| 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 "compiler.h" |
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| 24 | #include "util/loading/resource_manager.h" |
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| 25 | |
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| 26 | /** |
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| 27 | * @brief creates a Material. |
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| 28 | * @param mtlName Name of the Material to be added to the Material List |
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| 29 | */ |
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| 30 | Material::Material (const std::string& mtlName) |
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| 31 | { |
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| 32 | this->setClassID(CL_MATERIAL, "Material"); |
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| 33 | |
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| 34 | this->setIllum(3); |
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| 35 | this->setDiffuse(1,1,1); |
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| 36 | this->setAmbient(0,0,0); |
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| 37 | this->setSpecular(.5,.5,.5); |
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| 38 | this->setShininess(2.0); |
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| 39 | this->setTransparency(1.0); |
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| 40 | |
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| 41 | this->ambientTexture = NULL; |
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| 42 | this->specularTexture = NULL; |
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| 43 | this->sFactor = GL_SRC_ALPHA; |
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| 44 | this->tFactor = GL_ONE; |
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| 45 | |
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| 46 | this->setName(mtlName); |
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| 47 | } |
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| 48 | |
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| 49 | /** |
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| 50 | * @brief deletes a Material |
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| 51 | */ |
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| 52 | Material::~Material() |
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| 53 | { |
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| 54 | PRINTF(5)("delete Material %s.\n", this->getName()); |
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| 55 | |
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| 56 | if (this->ambientTexture != NULL) |
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| 57 | ResourceManager::getInstance()->unload(this->ambientTexture); |
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| 58 | if (this->specularTexture != NULL) |
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| 59 | ResourceManager::getInstance()->unload(this->specularTexture); |
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| 60 | |
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| 61 | if (this == Material::selectedMaterial) |
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| 62 | Material::selectedMaterial = NULL; |
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| 63 | } |
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| 64 | |
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| 65 | |
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| 66 | const Material* Material::selectedMaterial = NULL; |
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| 67 | |
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| 68 | const GLenum Material::glTextureArbs[] = |
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| 69 | { |
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| 70 | GL_TEXTURE0, |
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| 71 | GL_TEXTURE1, |
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| 72 | GL_TEXTURE2, |
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| 73 | GL_TEXTURE3, |
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| 74 | GL_TEXTURE4, |
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| 75 | GL_TEXTURE5, |
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| 76 | GL_TEXTURE6, |
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| 77 | GL_TEXTURE7 |
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| 78 | }; |
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| 79 | |
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| 80 | |
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| 81 | /// TODO FIX THIS |
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| 82 | // Material& Material::operator=(const Material& m) |
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| 83 | // { |
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| 84 | // this->setIllum(m.illumModel); |
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| 85 | // this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]); |
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| 86 | // this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]); |
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| 87 | // this->setSpecular(m.specular[0],m.specular[1],m.specular[2]); |
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| 88 | // this->setShininess(m.shininess); |
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| 89 | // this->setTransparency(m.transparency); |
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| 90 | // |
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| 91 | // if (this->diffuseTexture != NULL) |
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| 92 | // ResourceManager::getInstance()->unload(this->diffuseTexture); |
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| 93 | // if (m.diffuseTexture != NULL) |
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| 94 | // this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture); |
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| 95 | // this->ambientTexture = NULL; /// FIXME |
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| 96 | // this->specularTexture = NULL; /// FIXME |
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| 97 | // |
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| 98 | // this->setName(m.getName()); |
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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 | /** |
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| 104 | * @brief sets the material with which the following Faces will be painted |
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| 105 | */ |
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| 106 | bool Material::select() const |
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| 107 | { |
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| 108 | if (unlikely(this == Material::selectedMaterial)) |
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| 109 | return true; |
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| 110 | |
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| 111 | /// !! HACK !!! FIX THIS IN MODEL /// |
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| 112 | else if (likely(Material::selectedMaterial != NULL)) |
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| 113 | { |
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| 114 | Material::unselect(); |
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| 115 | // for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i) |
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| 116 | // { |
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| 117 | // glActiveTexture(Material::glTextureArbs[i]); |
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| 118 | // glBindTexture(GL_TEXTURE_2D, 0); |
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| 119 | // glDisable(GL_TEXTURE_2D); |
