| 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 "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 "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 char* 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->diffuseTexture = NULL; |
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| 48 | this->ambientTexture = NULL; |
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| 49 | this->specularTexture = NULL; |
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| 50 | |
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| 51 | this->setName(mtlName); |
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| 52 | } |
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| 53 | |
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| 54 | /** |
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| 55 | * deletes a Material |
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| 56 | */ |
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| 57 | Material::~Material() |
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| 58 | { |
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| 59 | PRINTF(5)("delete Material %s.\n", this->getName()); |
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| 60 | |
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| 61 | if (this->diffuseTexture != NULL) |
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| 62 | { |
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| 63 | ResourceManager::getInstance()->unload(this->diffuseTexture); |
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| 64 | } |
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| 65 | if (this->ambientTexture != NULL) |
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| 66 | ResourceManager::getInstance()->unload(this->ambientTexture); |
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| 67 | if (this->specularTexture != NULL) |
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| 68 | ResourceManager::getInstance()->unload(this->specularTexture); |
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| 69 | } |
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| 70 | |
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| 71 | /** |
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| 72 | * sets the material with which the following Faces will be painted |
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| 73 | */ |
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| 74 | bool Material::select () const |
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| 75 | { |
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| 76 | // setting diffuse color |
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| 77 | // glColor3f (diffuse[0], diffuse[1], diffuse[2]); |
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| 78 | glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse); |
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| 79 | |
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| 80 | // setting ambient color |
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| 81 | glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); |
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| 82 | |
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| 83 | // setting up Sprecular |
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| 84 | glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); |
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| 85 | |
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| 86 | // setting up Shininess |
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| 87 | glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); |
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| 88 | |
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| 89 | // setting the transparency |
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| 90 | if (this->transparency < 1.0) |
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| 91 | { |
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| 92 | glEnable(GL_BLEND); |
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| 93 | glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
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| 94 | glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), this->transparency); |
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| 95 | } |
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| 96 | else |
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| 97 | { |
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| 98 | glDisable(GL_BLEND); |
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| 99 | glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), 1); |
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| 100 | } |
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| 101 | |
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| 102 | |
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| 103 | // setting illumination Model |
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| 104 | if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read. |
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| 105 | glShadeModel(GL_FLAT); |
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| 106 | else if (this->illumModel >= 2) |
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| 107 | glShadeModel(GL_SMOOTH); |
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| 108 | |
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| 109 | if (this->diffuseTexture != NULL) |
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| 110 | { |
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| 111 | glEnable(GL_TEXTURE_2D); |
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| 112 | glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture()); |
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| 113 | |
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| 114 | /* This allows alpha blending of 2D textures with the scene */ |
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| 115 | if (this->diffuseTexture->hasAlpha()) |
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| 116 | { |
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| 117 | glEnable(GL_BLEND); |
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| 118 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 119 | } |
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| 120 | } |
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| 121 | else |
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| 122 | { |
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| 123 | glDisable(GL_TEXTURE_2D); |
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| 124 | glBindTexture(GL_TEXTURE_2D, 0); |
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| 125 | } |
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| 126 | } |
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| 127 | |
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| 128 | /** |
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| 129 | * Sets the Material Illumination Model. |
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| 130 | * illu illumination Model in int form |
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| 131 | */ |
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| 132 | void Material::setIllum (int illum) |
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| 133 | { |
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| 134 | PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum); |
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| 135 | this->illumModel = illum; |
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| 136 | } |
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| 137 | |
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| 138 | /** |
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| 139 | * Sets the Material Illumination Model. |
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| 140 | * illu illumination Model in char* form |
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| 141 | */ |
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| 142 | void Material::setIllum (char* illum) |
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| 143 | { |
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| 144 | this->setIllum (atoi(illum)); |
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| 145 | } |
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| 146 | |
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| 147 | /** |
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| 148 | * Sets the Material Diffuse Color. |
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| 149 | * @param r Red Color Channel. |
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| 150 | * @param g Green Color Channel. |
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| 151 | * @param b Blue Color Channel. |
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| 152 | */ |
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| 153 | void Material::setDiffuse (float r, float g, float b) |
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| 154 | { |
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| 155 | 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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| 156 | this->diffuse[0] = r; |
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| 157 | this->diffuse[1] = g; |
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| 158 | this->diffuse[2] = b; |
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| 159 | this->diffuse[3] = 1.0; |
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| 160 | |
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| 161 | } |
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| 162 | |
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| 163 | /** |
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| 164 | * Sets the Material Diffuse Color. |
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| 165 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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| 166 | */ |
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| 167 | void Material::setDiffuse (char* rgb) |
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| 168 | { |
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| 169 | float r,g,b; |
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| 170 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 171 | this->setDiffuse (r, g, b); |
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| 172 | } |
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| 173 | |
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| 174 | /** |
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| 175 | * Sets the Material Ambient Color. |
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| 176 | * @param r Red Color Channel. |
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| 177 | * @param g Green Color Channel. |
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| 178 | * @param b Blue Color Channel. |
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| 179 | */ |
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| 180 | void Material::setAmbient (float r, float g, float b) |
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| 181 | { |
