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 | */ |
---|
22 | Material::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 | */ |
---|
33 | Material::Material (char* mtlName) |
---|
34 | { |
---|
35 | init(); |
---|
36 | |
---|
37 | setName (mtlName); |
---|
38 | } |
---|
39 | |
---|
40 | /** |
---|
41 | \brief deletes a Material |
---|
42 | */ |
---|
43 | Material::~Material() |
---|
44 | { |
---|
45 | if (name) |
---|
46 | delete []name; |
---|
47 | if (verbose >= 2) |
---|
48 | printf ("delete Material %s.\n", name); |
---|
49 | if (nextMat != NULL) |
---|
50 | delete nextMat; |
---|
51 | } |
---|
52 | |
---|
53 | /** |
---|
54 | \brief adds a new Material to the List. |
---|
55 | this Function will append a new Material to the end of a Material List. |
---|
56 | \param mtlName The name of the Material to be added. |
---|
57 | */ |
---|
58 | Material* Material::addMaterial(char* mtlName) |
---|
59 | { |
---|
60 | if (verbose >=2) |
---|
61 | printf ("adding Material %s.\n", mtlName); |
---|
62 | Material* newMat = new Material(mtlName); |
---|
63 | Material* tmpMat = this; |
---|
64 | while (tmpMat->nextMat != NULL) |
---|
65 | { |
---|
66 | tmpMat = tmpMat->nextMat; |
---|
67 | } |
---|
68 | tmpMat->nextMat = newMat; |
---|
69 | return newMat; |
---|
70 | |
---|
71 | } |
---|
72 | |
---|
73 | /** |
---|
74 | \brief initializes a new Material with its default Values |
---|
75 | */ |
---|
76 | void Material::init(void) |
---|
77 | { |
---|
78 | if (verbose >= 3) |
---|
79 | printf ("initializing new Material.\n"); |
---|
80 | nextMat = NULL; |
---|
81 | |
---|
82 | setIllum(1); |
---|
83 | setDiffuse(0,0,0); |
---|
84 | setAmbient(0,0,0); |
---|
85 | setSpecular(0,0,0); |
---|
86 | setShininess(2.0); |
---|
87 | setTransparency(0.0); |
---|
88 | |
---|
89 | diffuseTextureSet = false; |
---|
90 | ambientTextureSet = false; |
---|
91 | specularTextureSet = false; |
---|
92 | |
---|
93 | |
---|
94 | } |
---|
95 | |
---|
96 | /** |
---|
97 | \brief Set the Name of the Material. (Important for searching) |
---|
98 | \param mtlName the Name of the Material to be set. |
---|
99 | */ |
---|
100 | void Material::setName (char* mtlName) |
---|
101 | { |
---|
102 | // if (verbose >= 3) |
---|
103 | printf("setting Material Name to %s.\n", mtlName); |
---|
104 | name = new char [strlen(mtlName)]; |
---|
105 | strcpy(name, mtlName); |
---|
106 | // printf ("adding new Material: %s, %p\n", this->getName(), this); |
---|
107 | |
---|
108 | } |
---|
109 | /** |
---|
110 | \returns The Name of The Material |
---|
111 | */ |
---|
112 | char* Material::getName (void) |
---|
113 | { |
---|
114 | return name; |
---|
115 | } |
---|
116 | |
---|
117 | /** |
---|
118 | \brief Sets the Material Illumination Model. |
---|
119 | \brief illu illumination Model in int form |
---|
120 | */ |
---|
121 | void Material::setIllum (int illum) |
---|
122 | { |
---|
123 | if (verbose >= 3) |
---|
124 | printf("setting illumModel of Material %s to %i", name, illum); |
---|
125 | illumModel = illum; |
---|
126 | // printf ("setting illumModel to: %i\n", illumModel); |
---|
127 | } |
---|
128 | /** |
---|
129 | \brief Sets the Material Illumination Model. |
---|
130 | \brief illu illumination Model in char* form |
---|
131 | */void Material::setIllum (char* illum) |
---|
132 | { |
---|
133 | setIllum (atoi(illum)); |
---|
134 | } |
---|
135 | |
---|
136 | /** |
---|
137 | \brief Sets the Material Diffuse Color. |
---|
138 | \param r Red Color Channel. |
---|
139 | \param g Green Color Channel. |
---|
140 | \param b Blue Color Channel. |
---|
141 | */ |
---|
142 | void Material::setDiffuse (float r, float g, float b) |
---|
143 | { |
---|
144 | if (verbose >= 3) |
---|
145 | printf ("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b); |
---|
146 | diffuse[0] = r; |
---|
147 | diffuse[1] = g; |
---|
148 | diffuse[2] = b; |
---|
149 | diffuse[3] = 1.0; |
---|
150 | |
---|
151 | } |
---|
152 | /** |
---|