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| 120 | // } |
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| 121 | } |
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| 122 | |
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| 123 | if (likely(Material::selectedMaterial != NULL)) |
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| 124 | { |
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| 125 | for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i) |
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| 126 | { |
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| 127 | glActiveTexture(Material::glTextureArbs[i]); |
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| 128 | //glBindTexture(GL_TEXTURE_2D, 0); |
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| 129 | glDisable(GL_TEXTURE_2D); |
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| 130 | } |
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| 131 | } |
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| 132 | |
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| 133 | // setting diffuse color |
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| 134 | glColor4f (diffuse.r(), diffuse.g(), diffuse.b(), diffuse.a()); |
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| 135 | // setting ambient color |
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| 136 | glMaterialfv(GL_FRONT, GL_AMBIENT, &this->ambient[0]); |
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| 137 | // setting up Sprecular |
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| 138 | glMaterialfv(GL_FRONT, GL_SPECULAR, &this->specular[0]); |
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| 139 | // setting up Shininess |
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| 140 | glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); |
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| 141 | |
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| 142 | // setting the transparency |
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| 143 | if (this->diffuse.a() < 1.0 || /* This allows alpha blending of 2D textures with the scene */ |
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| 144 | (likely(!this->textures.empty() && this->textures[0].hasAlpha()))) |
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| 145 | { |
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| 146 | glEnable(GL_BLEND); |
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| 147 | glBlendFunc(this->sFactor, this->tFactor); |
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| 148 | } |
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| 149 | else |
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| 150 | { |
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| 151 | glDisable(GL_BLEND); |
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| 152 | } |
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| 153 | |
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| 154 | |
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| 155 | // setting illumination Model |
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| 156 | if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read. |
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| 157 | glShadeModel(GL_FLAT); |
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| 158 | else if (this->illumModel >= 2) |
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| 159 | glShadeModel(GL_SMOOTH); |
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| 160 | |
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| 161 | for(unsigned int i = 0; i < this->textures.size(); ++i) |
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| 162 | { |
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| 163 | glActiveTexture(Material::glTextureArbs[i]); |
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| 164 | glEnable(GL_TEXTURE_2D); |
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| 165 | if(this->textures[i].hasAlpha()) |
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| 166 | { |
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| 167 | glEnable(GL_BLEND); |
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| 168 | } |
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| 169 | glBindTexture(GL_TEXTURE_2D, this->textures[i].getTexture()); |
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| 170 | } |
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| 171 | Material::selectedMaterial = this; |
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| 172 | |
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| 173 | return true; |
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| 174 | } |
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| 175 | /** |
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| 176 | * @brief Deselect Material (if one is selected). |
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| 177 | */ |
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| 178 | void Material::unselect() |
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| 179 | { |
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| 180 | Material::selectedMaterial = NULL; |
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| 181 | for(unsigned int i = 0; i < 8; ++i) |
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| 182 | { |
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| 183 | glActiveTexture(Material::glTextureArbs[i]); |
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| 184 | glBindTexture(GL_TEXTURE_2D, 0); |
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| 185 | glDisable(GL_TEXTURE_2D); |
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| 186 | } |
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| 187 | } |
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| 188 | |
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| 189 | /** |
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| 190 | * @brief Sets the Material Illumination Model. |
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| 191 | * @param illu illumination Model in int form |
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| 192 | */ |
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| 193 | void Material::setIllum (int illum) |
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| 194 | { |
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| 195 | PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum); |
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| 196 | this->illumModel = illum; |
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| 197 | } |
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| 198 | |
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| 199 | /** |
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| 200 | * @brief Sets the Material Diffuse Color. |
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| 201 | * @param r Red Color Channel.a |
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| 202 | * @param g Green Color Channel. |
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| 203 | * @param b Blue Color Channel. |
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| 204 | */ |
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| 205 | void Material::setDiffuse (float r, float g, float b) |
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| 206 | { |
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| 207 | 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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| 208 | this->diffuse = Color(r, g, b, this->diffuse.a() ); |
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| 209 | } |
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| 210 | |
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| 211 | |
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| 212 | /** |
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| 213 | * @brief Sets the Material Ambient Color. |
