0] = r; |
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| 247 | this->ambient[1] = g; |
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| 248 | this->ambient[2] = b; |
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| 249 | this->ambient[3] = 1.0; |
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| 250 | } |
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| 251 | |
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| 252 | /** |
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| 253 | * Sets the Material Ambient Color. |
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| 254 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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| 255 | */ |
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| 256 | void Material::setAmbient (char* rgb) |
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| 257 | { |
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| 258 | float r,g,b; |
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| 259 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 260 | this->setAmbient (r, g, b); |
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| 261 | } |
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| 262 | |
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| 263 | /** |
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| 264 | * Sets the Material Specular Color. |
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| 265 | * @param r Red Color Channel. |
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| 266 | * @param g Green Color Channel. |
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| 267 | * @param b Blue Color Channel. |
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| 268 | */ |
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| 269 | void Material::setSpecular (float r, float g, float b) |
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| 270 | { |
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| 271 | 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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| 272 | this->specular[0] = r; |
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| 273 | this->specular[1] = g; |
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| 274 | this->specular[2] = b; |
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| 275 | this->specular[3] = 1.0; |
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| 276 | } |
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| 277 | |
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| 278 | /** |
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| 279 | * Sets the Material Specular Color. |
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| 280 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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| 281 | */ |
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| 282 | void Material::setSpecular (char* rgb) |
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| 283 | { |
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| 284 | float r,g,b; |
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| 285 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 286 | this->setSpecular (r, g, b); |
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| 287 | } |
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| 288 | |
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| 289 | /** |
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| 290 | * Sets the Material Shininess. |
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| 291 | * @param shini stes the Shininess from float. |
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| 292 | */ |
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| 293 | void Material::setShininess (float shini) |
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| 294 | { |
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| 295 | this->shininess = shini; |
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| 296 | } |
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| 297 | /** |
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| 298 | * Sets the Material Shininess. |
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| 299 | * @param shini stes the Shininess from char*. |
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| 300 | */ |
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| 301 | void Material::setShininess (char* shini) |
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| 302 | { |
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| 303 | this->setShininess (atof(shini)); |
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| 304 | } |
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| 305 | |
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| 306 | /** |
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| 307 | * Sets the Material Transparency. |
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| 308 | * @param trans stes the Transparency from int. |
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| 309 | */ |
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| 310 | void Material::setTransparency (float trans) |
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| 311 | { |
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| 312 | PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans); |
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| 313 | this->transparency = trans; |
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| 314 | } |
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| 315 | /** |
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| 316 | * Sets the Material Transparency. |
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| 317 | * @param trans stes the Transparency from char*. |
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| 318 | */ |
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| 319 | void Material::setTransparency (char* trans) |
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| 320 | { |
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| 321 | this->setTransparency (atof(trans)); |
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| 322 | } |
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| 323 | |
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| 324 | /** |
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| 325 | * Adds a Texture Path to the List of already existing Paths |
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| 326 | * @param pathName The Path to add. |
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| 327 | */ |
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| 328 | void Material::addTexturePath(const std::string& pathName) |
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| 329 | { |
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| 330 | ResourceManager::getInstance()->addImageDir(pathName); |
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| 331 | } |
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| 332 | |
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| 333 | // MAPPING // |
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| 334 | |
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| 335 | void Material::setDiffuseMap(Texture* texture, unsigned int textureNumber) |
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| 336 | { |
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| 337 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 338 | |
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| 339 | if (this->textures.size() > textureNumber && this->textures[textureNumber] != NULL) |
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| 340 | ResourceManager::getInstance()->unload(this->textures[textureNumber]); |
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| 341 | |
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| 342 | if (this->textures.size() <= textureNumber) |
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| 343 | this->textures.resize(textureNumber+1, NULL); |
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| 344 | |