153 | \brief Sets the Material Diffuse Color. |
---|
154 | \param rgb The red, green, blue channel in char format (with spaces between them) |
---|
155 | */ |
---|
156 | void Material::setDiffuse (char* rgb) |
---|
157 | { |
---|
158 | char r[20],g[20],b[20]; |
---|
159 | sscanf (rgb, "%s %s %s", r, g, b); |
---|
160 | setDiffuse (atof(r), atof(g), atof(b)); |
---|
161 | } |
---|
162 | |
---|
163 | /** |
---|
164 | \brief Sets the Material Ambient Color. |
---|
165 | \param r Red Color Channel. |
---|
166 | \param g Green Color Channel. |
---|
167 | \param b Blue Color Channel. |
---|
168 | */ |
---|
169 | void Material::setAmbient (float r, float g, float b) |
---|
170 | { |
---|
171 | if (verbose >=3) |
---|
172 | printf ("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b); |
---|
173 | ambient[0] = r; |
---|
174 | ambient[1] = g; |
---|
175 | ambient[2] = b; |
---|
176 | ambient[3] = 1.0; |
---|
177 | } |
---|
178 | /** |
---|
179 | \brief Sets the Material Ambient Color. |
---|
180 | \param rgb The red, green, blue channel in char format (with spaces between them) |
---|
181 | */ |
---|
182 | void Material::setAmbient (char* rgb) |
---|
183 | { |
---|
184 | char r[20],g[20],b[20]; |
---|
185 | sscanf (rgb, "%s %s %s", r, g, b); |
---|
186 | setAmbient (atof(r), atof(g), atof(b)); |
---|
187 | } |
---|
188 | |
---|
189 | /** |
---|
190 | \brief Sets the Material Specular Color. |
---|
191 | \param r Red Color Channel. |
---|
192 | \param g Green Color Channel. |
---|
193 | \param b Blue Color Channel. |
---|
194 | */ |
---|
195 | void Material::setSpecular (float r, float g, float b) |
---|
196 | { |
---|
197 | if (verbose >= 3) |
---|
198 | printf ("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", name, r, g, b); |
---|
199 | specular[0] = r; |
---|
200 | specular[1] = g; |
---|
201 | specular[2] = b; |
---|
202 | specular[3] = 1.0; |
---|
203 | } |
---|
204 | /** |
---|
205 | \brief Sets the Material Specular Color. |
---|
206 | \param rgb The red, green, blue channel in char format (with spaces between them) |
---|
207 | */ |
---|
208 | void Material::setSpecular (char* rgb) |
---|
209 | { |
---|
210 | char r[20],g[20],b[20]; |
---|
211 | sscanf (rgb, "%s %s %s", r, g, b); |
---|
212 | setSpecular (atof(r), atof(g), atof(b)); |
---|
213 | } |
---|
214 | |
---|
215 | /** |
---|
216 | \brief Sets the Material Shininess. |
---|
217 | \param shini stes the Shininess from float. |
---|
218 | */ |
---|
219 | void Material::setShininess (float shini) |
---|
220 | { |
---|
221 | shininess = shini; |
---|
222 | } |
---|
223 | /** |
---|
224 | \brief Sets the Material Shininess. |
---|
225 | \param shini stes the Shininess from char*. |
---|
226 | */ |
---|
227 | void Material::setShininess (char* shini) |
---|
228 | { |
---|
229 | setShininess (atof(shini)); |
---|
230 | } |
---|
231 | |
---|
232 | /** |
---|
233 | \brief Sets the Material Transparency. |
---|
234 | \param trans stes the Transparency from int. |
---|
235 | */ |
---|
236 | void Material::setTransparency (float trans) |
---|
237 | { |
---|
238 | if (verbose >= 3) |
---|
239 | printf ("setting Transparency of Material %s to %f.\n", name, trans); |
---|
240 | transparency = trans; |
---|
241 | } |
---|
242 | /** |
---|
243 | \brief Sets the Material Transparency. |
---|
244 | \param trans stes the Transparency from char*. |
---|
245 | */ |
---|
246 | void Material::setTransparency (char* trans) |
---|
247 | { |
---|
248 | char tr[20]; |
---|
249 | sscanf (trans, "%s", tr); |
---|
250 | setTransparency (atof(tr)); |
---|
251 | } |
---|
252 | |
---|
253 | // MAPPING // |
---|
254 | |
---|
255 | /** |
---|
256 | \brief Sets the Materials Diffuse Map |
---|
257 | \param dMap the Name of the Image to Use |
---|
258 | */ |
---|
259 | void Material::setDiffuseMap(char* dMap) |
---|
260 | { |
---|
261 | if (verbose>=2) |
---|
262 | printf ("setting Diffuse Map %s\n", dMap); |
---|
263 | |
---|
264 | diffuseTextureSet = loadBMP(dMap, &diffuseTexture); |