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| 214 | * @param r Red Color Channel. |
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| 215 | * @param g Green Color Channel. |
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| 216 | * @param b Blue Color Channel. |
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| 217 | */ |
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| 218 | void Material::setAmbient (float r, float g, float b) |
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| 219 | { |
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| 220 | 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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| 221 | this->ambient = Color(r, g, b, 1.0); |
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| 222 | } |
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| 223 | |
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| 224 | /** |
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| 225 | * @brief Sets the Material Specular Color. |
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| 226 | * @param r Red Color Channel. |
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| 227 | * @param g Green Color Channel. |
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| 228 | * @param b Blue Color Channel. |
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| 229 | */ |
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| 230 | void Material::setSpecular (float r, float g, float b) |
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| 231 | { |
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| 232 | 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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| 233 | this->specular = Color (r, g, b, 1.0); |
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| 234 | } |
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| 235 | |
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| 236 | /** |
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| 237 | * @brief Sets the Material Shininess. |
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| 238 | * @param shini stes the Shininess from float. |
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| 239 | */ |
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| 240 | void Material::setShininess (float shini) |
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| 241 | { |
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| 242 | this->shininess = shini; |
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| 243 | } |
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| 244 | |
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| 245 | /** |
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| 246 | * @brief Sets the Material Transparency. |
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| 247 | * @param trans stes the Transparency from int. |
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| 248 | */ |
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| 249 | void Material::setTransparency (float trans) |
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| 250 | { |
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| 251 | PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans); |
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| 252 | this->diffuse.a() = trans; |
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| 253 | } |
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| 254 | |
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| 255 | /** |
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| 256 | * @brief Adds a Texture Path to the List of already existing Paths |
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| 257 | * @param pathName The Path to add. |
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| 258 | */ |
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| 259 | void Material::addTexturePath(const std::string& pathName) |
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| 260 | { |
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| 261 | ResourceManager::getInstance()->addImageDir(pathName); |
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| 262 | } |
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| 263 | |
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| 264 | // MAPPING // |
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| 265 | |
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| 266 | |
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| 267 | /** |
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| 268 | * @brief Sets the Diffuse map of this Texture. |
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| 269 | * @param texture The Texture to load |
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| 270 | * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS |
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| 271 | */ |
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| 272 | void Material::setDiffuseMap(const Texture& texture, unsigned int textureNumber) |
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| 273 | { |
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| 274 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 275 | |
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| 276 | if (this->textures.size() <= textureNumber) |
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| 277 | this->textures.resize(textureNumber+1, Texture()); |
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| 278 | |
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| 279 | //! @todo check if RESOURCE MANAGER is availiable |
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| 280 | this->textures[textureNumber] = texture; |
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| 281 | } |
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| 282 | |
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| 283 | |
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| 284 | /** |
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| 285 | * @brief Sets the Materials Diffuse Map |
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| 286 | * @param dMap the Name of the Image to Use |
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| 287 | * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS |
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| 288 | */ |
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| 289 | void Material::setDiffuseMap(const std::string& dMap, GLenum target, unsigned int textureNumber) |
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| 290 | { |
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| 291 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 292 | |
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| 293 | PRINTF(5)("setting Diffuse Map %s\n", dMap.c_str()); |
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| 294 | if (this->textures.size() <= textureNumber) |
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| 295 | this->textures.resize(textureNumber+1, Texture()); |
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| 296 | |
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| 297 | //! @todo check if RESOURCE MANAGER is availiable |
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| 298 | if (!dMap.empty()) |
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| 299 | { |
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| 300 | Texture* tex = dynamic_cast<Texture*>(ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target)); |
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| 301 | if (tex != NULL) |
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| 302 | this->textures[textureNumber] = *tex; |
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| 303 | else |
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| 304 | this->textures[textureNumber] = Texture(); |
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| 305 | } |
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| 306 | else |