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| 182 | 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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| 183 | this->ambient[0] = r; |
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| 184 | this->ambient[1] = g; |
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| 185 | this->ambient[2] = b; |
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| 186 | this->ambient[3] = 1.0; |
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| 187 | } |
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| 188 | |
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| 189 | /** |
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| 190 | * Sets the Material Ambient Color. |
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| 191 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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| 192 | */ |
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| 193 | void Material::setAmbient (char* rgb) |
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| 194 | { |
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| 195 | float r,g,b; |
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| 196 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 197 | this->setAmbient (r, g, b); |
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| 198 | } |
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| 199 | |
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| 200 | /** |
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| 201 | * Sets the Material Specular Color. |
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| 202 | * @param r Red Color Channel. |
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| 203 | * @param g Green Color Channel. |
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| 204 | * @param b Blue Color Channel. |
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| 205 | */ |
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| 206 | void Material::setSpecular (float r, float g, float b) |
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| 207 | { |
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| 208 | 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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| 209 | this->specular[0] = r; |
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| 210 | this->specular[1] = g; |
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| 211 | this->specular[2] = b; |
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| 212 | this->specular[3] = 1.0; |
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| 213 | } |
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| 214 | |
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| 215 | /** |
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| 216 | * Sets the Material Specular Color. |
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| 217 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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| 218 | */ |
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| 219 | void Material::setSpecular (char* rgb) |
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| 220 | { |
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| 221 | float r,g,b; |
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| 222 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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| 223 | this->setSpecular (r, g, b); |
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| 224 | } |
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| 225 | |
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| 226 | /** |
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| 227 | * Sets the Material Shininess. |
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| 228 | * @param shini stes the Shininess from float. |
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| 229 | */ |
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| 230 | void Material::setShininess (float shini) |
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| 231 | { |
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| 232 | this->shininess = shini; |
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| 233 | } |
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| 234 | /** |
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| 235 | * Sets the Material Shininess. |
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| 236 | * @param shini stes the Shininess from char*. |
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| 237 | */ |
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| 238 | void Material::setShininess (char* shini) |
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| 239 | { |
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| 240 | this->setShininess (atof(shini)); |
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| 241 | } |
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| 242 | |
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| 243 | /** |
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| 244 | * Sets the Material Transparency. |
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| 245 | * @param trans stes the Transparency from int. |
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| 246 | */ |
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| 247 | void Material::setTransparency (float trans) |
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| 248 | { |
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| 249 | PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans); |
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| 250 | this->transparency = trans; |
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| 251 | } |
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| 252 | /** |
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| 253 | * Sets the Material Transparency. |
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| 254 | * @param trans stes the Transparency from char*. |
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| 255 | */ |
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| 256 | void Material::setTransparency (char* trans) |
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| 257 | { |
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| 258 | this->setTransparency (atof(trans)); |
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| 259 | } |
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| 260 | |
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| 261 | /** |
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| 262 | * Adds a Texture Path to the List of already existing Paths |
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| 263 | * @param pathName The Path to add. |
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| 264 | */ |
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| 265 | void Material::addTexturePath(const char* pathName) |
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| 266 | { |
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| 267 | ResourceManager::getInstance()->addImageDir(pathName); |
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| 268 | } |
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| 269 | |
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| 270 | // MAPPING // |
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| 271 | |
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| 272 | /** |
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| 273 | * Sets the Materials Diffuse Map |
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| 274 | * @param dMap the Name of the Image to Use |
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| 275 | */ |
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| 276 | void Material::setDiffuseMap(const char* dMap) |
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| 277 | { |
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| 278 | PRINTF(5)("setting Diffuse Map %s\n", dMap); |
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| 279 | if (this->diffuseTexture != NULL) |
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| 280 | ResourceManager::getInstance()->unload(this->diffuseTexture); |
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| 281 | |
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| 282 | //! @todo check if RESOURCE MANAGER is availiable |
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| 283 | //! @todo Textures from .mtl-file need special care. |
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| 284 | if (dMap!= NULL) |
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| 285 | this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME); |
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| 286 | else |
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| 287 | this->diffuseTexture = NULL; |
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| 288 | } |
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| 289 | |
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| 290 | /** |
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| 291 | * Sets the Materials Ambient Map |
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| 292 | * @param aMap the Name of the Image to Use |
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| 293 | @todo implement this |
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| 294 | */ |
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| 295 | void Material::setAmbientMap(const char* aMap) |
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| 296 | { |
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| 297 | SDL_Surface* ambientMap; |
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| 298 | |
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| 299 | } |
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| 300 | |
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| 301 | /** |
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| 302 | * Sets the Materials Specular Map |
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| 303 | * @param sMap the Name of the Image to Use |
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| 304 | @todo implement this |
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| 305 | */ |
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| 306 | void Material::setSpecularMap(const char* sMap) |
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| 307 | { |
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| 308 | SDL_Surface* specularMap; |
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| 309 | |
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| 310 | } |
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| 311 | |
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| 312 | /** |
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| 313 | * Sets the Materials Bumpiness |
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| 314 | * @param bump the Name of the Image to Use |
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| 315 | @todo implemet this |
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| 316 | */ |
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| 317 | void Material::setBump(const char* bump) |
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| 318 | { |
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| 319 | |
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| 320 | } |
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