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source: orxonox.OLD/branches/test/src/lib/graphics/importer/material.cc @ 9929

Last change on this file since 9929 was 9882, checked in by bensch, 18 years ago

trunk: gl_multi_texture check in the material. This should resolve the Material::select() bug

File size: 13.4 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 "compiler.h"
24
25#include "loading/load_param.h"
26
27#include "resource_texture.h"
28
29ObjectListDefinition(Material);
30
31/**
32 * @brief creates a Material.
33 * @param mtlName Name of the Material to be added to the Material List
34 */
35Material::Material (const std::string& mtlName)
36{
37  this->registerObject(this, Material::_objectList);
38
39  this->setIllum(3);
40  this->setDiffuse(1,1,1);
41  this->setAmbient(0,0,0);
42  this->setSpecular(.5,.5,.5);
43  this->setShininess(2.0);
44  this->setTransparency(1.0);
45
46  this->ambientTexture = NULL;
47  this->specularTexture = NULL;
48  this->sFactor = GL_SRC_ALPHA;
49  this->tFactor = GL_ONE;
50
51  this->setName(mtlName);
52}
53
54Material& Material::operator=(const Material& material)
55{
56  this->illumModel = material.illumModel;
57  this->diffuse = material.diffuse;
58  this->specular = material.specular;
59  this->ambient = material.ambient;
60  this->shininess = material.shininess;
61
62  this->textures = material.textures;
63  this->sFactor = material.sFactor;
64  this->tFactor = material.tFactor;
65  this->setName(material.getName());
66
67  return *this;
68}
69
70
71
72void Material::loadParams(const TiXmlElement* root)
73{
74  LoadParam(root, "illum", this, Material, setIllum);
75
76  LoadParam(root, "diffuse-color", this, Material , setDiffuse);
77  LoadParam(root, "ambient-color", this, Material , setAmbient);
78  LoadParam(root, "specular-color", this, Material , setSpecular);
79  LoadParam(root, "transparency", this, Material , setTransparency);
80
81  LoadParam(root, "tex", this, Material, setDiffuseMap);
82  LoadParam(root, "blendfunc", this, Material, setBlendFuncS)
83  .defaultValues("ZERO", "ZERO");
84}
85
86
87/**
88 * @brief deletes a Material
89 */
90Material::~Material()
91{
92  PRINTF(5)("delete Material %s.\n", this->getCName());
93
94  if (this == Material::selectedMaterial)
95    Material::selectedMaterial = NULL;
96}
97
98
99const Material* Material::selectedMaterial = NULL;
100
101/**
102 * @brief sets the material with which the following Faces will be painted
103 */
104bool Material::select() const
105{
106  if (unlikely(this == Material::selectedMaterial))
107    return true;
108
109  /// !!  HACK !!! FIX THIS IN MODEL ///
110  else if (likely(Material::selectedMaterial != NULL))
111  {
112    Material::unselect();
113    //     for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i)
114    //     {
115    //         glActiveTexture(Material::glTextureArbs[i]);
116    //         glBindTexture(GL_TEXTURE_2D, 0);
117    //         glDisable(GL_TEXTURE_2D);
118    //     }
119  }
120
121  if (likely(Material::selectedMaterial != NULL))
122  {
123    for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i)
124    {
125      if (GLEW_ARB_multitexture)
126        glActiveTexture(Material::glTextureArbs[i]);
127      //glBindTexture(GL_TEXTURE_2D, 0);
128      glDisable(GL_TEXTURE_2D);
129    }
130  }
131
132  // setting diffuse color
133  glColor4f (diffuse.r(), diffuse.g(), diffuse.b(), diffuse.a());
134  // setting ambient color
135  glMaterialfv(GL_FRONT, GL_AMBIENT, &this->ambient[0]);
136  // setting up Sprecular
137  glMaterialfv(GL_FRONT, GL_SPECULAR, &this->specular[0]);
138  // setting up Shininess
139  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
140
141  // setting the transparency
142  if (this->diffuse.a() < 1.0 ||       /* This allows alpha blending of 2D textures with the scene */
143      (likely(!this->textures.empty() && this->textures[0].hasAlpha())))
144  {
145    glEnable(GL_BLEND);
146    glBlendFunc(this->sFactor, this->tFactor);
147  }
148  else
149  {
150    glDisable(GL_BLEND);
151  }
152
153
154  // setting illumination Model
155  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
156    glShadeModel(GL_FLAT);
157  else if (this->illumModel >= 2)
158    glShadeModel(GL_SMOOTH);
159
160  for(unsigned int i = 0; i < this->textures.size(); ++i)
161  {
162    if (GLEW_ARB_multitexture)
163      glActiveTexture(Material::glTextureArbs[i]);
164    glEnable(GL_TEXTURE_2D);
165    if(this->textures[i].hasAlpha())
166    {
167      glEnable(GL_BLEND);
168    }
169    glBindTexture(GL_TEXTURE_2D, this->textures[i].getTexture());
170  }
171  Material::selectedMaterial = this;
172
173  return true;
174}
175/**
176 * @brief Deselect Material (if one is selected).