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| 307 | { |
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| 308 | this->textures[textureNumber] = Texture(); |
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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 | * @brief Sets the Materials Diffuse Map |
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| 314 | * @param surface pointer to SDL_Surface which shall be used as texture. |
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| 315 | * @param target the GL-Target to load the Surface to. |
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| 316 | * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS. |
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| 317 | */ |
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| 318 | void Material::setSDLDiffuseMap(SDL_Surface *surface, GLenum target, unsigned int textureNumber) |
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| 319 | { |
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| 320 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 321 | |
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| 322 | |
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| 323 | if (this->textures.size() <= textureNumber) |
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| 324 | this->textures.resize(textureNumber+1, Texture()); |
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| 325 | |
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| 326 | if(surface != NULL) |
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| 327 | { |
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| 328 | this->textures[textureNumber] = Texture(surface, GL_TEXTURE_2D); |
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| 329 | } |
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| 330 | else |
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| 331 | { |
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| 332 | this->textures[textureNumber] = Texture(); |
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| 333 | } |
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| 334 | |
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| 335 | } |
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| 336 | |
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| 337 | /** |
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| 338 | * @brief Renders to a Texture. |
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| 339 | * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS. |
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| 340 | * @param target The GL-Target. |
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| 341 | * @param level the MipMap-Level to render to. |
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| 342 | * @param xoffset The offset in the Source from the left. |
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| 343 | * @param yoffset The offset in the Source from the top (or bottom). |
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| 344 | * @param x The Offset in the Destination from the left. |
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| 345 | * @param y The Offset in the Destination from the top (or bottom). |
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| 346 | * @param width The width of the region to copy. |
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| 347 | * @param height The height of the region to copy. |
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| 348 | */ |
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| 349 | void Material::renderToTexture(unsigned int textureNumber, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) |
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| 350 | { |
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| 351 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 352 | assert(textureNumber < this->textures.size()); |
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| 353 | |
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| 354 | // HACK |
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| 355 | glActiveTexture(textureNumber); |
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| 356 | glEnable(GL_TEXTURE_2D); |
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| 357 | glBindTexture(GL_TEXTURE_2D, this->textures[textureNumber].getTexture()); |
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| 358 | glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); |
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| 359 | |
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| 360 | } |
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| 361 | |
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| 362 | /** |
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| 363 | * @brief Sets the Materials Ambient Map |
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| 364 | * @todo implement this |
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| 365 | */ |
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| 366 | void Material::setAmbientMap(const std::string& aMap, GLenum target) |
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| 367 | { |
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| 368 | /// FIXME SDL_Surface* ambientMap; |
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| 369 | |
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| 370 | } |
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| 371 | |
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| 372 | /** |
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| 373 | * @brief Sets the Materials Specular Map |
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| 374 | * @param sMap the Name of the Image to Use |
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| 375 | * @todo implement this |
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| 376 | */ |
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| 377 | void Material::setSpecularMap(const std::string& sMap, GLenum target) |
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| 378 | { |
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| 379 | /// FIXME SDL_Surface* specularMap; |
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| 380 | |
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| 381 | } |
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| 382 | |
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| 383 | /** |
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| 384 | * @brief Sets the Materials Bumpiness |
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| 385 | * @param bump the Name of the Image to Use |
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| 386 | * @todo implemet this |
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| 387 | */ |
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| 388 | void Material::setBump(const std::string& bump) |
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| 389 | { |
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| 390 | } |
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| 391 | |
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| 392 | |
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| 393 | /** |
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| 394 | * @returns the Maximim Texture Unit the users OpenGL-Implementation supports. |
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| 395 | */ |
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| 396 | unsigned int Material::getMaxTextureUnits() |
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| 397 | { |
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| 398 | int maxTexUnits = 0; |
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| 399 | glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTexUnits); |
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| 400 | return maxTexUnits; |
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| 401 | } |
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