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source: orxonox.OLD/branches/spaceshipcontrol/src/lib/graphics/importer/material.cc @ 6639

Last change on this file since 6639 was 6622, checked in by bensch, 19 years ago

orxonox/trunk: Material can now be copied
ParticleSprite used for all Projectiles

File size: 8.2 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 "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
71Material& Material::operator=(const Material& m)
72{
73  this->setIllum(m.illumModel);
74  this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]);
75  this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]);
76  this->setSpecular(m.specular[0],m.specular[1],m.specular[2]);
77  this->setShininess(m.shininess);
78  this->setTransparency(m.transparency);
79
80  if (this->diffuseTexture != NULL)
81    ResourceManager::getInstance()->unload(this->diffuseTexture);
82  if (m.diffuseTexture != NULL)
83    this->diffuseTexture = m.diffuseTexture; /// HACK shoudl be:(Texture*)ResourceManager::getInstance()->load();
84  this->ambientTexture = NULL; /// FIXME
85  this->specularTexture = NULL; /// FIXME
86
87  this->setName(m.getName());
88}
89
90
91/**
92 *  sets the material with which the following Faces will be painted
93 */
94bool Material::select () const
95{
96  // setting diffuse color
97  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
98  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
99
100  // setting ambient color
101  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
102
103  // setting up Sprecular
104  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
105
106  // setting up Shininess
107  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
108
109  // setting the transparency
110  if (this->transparency < 1.0)
111    {
112      glEnable(GL_BLEND);
113      glBlendFunc(GL_SRC_ALPHA, GL_ONE);
114      glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), this->transparency);
115    }
116  else
117    {
118      glDisable(GL_BLEND);
119      glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), 1);
120    }
121
122
123  // setting illumination Model
124  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
125    glShadeModel(GL_FLAT);
126  else if (this->illumModel >= 2)
127    glShadeModel(GL_SMOOTH);
128
129  if (this->diffuseTexture != NULL)
130    {
131      glEnable(GL_TEXTURE_2D);
132      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
133
134      /* This allows alpha blending of 2D textures with the scene */
135      if (this->diffuseTexture->hasAlpha())
136        {
137          glEnable(GL_BLEND);
138          glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
139        }
140    }
141  else
142    {
143      glDisable(GL_TEXTURE_2D);
144      glBindTexture(GL_TEXTURE_2D, 0);
145    }
146}
147
148/**
149 *  Sets the Material Illumination Model.
150 *  illu illumination Model in int form
151 */
152void Material::setIllum (int illum)
153{
154  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
155  this->illumModel = illum;
156}
157
158/**
159 *  Sets the Material Illumination Model.
160 *  illu illumination Model in char* form
161 */
162void Material::setIllum (char* illum)
163{
164  this->setIllum (atoi(illum));
165}
166
167/**
168 *  Sets the Material Diffuse Color.
169 * @param r Red Color Channel.
170 * @param g Green Color Channel.
171 * @param b Blue Color Channel.
172 */
173void Material::setDiffuse (float r, float g, float b)
174{
175  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
176  this->diffuse[0] = r;
177  this->diffuse[1] = g;
178  this->diffuse[2] = b;
179  this->diffuse[3] = 1.0;
180
181}
182
183/**
184 *  Sets the Material Diffuse Color.
185 * @param rgb The red, green, blue channel in char format (with spaces between them)
186 */
187void Material::setDiffuse (char* rgb)
188{
189  float r,g,b;
190  sscanf (rgb, "%f %f %f", &r, &g, &b);
191  this->setDiffuse (r, g, b);
192}
193
194/**
195 *  Sets the Material Ambient Color.
196 * @param r Red Color Channel.
197 * @param g Green Color Channel.
198 * @param b Blue Color Channel.
199*/
200void Material::setAmbient (float r, float g, float b)
201{
202  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
203  this->ambient[0] = r;
204  this->ambient[1] = g;
205  this->ambient[2] = b;
206  this->ambient[3] = 1.0;
207}
208
209/**
210 *  Sets the Material Ambient Color.
211 * @param rgb The red, green, blue channel in char format (with spaces between them)
212 */
213void Material::setAmbient (char* rgb)
214{
215  float r,g,b;
216  sscanf (rgb, "%f %f %f", &r, &g, &b);
217  this->setAmbient (r, g, b);
218}
219
220/**
221 *  Sets the Material Specular Color.
222 * @param r Red Color Channel.
223 * @param g Green Color Channel.
224 * @param b Blue Color Channel.
225 */
226void Material::setSpecular (float r, float g, float b)
227{
228  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
229  this->specular[0] = r;
230  this->specular[1] = g;
231  this->specular[2] = b;
232  this->specular[3] = 1.0;
233 }
234
235/**
236 *  Sets the Material Specular Color.
237 * @param rgb The red, green, blue channel in char format (with spaces between them)
238*/
239void Material::setSpecular (char* rgb)
240{
241  float r,g,b;
242  sscanf (rgb, "%f %f %f", &r, &g, &b);
243  this->setSpecular (r, g, b);
244}
245
246/**
247 *  Sets the Material Shininess.
248 * @param shini stes the Shininess from float.
249*/
250void Material::setShininess (float shini)
251{
252  this->shininess = shini;
253}
254/**
255 *  Sets the Material Shininess.
256 * @param shini stes the Shininess from char*.
257*/
258void Material::setShininess (char* shini)
259{
260  this->setShininess (atof(shini));
261}
262
263/**
264 *  Sets the Material Transparency.
265 * @param trans stes the Transparency from int.
266*/
267void Material::setTransparency (float trans)
268{
269  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
270  this->transparency = trans;
271}
272/**
273 *  Sets the Material Transparency.
274 * @param trans stes the Transparency from char*.
275*/
276void Material::setTransparency (char* trans)
277{
278  this->setTransparency (atof(trans));
279}
280
281/**
282 *  Adds a Texture Path to the List of already existing Paths
283 * @param pathName The Path to add.
284*/
285void Material::addTexturePath(const char* pathName)
286{
287  ResourceManager::getInstance()->addImageDir(pathName);
288}
289
290// MAPPING //
291
292/**
293 *  Sets the Materials Diffuse Map
294 * @param dMap the Name of the Image to Use
295*/
296void Material::setDiffuseMap(const char* dMap, GLenum target)
297{
298  PRINTF(5)("setting Diffuse Map %s\n", dMap);
299  if (this->diffuseTexture != NULL)
300    ResourceManager::getInstance()->unload(this->diffuseTexture);
301
302  //! @todo check if RESOURCE MANAGER is availiable
303  //! @todo Textures from .mtl-file need special care.
304  if (dMap != NULL)
305    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (void*)&target);
306  else
307    this->diffuseTexture = NULL;
308}
309
310/**
311 *  Sets the Materials Ambient Map
312 * @param aMap the Name of the Image to Use
313   @todo implement this
314*/
315void Material::setAmbientMap(const char* aMap, GLenum target)
316{
317  SDL_Surface* ambientMap;
318
319}
320
321/**
322 *  Sets the Materials Specular Map
323 * @param sMap the Name of the Image to Use
324   @todo implement this
325*/
326void Material::setSpecularMap(const char* sMap, GLenum target)
327{
328  SDL_Surface* specularMap;
329
330}
331
332/**
333 *  Sets the Materials Bumpiness
334 * @param bump the Name of the Image to Use
335   @todo implemet this
336*/
337void Material::setBump(const char* bump)
338{
339
340}
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