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| 345 | //! @todo check if RESOURCE MANAGER is availiable |
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| 346 | this->textures[textureNumber] = texture; |
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| 347 | } |
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| 348 | |
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| 349 | |
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| 350 | /** |
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| 351 | * @brief Sets the Materials Diffuse Map |
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| 352 | * @param dMap the Name of the Image to Use |
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| 353 | */ |
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| 354 | void Material::setDiffuseMap(const std::string& dMap, GLenum target, unsigned int textureNumber) |
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| 355 | { |
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| 356 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 357 | |
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| 358 | PRINTF(5)("setting Diffuse Map %s\n", dMap); |
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| 359 | if (this->textures.size() > textureNumber && this->textures[textureNumber] != NULL) |
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| 360 | ResourceManager::getInstance()->unload(this->textures[textureNumber]); |
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| 361 | |
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| 362 | if (this->textures.size() <= textureNumber) |
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| 363 | this->textures.resize(textureNumber+1, NULL); |
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| 364 | |
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| 365 | //! @todo check if RESOURCE MANAGER is availiable |
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| 366 | if (!dMap.empty()) |
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| 367 | { |
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| 368 | |
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| 369 | this->textures[textureNumber] = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target); |
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| 370 | } |
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| 371 | else |
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| 372 | { |
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| 373 | this->textures[textureNumber] = NULL; |
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| 374 | } |
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| 375 | } |
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| 376 | |
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| 377 | /** |
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| 378 | * Sets the Materials Diffuse Map |
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| 379 | * @param surface pointer to SDL_Surface which shall be used as texture |
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| 380 | */ |
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| 381 | void Material::setSDLDiffuseMap(SDL_Surface *surface, GLenum target, unsigned int textureNumber) |
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| 382 | { |
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| 383 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 384 | |
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| 385 | |
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| 386 | if (this->textures.size() > textureNumber && this->textures[textureNumber] != NULL) |
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| 387 | ResourceManager::getInstance()->unload(this->textures[textureNumber]); |
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| 388 | |
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| 389 | if (this->textures.size() <= textureNumber) |
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| 390 | this->textures.resize(textureNumber+1, NULL); |
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| 391 | |
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| 392 | if(surface != NULL) |
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| 393 | { |
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| 394 | this->textures[textureNumber] = new Texture(surface, GL_TEXTURE_2D); |
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| 395 | } |
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| 396 | else |
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| 397 | { |
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| 398 | this->textures[textureNumber] = NULL; |
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| 399 | } |
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| 400 | |
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| 401 | } |
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| 402 | |
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| 403 | |
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| 404 | /** |
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| 405 | * Sets the Materials Ambient Map |
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| 406 | * @param aMap the Name of the Image to Use |
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| 407 | @todo implement this |
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| 408 | */ |
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| 409 | void Material::setAmbientMap(const std::string& aMap, GLenum target) |
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| 410 | { |
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| 411 | SDL_Surface* ambientMap; |
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| 412 | |
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| 413 | } |
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| 414 | |
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| 415 | /** |
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| 416 | * Sets the Materials Specular Map |
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| 417 | * @param sMap the Name of the Image to Use |
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| 418 | @todo implement this |
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| 419 | */ |
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| 420 | void Material::setSpecularMap(const std::string& sMap, GLenum target) |
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| 421 | { |
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| 422 | SDL_Surface* specularMap; |
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| 423 | |
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| 424 | } |
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| 425 | |
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| 426 | /** |
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| 427 | * Sets the Materials Bumpiness |
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| 428 | * @param bump the Name of the Image to Use |
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| 429 | @todo implemet this |
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| 430 | */ |
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| 431 | void Material::setBump(const std::string& bump) |
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| 432 | { |
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| 433 | } |
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| 434 | |
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| 435 | |
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| 436 | |
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| 437 | int Material::getMaxTextureUnits() |
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| 438 | { |
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| 439 | int maxTexUnits = 0; |
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| 440 | glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTexUnits); |
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| 441 | return maxTexUnits; |
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| 442 | } |
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