177 */
178void Material::unselect()
179{
180  Material::selectedMaterial = NULL;
181  for(unsigned int i = 0; i < 8; ++i)
182  {
183    glActiveTexture(Material::glTextureArbs[i]);
184    glBindTexture(GL_TEXTURE_2D, 0);
185    glDisable(GL_TEXTURE_2D);
186  }
187}
188
189/**
190 * @brief Sets the Material Illumination Model.
191 * @param illu illumination Model in int form
192 */
193void Material::setIllum (int illum)
194{
195  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getCName(), illum);
196  this->illumModel = illum;
197}
198
199/**
200 * @brief Sets the Material Diffuse Color.
201 * @param r Red Color Channel.a
202 * @param g Green Color Channel.
203 * @param b Blue Color Channel.
204 */
205void Material::setDiffuse (float r, float g, float b)
206{
207  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getCName(), r, g, b);
208  this->diffuse = Color(r, g, b, this->diffuse.a() );
209}
210
211
212/**
213 * @brief Sets the Material Ambient Color.
214 * @param r Red Color Channel.
215 * @param g Green Color Channel.
216 * @param b Blue Color Channel.
217*/
218void Material::setAmbient (float r, float g, float b)
219{
220  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getCName(), r, g, b);
221  this->ambient = Color(r, g, b, 1.0);
222}
223
224/**
225 * @brief Sets the Material Specular Color.
226 * @param r Red Color Channel.
227 * @param g Green Color Channel.
228 * @param b Blue Color Channel.
229 */
230void Material::setSpecular (float r, float g, float b)
231{
232  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getCName(), r, g, b);
233  this->specular = Color (r, g, b, 1.0);
234}
235
236/**
237 * @brief Sets the Material Shininess.
238 * @param shini stes the Shininess from float.
239*/
240void Material::setShininess (float shini)
241{
242  this->shininess = shini;
243}
244
245/**
246 * @brief Sets the Material Transparency.
247 * @param trans stes the Transparency from int.
248*/
249void Material::setTransparency (float trans)
250{
251  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getCName(), trans);
252  this->diffuse.a() = trans;
253}
254
255/**
256 * @brief sets the Blend-Function Parameters
257 * @param sFactor the Source Parameter.
258 * @param tFactor the Desitnation Parameter.
259 */
260void Material::setBlendFuncS(const std::string& sFactor, const std::string& tFactor)
261{
262  this->setBlendFunc(Material::stringToBlendFunc(sFactor), Material::stringToBlendFunc(tFactor));
263}
264
265
266/**
267 * @brief Sets the Diffuse map of this Texture.
