| 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 | #include "material.h" |
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| 18 | |
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| 19 | using namespace std; |
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| 20 | |
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| 21 | |
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| 22 | /** |
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| 23 | \brief creates a default Material with no Name |
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| 24 | normally you call this to create a material List (for an obj-file) and then append with addMaterial() |
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| 25 | */ |
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| 26 | Material::Material() |
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| 27 | { |
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| 28 | this->init(); |
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| 29 | |
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| 30 | this->setName (""); |
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| 31 | } |
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| 32 | |
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| 33 | /** |
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| 34 | \brief creates a Material. |
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| 35 | \param mtlName Name of the Material to be added to the Material List |
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| 36 | */ |
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| 37 | Material::Material (char* mtlName) |
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| 38 | { |
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| 39 | this->init(); |
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| 40 | |
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| 41 | this->setName (mtlName); |
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| 42 | } |
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| 43 | |
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| 44 | /** |
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| 45 | \brief deletes a Material |
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| 46 | */ |
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| 47 | Material::~Material() |
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| 48 | { |
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| 49 | PRINTF(2)("delete Material %s.\n", this->name); |
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| 50 | if (this->name) |
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| 51 | delete []this->name; |
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| 52 | if (this->diffuseTexture) |
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| 53 | this->diffuseTexture; |
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| 54 | if (this->nextMat) |
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| 55 | delete this->nextMat; |
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| 56 | } |
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| 57 | |
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| 58 | /** |
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| 59 | \brief adds a new Material to the List. |
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| 60 | this Function will append a new Material to the end of a Material List. |
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| 61 | \param mtlName The name of the Material to be added. |
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| 62 | */ |
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| 63 | Material* Material::addMaterial(char* mtlName) |
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| 64 | { |
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| 65 | PRINTF(2)("adding Material %s.\n", mtlName); |
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| 66 | Material* tmpMat = this; |
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| 67 | while (tmpMat->nextMat != NULL) |
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| 68 | { |
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| 69 | tmpMat = tmpMat->nextMat; |
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| 70 | } |
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| 71 | tmpMat->nextMat = new Material(mtlName); |
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| 72 | return tmpMat->nextMat; |
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| 73 | |
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| 74 | } |
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| 75 | |
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| 76 | /** |
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| 77 | \brief initializes a new Material with its default Values |
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| 78 | */ |
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| 79 | void Material::init(void) |
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| 80 | { |
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| 81 | PRINTF(2)("initializing new Material.\n"); |
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| 82 | this->nextMat = NULL; |
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| 83 | this->name =""; |
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| 84 | this->setIllum(1); |
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| 85 | this->setDiffuse(0,0,0); |
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| 86 | this->setAmbient(0,0,0); |
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| 87 | this->setSpecular(.5,.5,.5); |
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| 88 | this->setShininess(2.0); |
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| 89 | this->setTransparency(0.0); |
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| 90 | |
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| 91 | |
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| 92 | this->diffuseTexture = NULL; |
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| 93 | this->ambientTexture = NULL; |
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| 94 | this->specularTexture = NULL; |
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| 95 | |
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| 96 | this->diffuseTextureSet = false; |
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| 97 | this->ambientTextureSet = false; |
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| 98 | this->specularTextureSet = false; |
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| 99 | |
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| 100 | |
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| 101 | } |
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| 102 | |
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| 103 | /** |
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| 104 | \brief Search for a Material called mtlName |
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| 105 | \param mtlName the Name of the Material to search for |
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| 106 | \returns Material named mtlName if it is found. NULL otherwise. |
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| 107 | */ |
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| 108 | Material* Material::search (char* mtlName) |
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| 109 | { |
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| 110 | PRINTF(2)("Searching for material %s", mtlName); |
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| 111 | Material* searcher = this; |
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| 112 | while (searcher != NULL) |
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| 113 | { |
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| 114 | PRINT(2)("."); |
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| 115 | if (!strcmp (searcher->getName(), mtlName)) |
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| 116 | { |
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| 117 | PRINT(2)("found.\n"); |
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| 118 | return searcher; |
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| 119 | } |
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| 120 | searcher = searcher->nextMat; |
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| 121 | } |
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| 122 | PRINT(2)("not found\n"); |
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| 123 | return NULL; |
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| 124 | } |
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| 125 | |
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| 126 | /** |
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| 127 | \brief sets the material with which the following Faces will be painted |
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| 128 | */ |
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| 129 | bool Material::select (void) |
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| 130 | { |
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| 131 | // setting diffuse color |
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| 132 | // glColor3f (diffuse[0], diffuse[1], diffuse[2]); |
