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source: orxonox.OLD/branches/powerups/src/lib/graphics/importer/material.cc @ 5855

Last change on this file since 5855 was 5437, checked in by bensch, 19 years ago

orxonox/trunk: Sphers Rendered around the Turret-Power-Up (this looks really bad)

File size: 7.4 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
18
19#include "material.h"
20
21#include "texture.h"
22#include "debug.h"
23#include "resource_manager.h"
24#include <stdlib.h>
25#include <string.h>
26
27//! @todo check if we are in RESOURCE MANAGER-mode
28#include "resource_manager.h"
29
30using namespace std;
31
32/**
33 * creates a Material.
34 * @param mtlName Name of the Material to be added to the Material List
35 */
36Material::Material (const char* mtlName)
37{
38  this->setClassID(CL_MATERIAL, "Material");
39
40  this->setIllum(3);
41  this->setDiffuse(1,1,1);
42  this->setAmbient(0,0,0);
43  this->setSpecular(.5,.5,.5);
44  this->setShininess(2.0);
45  this->setTransparency(1.0);
46
47  this->diffuseTexture = NULL;
48  this->ambientTexture = NULL;
49  this->specularTexture = NULL;
50
51  this->setName(mtlName);
52}
53
54/**
55  *  deletes a Material
56*/
57Material::~Material()
58{
59  PRINTF(5)("delete Material %s.\n", this->getName());
60
61  if (this->diffuseTexture != NULL)
62  {
63    ResourceManager::getInstance()->unload(this->diffuseTexture);
64  }
65  if (this->ambientTexture != NULL)
66    ResourceManager::getInstance()->unload(this->ambientTexture);
67  if (this->specularTexture != NULL)
68    ResourceManager::getInstance()->unload(this->specularTexture);
69}
70
71/**
72 *  sets the material with which the following Faces will be painted
73 */
74bool Material::select () const
75{
76  // setting diffuse color
77  //  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
78  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
79
80  // setting ambient color
81  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
82
83  // setting up Sprecular
84  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
85
86  // setting up Shininess
87  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
88
89  // setting the transparency
90  if (this->transparency < 1.0)
91    {
92      glEnable(GL_BLEND);
93      glBlendFunc(GL_SRC_ALPHA, GL_ONE);
94      glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), this->transparency);
95    }
96  else
97    {
98      glDisable(GL_BLEND);
99      glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), 1);
100    }
101
102
103  // setting illumination Model
104  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
105    glShadeModel(GL_FLAT);
106  else if (this->illumModel >= 2)
107    glShadeModel(GL_SMOOTH);
108
109  if (this->diffuseTexture != NULL)
110    {
111      glEnable(GL_TEXTURE_2D);
112      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
113
114      /* This allows alpha blending of 2D textures with the scene */
115      if (this->diffuseTexture->hasAlpha())
116        {
117          glEnable(GL_BLEND);
118          glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119        }
120    }
121  else
122    {
123      glDisable(GL_TEXTURE_2D);
124      glBindTexture(GL_TEXTURE_2D, 0);
125    }
126}
127
128/**
129 *  Sets the Material Illumination Model.
130 *  illu illumination Model in int form
131 */
132void Material::setIllum (int illum)
133{
134  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
135  this->illumModel = illum;
136}
137
138/**
139 *  Sets the Material Illumination Model.
140 *  illu illumination Model in char* form
141 */
142void Material::setIllum (char* illum)
143{
144  this->setIllum (atoi(illum));
145}
146
147/**
148 *  Sets the Material Diffuse Color.
149 * @param r Red Color Channel.
150 * @param g Green Color Channel.
151 * @param b Blue Color Channel.
152 */
153void Material::setDiffuse (float r, float g, float b)
154{
155  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
156  this->diffuse[0] = r;
157  this->diffuse[1] = g;
158  this->diffuse[2] = b;