268 * @param texture The Texture to load
269 * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS
270 */
271void Material::setDiffuseMap(const Texture& texture, unsigned int textureNumber)
272{
273  assert(textureNumber < Material::getMaxTextureUnits());
274
275  if (this->textures.size() <= textureNumber)
276    this->textures.resize(textureNumber+1, Texture());
277
278  //! @todo check if RESOURCE MANAGER is availiable
279  this->textures[textureNumber] = texture;
280}
281
282/**
283 * @brief Sets the Diffuse map of this Texture by a Texture-pointer.
284 * @param textureDataPointer The Texture-Data-Pointer to load.
285 * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS
286 */
287void Material::setDiffuseMap(const TextureData::Pointer& textureDataPointer, unsigned int textureNumber)
288{
289  assert(textureNumber < Material::getMaxTextureUnits());
290
291  if (this->textures.size() <= textureNumber)
292    this->textures.resize(textureNumber+1, Texture());
293
294  this->textures[textureNumber] = textureDataPointer;
295}
296
297
298/**
299 * @brief Sets the Materials Diffuse Map
300 * @param dMap the Name of the Image to Use
301 * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS
302 */
303void Material::setDiffuseMap(const std::string& dMap, GLenum target, unsigned int textureNumber)
304{
305  assert(textureNumber < Material::getMaxTextureUnits());
306
307  PRINTF(5)("setting Diffuse Map %s\n", dMap.c_str());
308  if (this->textures.size() <= textureNumber)
309    this->textures.resize(textureNumber+1, Texture());
310
311  //! @todo check if RESOURCE MANAGER is availiable
312  if (!dMap.empty())
313  {
314    this->textures[textureNumber] = ResourceTexture(dMap);
315    //dynamic_cast<Texture*>(ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target));
316    /*    if (tex != NULL)
317          this->textures[textureNumber] = tex;
318        else
319          this->textures[textureNumber] = Texture();*/
320  }
321  else
322  {
323    this->textures[textureNumber] = Texture();
324  }
325}
326
327/**
328 * @brief Sets the Materials Diffuse Map
329 * @param surface pointer to SDL_Surface which shall be used as texture.
330 * @param target the GL-Target to load the Surface to.
331 * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS.
332 */
333void Material::setSDLDiffuseMap(SDL_Surface *surface, GLenum target, unsigned int textureNumber)
334{
335  assert(textureNumber < Material::getMaxTextureUnits());
336
337
338  if (this->textures.size() <= textureNumber)
339    this->textures.resize(textureNumber+1, Texture());
340
341  if(surface != NULL)
342  {
343    this->textures[textureNumber] = Texture(surface, GL_TEXTURE_2D);
344  }
345  else
346  {
347    this->textures[textureNumber] = Texture();
348  }
349
350}
351
352/**
353 * @brief Renders to a Texture.
354 * @param textureNumber The Texture-Number from 0 to GL_MAX_TEXTURE_UNITS.
355 * @param target The GL-Target.
356 * @param level the MipMap-Level to render to.
357 * @param xoffset The offset in the Source from the left.
358 * @param yoffset The offset in the Source from the top (or bottom).
359 * @param x The Offset in the Destination from the left.
360 * @param y The Offset in the Destination from the top (or bottom).
361 * @param width The width of the region to copy.
362 * @param height The height of the region to copy.
363 */
364void Material::renderToTexture(unsigned int textureNumber, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
365{
366  assert(textureNumber < Material::getMaxTextureUnits());
367  assert(textureNumber < this->textures.size());
368
369  // HACK
370  glActiveTexture(textureNumber);
371  glEnable(GL_TEXTURE_2D);
372  glBindTexture(GL_TEXTURE_2D, this->textures[textureNumber].getTexture());
373  glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
374
375}
376
377/**
378 * @brief Sets the Materials Ambient Map
379 * @todo implement this
380 */
381void Material::setAmbientMap(const std::string& aMap, GLenum target)
382{
383  /// FIXME SDL_Surface* ambientMap;
384
385}
386
387/**
388 * @brief Sets the Materials Specular Map
389 * @param sMap the Name of the Image to Use
390 * @todo implement this
391 */
392void Material::setSpecularMap(const std::string& sMap, GLenum target)
393{
394  /// FIXME SDL_Surface* specularMap;
395
396}
397
398/**
399 * @brief Sets the Materials Bumpiness
400 * @param bump the Name of the Image to Use
401 * @todo implemet this
402 */
403void Material::setBump(const std::string& bump)
404{}
405
406
407/**
408 * @returns the Maximim Texture Unit the users OpenGL-Implementation supports.
