Changeset 3070 in orxonox.OLD for orxonox/trunk/importer/material.cc
- Timestamp:
- Dec 3, 2004, 8:22:38 PM (21 years ago)
- File:
-
- 1 edited
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orxonox/trunk/importer/material.cc
r3069 r3070 84 84 setShininess(2.0); 85 85 setTransparency(0.0); 86 87 diffuseTextureSet = false; 88 ambientTextureSet = false; 89 specularTextureSet = false; 90 86 91 87 92 } … … 243 248 setTransparency (atof(tr)); 244 249 } 250 251 // MAPPING // 252 253 /** 254 \brief Sets the Materials Diffuse Map 255 \param dMap the Name of the Image to Use 256 */ 257 void Material::setDiffuseMap(char* dMap) 258 { 259 if (verbose>=2) 260 printf ("setting Diffuse Map %s\n", dMap); 261 262 diffuseTextureSet = loadBMP(dMap, &diffuseTexture); 263 264 } 265 266 /** 267 \brief Sets the Materials Ambient Map 268 \param aMap the Name of the Image to Use 269 */ 270 void Material::setAmbientMap(char* aMap) 271 { 272 SDL_Surface* ambientMap; 273 274 } 275 276 /** 277 \brief Sets the Materials Specular Map 278 \param sMap the Name of the Image to Use 279 */ 280 void Material::setSpecularMap(char* sMap) 281 { 282 SDL_Surface* specularMap; 283 284 } 285 286 /** 287 \brief Sets the Materials Bumpiness 288 \param bump the Name of the Image to Use 289 */ 290 void Material::setBump(char* bump) 291 { 292 293 } 294 295 /** 296 \brief reads in a Windows BMP-file, and imports it to openGL. 297 \param bmpName The name of the Image to load. 298 \param texture A pointer to the Texture which should be read to. 299 */ 300 bool Material::loadBMP (char* bmpName, GLuint* texture) 301 { 302 SDL_Surface* map; 303 if (map = SDL_LoadBMP(bmpName)) 304 { 305 306 glGenTextures( 1, texture ); 307 /* Typical Texture Generation Using Data From The Bitmap */ 308 glBindTexture( GL_TEXTURE_2D, *texture ); 309 310 /* Generate The Texture */ 311 glTexImage2D( GL_TEXTURE_2D, 0, 3, map->w, 312 map->h, 0, GL_BGR, 313 GL_UNSIGNED_BYTE, map->pixels ); 314 315 /* Linear Filtering */ 316 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); 317 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); 318 if ( map ) 319 SDL_FreeSurface( map ); 320 321 return true; 322 } 323 else 324 return false; 325 } 326 327 328 245 329 246 330 /** … … 294 378 else if (illumModel >= 2) 295 379 glShadeModel(GL_SMOOTH); 296 } 380 381 if (diffuseTextureSet) 382 glBindTexture(GL_TEXTURE_2D, diffuseTexture); 383 384 }
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