/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER #include "material.h" #include "texture.h" #include "debug.h" #include "resource_manager.h" #include #include //! \todo check if we are in RESOURCE MANAGER-mode #include "resource_manager.h" using namespace std; /** \brief creates a Material. \param mtlName Name of the Material to be added to the Material List */ Material::Material (const char* mtlName) { PRINTF(4)("initializing new Material.\n"); this->name = NULL; this->setIllum(3); this->setDiffuse(0,0,0); this->setAmbient(0,0,0); this->setSpecular(.5,.5,.5); this->setShininess(2.0); this->setTransparency(1.0); this->diffuseTexture = NULL; this->ambientTexture = NULL; this->specularTexture = NULL; this->diffuseTextureSet = false; this->ambientTextureSet = false; this->specularTextureSet = false; this->setName(mtlName); } /** \brief deletes a Material */ Material::~Material() { PRINTF(4)("delete Material %s.\n", this->name); if (this->name) delete []this->name; if (this->diffuseTexture) ResourceManager::getInstance()->unload(this->diffuseTexture); } /** \brief sets the material with which the following Faces will be painted */ bool Material::select (void) { // setting diffuse color // glColor3f (diffuse[0], diffuse[1], diffuse[2]); glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse); // setting ambient color glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); // setting up Sprecular glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); // setting up Shininess glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); // setting the transparency if (this->transparency < 1.0) { glEnable(GL_BLEND); glColor4f(1.0f, 1.0f, 1.0f, this->transparency); glBlendFunc(GL_SRC_ALPHA, GL_ONE); } else { glDisable(GL_BLEND); glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } // setting illumination Model if (this->illumModel == 1) //! \todo make this work, if no vertex-normals are read. glShadeModel(GL_FLAT); else if (this->illumModel >= 2) glShadeModel(GL_SMOOTH); if (this->diffuseTextureSet) { glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture()); /* This allows alpha blending of 2D textures with the scene */ if (this->diffuseTexture->hasAlpha()) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } } else { glDisable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, 0); } } /** \brief Set the Name of the Material. (Important for searching) \param mtlName the Name of the Material to be set. */ void Material::setName (const char* mtlName) { if (this->name) delete this->name; if (mtlName) { this->name = new char [strlen(mtlName)+1]; strcpy(this->name, mtlName); } else { this->name = new char[2]; strcpy(this->name, ""); } } /** \returns The Name of The Material */ char* Material::getName (void) { return this->name; } /** \brief Sets the Material Illumination Model. \brief illu illumination Model in int form */ void Material::setIllum (int illum) { PRINTF(4)("setting illumModel of Material %s to %i\n", this->name, illum); this->illumModel = illum; } /** \brief Sets the Material Illumination Model. \brief illu illumination Model in char* form */void Material::setIllum (char* illum) { this->setIllum (atoi(illum)); } /** \brief Sets the Material Diffuse Color. \param r Red Color Channel. \param g Green Color Channel. \param b Blue Color Channel. */ void Material::setDiffuse (float r, float g, float b) { PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); this->diffuse[0] = r; this->diffuse[1] = g; this->diffuse[2] = b; this->diffuse[3] = 1.0; } /** \brief Sets the Material Diffuse Color. \param rgb The red, green, blue channel in char format (with spaces between them) */ void Material::setDiffuse (char* rgb) { float r,g,b; sscanf (rgb, "%f %f %f", &r, &g, &b); this->setDiffuse (r, g, b); } /** \brief Sets the Material Ambient Color. \param r Red Color Channel. \param g Green Color Channel. \param b Blue Color Channel. */ void Material::setAmbient (float r, float g, float b) { PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); this->ambient[0] = r; this->ambient[1] = g; this->ambient[2] = b; this->ambient[3] = 1.0; } /** \brief Sets the Material Ambient Color. \param rgb The red, green, blue channel in char format (with spaces between them) */ void Material::setAmbient (char* rgb) { float r,g,b; sscanf (rgb, "%f %f %f", &r, &g, &b); this->setAmbient (r, g, b); } /** \brief Sets the Material Specular Color. \param r Red Color Channel. \param g Green Color Channel. \param b Blue Color Channel. */ void Material::setSpecular (float r, float g, float b) { PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); this->specular[0] = r; this->specular[1] = g; this->specular[2] = b; this->specular[3] = 1.0; } /** \brief Sets the Material Specular Color. \param rgb The red, green, blue channel in char format (with spaces between them) */ void Material::setSpecular (char* rgb) { float r,g,b; sscanf (rgb, "%f %f %f", &r, &g, &b); this->setSpecular (r, g, b); } /** \brief Sets the Material Shininess. \param shini stes the Shininess from float. */ void Material::setShininess (float shini) { this->shininess = shini; } /** \brief Sets the Material Shininess. \param shini stes the Shininess from char*. */ void Material::setShininess (char* shini) { this->setShininess (atof(shini)); } /** \brief Sets the Material Transparency. \param trans stes the Transparency from int. */ void Material::setTransparency (float trans) { PRINTF(4)("setting Transparency of Material %s to %f.\n", this->name, trans); this->transparency = trans; } /** \brief Sets the Material Transparency. \param trans stes the Transparency from char*. */ void Material::setTransparency (char* trans) { this->setTransparency (atof(trans)); } /** \brief Adds a Texture Path to the List of already existing Paths \param pathName The Path to add. */ void Material::addTexturePath(char* pathName) { ResourceManager::getInstance()->addImageDir(pathName); } // MAPPING // /** \brief Sets the Materials Diffuse Map \param dMap the Name of the Image to Use */ void Material::setDiffuseMap(const char* dMap) { PRINTF(4)("setting Diffuse Map %s\n", dMap); // diffuseTexture = new Texture(); // this->diffuseTextureSet = diffuseTexture->loadImage(dMap); //! \todo check if RESOURCE MANAGER is availiable //! \todo Textures from .mtl-file need special care. this->diffuseTextureSet = this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE); } /** \brief Sets the Materials Ambient Map \param aMap the Name of the Image to Use \todo implement this */ void Material::setAmbientMap(const char* aMap) { SDL_Surface* ambientMap; } /** \brief Sets the Materials Specular Map \param sMap the Name of the Image to Use \todo implement this */ void Material::setSpecularMap(const char* sMap) { SDL_Surface* specularMap; } /** \brief Sets the Materials Bumpiness \param bump the Name of the Image to Use \todo implemet this */ void Material::setBump(const char* bump) { }