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source: orxonox.OLD/orxonox/branches/textEngine/src/importer/material.cc @ 3519

Last change on this file since 3519 was 3454, checked in by bensch, 20 years ago

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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
19#include "texture.h"
20#include <stdlib.h>
21#include <string.h>
22
23using namespace std;
24
25
26/**
27   \brief creates a default Material with no Name
28   normally you call this to create a material List (for an obj-file) and then append with addMaterial()
29*/
30Material::Material()
31{
32  this->init();
33 
34  this->setName ("");
35}
36
37/**
38   \brief creates a Material.
39   \param mtlName Name of the Material to be added to the Material List
40*/
41Material::Material (char* mtlName)
42{
43  this->init();
44 
45  this->setName (mtlName);
46}
47
48/**
49    \brief deletes a Material
50*/
51Material::~Material()
52{
53  PRINTF(2)("delete Material %s.\n", this->name);
54  if (this->name)
55    delete []this->name;
56  if (this->diffuseTexture)
57    this->diffuseTexture;
58  if (this->nextMat)
59    delete this->nextMat;
60}
61
62/**
63   \brief adds a new Material to the List.
64   this Function will append a new Material to the end of a Material List.
65   \param mtlName The name of the Material to be added.
66*/
67Material* Material::addMaterial(char* mtlName)
68{
69  PRINTF(2)("adding Material %s.\n", mtlName);
70   Material* tmpMat = this;
71  while (tmpMat->nextMat != NULL)
72    {
73      tmpMat = tmpMat->nextMat;
74    }
75  tmpMat->nextMat = new Material(mtlName);
76  return tmpMat->nextMat;
77 
78}
79
80/**
81   \brief initializes a new Material with its default Values
82*/
83void Material::init(void)
84{
85  PRINTF(2)("initializing new Material.\n");
86  this->nextMat = NULL;
87  this->name ="";
88  this->setIllum(1);
89  this->setDiffuse(0,0,0);
90  this->setAmbient(0,0,0);
91  this->setSpecular(.5,.5,.5);
92  this->setShininess(2.0);
93  this->setTransparency(0.0);
94
95
96  this->diffuseTexture = NULL;
97  this->ambientTexture = NULL;
98  this->specularTexture = NULL;
99
100  this->diffuseTextureSet = false;
101  this->ambientTextureSet = false;
102  this->specularTextureSet = false;
103
104 
105}
106
107/**
108   \brief Search for a Material called mtlName
109   \param mtlName the Name of the Material to search for
110   \returns Material named mtlName if it is found. NULL otherwise.
111*/
112Material* Material::search(char* mtlName)
113{
114  PRINTF(2)("Searching for material %s", mtlName);
115  Material* searcher = this;
116  while (searcher != NULL)
117    {
118      PRINT(2)(".");
119      if (!strcmp (searcher->getName(), mtlName))
120        {
121          PRINT(2)("found.\n");
122          return searcher;
123        }
124      searcher = searcher->nextMat;
125    }
126  PRINT(2)("not found\n");
127  return NULL;
128}
129
130/**
131   \brief sets the material with which the following Faces will be painted
132*/
133bool Material::select (void)
134{
135  // setting diffuse color
136  //  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
137  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
138
139  // setting ambient color
140  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
141
142  // setting up Sprecular
143  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
144
145  // setting up Shininess
146  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
147 
148  // setting illumination Model
149  if (this->illumModel == 1) //! \todo make this work, if no vertex-normals are read.
150    glShadeModel(GL_FLAT);
151  else if (this->illumModel >= 2)
152    glShadeModel(GL_SMOOTH);
153
154  if (this->diffuseTextureSet)
155    glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
156  else
157    glBindTexture(GL_TEXTURE_2D, 0);
158 
159}
160
161
162/**
163   \brief Set the Name of the Material. (Important for searching)
164   \param mtlName the Name of the Material to be set.
165*/ 
166void Material::setName (char* mtlName)
167{
168  PRINTF(3)("setting Material Name to %s.\n", this->name);
169  this->name = new char [strlen(mtlName)+1];
170  strcpy(this->name, mtlName);
171}
172
173/**
174   \returns The Name of The Material
175*/
176char* Material::getName (void)
177{
178  return this->name;
179}
180
181/**
182   \brief Sets the Material Illumination Model.
183   \brief illu illumination Model in int form
184*/
185void Material::setIllum (int illum)
186{
187  PRINTF(3)("setting illumModel of Material %s to %i\n", this->name, illum);
188  this->illumModel = illum;
189  //  PRINTF(3)("setting illumModel to: %i\n", illumModel);
190}
191/**
192   \brief Sets the Material Illumination Model.
