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source: orxonox.OLD/branches/qt_gui/src/lib/graphics/importer/material.cc @ 7641

Last change on this file since 7641 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 8.1 KB
Line 
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 "util/loading/resource_manager.h"
24#include <stdlib.h>
25#include <string.h>
26
27//! @todo check if we are in RESOURCE MANAGER-mode
28#include "util/loading/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 std::string& 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  this->sFactor = GL_SRC_ALPHA;
51  this->tFactor = GL_ONE;
52
53  this->setName(mtlName);
54}
55
56/**
57  *  deletes a Material
58*/
59Material::~Material()
60{
61  PRINTF(5)("delete Material %s.\n", this->getName());
62
63  if (this->diffuseTexture != NULL)
64  {
65    ResourceManager::getInstance()->unload(this->diffuseTexture);
66  }
67  if (this->ambientTexture != NULL)
68    ResourceManager::getInstance()->unload(this->ambientTexture);
69  if (this->specularTexture != NULL)
70    ResourceManager::getInstance()->unload(this->specularTexture);
71}
72
73Material& Material::operator=(const Material& m)
74{
75  this->setIllum(m.illumModel);
76  this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]);
77  this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]);
78  this->setSpecular(m.specular[0],m.specular[1],m.specular[2]);
79  this->setShininess(m.shininess);
80  this->setTransparency(m.transparency);
81
82  if (this->diffuseTexture != NULL)
83    ResourceManager::getInstance()->unload(this->diffuseTexture);
84  if (m.diffuseTexture != NULL)
85    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture);
86  this->ambientTexture = NULL; /// FIXME
87  this->specularTexture = NULL; /// FIXME
88
89  this->setName(m.getName());
90}
91
92
93/**
94 *  sets the material with which the following Faces will be painted
95 */
96bool Material::select () const
97{
98  // setting diffuse color
99  glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency);
100//  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
101
102  // setting ambient color
103  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
104
105  // setting up Sprecular
106  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
107
108  // setting up Shininess
109  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
110
111  // setting the transparency
112  if (this->transparency < 1.0 ||       /* This allows alpha blending of 2D textures with the scene */
113      (this->diffuseTexture && this->diffuseTexture->hasAlpha()))
114  {
115    glEnable(GL_BLEND);
116    glBlendFunc(this->sFactor, this->tFactor);
117  }
118  else
119    {
120      glDisable(GL_BLEND);
121      //glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), 1);
122    }
123
124
125  // setting illumination Model
126  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
127    glShadeModel(GL_FLAT);
128  else if (this->illumModel >= 2)
129    glShadeModel(GL_SMOOTH);
130
131  if (this->diffuseTexture != NULL)
132    {
133      glEnable(GL_TEXTURE_2D);
134      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
135    }
136  else
137    {
138      glDisable(GL_TEXTURE_2D);
139      glBindTexture(GL_TEXTURE_2D, 0);
140    }
141}
142
143/**
144 *  Sets the Material Illumination Model.
145 *  illu illumination Model in int form
146 */
147void Material::setIllum (int illum)
148{
149  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
150  this->illumModel = illum;
151}
152
153/**
154 *  Sets the Material Illumination Model.
155 *  illu illumination Model in char* form
156 */
157void Material::setIllum (char* illum)
158{
159  this->setIllum (atoi(illum));
160}
161
162/**
163 *  Sets the Material Diffuse Color.
164 * @param r Red Color Channel.
165 * @param g Green Color Channel.
166 * @param b Blue Color Channel.
167 */
168void Material::setDiffuse (float r, float g, float b)
169{
170  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
171  this->diffuse[0] = r;
172  this->diffuse[1] = g;
173  this->diffuse[2] = b;
174  this->diffuse[3] = 1.0;
175
176}
177
178/**
179 *  Sets the Material Diffuse Color.
180 * @param rgb The red, green, blue channel in char format (with spaces between them)
181 */
182void Material::setDiffuse (char* rgb)
183{
184  float r,g,b;
185  sscanf (rgb, "%f %f %f", &r, &g, &b);
186  this->setDiffuse (r, g, b);
187}
188
189/**
190 *  Sets the Material Ambient Color.
