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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/material.cc @ 3843

Last change on this file since 3843 was 3803, checked in by bensch, 20 years ago

orxonox/trunk: SkyBox even better,

world-entity implements a draw function of its own

some other minor stuff

File size: 8.6 KB
Line 
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#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
18
19#include "material.h"
20
21#include "texture.h"
22#include "debug.h"
23#include "resource_manager.h"
24#include <stdlib.h>
25#include <string.h>
26
27//! \todo check if we are in RESOURCE MANAGER-mode
28#include "resource_manager.h"
29
30using namespace std;
31
32/**
33   \brief creates a Material.
34   \param mtlName Name of the Material to be added to the Material List
35*/
36Material::Material (char* mtlName)
37{
38   PRINTF(4)("initializing new Material.\n");
39  this->nextMat = NULL;
40  this->name ="";
41  this->setIllum(3);
42  this->setDiffuse(0,0,0);
43  this->setAmbient(0,0,0);
44  this->setSpecular(.5,.5,.5);
45  this->setShininess(2.0);
46  this->setTransparency(1.0);
47
48
49  this->diffuseTexture = NULL;
50  this->ambientTexture = NULL;
51  this->specularTexture = NULL;
52
53  this->diffuseTextureSet = false;
54  this->ambientTextureSet = false;
55  this->specularTextureSet = false;
56
57  if (mtlName)
58    this->setName (mtlName);
59  else
60    this->setName("");
61}
62
63/**
64    \brief deletes a Material
65*/
66Material::~Material()
67{
68  PRINTF(4)("delete Material %s.\n", this->name);
69  if (this->name)
70    delete []this->name;
71  if (this->diffuseTexture)
72    ResourceManager::getInstance()->unload(this->diffuseTexture);
73  if (this->nextMat)
74    delete this->nextMat;
75}
76
77/**
78   \brief adds a new Material to the List.
79   this Function will append a new Material to the end of a Material List.
80   \param mtlName The name of the Material to be added.
81*/
82Material* Material::addMaterial(char* mtlName)
83{
84  PRINTF(4)("adding Material %s.\n", mtlName);
85   Material* tmpMat = this;
86  while (tmpMat->nextMat != NULL)
87    {
88      tmpMat = tmpMat->nextMat;
89    }
90  tmpMat->nextMat = new Material(mtlName);
91  return tmpMat->nextMat;
92 
93}
94
95/**
96   \brief Search for a Material called mtlName
97   \param mtlName the Name of the Material to search for
98   \returns Material named mtlName if it is found. NULL otherwise.
99*/
100Material* Material::search(char* mtlName)
101{
102  PRINTF(5)("Searching for material %s", mtlName);
103  Material* searcher = this;
104  while (searcher != NULL)
105    {
106      PRINT(5)(".");
107      if (!strcmp (searcher->getName(), mtlName))
108        {
109          PRINT(5)("found.\n");
110          return searcher;
111        }
112      searcher = searcher->nextMat;
113    }
114  PRINT(2)("material %s not found\n", mtlName);
115  return NULL;
116}
117
118/**
119   \brief sets the material with which the following Faces will be painted
120*/
121bool Material::select (void)
122{
123  // setting diffuse color
124  //  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
125  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
126
127  // setting ambient color
128  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
129
130  // setting up Sprecular
131  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
132
133  // setting up Shininess
134  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
135 
136  // setting the transparency
137  if (this->transparency == 1.0)
138    {
139      glDisable(GL_BLEND);
140    }
141  else
142    {
143      glEnable(GL_BLEND);
144      glColor4f(1.0f, 1.0f, 1.0f, this->transparency);
145      glBlendFunc(GL_SRC_ALPHA, GL_ONE);
146    }
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    {
156      glEnable(GL_TEXTURE_2D);
157      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
158    }
159  else
160    {
161      glDisable(GL_TEXTURE_2D);
162      glBindTexture(GL_TEXTURE_2D, 0);
163    }
164}
165
166/**
167   \brief Set the Name of the Material. (Important for searching)
168   \param mtlName the Name of the Material to be set.
169*/ 
170void Material::setName (char* mtlName)
171{
172  PRINTF(4)("setting Material Name to %s.\n", this->name);
173  this->name = new char [strlen(mtlName)+1];
174  strcpy(this->name, mtlName);
175}
176
177/**
178   \returns The Name of The Material
179*/
180char* Material::getName (void)
181{
182  return this->name;
183}
184
185/**
186   \brief Sets the Material Illumination Model.
187   \brief illu illumination Model in int form
188*/
189void Material::setIllum (int illum)
190{
191  PRINTF(4)("setting illumModel of Material %s to %i\n", this->name, illum);