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| 133 | glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse); |
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| 134 | |
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| 135 | // setting ambient color |
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| 136 | glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); |
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| 137 | |
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| 138 | // setting up Sprecular |
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| 139 | glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); |
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| 140 | |
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| 141 | // setting up Shininess |
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| 142 | glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); |
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| 143 | |
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| 144 | // setting illumination Model |
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| 145 | if (this->illumModel == 1) //! \todo make this work, if no vertex-normals are read. |
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| 146 | glShadeModel(GL_FLAT); |
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| 147 | else if (this->illumModel >= 2) |
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| 148 | glShadeModel(GL_SMOOTH); |
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| 149 | |
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| 150 | if (this->diffuseTextureSet) |
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| 151 | glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture()); |
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| 152 | else |
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| 153 | glBindTexture(GL_TEXTURE_2D, 0); |
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| 154 | |
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| 155 | } |
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| 156 | |
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| 157 | |
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| 158 | /** |
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| 159 | \brief Set the Name of the Material. (Important for searching) |
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| 160 | \param mtlName the Name of the Material to be set. |
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| 161 | */ |
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| 162 | void Material::setName (char* mtlName) |
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| 163 | { |
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| 164 | PRINTF(3)("setting Material Name to %s.\n", this->name); |
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| 165 | this->name = new char [strlen(mtlName)+1]; |
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| 166 | strcpy(this->name, mtlName); |
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| 167 | } |
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| 168 | |
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| 169 | /** |
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| 170 | \returns The Name of The Material |
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| 171 | */ |
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| 172 | char* Material::getName (void) |
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| 173 | { |
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| 174 | return this->name; |
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| 175 | } |
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| 176 | |
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| 177 | /** |
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| 178 | \brief Sets the Material Illumination Model. |
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| 179 | \brief illu illumination Model in int form |
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| 180 | */ |
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| 181 | void Material::setIllum (int illum) |
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| 182 | { |
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| 183 | PRINTF(3)("setting illumModel of Material %s to %i\n", this->name, illum); |
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| 184 | this->illumModel = illum; |
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| 185 | // PRINTF(3)("setting illumModel to: %i\n", illumModel); |
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| 186 | } |
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| 187 | /** |
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| 188 | \brief Sets the Material Illumination Model. |
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| 189 | \brief illu illumination Model in char* form |
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| 190 | */void Material::setIllum (char* illum) |
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| 191 | { |
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| 192 | this->setIllum (atoi(illum)); |
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| 193 | } |
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| 194 | |
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| 195 | /** |
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| 196 | \brief Sets the Material Diffuse Color. |
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| 197 | \param r Red Color Channel. |
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| 198 | \param g Green Color Channel. |
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| 199 | \param b Blue Color Channel. |
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| 200 | */ |
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| 201 | void Material::setDiffuse (float r, float g, float b) |
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| 202 | { |
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| 203 | PRINTF(3)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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| 204 | this->diffuse[0] = r; |
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| 205 | this->diffuse[1] = g; |
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| 206 | this->diffuse[2] = b; |
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| 207 | this->diffuse[3] = 1.0; |
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| 208 | |
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| 209 | } |
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| 210 | /** |
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| 211 | \brief Sets the Material Diffuse Color. |
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| 212 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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| 213 | */ |
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| 214 | void Material::setDiffuse (char* rgb) |
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| 215 | { |
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| 216 | float r,g,b; |
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| 217 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 218 | this->setDiffuse (r, g, b); |
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| 219 | } |
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| 220 | |
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| 221 | /** |
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| 222 | \brief Sets the Material Ambient Color. |
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| 223 | \param r Red Color Channel. |
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| 224 | \param g Green Color Channel. |
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| 225 | \param b Blue Color Channel. |
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| 226 | */ |
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| 227 | void Material::setAmbient (float r, float g, float b) |
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| 228 | { |
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| 229 | PRINTF(3)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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| 230 | this->ambient[0] = r; |
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| 231 | this->ambient[1] = g; |
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| 232 | this->ambient[2] = b; |
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| 233 | this->ambient[3] = 1.0; |
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| 234 | } |
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| 235 | /** |
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| 236 | \brief Sets the Material Ambient Color. |
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| 237 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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| 238 | */ |
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| 239 | void Material::setAmbient (char* rgb) |
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| 240 | { |
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| 241 | float r,g,b; |
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| 242 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 243 | this->setAmbient (r, g, b); |
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| 244 | } |
