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source: orxonox.OLD/trunk/src/lib/graphics/importer/material.cc @ 7921

Last change on this file since 7921 was 7921, checked in by bensch, 18 years ago

trunk: test if work

File size: 9.7 KB
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[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"
[7193]23#include "util/loading/resource_manager.h"
[3427]24
[3186]25/**
[7788]26 * @brief creates a Material.
[4836]27 * @param mtlName Name of the Material to be added to the Material List
[5306]28 */
[7221]29Material::Material (const std::string& mtlName)
[2776]30{
[5303]31  this->setClassID(CL_MATERIAL, "Material");
32
[3790]33  this->setIllum(3);
[5374]34  this->setDiffuse(1,1,1);
[3790]35  this->setAmbient(0,0,0);
36  this->setSpecular(.5,.5,.5);
37  this->setShininess(2.0);
38  this->setTransparency(1.0);
39
40  this->ambientTexture = NULL;
41  this->specularTexture = NULL;
[7057]42  this->sFactor = GL_SRC_ALPHA;
43  this->tFactor = GL_ONE;
[3790]44
[3894]45  this->setName(mtlName);
[2776]46}
47
[4584]48/**
[7788]49 * @brief deletes a Material
50 */
[2847]51Material::~Material()
52{
[5308]53  PRINTF(5)("delete Material %s.\n", this->getName());
[4834]54
[5303]55  if (this->ambientTexture != NULL)
[4834]56    ResourceManager::getInstance()->unload(this->ambientTexture);
[5303]57  if (this->specularTexture != NULL)
[4834]58    ResourceManager::getInstance()->unload(this->specularTexture);
[7785]59
60  if (this == Material::selectedMaterial)
61    Material::selectedMaterial = NULL;
[2847]62}
63
[7785]64
65const Material* Material::selectedMaterial = NULL;
66
67const GLenum Material::glTextureArbs[] =
[6622]68{
[7785]69  GL_TEXTURE0,
70  GL_TEXTURE1,
71  GL_TEXTURE2,
72  GL_TEXTURE3,
73  GL_TEXTURE4,
74  GL_TEXTURE5,
75  GL_TEXTURE6,
76  GL_TEXTURE7
77};
[6622]78
79
[7785]80/// TODO FIX THIS
81// Material& Material::operator=(const Material& m)
82// {
83//   this->setIllum(m.illumModel);
84//   this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]);
85//   this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]);
86//   this->setSpecular(m.specular[0],m.specular[1],m.specular[2]);
87//   this->setShininess(m.shininess);
88//   this->setTransparency(m.transparency);
89//
90//   if (this->diffuseTexture != NULL)
91//     ResourceManager::getInstance()->unload(this->diffuseTexture);
92//   if (m.diffuseTexture != NULL)
93//     this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture);
94//   this->ambientTexture = NULL; /// FIXME
95//   this->specularTexture = NULL; /// FIXME
96//
97//   this->setName(m.getName());
98// }
[6622]99
100
[7785]101
[2842]102/**
[7788]103 * @brief sets the material with which the following Faces will be painted
[5308]104 */
[7785]105bool Material::select() const
[3140]106{
[7785]107  if (unlikely(this == Material::selectedMaterial))
108      return true;
109
[7919]110  if (likely(Material::selectedMaterial != NULL))
111  {
112    for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i)
113    {
[7921]114        //glActiveTexture(Material::glTextureArbs[i]);
[7919]115        //glBindTexture(GL_TEXTURE_2D, 0);
116        glDisable(GL_TEXTURE_2D);
117    }
118  }
[7785]119
[7919]120    // setting diffuse color
[6763]121  glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency);
[3140]122  // setting ambient color
[3195]123  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
[3140]124  // setting up Sprecular
[3195]125  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
[3140]126  // setting up Shininess
[3195]127  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
[4584]128
[3790]129  // setting the transparency
[6812]130  if (this->transparency < 1.0 ||       /* This allows alpha blending of 2D textures with the scene */
[7788]131      (likely(!this->textures.empty() && this->textures[0].hasAlpha())))
[6812]132  {
133    glEnable(GL_BLEND);
[7057]134    glBlendFunc(this->sFactor, this->tFactor);
[6812]135  }
[3966]136  else
[7785]137  {
138    glDisable(GL_BLEND);
139  }
[3790]140
[4371]141
[4584]142  // setting illumination Model
[4836]143  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
[3140]144    glShadeModel(GL_FLAT);
[3195]145  else if (this->illumModel >= 2)
[3140]146    glShadeModel(GL_SMOOTH);
147
[7785]148
149  for(unsigned int i = 0; i < this->textures.size(); ++i)
150  {
[7921]151      //glActiveTexture(Material::glTextureArbs[i]);
[7785]152      glEnable(GL_TEXTURE_2D);
[7788]153      if(this->textures[i].hasAlpha())
[7785]154      {
155        glEnable(GL_BLEND);
156      }
[7788]157      glBindTexture(GL_TEXTURE_2D, this->textures[i].getTexture());
[7785]158  }
159  Material::selectedMaterial = this;
[3140]160}
161
162/**
[4836]163 *  Sets the Material Illumination Model.