192  this->illumModel = illum;
193}
194/**
195   \brief Sets the Material Illumination Model.
196   \brief illu illumination Model in char* form
197*/void Material::setIllum (char* illum)
198{
199  this->setIllum (atoi(illum));
200}
201
202/**
203   \brief Sets the Material Diffuse Color.
204   \param r Red Color Channel.
205   \param g Green Color Channel.
206   \param b Blue Color Channel.
207*/
208void Material::setDiffuse (float r, float g, float b)
209{
210  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
211  this->diffuse[0] = r;
212  this->diffuse[1] = g;
213  this->diffuse[2] = b; 
214  this->diffuse[3] = 1.0;
215
216}
217/**
218   \brief Sets the Material Diffuse Color.
219   \param rgb The red, green, blue channel in char format (with spaces between them)
220*/
221void Material::setDiffuse (char* rgb)
222{
223  float r,g,b;
224  sscanf (rgb, "%f %f %f", &r, &g, &b);
225  this->setDiffuse (r, g, b);
226}
227
228/**
229   \brief Sets the Material Ambient Color.
230   \param r Red Color Channel.
231   \param g Green Color Channel.
232   \param b Blue Color Channel.
233*/
234void Material::setAmbient (float r, float g, float b)
235{
236  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
237  this->ambient[0] = r;
238  this->ambient[1] = g;
239  this->ambient[2] = b;
240  this->ambient[3] = 1.0;
241}
242/**
243   \brief Sets the Material Ambient Color.
244   \param rgb The red, green, blue channel in char format (with spaces between them)
245*/
246void Material::setAmbient (char* rgb)
247{
248  float r,g,b;
249  sscanf (rgb, "%f %f %f", &r, &g, &b);
250  this->setAmbient (r, g, b);
251}
252
253/**
254   \brief Sets the Material Specular Color.
255   \param r Red Color Channel.
256   \param g Green Color Channel.
257   \param b Blue Color Channel.
258*/
259void Material::setSpecular (float r, float g, float b)
260{
261  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
262  this->specular[0] = r;
263  this->specular[1] = g;
264  this->specular[2] = b;
265  this->specular[3] = 1.0;
266 }
267/**
268   \brief Sets the Material Specular Color.
269   \param rgb The red, green, blue channel in char format (with spaces between them)
270*/
271void Material::setSpecular (char* rgb)
272{
273  float r,g,b;
274  sscanf (rgb, "%f %f %f", &r, &g, &b);
275  this->setSpecular (r, g, b);
276}
277
278/**
279   \brief Sets the Material Shininess.
280   \param shini stes the Shininess from float.
281*/
282void Material::setShininess (float shini)
283{
284  this->shininess = shini;
285}
286/**
287   \brief Sets the Material Shininess.
288   \param shini stes the Shininess from char*.
289*/
290void Material::setShininess (char* shini)
291{
292  this->setShininess (atof(shini));
293}
294
295/**
296   \brief Sets the Material Transparency.
297   \param trans stes the Transparency from int.
298*/
299void Material::setTransparency (float trans)
300{
301  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->name, trans);
302  this->transparency = trans;
303}
304/**
305   \brief Sets the Material Transparency.
306   \param trans stes the Transparency from char*.
307*/
308void Material::setTransparency (char* trans)
309{
310  this->setTransparency (atof(trans));
311}
312
313/**
314   \brief Adds a Texture Path to the List of already existing Paths
315   \param pathName The Path to add.
316*/
317void Material::addTexturePath(char* pathName)
318{
319  ResourceManager::getInstance()->addImageDir(pathName);
320}
321
322// MAPPING //
323
324/**
325   \brief Sets the Materials Diffuse Map
326   \param dMap the Name of the Image to Use
327*/
328void Material::setDiffuseMap(const char* dMap)
329{
330  PRINTF(4)("setting Diffuse Map %s\n", dMap);
331  //    diffuseTexture = new Texture();
332  //    this->diffuseTextureSet = diffuseTexture->loadImage(dMap);
333
334  //! \todo check if RESOURCE MANAGER is availiable
335  //! \todo Textures from .mtl-file need special care.
336  this->diffuseTextureSet = this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE);
337}
338
339/**
340   \brief Sets the Materials Ambient Map
341   \param aMap the Name of the Image to Use
342   \todo implement this
343*/
344void Material::setAmbientMap(const char* aMap)
345{
346  SDL_Surface* ambientMap;
347
348}
349
350/**
351   \brief Sets the Materials Specular Map
352   \param sMap the Name of the Image to Use
353   \todo implement this
354*/
355void Material::setSpecularMap(const char* sMap)
356{
357  SDL_Surface* specularMap;
358
359}
360
361/**
362   \brief Sets the Materials Bumpiness
363   \param bump the Name of the Image to Use
364   \todo implemet this
365*/
366void Material::setBump(const char* bump)
367{
368
369}
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