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| 245 | |
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| 246 | /** |
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| 247 | \brief Sets the Material Specular Color. |
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| 248 | \param r Red Color Channel. |
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| 249 | \param g Green Color Channel. |
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| 250 | \param b Blue Color Channel. |
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| 251 | */ |
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| 252 | void Material::setSpecular (float r, float g, float b) |
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| 253 | { |
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| 254 | PRINTF(3)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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| 255 | this->specular[0] = r; |
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| 256 | this->specular[1] = g; |
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| 257 | this->specular[2] = b; |
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| 258 | this->specular[3] = 1.0; |
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| 259 | } |
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| 260 | /** |
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| 261 | \brief Sets the Material Specular Color. |
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| 262 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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| 263 | */ |
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| 264 | void Material::setSpecular (char* rgb) |
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| 265 | { |
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| 266 | float r,g,b; |
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| 267 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 268 | this->setSpecular (r, g, b); |
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| 269 | } |
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| 270 | |
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| 271 | /** |
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| 272 | \brief Sets the Material Shininess. |
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| 273 | \param shini stes the Shininess from float. |
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| 274 | */ |
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| 275 | void Material::setShininess (float shini) |
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| 276 | { |
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| 277 | this->shininess = shini; |
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| 278 | } |
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| 279 | /** |
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| 280 | \brief Sets the Material Shininess. |
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| 281 | \param shini stes the Shininess from char*. |
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| 282 | */ |
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| 283 | void Material::setShininess (char* shini) |
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| 284 | { |
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| 285 | this->setShininess (atof(shini)); |
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| 286 | } |
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| 287 | |
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| 288 | /** |
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| 289 | \brief Sets the Material Transparency. |
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| 290 | \param trans stes the Transparency from int. |
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| 291 | */ |
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| 292 | void Material::setTransparency (float trans) |
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| 293 | { |
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| 294 | PRINTF(3)("setting Transparency of Material %s to %f.\n", this->name, trans); |
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| 295 | this->transparency = trans; |
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| 296 | } |
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| 297 | /** |
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| 298 | \brief Sets the Material Transparency. |
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| 299 | \param trans stes the Transparency from char*. |
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| 300 | */ |
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| 301 | void Material::setTransparency (char* trans) |
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| 302 | { |
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| 303 | this->setTransparency (atof(trans)); |
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| 304 | } |
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| 305 | |
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| 306 | /** |
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| 307 | \brief Adds a Texture Path to the List of already existing Paths |
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| 308 | \param pathName The Path to add. |
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| 309 | */ |
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| 310 | void Material::addTexturePath(char* pathName) |
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| 311 | { |
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| 312 | PathList::getInstance()->addPath(pathName); |
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| 313 | } |
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| 314 | |
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| 315 | // MAPPING // |
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| 316 | |
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| 317 | /** |
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| 318 | \brief Sets the Materials Diffuse Map |
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| 319 | \param dMap the Name of the Image to Use |
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| 320 | */ |
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| 321 | void Material::setDiffuseMap(char* dMap) |
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| 322 | { |
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| 323 | PRINTF(3)("setting Diffuse Map %s\n", dMap); |
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| 324 | diffuseTexture = new Texture(); |
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| 325 | this->diffuseTextureSet = diffuseTexture->loadImage(dMap); |
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| 326 | |
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| 327 | } |
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| 328 | |
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| 329 | /** |
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| 330 | \brief Sets the Materials Ambient Map |
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| 331 | \param aMap the Name of the Image to Use |
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| 332 | \todo implement this |
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| 333 | */ |
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| 334 | void Material::setAmbientMap(char* aMap) |
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| 335 | { |
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| 336 | SDL_Surface* ambientMap; |
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| 337 | |
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| 338 | } |
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| 339 | |
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| 340 | /** |
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| 341 | \brief Sets the Materials Specular Map |
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| 342 | \param sMap the Name of the Image to Use |
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| 343 | \todo implement this |
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| 344 | */ |
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| 345 | void Material::setSpecularMap(char* sMap) |
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| 346 | { |
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| 347 | SDL_Surface* specularMap; |
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| 348 | |
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| 349 | } |
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| 350 | |
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| 351 | /** |
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| 352 | \brief Sets the Materials Bumpiness |
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| 353 | \param bump the Name of the Image to Use |
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| 354 | \todo implemet this |
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| 355 | */ |
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| 356 | void Material::setBump(char* bump) |
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| 357 | { |
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| 358 | |
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| 359 | } |
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