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source: orxonox.OLD/orxonox/branches/sound/src/material.cc @ 3009

Last change on this file since 3009 was 2964, checked in by bensch, 20 years ago

orxonox/branches/sound: merged Trunk back into sound. and included all headers for real into the configure.ac-script.

File size: 6.6 KB
RevLine 
[2823]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
[2776]16#include "material.h"
17
[2853]18/**
19   \brief creates a default Material with no Name
20   normally you call this to create a material List (for an obj-file) and then append with addMaterial()
21*/
[2776]22Material::Material()
23{
24  init();
[2778]25 
26  setName ("");
[2776]27}
28
[2853]29/**
30   \brief creates a Material.
31   \param mtlName Name of the Material to be added to the Material List
32*/
[2776]33Material::Material (char* mtlName)
34{
35  init();
36 
37  setName (mtlName);
38}
39
[2853]40/**
41    \brief deletes a Material
42*/
43Material::~Material()
44{
45  if (verbose >= 2)
46    printf ("delete Material %s\n", name);
47  if (nextMat != NULL)
48    delete nextMat;
49}
50
51/**
52   \brief adds a new Material to the List.
53   this Function will append a new Material to the end of a Material List.
54   \param mtlName The name of the Material to be added.
55*/
[2778]56Material* Material::addMaterial(char* mtlName)
57{
[2804]58  if (verbose >=2)
59    printf ("adding Material %s\n", mtlName);
[2778]60  Material* newMat = new Material(mtlName);
61  Material* tmpMat = this;
62  while (tmpMat->nextMat != NULL)
63    {
64      tmpMat = tmpMat->nextMat;
65    }
66      tmpMat->nextMat = newMat;
67      return newMat;
68 
69}
70
[2853]71/**
72   \brief initializes a new Material with its default Values
73*/
[2776]74void Material::init(void)
75{
[2804]76  if (verbose >= 3)
77    printf ("initializing new Material\n");
[2776]78  nextMat = NULL;
[2778]79
80  setIllum(1);
81  setDiffuse(0,0,0);
82  setAmbient(0,0,0);
83  setSpecular(0,0,0);
[2853]84  setShininess(2.0);
[2778]85  setTransparency(0.0);
[2853]86 
[2776]87}
88
[2853]89/**
90   \brief Set the Name of the Material. (Important for searching)
91   \param mtlName the Name of the Material to be set.
92*/ 
[2776]93void Material::setName (char* mtlName)
94{
[2804]95  if (verbose >= 3)
96    printf("setting Material Name to %s", mtlName);
[2778]97  strcpy(name, mtlName);
98  //  printf ("adding new Material: %s, %p\n", this->getName(), this);
[2776]99
100}
[2853]101/**
102   \returns The Name of The Material
103*/
[2778]104char* Material::getName (void)
105{
106  return name;
107}
[2776]108
[2853]109/**
110   \brief Sets the Material Illumination Model.
111   \brief illu illumination Model in int form
112*/
[2776]113void Material::setIllum (int illum)
114{
[2804]115  if (verbose >= 3)
116    printf("setting illumModel of Material %s to %i", name, illum);
[2776]117  illumModel = illum;
118  //  printf ("setting illumModel to: %i\n", illumModel);
119}
[2853]120/**
121   \brief Sets the Material Illumination Model.
122   \brief illu illumination Model in char* form
123*/void Material::setIllum (char* illum)
[2776]124{
125  setIllum (atoi(illum));
126}
127
[2853]128/**
129   \brief Sets the Material Diffuse Color.
130   \param r Red Color Channel.
131   \param g Green Color Channel.
132   \param b Blue Color Channel.
133*/
[2776]134void Material::setDiffuse (float r, float g, float b)
135{
[2804]136  if (verbose >= 3)
137    printf ("setting Diffuse Color of Material %s to r=%f g=%f b=%f\n", name, r, g, b);
[2776]138  diffuse[0] = r;
139  diffuse[1] = g;
[2780]140  diffuse[2] = b; 
141  diffuse[3] = 1.0;
142
[2776]143}
[2853]144/**
145   \brief Sets the Material Diffuse Color.
146   \param rgb The red, green, blue channel in char format (with spaces between them)
147*/
[2776]148void Material::setDiffuse (char* rgb)
149{
150  char r[20],g[20],b[20];
151  sscanf (rgb, "%s %s %s", r, g, b);
152  setDiffuse (atof(r), atof(g), atof(b));
153}
154
[2853]155/**
156   \brief Sets the Material Ambient Color.
157   \param r Red Color Channel.
