1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #include "material.h" |
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17 | |
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18 | /** |
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19 | \brief creates a default Material with no Name |
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20 | normally you call this to create a material List (for an obj-file) and then append with addMaterial() |
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21 | */ |
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22 | Material::Material() |
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23 | { |
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24 | init(); |
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25 | |
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26 | setName (""); |
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27 | } |
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28 | |
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29 | /** |
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30 | \brief creates a Material. |
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31 | \param mtlName Name of the Material to be added to the Material List |
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32 | */ |
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33 | Material::Material (char* mtlName) |
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34 | { |
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35 | init(); |
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36 | |
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37 | setName (mtlName); |
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38 | } |
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39 | |
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40 | /** |
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41 | \brief deletes a Material |
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42 | */ |
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43 | Material::~Material() |
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44 | { |
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45 | if (verbose >= 2) |
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46 | printf ("delete Material %s.\n", name); |
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47 | if (nextMat != NULL) |
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48 | delete nextMat; |
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49 | } |
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50 | |
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51 | /** |
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52 | \brief adds a new Material to the List. |
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53 | this Function will append a new Material to the end of a Material List. |
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54 | \param mtlName The name of the Material to be added. |
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55 | */ |
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56 | Material* Material::addMaterial(char* mtlName) |
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57 | { |
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58 | if (verbose >=2) |
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59 | printf ("adding Material %s.\n", mtlName); |
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60 | Material* newMat = new Material(mtlName); |
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61 | Material* tmpMat = this; |
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62 | while (tmpMat->nextMat != NULL) |
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63 | { |
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64 | tmpMat = tmpMat->nextMat; |
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65 | } |
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66 | tmpMat->nextMat = newMat; |
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67 | return newMat; |
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68 | |
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69 | } |
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70 | |
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71 | /** |
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72 | \brief initializes a new Material with its default Values |
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73 | */ |
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74 | void Material::init(void) |
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75 | { |
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76 | if (verbose >= 3) |
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77 | printf ("initializing new Material.\n"); |
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78 | nextMat = NULL; |
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79 | |
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80 | setIllum(1); |
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81 | setDiffuse(0,0,0); |
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82 | setAmbient(0,0,0); |
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83 | setSpecular(0,0,0); |
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84 | setShininess(2.0); |
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85 | setTransparency(0.0); |
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86 | |
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87 | diffuseTextureSet = false; |
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88 | ambientTextureSet = false; |
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89 | specularTextureSet = false; |
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90 | |
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91 | |
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92 | } |
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93 | |
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94 | /** |
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95 | \brief Set the Name of the Material. (Important for searching) |
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96 | \param mtlName the Name of the Material to be set. |
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97 | */ |
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98 | void Material::setName (char* mtlName) |
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99 | { |
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100 | // if (verbose >= 3) |
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101 | printf("setting Material Name to %s.\n", mtlName); |
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102 | name = new char [strlen(mtlName)]; |
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103 | strcpy(name, mtlName); |
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104 | // printf ("adding new Material: %s, %p\n", this->getName(), this); |
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105 | |
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106 | } |
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107 | /** |
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108 | \returns The Name of The Material |
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109 | */ |
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110 | char* Material::getName (void) |
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111 | { |
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112 | return name; |
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113 | } |
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114 | |
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115 | /** |
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116 | \brief Sets the Material Illumination Model. |
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117 | \brief illu illumination Model in int form |
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118 | */ |
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119 | void Material::setIllum (int illum) |
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120 | { |
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121 | if (verbose >= 3) |
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122 | printf("setting illumModel of Material %s to %i", name, illum); |
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123 | illumModel = illum; |
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124 | // printf ("setting illumModel to: %i\n", illumModel); |
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125 | } |
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126 | /** |
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127 | \brief Sets the Material Illumination Model. |
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128 | \brief illu illumination Model in char* form |
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129 | */void Material::setIllum (char* illum) |
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130 | { |
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131 | setIllum (atoi(illum)); |
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132 | } |
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133 | |
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134 | /** |
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135 | \brief Sets the Material Diffuse Color. |
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136 | \param r Red Color Channel. |
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137 | \param g Green Color Channel. |
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138 | \param b Blue Color Channel. |
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139 | */ |
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140 | void Material::setDiffuse (float r, float g, float b) |