---|
265 | |
---|
266 | } |
---|
267 | |
---|
268 | /** |
---|
269 | \brief Sets the Materials Ambient Map |
---|
270 | \param aMap the Name of the Image to Use |
---|
271 | */ |
---|
272 | void Material::setAmbientMap(char* aMap) |
---|
273 | { |
---|
274 | SDL_Surface* ambientMap; |
---|
275 | |
---|
276 | } |
---|
277 | |
---|
278 | /** |
---|
279 | \brief Sets the Materials Specular Map |
---|
280 | \param sMap the Name of the Image to Use |
---|
281 | */ |
---|
282 | void Material::setSpecularMap(char* sMap) |
---|
283 | { |
---|
284 | SDL_Surface* specularMap; |
---|
285 | |
---|
286 | } |
---|
287 | |
---|
288 | /** |
---|
289 | \brief Sets the Materials Bumpiness |
---|
290 | \param bump the Name of the Image to Use |
---|
291 | */ |
---|
292 | void Material::setBump(char* bump) |
---|
293 | { |
---|
294 | |
---|
295 | } |
---|
296 | |
---|
297 | /** |
---|
298 | \brief reads in a Windows BMP-file, and imports it to openGL. |
---|
299 | \param bmpName The name of the Image to load. |
---|
300 | \param texture A pointer to the Texture which should be read to. |
---|
301 | */ |
---|
302 | bool Material::loadBMP (char* bmpName, GLuint* texture) |
---|
303 | { |
---|
304 | SDL_Surface* map; |
---|
305 | if (map = SDL_LoadBMP(bmpName)) |
---|
306 | { |
---|
307 | |
---|
308 | glGenTextures( 1, texture ); |
---|
309 | /* Typical Texture Generation Using Data From The Bitmap */ |
---|
310 | glBindTexture( GL_TEXTURE_2D, *texture ); |
---|
311 | |
---|
312 | /* Generate The Texture */ |
---|
313 | glTexImage2D( GL_TEXTURE_2D, 0, 3, map->w, |
---|
314 | map->h, 0, GL_BGR, |
---|
315 | GL_UNSIGNED_BYTE, map->pixels ); |
---|
316 | |
---|
317 | /* Linear Filtering */ |
---|
318 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
---|
319 | glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
---|
320 | if ( map ) |
---|
321 | SDL_FreeSurface( map ); |
---|
322 | |
---|
323 | return true; |
---|
324 | } |
---|
325 | else |
---|
326 | return false; |
---|
327 | } |
---|
328 | |
---|
329 | |
---|
330 | |
---|
331 | |
---|
332 | /** |
---|
333 | \brief Search for a Material called mtlName |
---|
334 | \param mtlName the Name of the Material to search for |
---|
335 | \returns Material named mtlName if it is found. NULL otherwise. |
---|
336 | */ |
---|
337 | Material* Material::search (char* mtlName) |
---|
338 | { |
---|
339 | if (verbose >=3) |
---|
340 | printf ("Searching for material %s", mtlName); |
---|
341 | Material* searcher = this; |
---|
342 | while (searcher != NULL) |
---|
343 | { |
---|
344 | if (verbose >= 3) |
---|
345 | printf ("."); |
---|
346 | if (!strcmp (searcher->getName(), mtlName)) |
---|
347 | { |
---|
348 | if (verbose >= 3) |
---|
349 | printf ("found.\n"); |
---|
350 | return searcher; |
---|
351 | } |
---|
352 | searcher = searcher->nextMat; |
---|
353 | } |
---|
354 | if (verbose >=3) |
---|
355 | printf ("not found\n"); |
---|
356 | return NULL; |
---|
357 | } |
---|
358 | |
---|
359 | /** |
---|
360 | \brief sets the material with which the following Faces will be painted |
---|
361 | */ |
---|
362 | bool Material::select (void) |
---|
363 | { |
---|
364 | // setting diffuse color |
---|
365 | // glColor3f (diffuse[0], diffuse[1], diffuse[2]); |
---|
366 | glMaterialfv(GL_FRONT, GL_DIFFUSE, diffuse); |
---|
367 | |
---|
368 | // setting ambient color |
---|
369 | glMaterialfv(GL_FRONT, GL_AMBIENT, ambient); |
---|
370 | |
---|
371 | // setting up Sprecular |
---|
372 | glMaterialfv(GL_FRONT, GL_SPECULAR, specular); |
---|
373 | |
---|
374 | // setting up Shininess |
---|
375 | glMaterialf(GL_FRONT, GL_SHININESS, shininess); |
---|
376 | |
---|
377 | // setting illumination Model |
---|
378 | if (illumModel == 1) |
---|
379 | glShadeModel(GL_FLAT); |
---|
380 | else if (illumModel >= 2) |
---|
381 | glShadeModel(GL_SMOOTH); |
---|
382 | |
---|
383 | if (diffuseTextureSet) |
---|
384 | glBindTexture(GL_TEXTURE_2D, diffuseTexture); |
---|
385 | |
---|
386 | } |
---|