158   \param g Green Color Channel.
159   \param b Blue Color Channel.
160*/
[2776]161void Material::setAmbient (float r, float g, float b)
162{
[2804]163  if (verbose >=3)
164    printf ("setting Ambient Color of Material %s to r=%f g=%f b=%f\n", name, r, g, b);
[2776]165  ambient[0] = r;
166  ambient[1] = g;
167  ambient[2] = b;
[2780]168  ambient[3] = 1.0;
[2776]169}
[2853]170/**
171   \brief Sets the Material Ambient Color.
172   \param rgb The red, green, blue channel in char format (with spaces between them)
173*/
[2776]174void Material::setAmbient (char* rgb)
175{
176  char r[20],g[20],b[20];
177  sscanf (rgb, "%s %s %s", r, g, b);
178  setAmbient (atof(r), atof(g), atof(b));
179}
180
[2853]181/**
182   \brief Sets the Material Specular Color.
183   \param r Red Color Channel.
184   \param g Green Color Channel.
185   \param b Blue Color Channel.
186*/
[2776]187void Material::setSpecular (float r, float g, float b)
188{
[2804]189  if (verbose >= 3)
190    printf ("setting Specular Color of Material %s to r=%f g=%f b=%f\n", name, r, g, b);
[2776]191  specular[0] = r;
192  specular[1] = g;
193  specular[2] = b;
[2780]194  specular[3] = 1.0;
[2804]195 }
[2853]196/**
197   \brief Sets the Material Specular Color.
198   \param rgb The red, green, blue channel in char format (with spaces between them)
199*/
[2776]200void Material::setSpecular (char* rgb)
201{
202  char r[20],g[20],b[20];
203  sscanf (rgb, "%s %s %s", r, g, b);
204  setSpecular (atof(r), atof(g), atof(b));
205}
206
[2853]207/**
208   \brief Sets the Material Shininess.
209   \param shini stes the Shininess from float.
210*/
211void Material::setShininess (float shini)
212{
213  shininess = shini;
214}
215/**
216   \brief Sets the Material Shininess.
217   \param shini stes the Shininess from char*.
218*/
219void Material::setShininess (char* shini)
220{
221  setShininess (atof(shini));
222}
[2776]223
[2853]224/**
225   \brief Sets the Material Transparency.
226   \param trans stes the Transparency from int.
227*/
[2776]228void Material::setTransparency (float trans)
229{
[2804]230  if (verbose >= 3)
231    printf ("setting Transparency of Material %s to %f\n", name, trans);
[2776]232  transparency = trans;
233}
[2853]234/**
235   \brief Sets the Material Transparency.
236   \param trans stes the Transparency from char*.
237*/
[2776]238void Material::setTransparency (char* trans)
239{
240  char tr[20];
241  sscanf (trans, "%s", tr);
242  setTransparency (atof(tr));
243}
[2778]244
[2853]245/**
246   \brief Search for a Material called mtlName
247   \param mtlName the Name of the Material to search for
248   \returns Material named mtlName if it is found. NULL otherwise.
249*/
[2778]250Material* Material::search (char* mtlName)
251{
[2804]252  if (verbose >=3)
253    printf ("Searching for material %s", mtlName);
[2778]254  Material* searcher = this;
255  while (searcher != NULL)
256    {
[2804]257      if (verbose >= 3)
258        printf (".");
[2778]259      if (!strcmp (searcher->getName(), mtlName))
[2804]260        {
261          if (verbose >= 3)
262            printf ("found.\n");
263          return searcher;
264        }
[2778]265      searcher = searcher->nextMat;
266    }
267  return NULL;
268}
269
[2853]270/**
271   \brief sets the material with which the following Faces will be painted
272*/
[2778]273bool Material::select (void)
274{
[2780]275  // setting diffuse color
276  //  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
277  glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
278
279  // setting ambient color
280  glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
281
282  // setting up Sprecular
283  glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
[2853]284
285  // setting up Shininess
286  glMaterialf(GL_FRONT, GL_SHININESS, shininess);
[2780]287 
288  // setting illumination Model
289  if (illumModel == 1)
290    glShadeModel(GL_FLAT);
291  else if (illumModel >= 2)
292    glShadeModel(GL_SMOOTH);
[2778]293}
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