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source: orxonox.OLD/orxonox/branches/shadows/src/importer/material.cc @ 4809

Last change on this file since 4809 was 3396, checked in by bensch, 20 years ago

orxonox/trunk: splitted obj-loader out of the model-class: this will enable different kinds of Filetypes to be included with the importer.
Althought there is a name-field error, the Model gets loaded and unloaded as good as previously

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#include "material.h"
18
19using namespace std;
20
21
22/**
23   \brief creates a default Material with no Name
24   normally you call this to create a material List (for an obj-file) and then append with addMaterial()
25*/
26Material::Material()
27{
28  this->init();
29 
30  this->setName ("");
31}
32
33/**
34   \brief creates a Material.
35   \param mtlName Name of the Material to be added to the Material List
36*/
37Material::Material (char* mtlName)
38{
39  this->init();
40 
41  this->setName (mtlName);
42}
43
44/**
45    \brief deletes a Material
46*/
47Material::~Material()
48{
49  PRINTF(2)("delete Material %s.\n", this->name);
50  if (this->name)
51    delete []this->name;
52  if (this->diffuseTexture)
53    this->diffuseTexture;
54  if (this->nextMat)
55    delete this->nextMat;
56}
57
58/**
59   \brief adds a new Material to the List.
60   this Function will append a new Material to the end of a Material List.
61   \param mtlName The name of the Material to be added.
62*/
63Material* Material::addMaterial(char* mtlName)
64{
65  PRINTF(2)("adding Material %s.\n", mtlName);
66   Material* tmpMat = this;
67  while (tmpMat->nextMat != NULL)
68    {
69      tmpMat = tmpMat->nextMat;
70    }
71  tmpMat->nextMat = new Material(mtlName);
72  return tmpMat->nextMat;
73 
74}
75
76/**
77   \brief initializes a new Material with its default Values
78*/
79void Material::init(void)
80{
81  PRINTF(2)("initializing new Material.\n");
82  this->nextMat = NULL;
83  this->name ="";
84  this->setIllum(1);
85  this->setDiffuse(0,0,0);
86  this->setAmbient(0,0,0);
87  this->setSpecular(.5,.5,.5);
88  this->setShininess(2.0);
89  this->setTransparency(0.0);
90
91
92  this->diffuseTexture = NULL;
93  this->ambientTexture = NULL;
94  this->specularTexture = NULL;
95
96  this->diffuseTextureSet = false;
97  this->ambientTextureSet = false;
98  this->specularTextureSet = false;
99
100 
101}
102
103/**
104   \brief Search for a Material called mtlName
105   \param mtlName the Name of the Material to search for
106   \returns Material named mtlName if it is found. NULL otherwise.
107*/
108Material* Material::search (char* mtlName)
109{
110  PRINTF(2)("Searching for material %s", mtlName);
111  Material* searcher = this;
112  while (searcher != NULL)
113    {
114      PRINT(2)(".");
115      if (!strcmp (searcher->getName(), mtlName))
116        {
117          PRINT(2)("found.\n");
118          return searcher;
119        }
120      searcher = searcher->nextMat;
121    }
122  PRINT(2)("not found\n");
123  return NULL;
124}
125
126/**
127   \brief sets the material with which the following Faces will be painted
128*/
129bool Material::select (void)
130{
131  // setting diffuse color
132  //  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
133  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
134
135  // setting ambient color
136  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
137
138  // setting up Sprecular
139  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
140
141  // setting up Shininess
142  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
143 
144  // setting illumination Model
145  if (this->illumModel == 1) //! \todo make this work, if no vertex-normals are read.
146    glShadeModel(GL_FLAT);
147  else if (this->illumModel >= 2)
148    glShadeModel(GL_SMOOTH);
149
150  if (this->diffuseTextureSet)
151    glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
152  else
153    glBindTexture(GL_TEXTURE_2D, 0);
154 
155}
156
157
158/**
159   \brief Set the Name of the Material. (Important for searching)
160   \param mtlName the Name of the Material to be set.
161*/ 
162void Material::setName (char* mtlName)
163{
164  PRINTF(3)("setting Material Name to %s.\n", this->name);
165  this->name = new char [strlen(mtlName)+1];
166  strcpy(this->name, mtlName);
167}
168
169/**
170   \returns The Name of The Material
171*/
172char* Material::getName (void)
173{
174  return this->name;
175}
176
177/**
178   \brief Sets the Material Illumination Model.
179   \brief illu illumination Model in int form
180*/
181void Material::setIllum (int illum)
182{