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141 | { |
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142 | if (verbose >= 3) |
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143 | printf ("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b); |
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144 | diffuse[0] = r; |
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145 | diffuse[1] = g; |
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146 | diffuse[2] = b; |
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147 | diffuse[3] = 1.0; |
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148 | |
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149 | } |
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150 | /** |
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151 | \brief Sets the Material Diffuse Color. |
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152 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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153 | */ |
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154 | void Material::setDiffuse (char* rgb) |
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155 | { |
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156 | char r[20],g[20],b[20]; |
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157 | sscanf (rgb, "%s %s %s", r, g, b); |
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158 | setDiffuse (atof(r), atof(g), atof(b)); |
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159 | } |
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160 | |
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161 | /** |
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162 | \brief Sets the Material Ambient Color. |
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163 | \param r Red Color Channel. |
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164 | \param g Green Color Channel. |
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165 | \param b Blue Color Channel. |
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166 | */ |
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167 | void Material::setAmbient (float r, float g, float b) |
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168 | { |
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169 | if (verbose >=3) |
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170 | printf ("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b); |
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171 | ambient[0] = r; |
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172 | ambient[1] = g; |
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173 | ambient[2] = b; |
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174 | ambient[3] = 1.0; |
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175 | } |
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176 | /** |
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177 | \brief Sets the Material Ambient Color. |
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178 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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179 | */ |
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180 | void Material::setAmbient (char* rgb) |
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181 | { |
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182 | char r[20],g[20],b[20]; |
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183 | sscanf (rgb, "%s %s %s", r, g, b); |
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184 | setAmbient (atof(r), atof(g), atof(b)); |
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185 | } |
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186 | |
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187 | /** |
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188 | \brief Sets the Material Specular Color. |
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189 | \param r Red Color Channel. |
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190 | \param g Green Color Channel. |
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191 | \param b Blue Color Channel. |
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192 | */ |
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193 | void Material::setSpecular (float r, float g, float b) |
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194 | { |
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195 | if (verbose >= 3) |
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196 | printf ("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b); |
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197 | specular[0] = r; |
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198 | specular[1] = g; |
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199 | specular[2] = b; |
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200 | specular[3] = 1.0; |
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201 | } |
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202 | /** |
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203 | \brief Sets the Material Specular Color. |
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204 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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205 | */ |
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206 | void Material::setSpecular (char* rgb) |
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207 | { |
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208 | char r[20],g[20],b[20]; |
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209 | sscanf (rgb, "%s %s %s", r, g, b); |
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210 | setSpecular (atof(r), atof(g), atof(b)); |
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211 | } |
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212 | |
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213 | /** |
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214 | \brief Sets the Material Shininess. |
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215 | \param shini stes the Shininess from float. |
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216 | */ |
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217 | void Material::setShininess (float shini) |
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218 | { |
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219 | shininess = shini; |
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220 | } |
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221 | /** |
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222 | \brief Sets the Material Shininess. |
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223 | \param shini stes the Shininess from char*. |
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224 | */ |
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225 | void Material::setShininess (char* shini) |
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226 | { |
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227 | setShininess (atof(shini)); |
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228 | } |
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229 | |
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230 | /** |
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231 | \brief Sets the Material Transparency. |
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232 | \param trans stes the Transparency from int. |
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233 | */ |
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234 | void Material::setTransparency (float trans) |
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235 | { |
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236 | if (verbose >= 3) |
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237 | printf ("setting Transparency of Material %s to %f.\n", name, trans); |
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238 | transparency = trans; |
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239 | } |
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240 | /** |
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241 | \brief Sets the Material Transparency. |
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242 | \param trans stes the Transparency from char*. |
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243 | */ |
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244 | void Material::setTransparency (char* trans) |
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245 | { |
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246 | char tr[20]; |
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247 | sscanf (trans, "%s", tr); |
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248 | setTransparency (atof(tr)); |
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249 | } |
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250 | |
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251 | // MAPPING // |
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252 | |
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253 | /** |
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254 | \brief Sets the Materials Diffuse Map |
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255 | \param dMap the Name of the Image to Use |
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256 | */ |
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257 | void Material::setDiffuseMap(char* dMap) |
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258 | { |
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259 | if (verbose>=2) |
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260 | printf ("setting Diffuse Map %s\n", dMap); |
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261 | |
