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source: orxonox.OLD/trunk/src/lib/graphics/importer/material.cc @ 6622

Last change on this file since 6622 was 6622, checked in by bensch, 18 years ago

orxonox/trunk: Material can now be copied
ParticleSprite used for all Projectiles

File size: 8.2 KB
RevLine 
[4584]1/*
[2823]2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
[3140]14
[2823]15*/
16
[3590]17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
18
[2776]19#include "material.h"
20
[3427]21#include "texture.h"
[3548]22#include "debug.h"
[3658]23#include "resource_manager.h"
[3427]24#include <stdlib.h>
25#include <string.h>
26
[4836]27//! @todo check if we are in RESOURCE MANAGER-mode
[3655]28#include "resource_manager.h"
29
[3140]30using namespace std;
31
[3186]32/**
[5306]33 * creates a Material.
[4836]34 * @param mtlName Name of the Material to be added to the Material List
[5306]35 */
[3894]36Material::Material (const char* mtlName)
[2776]37{
[5303]38  this->setClassID(CL_MATERIAL, "Material");
39
[3790]40  this->setIllum(3);
[5374]41  this->setDiffuse(1,1,1);
[3790]42  this->setAmbient(0,0,0);
43  this->setSpecular(.5,.5,.5);
44  this->setShininess(2.0);
45  this->setTransparency(1.0);
46
47  this->diffuseTexture = NULL;
48  this->ambientTexture = NULL;
49  this->specularTexture = NULL;
50
[3894]51  this->setName(mtlName);
[2776]52}
53
[4584]54/**
[4836]55  *  deletes a Material
[2847]56*/
57Material::~Material()
58{
[5308]59  PRINTF(5)("delete Material %s.\n", this->getName());
[4834]60
[5303]61  if (this->diffuseTexture != NULL)
[5308]62  {
[3672]63    ResourceManager::getInstance()->unload(this->diffuseTexture);
[5308]64  }
[5303]65  if (this->ambientTexture != NULL)
[4834]66    ResourceManager::getInstance()->unload(this->ambientTexture);
[5303]67  if (this->specularTexture != NULL)
[4834]68    ResourceManager::getInstance()->unload(this->specularTexture);
[2847]69}
70
[6622]71Material& Material::operator=(const Material& m)
72{
73  this->setIllum(m.illumModel);
74  this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]);
75  this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]);
76  this->setSpecular(m.specular[0],m.specular[1],m.specular[2]);
77  this->setShininess(m.shininess);
78  this->setTransparency(m.transparency);
79
80  if (this->diffuseTexture != NULL)
81    ResourceManager::getInstance()->unload(this->diffuseTexture);
82  if (m.diffuseTexture != NULL)
83    this->diffuseTexture = m.diffuseTexture; /// HACK shoudl be:(Texture*)ResourceManager::getInstance()->load();
84  this->ambientTexture = NULL; /// FIXME
85  this->specularTexture = NULL; /// FIXME
86
87  this->setName(m.getName());
88}
89
90
[2842]91/**
[4836]92 *  sets the material with which the following Faces will be painted
[5308]93 */
94bool Material::select () const
[3140]95{
96  // setting diffuse color
[6295]97  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
[3195]98  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
[3140]99
100  // setting ambient color
[3195]101  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
[3140]102
103  // setting up Sprecular
[3195]104  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
[3140]105
106  // setting up Shininess
[3195]107  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
[4584]108
[3790]109  // setting the transparency
[3966]110  if (this->transparency < 1.0)
[3790]111    {
112      glEnable(GL_BLEND);
[5437]113      glBlendFunc(GL_SRC_ALPHA, GL_ONE);
[5373]114      glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), this->transparency);
[3790]115    }
[3966]116  else
117    {
118      glDisable(GL_BLEND);
[5373]119      glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), 1);
[3966]120    }
[3790]121
[4371]122
[4584]123  // setting illumination Model
[4836]124  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
[3140]125    glShadeModel(GL_FLAT);
[3195]126  else if (this->illumModel >= 2)
[3140]127    glShadeModel(GL_SMOOTH);
128
[5306]129  if (this->diffuseTexture != NULL)
[3536]130    {
131      glEnable(GL_TEXTURE_2D);
132      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
[3966]133
134      /* This allows alpha blending of 2D textures with the scene */
135      if (this->diffuseTexture->hasAlpha())
[4584]136        {
137          glEnable(GL_BLEND);
138          glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
139        }
[3536]140    }
[3140]141  else
[3536]142    {
143      glDisable(GL_TEXTURE_2D);
144      glBindTexture(GL_TEXTURE_2D, 0);
145    }
[3140]146}
147
148/**
[4836]149 *  Sets the Material Illumination Model.
150 *  illu illumination Model in int form
[5308]151 */
[2776]152void Material::setIllum (int illum)
153{
[4584]154  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
[3195]155  this->illumModel = illum;
[2776]156}
[5308]157
[2842]158/**
[4836]159 *  Sets the Material Illumination Model.
160 *  illu illumination Model in char* form
[5308]161 */
162void Material::setIllum (char* illum)
[2776]163{
[3195]164  this->setIllum (atoi(illum));
[2776]165}
166
[2842]167/**
