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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