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source: orxonox.OLD/trunk/src/lib/graphics/importer/material.cc @ 5303

Last change on this file since 5303 was 5303, checked in by bensch, 19 years ago

orxonox/trunk: less output on quit… still some strange effecs caused by unloading textures

File size: 7.3 KB
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1/*
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: ...
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
18
19#include "material.h"
20
21#include "texture.h"
22#include "debug.h"
23#include "resource_manager.h"
24#include <stdlib.h>
25#include <string.h>
26
27//! @todo check if we are in RESOURCE MANAGER-mode
28#include "resource_manager.h"
29
30using namespace std;
31
32/**
33 *  creates a Material.
34 * @param mtlName Name of the Material to be added to the Material List
35*/
36Material::Material (const char* mtlName)
37{
38  this->setClassID(CL_MATERIAL, "Material");
39
40  this->setIllum(3);
41  this->setDiffuse(0,0,0);
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
51  this->setName(mtlName);
52}
53
54/**
55  *  deletes a Material
56*/
57Material::~Material()
58{
59  PRINTF(4)("delete Material %s.\n", this->getName());
60
61  if (this->diffuseTexture != NULL)
62    ResourceManager::getInstance()->unload(this->diffuseTexture);
63  if (this->ambientTexture != NULL)
64    ResourceManager::getInstance()->unload(this->ambientTexture);
65  if (this->specularTexture != NULL)
66    ResourceManager::getInstance()->unload(this->specularTexture);
67}
68
69/**
70 *  sets the material with which the following Faces will be painted
71*/
72bool Material::select ()
73{
74  // setting diffuse color
75  //  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
76  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
77
78  // setting ambient color
79  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
80
81  // setting up Sprecular
82  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
83
84  // setting up Shininess
85  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
86
87  // setting the transparency
88  if (this->transparency < 1.0)
89    {
90      glEnable(GL_BLEND);
91      glColor4f(1.0f, 1.0f, 1.0f, this->transparency);
92      glBlendFunc(GL_SRC_ALPHA, GL_ONE);
93    }
94  else
95    {
96      glDisable(GL_BLEND);
97      glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
98    }
99
100
101  // setting illumination Model
102  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
103    glShadeModel(GL_FLAT);
104  else if (this->illumModel >= 2)
105    glShadeModel(GL_SMOOTH);
106
107  if (this->diffuseTexture)
108    {
109      glEnable(GL_TEXTURE_2D);
110      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
111
112      /* This allows alpha blending of 2D textures with the scene */
113      if (this->diffuseTexture->hasAlpha())
114        {
115          glEnable(GL_BLEND);
116          glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
117        }
118    }
119  else
120    {
121      glDisable(GL_TEXTURE_2D);
122      glBindTexture(GL_TEXTURE_2D, 0);
123    }
124}
125
126/**
127 *  Sets the Material Illumination Model.
128 *  illu illumination Model in int form
129*/
130void Material::setIllum (int illum)
131{
132  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
133  this->illumModel = illum;
134}
135/**
136 *  Sets the Material Illumination Model.
137 *  illu illumination Model in char* form
138*/void Material::setIllum (char* illum)
139{
140  this->setIllum (atoi(illum));
141}
142
143/**
144 *  Sets the Material Diffuse Color.
145 * @param r Red Color Channel.
146 * @param g Green Color Channel.
147 * @param b Blue Color Channel.
148*/
149void Material::setDiffuse (float r, float g, float b)
150{
151  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
152  this->diffuse[0] = r;
153  this->diffuse[1] = g;
154  this->diffuse[2] = b;
155  this->diffuse[3] = 1.0;
156
157}
158/**
159 *  Sets the Material Diffuse Color.