191 * @param r Red Color Channel.
192 * @param g Green Color Channel.
193 * @param b Blue Color Channel.
194*/
195void Material::setAmbient (float r, float g, float b)
196{
197  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
198  this->ambient[0] = r;
199  this->ambient[1] = g;
200  this->ambient[2] = b;
201  this->ambient[3] = 1.0;
202}
203
204/**
205 *  Sets the Material Ambient Color.
206 * @param rgb The red, green, blue channel in char format (with spaces between them)
207 */
208void Material::setAmbient (char* rgb)
209{
210  float r,g,b;
211  sscanf (rgb, "%f %f %f", &r, &g, &b);
212  this->setAmbient (r, g, b);
213}
214
215/**
216 *  Sets the Material Specular Color.
217 * @param r Red Color Channel.
218 * @param g Green Color Channel.
219 * @param b Blue Color Channel.
220 */
221void Material::setSpecular (float r, float g, float b)
222{
223  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
224  this->specular[0] = r;
225  this->specular[1] = g;
226  this->specular[2] = b;
227  this->specular[3] = 1.0;
228 }
229
230/**
231 *  Sets the Material Specular Color.
232 * @param rgb The red, green, blue channel in char format (with spaces between them)
233*/
234void Material::setSpecular (char* rgb)
235{
236  float r,g,b;
237  sscanf (rgb, "%f %f %f", &r, &g, &b);
238  this->setSpecular (r, g, b);
239}
240
241/**
242 *  Sets the Material Shininess.
243 * @param shini stes the Shininess from float.
244*/
245void Material::setShininess (float shini)
246{
247  this->shininess = shini;
248}
249/**
250 *  Sets the Material Shininess.
251 * @param shini stes the Shininess from char*.
252*/
253void Material::setShininess (char* shini)
254{
255  this->setShininess (atof(shini));
256}
257
258/**
259 *  Sets the Material Transparency.
260 * @param trans stes the Transparency from int.
261*/
262void Material::setTransparency (float trans)
263{
264  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
265  this->transparency = trans;
266}
267/**
268 *  Sets the Material Transparency.
269 * @param trans stes the Transparency from char*.
270*/
271void Material::setTransparency (char* trans)
272{
273  this->setTransparency (atof(trans));
274}
275
276/**
277 *  Adds a Texture Path to the List of already existing Paths
278 * @param pathName The Path to add.
279*/
280void Material::addTexturePath(const std::string& pathName)
281{
282  ResourceManager::getInstance()->addImageDir(pathName);
283}
284
285// MAPPING //
286
287/**
288 *  Sets the Materials Diffuse Map
289 * @param dMap the Name of the Image to Use
290*/
291void Material::setDiffuseMap(const std::string& dMap, GLenum target)
292{
293  PRINTF(5)("setting Diffuse Map %s\n", dMap);
294  if (this->diffuseTexture != NULL)
295    ResourceManager::getInstance()->unload(this->diffuseTexture);
296
297  //! @todo check if RESOURCE MANAGER is availiable
298  //! @todo Textures from .mtl-file need special care.
299  if (!dMap.empty())
300    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target);
301  else
302    this->diffuseTexture = NULL;
303}
304
305/**
306 *  Sets the Materials Ambient Map
307 * @param aMap the Name of the Image to Use
308   @todo implement this
309*/
310void Material::setAmbientMap(const std::string& aMap, GLenum target)
311{
312  SDL_Surface* ambientMap;
313
314}
315
316/**
317 *  Sets the Materials Specular Map
318 * @param sMap the Name of the Image to Use
319   @todo implement this
320*/
321void Material::setSpecularMap(const std::string& sMap, GLenum target)
322{
323  SDL_Surface* specularMap;
324
325}
326
327/**
328 *  Sets the Materials Bumpiness
329 * @param bump the Name of the Image to Use
330   @todo implemet this
331*/
332void Material::setBump(const std::string& bump)
333{
334
335}
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