409 */
410unsigned int Material::getMaxTextureUnits()
411{
412  int maxTexUnits = 0;
413  glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTexUnits);
414  return maxTexUnits;
415}
416
417
418
419void Material::debug() const
420{
421  PRINT(0)("Debug Material: %s\n", this->getCName());
422  PRINT(0)("illumModel: %d ; ShiniNess %f\n", this->illumModel, shininess);
423  PRINT(0)("diffuseColor: "); diffuse.debug();
424  PRINT(0)("ambientColor: "); ambient.debug();
425  PRINT(0)("diffuseColor: "); specular.debug();
426  PRINT(0)("Blending Properties: Source: %s, Destination: %s\n", blendFuncToString(sFactor).c_str(), blendFuncToString(tFactor).c_str());
427
428  PRINT(0)("Textures: %d loaded", textures.size());
429  if (!this->textures.empty())
430  {
431    PRINT(0)(" - ID's: ");
432    for (unsigned int i = 0; i < textures.size(); ++i)
433    {
434      PRINT(0)("%d ", textures[i].getTexture());
435    }
436  }
437  PRINT(0)("\n");
438}
439
440
441const GLenum Material::glTextureArbs[] =
442  {
443    GL_TEXTURE0,
444    GL_TEXTURE1,
445    GL_TEXTURE2,
446    GL_TEXTURE3,
447    GL_TEXTURE4,
448    GL_TEXTURE5,
449    GL_TEXTURE6,
450    GL_TEXTURE7
451  };
452
453
454/**
455 * @param blendFunc the Enumerator to convert to a String.
456 * @returns the matching String if found
457 */
458const std::string& Material::blendFuncToString(GLenum blendFunc)
459{
460  for (unsigned int i = 0; i < 9; ++i)
461    if (blendFunc == Material::glBlendFuncParams[i])
462      return Material::blendFuncNames[i];
463  PRINTF(2)("Supplied an Invalid Enumerator to blendfunc %d\n", blendFunc);
464  return Material::blendFuncNames[0];
465}
466
467/**
468 * @param blendFuncString the String to convert into a gl-enumeration
469 * @returns the matching GL-enumeration if found.
470 */
471GLenum Material::stringToBlendFunc(const std::string& blendFuncString)
472{
473  for (unsigned int i = 0; i < 9; ++i)
474    if (blendFuncString == Material::blendFuncNames[i])
475      return Material::glBlendFuncParams[i];
476  PRINTF(2)("BlendFunction %s not recognized using %s\n", blendFuncString.c_str(), Material::blendFuncNames[0].c_str());
477  return Material::glBlendFuncParams[0];
478}
479
480
481const GLenum Material::glBlendFuncParams[] =
482  {
483    GL_ZERO,
484    GL_ONE,
485    GL_DST_COLOR,
486    GL_ONE_MINUS_DST_COLOR,
487    GL_SRC_ALPHA,
488    GL_ONE_MINUS_SRC_ALPHA,
489    GL_DST_ALPHA,
490    GL_ONE_MINUS_DST_ALPHA,
491    GL_SRC_ALPHA_SATURATE
492  };
493
494const std::string Material::blendFuncNames[] =
495  {
496    "ZERO",
497    "ONE",
498    "DST_COLOR",
499    "ONE_MINUS_DST_COLOR",
500    "SRC_ALPHA",
501    "ONE_MINUS_SRC_ALPHA",
502    "DST_ALPHA",
503    "ONE_MINUS_DST_ALPHA",
504    "SRC_ALPHA_SATURATE"
505
506  };
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