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source: orxonox.OLD/orxonox/trunk/importer/material.cc @ 3073

Last change on this file since 3073 was 3070, checked in by bensch, 20 years ago

orxonox/trunk/importer: ability to readIn BMP files for the diffuse-color-Texture

File size: 8.4 KB
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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#include "material.h"
17
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*/
22Material::Material()
23{
24  init();
25 
26  setName ("");
27}
28
29/**
30   \brief creates a Material.
31   \param mtlName Name of the Material to be added to the Material List
32*/
33Material::Material (char* mtlName)
34{
35  init();
36 
37  setName (mtlName);
38}
39
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*/
56Material* Material::addMaterial(char* mtlName)
57{
58  if (verbose >=2)
59    printf ("adding Material %s.\n", mtlName);
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
71/**
72   \brief initializes a new Material with its default Values
73*/
74void Material::init(void)
75{
76  if (verbose >= 3)
77    printf ("initializing new Material.\n");
78  nextMat = NULL;
79
80  setIllum(1);
81  setDiffuse(0,0,0);
82  setAmbient(0,0,0);
83  setSpecular(0,0,0);
84  setShininess(2.0);
85  setTransparency(0.0);
86
87  diffuseTextureSet = false;
88  ambientTextureSet = false;
89  specularTextureSet = false;
90
91 
92}
93
94/**
95   \brief Set the Name of the Material. (Important for searching)
96   \param mtlName the Name of the Material to be set.
97*/ 
98void Material::setName (char* mtlName)
99{
100  //  if (verbose >= 3)
101    printf("setting Material Name to %s.\n", mtlName);
102  name = new char [strlen(mtlName)];
103  strcpy(name, mtlName);
104  //  printf ("adding new Material: %s, %p\n", this->getName(), this);
105
106}
107/**
108   \returns The Name of The Material
109*/
110char* Material::getName (void)
111{
112  return name;
113}
114
115/**
116   \brief Sets the Material Illumination Model.
117   \brief illu illumination Model in int form
118*/
119void Material::setIllum (int illum)
120{
121  if (verbose >= 3)
122    printf("setting illumModel of Material %s to %i", name, illum);
123  illumModel = illum;
124  //  printf ("setting illumModel to: %i\n", illumModel);
125}
126/**
127   \brief Sets the Material Illumination Model.
128   \brief illu illumination Model in char* form
129*/void Material::setIllum (char* illum)
130{
131  setIllum (atoi(illum));
132}
133
134/**
135   \brief Sets the Material Diffuse Color.
136   \param r Red Color Channel.
137   \param g Green Color Channel.
138   \param b Blue Color Channel.
139*/
140void Material::setDiffuse (float r, float g, float b)
141{
142  if (verbose >= 3)
143    printf ("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b);
144  diffuse[0] = r;
145  diffuse[1] = g;
146  diffuse[2] = b; 
147  diffuse[3] = 1.0;
148
149}
150/**
151   \brief Sets the Material Diffuse Color.
152   \param rgb The red, green, blue channel in char format (with spaces between them)
153*/
154void Material::setDiffuse (char* rgb)
155{
156  char r[20],g[20],b[20];
157  sscanf (rgb, "%s %s %s", r, g, b);
158  setDiffuse (atof(r), atof(g), atof(b));
159}
160
161/**
162   \brief Sets the Material Ambient Color.
163   \param r Red Color Channel.
164   \param g Green Color Channel.
165   \param b Blue Color Channel.
166*/
167void Material::setAmbient (float r, float g, float b)
168{
169  if (verbose >=3)
170    printf ("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b);
171  ambient[0] = r;
172  ambient[1] = g;
173  ambient[2] = b;
174  ambient[3] = 1.0;
175}
176/**
177   \brief Sets the Material Ambient Color.
178   \param rgb The red, green, blue channel in char format (with spaces between them)
179*/
180void Material::setAmbient (char* rgb)
181{
182  char r[20],g[20],b[20];
183  sscanf (rgb, "%s %s %s", r, g, b);
184  setAmbient (atof(r), atof(g), atof(b));
185}
186
187/**
188   \brief Sets the Material Specular Color.
189   \param r Red Color Channel.
190   \param g Green Color Channel.
191   \param b Blue Color Channel.
192*/
193void Material::setSpecular (float r, float g, float b)
194{
195  if (verbose >= 3)
196    printf ("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b);
197  specular[0] = r;
198  specular[1] = g;
199  specular[2] = b;
200  specular[3] = 1.0;
201 }
202/**
203   \brief Sets the Material Specular Color.
204   \param rgb The red, green, blue channel in char format (with spaces between them)
205*/
