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