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 | \todo free SDL-surface when deleting Material. |
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5 | \todo delete imgNameWithPath after use creation. |
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6 | */ |
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7 | |
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8 | #ifndef _MATERIAL_H |
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9 | #define _MATERIAL_H |
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10 | |
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11 | |
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12 | |
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13 | extern int verbose; //!< will be obsolete soon. |
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14 | |
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15 | #include "../stdincl.h" |
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16 | |
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17 | #if HAVE_CONFIG_H |
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18 | #include <config.h> |
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19 | #endif /* HAVE_CONFIG_H */ |
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20 | |
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21 | #ifdef HAVE_SDL_SDL_IMAGE_H |
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22 | #include <SDL/SDL_image.h> |
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23 | #else |
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24 | // IMAGE LIBS // |
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25 | #ifdef HAVE_JPEGLIB_H |
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26 | extern "C"{ // This has to be done, because not a c++ lib |
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27 | #include <jpeglib.h> |
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28 | } |
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29 | #endif /* HAVE_JPEGLIB_H */ |
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30 | #ifdef HAVE_PNG_H |
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31 | #include <png.h> |
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32 | #endif /* HAVE_PNG_H */ |
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33 | #endif /* HAVE_SDL_SDL_IMAGE_H */ |
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34 | |
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35 | //! Class to handle lists of paths. |
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36 | /** |
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37 | \todo Ability to return Paths by itself. |
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38 | |
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39 | It is simple to use, and good, for all PathList you want. |
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40 | just create a new Pathlist, and add Paths. |
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41 | */ |
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42 | class PathList |
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43 | { |
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44 | public: |
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45 | PathList(); |
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46 | PathList(char* pName); |
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47 | |
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48 | ~PathList(); |
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49 | void addPath (char* pName); |
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50 | char* pathName; //!< The Name of the current Path. |
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51 | PathList* next; //!< Pointer to the next Pathlist. |
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52 | }; |
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53 | |
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54 | |
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55 | //! Class to handle Materials. |
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56 | class Material |
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57 | { |
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58 | public: |
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59 | Material (); |
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60 | Material (char* mtlName); |
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61 | Material* addMaterial(char* mtlName); |
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62 | ~Material (); |
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63 | void init(void); |
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64 | |
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65 | Material* search (char* mtlName); |
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66 | bool select (void); |
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67 | |
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68 | void setName (char* mtlName); |
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69 | char* getName (void); |
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70 | void setIllum (int illum); |
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71 | void setIllum (char* illum); |
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72 | void setDiffuse (float r, float g, float b); |
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73 | void setDiffuse (char* rgb); |
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74 | void setAmbient (float r, float g, float b); |
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75 | void setAmbient (char* rgb); |
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76 | void setSpecular (float r, float g, float b); |
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77 | void setSpecular (char* rgb); |
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78 | void setShininess (float shini); |
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79 | void setShininess (char* shini); |
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80 | void setTransparency (float trans); |
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81 | void setTransparency (char* trans); |
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82 | |
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83 | |
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84 | |
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85 | void addTexturePath(char* pathName); |
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86 | char* searchTextureInPaths(char* texName) const; |
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87 | // MAPPING // |
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88 | void setDiffuseMap(char* dMap); |
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89 | void setAmbientMap(char* aMap); |
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90 | void setSpecularMap(char* sMap); |
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91 | void setBump(char* bump); |
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92 | |
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93 | private: |
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94 | //! Struct to handle Infos about an Image |
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95 | struct Image |
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96 | { |
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97 | int rowSpan; //!< The count of the rows this Image has. |
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98 | GLuint width; //!< The width of the Image. |
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99 | GLuint height; //!< The height of the Image. |
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100 | GLuint bpp; //!< BitsPerPixel |
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101 | GLuint type; //!< Type of the Image. |
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102 | GLubyte *data; //!< The Image Data comes here! DANGER: uncompressed data. |
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103 | }; |
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104 | |
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105 | |
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106 | char* name; //!< The Name of the Material. |
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107 | int illumModel; //!< The IlluminationModel is either flat or smooth. |
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108 | float diffuse [4]; //!< The diffuse color of the Material. |
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109 | float ambient [4]; //!< The ambient color of the Material. |
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110 | float specular [4];//!< The specular color of the Material. |
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111 | float shininess; //!< The shininess of the Material. |
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112 | float transparency;//!< The transperency of the Material. |
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113 | |
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114 | static PathList* pathList; //!< A pointer to the first element of Pathlist. This is static, because pathlists are global \todo copy this to the Globals.h or DataTank for deletion at the end. |
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115 | |
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116 | GLuint diffuseTexture; //!< The diffuse texture of the Material. |
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117 | GLuint ambientTexture; //!< The ambient texture of the Material. |
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118 | GLuint specularTexture;//!< The specular texture of the Material. |
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119 | |
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120 | bool diffuseTextureSet; //!< Chekcs if the diffuse texture is Set. |
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121 | bool ambientTextureSet; //!< Chekcs if the ambient texture is Set. |
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122 | bool specularTextureSet;//!< Chekcs if the specular texture is Set. |
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123 | |
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124 | Material* nextMat; //!< pointer to the Next Material of the List. NULL if no next exists. |
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125 | |
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126 | // TEXTURING |
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127 | bool loadTexToGL (Image* pImage, GLuint* texture); |
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128 | |
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129 | bool loadImage(char* imageName, GLuint* texture); |
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130 | #ifndef HAVE_SDL_SDL_IMAGE_H |
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131 | |
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132 | bool loadBMP (char* bmpName, GLuint* texture); |
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133 | |
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134 | bool loadJPG (char* jpgName, GLuint* texture); |
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135 | |
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136 | /// TGA /// |
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137 | |
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138 | bool loadTGA(const char * tgaName, GLuint* texture); |
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139 | bool loadUncompressedTGA(const char * filename, FILE * fTGA, GLuint* texture); |
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140 | bool loadCompressedTGA(const char * filename, FILE * fTGA, GLuint* texture); |
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141 | |
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142 | bool loadPNG(const char* pngName, GLuint* texture); |
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143 | #endif |
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144 | }; |
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145 | #endif |
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