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262 | diffuseTextureSet = loadBMP(dMap, &diffuseTexture); |
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263 | |
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264 | } |
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265 | |
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266 | /** |
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267 | \brief Sets the Materials Ambient Map |
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268 | \param aMap the Name of the Image to Use |
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269 | */ |
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270 | void Material::setAmbientMap(char* aMap) |
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271 | { |
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272 | SDL_Surface* ambientMap; |
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273 | |
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274 | } |
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275 | |
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276 | /** |
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277 | \brief Sets the Materials Specular Map |
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278 | \param sMap the Name of the Image to Use |
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279 | */ |
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280 | void Material::setSpecularMap(char* sMap) |
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281 | { |
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282 | SDL_Surface* specularMap; |
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283 | |
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284 | } |
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285 | |
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286 | /** |
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287 | \brief Sets the Materials Bumpiness |
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288 | \param bump the Name of the Image to Use |
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289 | */ |
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290 | void Material::setBump(char* bump) |
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291 | { |
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292 | |
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293 | } |
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294 | |
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295 | /** |
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296 | \brief reads in a Windows BMP-file, and imports it to openGL. |
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297 | \param bmpName The name of the Image to load. |
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298 | \param texture A pointer to the Texture which should be read to. |
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299 | */ |
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300 | bool Material::loadBMP (char* bmpName, GLuint* texture) |
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301 | { |
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302 | SDL_Surface* map; |
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303 | if (map = SDL_LoadBMP(bmpName)) |
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304 | { |
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305 | |
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306 | glGenTextures( 1, texture ); |
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307 | /* Typical Texture Generation Using Data From The Bitmap */ |
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308 | glBindTexture( GL_TEXTURE_2D, *texture ); |
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309 | |
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310 | /* Generate The Texture */ |
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311 | glTexImage2D( GL_TEXTURE_2D, 0, 3, map->w, |
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312 | map->h, 0, GL_BGR, |
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313 | GL_UNSIGNED_BYTE, map->pixels ); |
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314 | |
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315 | /* Linear Filtering */ |
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316 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
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317 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
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318 | if ( map ) |
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319 | SDL_FreeSurface( map ); |
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320 | |
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321 | return true; |
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322 | } |
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323 | else |
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324 | return false; |
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325 | } |
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326 | |
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327 | |
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328 | |
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329 | |
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330 | /** |
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331 | \brief Search for a Material called mtlName |
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332 | \param mtlName the Name of the Material to search for |
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333 | \returns Material named mtlName if it is found. NULL otherwise. |
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334 | */ |
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335 | Material* Material::search (char* mtlName) |
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336 | { |
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337 | if (verbose >=3) |
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338 | printf ("Searching for material %s", mtlName); |
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339 | Material* searcher = this; |
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340 | while (searcher != NULL) |
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341 | { |
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342 | if (verbose >= 3) |
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343 | printf ("."); |
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344 | if (!strcmp (searcher->getName(), mtlName)) |
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345 | { |
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346 | if (verbose >= 3) |
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347 | printf ("found.\n"); |
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348 | return searcher; |
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349 | } |
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350 | searcher = searcher->nextMat; |
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351 | } |
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352 | if (verbose >=3) |
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353 | printf ("not found\n"); |
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354 | return NULL; |
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355 | } |
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356 | |
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357 | /** |
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358 | \brief sets the material with which the following Faces will be painted |
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359 | */ |
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360 | bool Material::select (void) |
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361 | { |
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362 | // setting diffuse color |
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363 | // glColor3f (diffuse[0], diffuse[1], diffuse[2]); |
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364 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); |
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365 | |
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366 | // setting ambient color |
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367 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); |
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368 | |
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369 | // setting up Sprecular |
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370 | glMaterialfv(GL_FRONT, GL_SPECULAR, specular); |
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371 | |
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372 | // setting up Shininess |
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373 | glMaterialf(GL_FRONT, GL_SHININESS, shininess); |
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374 | |
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375 | // setting illumination Model |
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376 | if (illumModel == 1) |
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377 | glShadeModel(GL_FLAT); |
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378 | else if (illumModel >= 2) |
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379 | glShadeModel(GL_SMOOTH); |
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380 | |
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381 | if (diffuseTextureSet) |
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382 | glBindTexture(GL_TEXTURE_2D, diffuseTexture); |
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383 | |
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384 | } |
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