193   \brief illu illumination Model in char* form
194*/void Material::setIllum (char* illum)
195{
196  this->setIllum (atoi(illum));
197}
198
199/**
200   \brief Sets the Material Diffuse Color.
201   \param r Red Color Channel.
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(3)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
208  this->diffuse[0] = r;
209  this->diffuse[1] = g;
210  this->diffuse[2] = b; 
211  this->diffuse[3] = 1.0;
212
213}
214/**
215   \brief Sets the Material Diffuse Color.
216   \param rgb The red, green, blue channel in char format (with spaces between them)
217*/
218void Material::setDiffuse (char* rgb)
219{
220  float r,g,b;
221  sscanf (rgb, "%f %f %f", &r, &g, &b);
222  this->setDiffuse (r, g, b);
223}
224
225/**
226   \brief Sets the Material Ambient Color.
227   \param r Red Color Channel.
228   \param g Green Color Channel.
229   \param b Blue Color Channel.
230*/
231void Material::setAmbient (float r, float g, float b)
232{
233  PRINTF(3)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
234  this->ambient[0] = r;
235  this->ambient[1] = g;
236  this->ambient[2] = b;
237  this->ambient[3] = 1.0;
238}
239/**
240   \brief Sets the Material Ambient Color.
241   \param rgb The red, green, blue channel in char format (with spaces between them)
242*/
243void Material::setAmbient (char* rgb)
244{
245  float r,g,b;
246  sscanf (rgb, "%f %f %f", &r, &g, &b);
247  this->setAmbient (r, g, b);
248}
249
250/**
251   \brief Sets the Material Specular Color.
252   \param r Red Color Channel.
253   \param g Green Color Channel.
254   \param b Blue Color Channel.
255*/
256void Material::setSpecular (float r, float g, float b)
257{
258  PRINTF(3)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
259  this->specular[0] = r;
260  this->specular[1] = g;
261  this->specular[2] = b;
262  this->specular[3] = 1.0;
263 }
264/**
265   \brief Sets the Material Specular Color.
266   \param rgb The red, green, blue channel in char format (with spaces between them)
267*/
268void Material::setSpecular (char* rgb)
269{
270  float r,g,b;
271  sscanf (rgb, "%f %f %f", &r, &g, &b);
272  this->setSpecular (r, g, b);
273}
274
275/**
276   \brief Sets the Material Shininess.
277   \param shini stes the Shininess from float.
278*/
279void Material::setShininess (float shini)
280{
281  this->shininess = shini;
282}
283/**
284   \brief Sets the Material Shininess.
285   \param shini stes the Shininess from char*.
286*/
287void Material::setShininess (char* shini)
288{
289  this->setShininess (atof(shini));
290}
291
292/**
293   \brief Sets the Material Transparency.
294   \param trans stes the Transparency from int.
295*/
296void Material::setTransparency (float trans)
297{
298  PRINTF(3)("setting Transparency of Material %s to %f.\n", this->name, trans);
299  this->transparency = trans;
300}
301/**
302   \brief Sets the Material Transparency.
303   \param trans stes the Transparency from char*.
304*/
305void Material::setTransparency (char* trans)
306{
307  this->setTransparency (atof(trans));
308}
309
310/**
311   \brief Adds a Texture Path to the List of already existing Paths
312   \param pathName The Path to add.
313*/
314void Material::addTexturePath(char* pathName)
315{
316  PathList::getInstance()->addPath(pathName);
317}
318
319// MAPPING //
320
321/**
322   \brief Sets the Materials Diffuse Map
323   \param dMap the Name of the Image to Use
324*/
325void Material::setDiffuseMap(char* dMap)
326{
327  PRINTF(3)("setting Diffuse Map %s\n", dMap);
328  diffuseTexture = new Texture();
329  this->diffuseTextureSet = diffuseTexture->loadImage(dMap);
330
331}
332
333/**
334   \brief Sets the Materials Ambient Map
335   \param aMap the Name of the Image to Use
336   \todo implement this
337*/
338void Material::setAmbientMap(char* aMap)
339{
340  SDL_Surface* ambientMap;
341
342}
343
344/**
345   \brief Sets the Materials Specular Map
346   \param sMap the Name of the Image to Use
347   \todo implement this
348*/
349void Material::setSpecularMap(char* sMap)
350{
351  SDL_Surface* specularMap;
352
353}
354
355/**
356   \brief Sets the Materials Bumpiness
357   \param bump the Name of the Image to Use
358   \todo implemet this
359*/
360void Material::setBump(char* bump)
361{
362
363}
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