[2842] | 1 | /*! |
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| 2 | \file material.h |
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| 3 | \brief Contains the Material Class that handles Material for 3D-Objects. |
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| 4 | */ |
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| 5 | |
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[2776] | 6 | #ifndef _MATERIAL_H |
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| 7 | #define _MATERIAL_H |
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[2804] | 8 | |
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[2842] | 9 | extern int verbose; //!< will be obsolete soon. |
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[2804] | 10 | |
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[2776] | 11 | #include <GL/gl.h> |
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| 12 | #include <GL/glu.h> |
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[3070] | 13 | #include <SDL/SDL.h> |
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[2776] | 14 | |
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[3103] | 15 | #if HAVE_CONFIG_H |
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| 16 | #include <config.h> |
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[3110] | 17 | #endif /* HAVE_CONFIG_H */ |
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[3103] | 18 | |
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| 19 | #ifdef HAVE_SDL_SDL_IMAGE_H |
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| 20 | #include <SDL/SDL_image.h> |
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[3104] | 21 | #else |
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[3085] | 22 | // IMAGE LIBS // |
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[3110] | 23 | #ifdef HAVE_JPEGLIB_H |
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[3086] | 24 | extern "C"{ // This has to be done, because not a c++ lib |
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[3085] | 25 | #include <jpeglib.h> |
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[3086] | 26 | } |
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[3110] | 27 | #endif /* HAVE_JPEGLIB_H */ |
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| 28 | #ifdef HAVE_PNG_H |
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[3098] | 29 | #include <png.h> |
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[3110] | 30 | #endif /* HAVE_PNG_H */ |
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| 31 | #endif /* HAVE_SDL_SDL_IMAGE_H */ |
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[3104] | 32 | |
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[3127] | 33 | class PathList |
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| 34 | { |
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| 35 | public: |
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| 36 | PathList(); |
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| 37 | PathList(char* pName); |
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| 38 | |
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| 39 | ~PathList(); |
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| 40 | void addPath (char* pName); |
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| 41 | char* pathName; |
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| 42 | PathList* next; |
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| 43 | }; |
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| 44 | |
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| 45 | |
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[2842] | 46 | //! Class to handle Materials. |
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[2776] | 47 | class Material |
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| 48 | { |
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| 49 | public: |
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| 50 | Material (); |
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| 51 | Material (char* mtlName); |
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[2778] | 52 | Material* addMaterial(char* mtlName); |
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[3085] | 53 | ~Material (); |
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[2776] | 54 | void init(void); |
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[2778] | 55 | |
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[3085] | 56 | Material* search (char* mtlName); |
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| 57 | bool select (void); |
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| 58 | |
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[2776] | 59 | void setName (char* mtlName); |
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[2778] | 60 | char* getName (void); |
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[2776] | 61 | void setIllum (int illum); |
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| 62 | void setIllum (char* illum); |
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| 63 | void setDiffuse (float r, float g, float b); |
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| 64 | void setDiffuse (char* rgb); |
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| 65 | void setAmbient (float r, float g, float b); |
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| 66 | void setAmbient (char* rgb); |
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| 67 | void setSpecular (float r, float g, float b); |
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| 68 | void setSpecular (char* rgb); |
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[2836] | 69 | void setShininess (float shini); |
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| 70 | void setShininess (char* shini); |
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[2776] | 71 | void setTransparency (float trans); |
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| 72 | void setTransparency (char* trans); |
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| 73 | |
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[3085] | 74 | |
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[3127] | 75 | |
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| 76 | void addTexturePath(char* pathName); |
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| 77 | char* searchTextureInPaths(char* texName) const; |
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| 78 | // MAPPING // |
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[3070] | 79 | void setDiffuseMap(char* dMap); |
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| 80 | void setAmbientMap(char* aMap); |
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| 81 | void setSpecularMap(char* sMap); |
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| 82 | void setBump(char* bump); |
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| 83 | |
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[2776] | 84 | private: |
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[3090] | 85 | struct Image |
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[3086] | 86 | { |
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| 87 | int rowSpan; |
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[3094] | 88 | GLuint width; |
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| 89 | GLuint height; |
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| 90 | GLuint bpp; |
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| 91 | GLuint type; |
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[3089] | 92 | GLubyte *data; |
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[3086] | 93 | }; |
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| 94 | |
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| 95 | |
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[3069] | 96 | char* name; |
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[2776] | 97 | int illumModel; |
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[2780] | 98 | float diffuse [4]; |
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| 99 | float ambient [4]; |
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| 100 | float specular [4]; |
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[2836] | 101 | float shininess; |
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[2776] | 102 | float transparency; |
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[3093] | 103 | |
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[3127] | 104 | static PathList* pathList; |
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| 105 | |
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[3093] | 106 | GLuint diffuseTexture; |
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| 107 | GLuint ambientTexture; |
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| 108 | GLuint specularTexture; |
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| 109 | |
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| 110 | bool diffuseTextureSet; |
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| 111 | bool ambientTextureSet; |
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| 112 | bool specularTextureSet; |
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| 113 | |
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[3085] | 114 | Material* nextMat; //!< pointer to the Next Material of the List. NULL if no next exists. |
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[2776] | 115 | |
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[3086] | 116 | // TEXTURING |
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[3094] | 117 | bool loadTexToGL (Image* pImage, GLuint* texture); |
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| 118 | |
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[3087] | 119 | bool loadImage(char* imageName, GLuint* texture); |
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[3103] | 120 | #ifndef HAVE_SDL_SDL_IMAGE_H |
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[3087] | 121 | |
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[3086] | 122 | bool loadBMP (char* bmpName, GLuint* texture); |
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[3087] | 123 | |
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[3086] | 124 | bool loadJPG (char* jpgName, GLuint* texture); |
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[3089] | 125 | |
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[3094] | 126 | /// TGA /// |
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| 127 | |
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| 128 | bool loadTGA(const char * tgaName, GLuint* texture); |
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| 129 | bool loadUncompressedTGA(const char * filename, FILE * fTGA, GLuint* texture); |
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[3096] | 130 | bool loadCompressedTGA(const char * filename, FILE * fTGA, GLuint* texture); |
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[3094] | 131 | |
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[3098] | 132 | bool loadPNG(const char* pngName, GLuint* texture); |
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[3103] | 133 | #endif |
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[2776] | 134 | }; |
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| 135 | #endif |
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