[4836]168 *  Sets the Material Diffuse Color.
169 * @param r Red Color Channel.
170 * @param g Green Color Channel.
171 * @param b Blue Color Channel.
[5308]172 */
[2776]173void Material::setDiffuse (float r, float g, float b)
174{
[4584]175  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]176  this->diffuse[0] = r;
177  this->diffuse[1] = g;
[4584]178  this->diffuse[2] = b;
[3195]179  this->diffuse[3] = 1.0;
[2780]180
[2776]181}
[5308]182
[2842]183/**
[4836]184 *  Sets the Material Diffuse Color.
185 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]186 */
[2776]187void Material::setDiffuse (char* rgb)
188{
[3140]189  float r,g,b;
190  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]191  this->setDiffuse (r, g, b);
[2776]192}
193
[2842]194/**
[4836]195 *  Sets the Material Ambient Color.
196 * @param r Red Color Channel.
197 * @param g Green Color Channel.
198 * @param b Blue Color Channel.
[2842]199*/
[2776]200void Material::setAmbient (float r, float g, float b)
201{
[4584]202  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]203  this->ambient[0] = r;
204  this->ambient[1] = g;
205  this->ambient[2] = b;
206  this->ambient[3] = 1.0;
[2776]207}
[5308]208
[2842]209/**
[4836]210 *  Sets the Material Ambient Color.
211 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]212 */
[2776]213void Material::setAmbient (char* rgb)
214{
[3140]215  float r,g,b;
216  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]217  this->setAmbient (r, g, b);
[2776]218}
219
[2842]220/**
[4836]221 *  Sets the Material Specular Color.
222 * @param r Red Color Channel.
223 * @param g Green Color Channel.
224 * @param b Blue Color Channel.
[5308]225 */
[2776]226void Material::setSpecular (float r, float g, float b)
227{
[4584]228  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]229  this->specular[0] = r;
230  this->specular[1] = g;
231  this->specular[2] = b;
232  this->specular[3] = 1.0;
[2804]233 }
[5308]234
[2842]235/**
[4836]236 *  Sets the Material Specular Color.
237 * @param rgb The red, green, blue channel in char format (with spaces between them)
[2842]238*/
[2776]239void Material::setSpecular (char* rgb)
240{
[3140]241  float r,g,b;
242  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]243  this->setSpecular (r, g, b);
[2776]244}
245
[2842]246/**
[4836]247 *  Sets the Material Shininess.
248 * @param shini stes the Shininess from float.
[2842]249*/
[2836]250void Material::setShininess (float shini)
251{
[3195]252  this->shininess = shini;
[2836]253}
[2842]254/**
[4836]255 *  Sets the Material Shininess.
256 * @param shini stes the Shininess from char*.
[2842]257*/
[2836]258void Material::setShininess (char* shini)
259{
[3195]260  this->setShininess (atof(shini));
[2836]261}
[2776]262
[2842]263/**
[4836]264 *  Sets the Material Transparency.
265 * @param trans stes the Transparency from int.
[2842]266*/
[2776]267void Material::setTransparency (float trans)
268{
[4584]269  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
[3195]270  this->transparency = trans;
[2776]271}
[2842]272/**
[4836]273 *  Sets the Material Transparency.
274 * @param trans stes the Transparency from char*.
[2842]275*/
[2776]276void Material::setTransparency (char* trans)
277{
[3195]278  this->setTransparency (atof(trans));
[2776]279}
[2778]280
[3140]281/**
[4836]282 *  Adds a Texture Path to the List of already existing Paths
283 * @param pathName The Path to add.
[3140]284*/
[4370]285void Material::addTexturePath(const char* pathName)
[3140]286{
[3658]287  ResourceManager::getInstance()->addImageDir(pathName);
[3140]288}
289
[3070]290// MAPPING //
291
[2842]292/**
[4836]293 *  Sets the Materials Diffuse Map
294 * @param dMap the Name of the Image to Use
[3070]295*/
[6467]296void Material::setDiffuseMap(const char* dMap, GLenum target)
[3070]297{
[5308]298  PRINTF(5)("setting Diffuse Map %s\n", dMap);
[5302]299  if (this->diffuseTexture != NULL)
[4539]300    ResourceManager::getInstance()->unload(this->diffuseTexture);
[3070]301
[4834]302  //! @todo check if RESOURCE MANAGER is availiable
303  //! @todo Textures from .mtl-file need special care.
[6622]304  if (dMap != NULL)
[6467]305    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (void*)&target);
[4834]306  else
307    this->diffuseTexture = NULL;
[3070]308}
309
310/**
[4836]311 *  Sets the Materials Ambient Map
312 * @param aMap the Name of the Image to Use
313   @todo implement this
[3070]314*/
[6467]315void Material::setAmbientMap(const char* aMap, GLenum target)
[3070]316{
317  SDL_Surface* ambientMap;
318
319}
320
321/**
[4836]322 *  Sets the Materials Specular Map
323 * @param sMap the Name of the Image to Use
324   @todo implement this
[3070]325*/
[6467]326void Material::setSpecularMap(const char* sMap, GLenum target)
[3070]327{
328  SDL_Surface* specularMap;
329
330}
331
332/**
[4836]333 *  Sets the Materials Bumpiness
334 * @param bump the Name of the Image to Use
335   @todo implemet this
[3070]336*/
[3803]337void Material::setBump(const char* bump)
[3070]338{
339
340}
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