206void Material::setSpecular (char* rgb)
207{
208  char r[20],g[20],b[20];
209  sscanf (rgb, "%s %s %s", r, g, b);
210  setSpecular (atof(r), atof(g), atof(b));
211}
212
213/**
214   \brief Sets the Material Shininess.
215   \param shini stes the Shininess from float.
216*/
217void Material::setShininess (float shini)
218{
219  shininess = shini;
220}
221/**
222   \brief Sets the Material Shininess.
223   \param shini stes the Shininess from char*.
224*/
225void Material::setShininess (char* shini)
226{
227  setShininess (atof(shini));
228}
229
230/**
231   \brief Sets the Material Transparency.
232   \param trans stes the Transparency from int.
233*/
234void Material::setTransparency (float trans)
235{
236  if (verbose >= 3)
237    printf ("setting Transparency of Material %s to %f.\n", name, trans);
238  transparency = trans;
239}
240/**
241   \brief Sets the Material Transparency.
242   \param trans stes the Transparency from char*.
243*/
244void Material::setTransparency (char* trans)
245{
246  char tr[20];
247  sscanf (trans, "%s", tr);
248  setTransparency (atof(tr));
249}
250
251// MAPPING //
252
253/**
254   \brief Sets the Materials Diffuse Map
255   \param dMap the Name of the Image to Use
256*/
257void Material::setDiffuseMap(char* dMap)
258{
259  if (verbose>=2)
260    printf ("setting Diffuse Map %s\n", dMap);
261
262  diffuseTextureSet = loadBMP(dMap, &diffuseTexture);
263
264}
265
266/**
267   \brief Sets the Materials Ambient Map
268   \param aMap the Name of the Image to Use
269*/
270void Material::setAmbientMap(char* aMap)
271{
272  SDL_Surface* ambientMap;
273
274}
275
276/**
277   \brief Sets the Materials Specular Map
278   \param sMap the Name of the Image to Use
279*/
280void Material::setSpecularMap(char* sMap)
281{
282  SDL_Surface* specularMap;
283
284}
285
286/**
287   \brief Sets the Materials Bumpiness
288   \param bump the Name of the Image to Use
289*/
290void Material::setBump(char* bump)
291{
292
293}
294
295/**
296   \brief reads in a Windows BMP-file, and imports it to openGL.
297   \param bmpName The name of the Image to load.
298   \param texture A pointer to the Texture which should be read to.
299*/
300bool Material::loadBMP (char* bmpName, GLuint* texture)
301{
302  SDL_Surface* map;
303  if (map = SDL_LoadBMP(bmpName))
304    {
305
306      glGenTextures( 1, texture );
307      /* Typical Texture Generation Using Data From The Bitmap */
308      glBindTexture( GL_TEXTURE_2D, *texture );
309     
310      /* Generate The Texture */
311      glTexImage2D( GL_TEXTURE_2D, 0, 3, map->w,
312                    map->h, 0, GL_BGR,
313                    GL_UNSIGNED_BYTE, map->pixels );
314     
315      /* Linear Filtering */
316      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
317      glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
318      if ( map )
319        SDL_FreeSurface( map );
320
321      return true;
322    }
323  else
324    return false;
325}
326
327
328
329
330/**
331   \brief Search for a Material called mtlName
332   \param mtlName the Name of the Material to search for
333   \returns Material named mtlName if it is found. NULL otherwise.
334*/
335Material* Material::search (char* mtlName)
336{
337  if (verbose >=3)
338    printf ("Searching for material %s", mtlName);
339  Material* searcher = this;
340  while (searcher != NULL)
341    {
342      if (verbose >= 3)
343        printf (".");
344      if (!strcmp (searcher->getName(), mtlName))
345        {
346          if (verbose >= 3)
347            printf ("found.\n");
348          return searcher;
349        }
350      searcher = searcher->nextMat;
351    }
352  if (verbose >=3)
353    printf ("not found\n");
354  return NULL;
355}
356
357/**
358   \brief sets the material with which the following Faces will be painted
359*/
360bool Material::select (void)
361{
362  // setting diffuse color
363  //  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
364  glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse);
365
366  // setting ambient color
367  glMaterialfv(GL_FRONT, GL_AMBIENT, ambient);
368
369  // setting up Sprecular
370  glMaterialfv(GL_FRONT, GL_SPECULAR, specular);
371
372  // setting up Shininess
373  glMaterialf(GL_FRONT, GL_SHININESS, shininess);
374 
375  // setting illumination Model
376  if (illumModel == 1)
377    glShadeModel(GL_FLAT);
378  else if (illumModel >= 2)
379    glShadeModel(GL_SMOOTH);
380
381  if (diffuseTextureSet)
382    glBindTexture(GL_TEXTURE_2D, diffuseTexture);
383 
384}
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