164 *  illu illumination Model in int form
[5308]165 */
[2776]166void Material::setIllum (int illum)
167{
[4584]168  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
[3195]169  this->illumModel = illum;
[2776]170}
[5308]171
[2842]172/**
[4836]173 *  Sets the Material Illumination Model.
174 *  illu illumination Model in char* form
[5308]175 */
176void Material::setIllum (char* illum)
[2776]177{
[3195]178  this->setIllum (atoi(illum));
[2776]179}
180
[2842]181/**
[4836]182 *  Sets the Material Diffuse Color.
[7785]183 * @param r Red Color Channel.a
[4836]184 * @param g Green Color Channel.
185 * @param b Blue Color Channel.
[5308]186 */
[2776]187void Material::setDiffuse (float r, float g, float b)
188{
[4584]189  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]190  this->diffuse[0] = r;
191  this->diffuse[1] = g;
[4584]192  this->diffuse[2] = b;
[3195]193  this->diffuse[3] = 1.0;
[2780]194
[2776]195}
[5308]196
[2842]197/**
[4836]198 *  Sets the Material Diffuse Color.
199 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]200 */
[2776]201void Material::setDiffuse (char* rgb)
202{
[3140]203  float r,g,b;
204  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]205  this->setDiffuse (r, g, b);
[2776]206}
207
[2842]208/**
[4836]209 *  Sets the Material Ambient Color.
210 * @param r Red Color Channel.
211 * @param g Green Color Channel.
212 * @param b Blue Color Channel.
[2842]213*/
[2776]214void Material::setAmbient (float r, float g, float b)
215{
[4584]216  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]217  this->ambient[0] = r;
218  this->ambient[1] = g;
219  this->ambient[2] = b;
220  this->ambient[3] = 1.0;
[2776]221}
[5308]222
[2842]223/**
[4836]224 *  Sets the Material Ambient Color.
225 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]226 */
[2776]227void Material::setAmbient (char* rgb)
228{
[3140]229  float r,g,b;
230  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]231  this->setAmbient (r, g, b);
[2776]232}
233
[2842]234/**
[4836]235 *  Sets the Material Specular Color.
236 * @param r Red Color Channel.
237 * @param g Green Color Channel.
238 * @param b Blue Color Channel.
[5308]239 */
[2776]240void Material::setSpecular (float r, float g, float b)
241{
[4584]242  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]243  this->specular[0] = r;
244  this->specular[1] = g;
245  this->specular[2] = b;
246  this->specular[3] = 1.0;
[7785]247}
[5308]248
[2842]249/**
[4836]250 *  Sets the Material Specular Color.
251 * @param rgb The red, green, blue channel in char format (with spaces between them)
[2842]252*/
[2776]253void Material::setSpecular (char* rgb)
254{
[3140]255  float r,g,b;
256  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]257  this->setSpecular (r, g, b);
[2776]258}
259
[2842]260/**
[4836]261 *  Sets the Material Shininess.
262 * @param shini stes the Shininess from float.
[2842]263*/
[2836]264void Material::setShininess (float shini)
265{
[3195]266  this->shininess = shini;
[2836]267}
[2842]268/**
[4836]269 *  Sets the Material Shininess.
270 * @param shini stes the Shininess from char*.
[2842]271*/
[2836]272void Material::setShininess (char* shini)
273{
[3195]274  this->setShininess (atof(shini));
[2836]275}
[2776]276
[2842]277/**
[4836]278 *  Sets the Material Transparency.