160 * @param rgb The red, green, blue channel in char format (with spaces between them)
161*/
162void Material::setDiffuse (char* rgb)
163{
164  float r,g,b;
165  sscanf (rgb, "%f %f %f", &r, &g, &b);
166  this->setDiffuse (r, g, b);
167}
168
169/**
170 *  Sets the Material Ambient Color.
171 * @param r Red Color Channel.
172 * @param g Green Color Channel.
173 * @param b Blue Color Channel.
174*/
175void Material::setAmbient (float r, float g, float b)
176{
177  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
178  this->ambient[0] = r;
179  this->ambient[1] = g;
180  this->ambient[2] = b;
181  this->ambient[3] = 1.0;
182}
183/**
184 *  Sets the Material Ambient Color.
185 * @param rgb The red, green, blue channel in char format (with spaces between them)
186*/
187void Material::setAmbient (char* rgb)
188{
189  float r,g,b;
190  sscanf (rgb, "%f %f %f", &r, &g, &b);
191  this->setAmbient (r, g, b);
192}
193
194/**
195 *  Sets the Material Specular Color.
196 * @param r Red Color Channel.
197 * @param g Green Color Channel.
198 * @param b Blue Color Channel.
199*/
200void Material::setSpecular (float r, float g, float b)
201{
202  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
203  this->specular[0] = r;
204  this->specular[1] = g;
205  this->specular[2] = b;
206  this->specular[3] = 1.0;
207 }
208/**
209 *  Sets the Material Specular Color.
210 * @param rgb The red, green, blue channel in char format (with spaces between them)
211*/
212void Material::setSpecular (char* rgb)
213{
214  float r,g,b;
215  sscanf (rgb, "%f %f %f", &r, &g, &b);
216  this->setSpecular (r, g, b);
217}
218
219/**
220 *  Sets the Material Shininess.
221 * @param shini stes the Shininess from float.
222*/
223void Material::setShininess (float shini)
224{
225  this->shininess = shini;
226}
227/**
228 *  Sets the Material Shininess.
229 * @param shini stes the Shininess from char*.
230*/
231void Material::setShininess (char* shini)
232{
233  this->setShininess (atof(shini));
234}
235
236/**
237 *  Sets the Material Transparency.
238 * @param trans stes the Transparency from int.
239*/
240void Material::setTransparency (float trans)
241{
242  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
243  this->transparency = trans;
244}
245/**
246 *  Sets the Material Transparency.
247 * @param trans stes the Transparency from char*.
248*/
249void Material::setTransparency (char* trans)
250{
251  this->setTransparency (atof(trans));
252}
253
254/**
255 *  Adds a Texture Path to the List of already existing Paths
256 * @param pathName The Path to add.
257*/
258void Material::addTexturePath(const char* pathName)
259{
260  ResourceManager::getInstance()->addImageDir(pathName);
261}
262
263// MAPPING //
264
265/**
266 *  Sets the Materials Diffuse Map
267 * @param dMap the Name of the Image to Use
268*/
269void Material::setDiffuseMap(const char* dMap)
270{
271  PRINTF(4)("setting Diffuse Map %s\n", dMap);
272  if (this->diffuseTexture != NULL)
273    ResourceManager::getInstance()->unload(this->diffuseTexture);
274
275  //! @todo check if RESOURCE MANAGER is availiable
276  //! @todo Textures from .mtl-file need special care.
277  if (dMap!= NULL)
278    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME);
279  else
280    this->diffuseTexture = NULL;
281}
282
283/**
284 *  Sets the Materials Ambient Map
285 * @param aMap the Name of the Image to Use
286   @todo implement this
287*/
288void Material::setAmbientMap(const char* aMap)
289{
290  SDL_Surface* ambientMap;
291
292}
293
294/**
295 *  Sets the Materials Specular Map
296 * @param sMap the Name of the Image to Use
297   @todo implement this
298*/
299void Material::setSpecularMap(const char* sMap)
300{
301  SDL_Surface* specularMap;
302
303}
304
305/**
306 *  Sets the Materials Bumpiness
307 * @param bump the Name of the Image to Use
308   @todo implemet this
309*/
310void Material::setBump(const char* bump)
311{
312
313}
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