183  PRINTF(3)("setting illumModel of Material %s to %i\n", this->name, illum);
184  this->illumModel = illum;
185  //  PRINTF(3)("setting illumModel to: %i\n", illumModel);
186}
187/**
188   \brief Sets the Material Illumination Model.
189   \brief illu illumination Model in char* form
190*/void Material::setIllum (char* illum)
191{
192  this->setIllum (atoi(illum));
193}
194
195/**
196   \brief Sets the Material Diffuse Color.
197   \param r Red Color Channel.
198   \param g Green Color Channel.
199   \param b Blue Color Channel.
200*/
201void Material::setDiffuse (float r, float g, float b)
202{
203  PRINTF(3)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
204  this->diffuse[0] = r;
205  this->diffuse[1] = g;
206  this->diffuse[2] = b; 
207  this->diffuse[3] = 1.0;
208
209}
210/**
211   \brief Sets the Material Diffuse Color.
212   \param rgb The red, green, blue channel in char format (with spaces between them)
213*/
214void Material::setDiffuse (char* rgb)
215{
216  float r,g,b;
217  sscanf (rgb, "%f %f %f", &r, &g, &b);
218  this->setDiffuse (r, g, b);
219}
220
221/**
222   \brief Sets the Material Ambient Color.
223   \param r Red Color Channel.
224   \param g Green Color Channel.
225   \param b Blue Color Channel.
226*/
227void Material::setAmbient (float r, float g, float b)
228{
229  PRINTF(3)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
230  this->ambient[0] = r;
231  this->ambient[1] = g;
232  this->ambient[2] = b;
233  this->ambient[3] = 1.0;
234}
235/**
236   \brief Sets the Material Ambient Color.
237   \param rgb The red, green, blue channel in char format (with spaces between them)
238*/
239void Material::setAmbient (char* rgb)
240{
241  float r,g,b;
242  sscanf (rgb, "%f %f %f", &r, &g, &b);
243  this->setAmbient (r, g, b);
244}
245
246/**
247   \brief Sets the Material Specular Color.
248   \param r Red Color Channel.
249   \param g Green Color Channel.
250   \param b Blue Color Channel.
251*/
252void Material::setSpecular (float r, float g, float b)
253{
254  PRINTF(3)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
255  this->specular[0] = r;
256  this->specular[1] = g;
257  this->specular[2] = b;
258  this->specular[3] = 1.0;
259 }
260/**
261   \brief Sets the Material Specular Color.
262   \param rgb The red, green, blue channel in char format (with spaces between them)
263*/
264void Material::setSpecular (char* rgb)
265{
266  float r,g,b;
267  sscanf (rgb, "%f %f %f", &r, &g, &b);
268  this->setSpecular (r, g, b);
269}
270
271/**
272   \brief Sets the Material Shininess.
273   \param shini stes the Shininess from float.
274*/
275void Material::setShininess (float shini)
276{
277  this->shininess = shini;
278}
279/**
280   \brief Sets the Material Shininess.
281   \param shini stes the Shininess from char*.
282*/
283void Material::setShininess (char* shini)
284{
285  this->setShininess (atof(shini));
286}
287
288/**
289   \brief Sets the Material Transparency.
290   \param trans stes the Transparency from int.
291*/
292void Material::setTransparency (float trans)
293{
294  PRINTF(3)("setting Transparency of Material %s to %f.\n", this->name, trans);
295  this->transparency = trans;
296}
297/**
298   \brief Sets the Material Transparency.
299   \param trans stes the Transparency from char*.
300*/
301void Material::setTransparency (char* trans)
302{
303  this->setTransparency (atof(trans));
304}
305
306/**
307   \brief Adds a Texture Path to the List of already existing Paths
308   \param pathName The Path to add.
309*/
310void Material::addTexturePath(char* pathName)
311{
312  PathList::getInstance()->addPath(pathName);
313}
314
315// MAPPING //
316
317/**
318   \brief Sets the Materials Diffuse Map
319   \param dMap the Name of the Image to Use
320*/
321void Material::setDiffuseMap(char* dMap)
322{
323  PRINTF(3)("setting Diffuse Map %s\n", dMap);
324  diffuseTexture = new Texture();
325  this->diffuseTextureSet = diffuseTexture->loadImage(dMap);
326
327}
328
329/**
330   \brief Sets the Materials Ambient Map
331   \param aMap the Name of the Image to Use
332   \todo implement this
333*/
334void Material::setAmbientMap(char* aMap)
335{
336  SDL_Surface* ambientMap;
337
338}
339
340/**
341   \brief Sets the Materials Specular Map
342   \param sMap the Name of the Image to Use
343   \todo implement this
344*/
345void Material::setSpecularMap(char* sMap)
346{
347  SDL_Surface* specularMap;
348
349}
350
351/**
352   \brief Sets the Materials Bumpiness
353   \param bump the Name of the Image to Use
354   \todo implemet this
355*/
356void Material::setBump(char* bump)
357{
358
359}
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