279 * @param trans stes the Transparency from int.
[2842]280*/
[2776]281void Material::setTransparency (float trans)
282{
[4584]283  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
[3195]284  this->transparency = trans;
[2776]285}
[2842]286/**
[4836]287 *  Sets the Material Transparency.
288 * @param trans stes the Transparency from char*.
[2842]289*/
[2776]290void Material::setTransparency (char* trans)
291{
[3195]292  this->setTransparency (atof(trans));
[2776]293}
[2778]294
[3140]295/**
[4836]296 *  Adds a Texture Path to the List of already existing Paths
297 * @param pathName The Path to add.
[3140]298*/
[7221]299void Material::addTexturePath(const std::string& pathName)
[3140]300{
[3658]301  ResourceManager::getInstance()->addImageDir(pathName);
[3140]302}
303
[3070]304// MAPPING //
305
[7788]306void Material::setDiffuseMap(const Texture& texture, unsigned int textureNumber)
[7785]307{
308  assert(textureNumber < Material::getMaxTextureUnits());
309
310  if (this->textures.size() <= textureNumber)
[7788]311    this->textures.resize(textureNumber+1, Texture());
[7785]312
313  //! @todo check if RESOURCE MANAGER is availiable
314  this->textures[textureNumber] = texture;
315}
316
317
[2842]318/**
[7785]319 * @brief Sets the Materials Diffuse Map
[4836]320 * @param dMap the Name of the Image to Use
[3070]321*/
[7785]322void Material::setDiffuseMap(const std::string& dMap, GLenum target, unsigned int textureNumber)
[3070]323{
[7785]324  assert(textureNumber < Material::getMaxTextureUnits());
325
[7676]326  PRINTF(5)("setting Diffuse Map %s\n", dMap.c_str());
[7785]327  if (this->textures.size() <= textureNumber)
[7788]328    this->textures.resize(textureNumber+1, Texture());
[7785]329
[4834]330  //! @todo check if RESOURCE MANAGER is availiable
[7221]331  if (!dMap.empty())
[7785]332  {
[7848]333    Texture* tex = dynamic_cast<Texture*>(ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target));
334    if (tex != NULL)
335    this->textures[textureNumber] = *tex;
336    else
337      this->textures[textureNumber] = Texture();
[7785]338  }
[4834]339  else
[7785]340  {
[7788]341    this->textures[textureNumber] = Texture();
[7785]342  }
[3070]343}
344
345/**
[7788]346 * @brief Sets the Materials Diffuse Map
[7785]347 * @param surface pointer to SDL_Surface which shall be used as texture
348*/
349void Material::setSDLDiffuseMap(SDL_Surface *surface, GLenum target, unsigned int textureNumber)
350{
351  assert(textureNumber < Material::getMaxTextureUnits());
352
353
354  if (this->textures.size() <= textureNumber)
[7788]355    this->textures.resize(textureNumber+1, Texture());
[7785]356
357  if(surface != NULL)
358  {
[7788]359    this->textures[textureNumber] = Texture(surface, GL_TEXTURE_2D);
[7785]360  }
361  else
362  {
[7788]363    this->textures[textureNumber] = Texture();
[7785]364  }
365
366}
367
368
369/**
[7788]370 * @brief Sets the Materials Ambient Map
[4836]371 * @param aMap the Name of the Image to Use
372   @todo implement this
[3070]373*/
[7221]374void Material::setAmbientMap(const std::string& aMap, GLenum target)
[3070]375{
376  SDL_Surface* ambientMap;
377
378}
379
380/**
[7788]381 * @brief Sets the Materials Specular Map
[4836]382 * @param sMap the Name of the Image to Use
383   @todo implement this
[3070]384*/
[7221]385void Material::setSpecularMap(const std::string& sMap, GLenum target)
[3070]386{
387  SDL_Surface* specularMap;
388
389}
390
391/**
[7788]392 * @brief Sets the Materials Bumpiness
[4836]393 * @param bump the Name of the Image to Use
[7788]394 * @todo implemet this
[3070]395*/
[7221]396void Material::setBump(const std::string& bump)
[3070]397{
[7785]398}
[3070]399
[7785]400
401
402int Material::getMaxTextureUnits()
403{
404  int maxTexUnits = 0;
405  glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTexUnits);
406  return maxTexUnits;
[3070]407}
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