159  this->diffuse[3] = 1.0;
160
161}
162
163/**
164 *  Sets the Material Diffuse Color.
165 * @param rgb The red, green, blue channel in char format (with spaces between them)
166 */
167void Material::setDiffuse (char* rgb)
168{
169  float r,g,b;
170  sscanf (rgb, "%f %f %f", &r, &g, &b);
171  this->setDiffuse (r, g, b);
172}
173
174/**
175 *  Sets the Material Ambient Color.
176 * @param r Red Color Channel.
177 * @param g Green Color Channel.
178 * @param b Blue Color Channel.
179*/
180void Material::setAmbient (float r, float g, float b)
181{
182  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
183  this->ambient[0] = r;
184  this->ambient[1] = g;
185  this->ambient[2] = b;
186  this->ambient[3] = 1.0;
187}
188
189/**
190 *  Sets the Material Ambient Color.
191 * @param rgb The red, green, blue channel in char format (with spaces between them)
192 */
193void Material::setAmbient (char* rgb)
194{
195  float r,g,b;
196  sscanf (rgb, "%f %f %f", &r, &g, &b);
197  this->setAmbient (r, g, b);
198}
199
200/**
201 *  Sets the Material Specular Color.
202 * @param r Red Color Channel.
203 * @param g Green Color Channel.
204 * @param b Blue Color Channel.
205 */
206void Material::setSpecular (float r, float g, float b)
207{
208  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
209  this->specular[0] = r;
210  this->specular[1] = g;
211  this->specular[2] = b;
212  this->specular[3] = 1.0;
213 }
214
215/**
216 *  Sets the Material Specular Color.
217 * @param rgb The red, green, blue channel in char format (with spaces between them)
218*/
219void Material::setSpecular (char* rgb)
220{
221  float r,g,b;
222  sscanf (rgb, "%f %f %f", &r, &g, &b);
223  this->setSpecular (r, g, b);
224}
225
226/**
227 *  Sets the Material Shininess.
228 * @param shini stes the Shininess from float.
229*/
230void Material::setShininess (float shini)
231{
232  this->shininess = shini;
233}
234/**
235 *  Sets the Material Shininess.
236 * @param shini stes the Shininess from char*.
237*/
238void Material::setShininess (char* shini)
239{
240  this->setShininess (atof(shini));
241}
242
243/**
244 *  Sets the Material Transparency.
245 * @param trans stes the Transparency from int.
246*/
247void Material::setTransparency (float trans)
248{
249  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
250  this->transparency = trans;
251}
252/**
253 *  Sets the Material Transparency.
254 * @param trans stes the Transparency from char*.
255*/
256void Material::setTransparency (char* trans)
257{
258  this->setTransparency (atof(trans));
259}
260
261/**
262 *  Adds a Texture Path to the List of already existing Paths
263 * @param pathName The Path to add.
264*/
265void Material::addTexturePath(const char* pathName)
266{
267  ResourceManager::getInstance()->addImageDir(pathName);
268}
269
270// MAPPING //
271
272/**
273 *  Sets the Materials Diffuse Map
274 * @param dMap the Name of the Image to Use
275*/
276void Material::setDiffuseMap(const char* dMap)
277{
278  PRINTF(5)("setting Diffuse Map %s\n", dMap);
279  if (this->diffuseTexture != NULL)
280    ResourceManager::getInstance()->unload(this->diffuseTexture);
281
282  //! @todo check if RESOURCE MANAGER is availiable
283  //! @todo Textures from .mtl-file need special care.
284  if (dMap!= NULL)
285    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME);
286  else
287    this->diffuseTexture = NULL;
288}
289
290/**
291 *  Sets the Materials Ambient Map
292 * @param aMap the Name of the Image to Use
293   @todo implement this
294*/
295void Material::setAmbientMap(const char* aMap)
296{
297  SDL_Surface* ambientMap;
298
299}
300
301/**
302 *  Sets the Materials Specular Map
303 * @param sMap the Name of the Image to Use
304   @todo implement this
305*/
306void Material::setSpecularMap(const char* sMap)
307{
308  SDL_Surface* specularMap;
309
310}
311
312/**
313 *  Sets the Materials Bumpiness
314 * @param bump the Name of the Image to Use
315   @todo implemet this
316*/
317void Material::setBump(const char* bump)
318{
319
320}
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