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 | |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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18 | |
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19 | #include "material.h" |
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20 | |
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21 | #include "texture.h" |
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22 | #include "debug.h" |
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23 | #include "resource_manager.h" |
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24 | #include <stdlib.h> |
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25 | #include <string.h> |
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26 | |
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27 | //! \todo check if we are in RESOURCE MANAGER-mode |
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28 | #include "resource_manager.h" |
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29 | |
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30 | using namespace std; |
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31 | |
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32 | /** |
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33 | \brief creates a Material. |
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34 | \param mtlName Name of the Material to be added to the Material List |
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35 | */ |
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36 | Material::Material (const char* mtlName) |
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37 | { |
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38 | PRINTF(4)("initializing new Material.\n"); |
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39 | this->name = NULL; |
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40 | this->setIllum(3); |
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41 | this->setDiffuse(0,0,0); |
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42 | this->setAmbient(0,0,0); |
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43 | this->setSpecular(.5,.5,.5); |
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44 | this->setShininess(2.0); |
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45 | this->setTransparency(1.0); |
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46 | |
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47 | |
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48 | this->diffuseTexture = NULL; |
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49 | this->ambientTexture = NULL; |
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50 | this->specularTexture = NULL; |
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51 | |
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52 | this->diffuseTextureSet = false; |
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53 | this->ambientTextureSet = false; |
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54 | this->specularTextureSet = false; |
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55 | |
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56 | this->setName(mtlName); |
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57 | } |
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58 | |
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59 | /** |
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60 | \brief deletes a Material |
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61 | */ |
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62 | Material::~Material() |
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63 | { |
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64 | PRINTF(4)("delete Material %s.\n", this->name); |
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65 | if (this->name) |
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66 | delete []this->name; |
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67 | if (this->diffuseTexture) |
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68 | ResourceManager::getInstance()->unload(this->diffuseTexture); |
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69 | } |
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70 | |
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71 | /** |
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72 | \brief sets the material with which the following Faces will be painted |
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73 | */ |
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74 | bool Material::select (void) |
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75 | { |
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76 | // setting diffuse color |
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77 | // glColor3f (diffuse[0], diffuse[1], diffuse[2]); |
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78 | glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse); |
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79 | |
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80 | // setting ambient color |
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81 | glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); |
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82 | |
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83 | // setting up Sprecular |
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84 | glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); |
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85 | |
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86 | // setting up Shininess |
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87 | glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); |
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88 | |
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89 | // setting the transparency |
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90 | if (this->transparency == 1.0) |
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91 | { |
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92 | glDisable(GL_BLEND); |
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93 | } |
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94 | else |
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95 | { |
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96 | glEnable(GL_BLEND); |
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97 | glColor4f(1.0f, 1.0f, 1.0f, this->transparency); |
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98 | glBlendFunc(GL_SRC_ALPHA, GL_ONE); |
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99 | } |
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100 | |
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101 | // setting illumination Model |
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102 | if (this->illumModel == 1) //! \todo make this work, if no vertex-normals are read. |
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103 | glShadeModel(GL_FLAT); |
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104 | else if (this->illumModel >= 2) |
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105 | glShadeModel(GL_SMOOTH); |
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106 | |
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107 | if (this->diffuseTextureSet) |
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108 | { |
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109 | glEnable(GL_TEXTURE_2D); |
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110 | glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture()); |
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111 | } |
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112 | else |
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113 | { |
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114 | glDisable(GL_TEXTURE_2D); |
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115 | glBindTexture(GL_TEXTURE_2D, 0); |
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116 | } |
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117 | } |
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118 | |
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119 | /** |
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120 | \brief Set the Name of the Material. (Important for searching) |
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121 | \param mtlName the Name of the Material to be set. |
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122 | */ |
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123 | void Material::setName (const char* mtlName) |
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124 | { |
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125 | if (this->name) |
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126 | delete this->name; |
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127 | if (mtlName) |
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128 | { |
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129 | this->name = new char [strlen(mtlName)+1]; |
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130 | strcpy(this->name, mtlName); |
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131 | } |
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132 | else |
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133 | { |
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134 | this->name = new char[2]; |
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135 | strcpy(this->name, ""); |
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136 | } |
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137 | } |
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138 | |
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139 | /** |
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140 | \returns The Name of The Material |
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141 | */ |
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142 | char* Material::getName (void) |
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143 | { |
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144 | return this->name; |
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145 | } |
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146 | |
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147 | /** |
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148 | \brief Sets the Material Illumination Model. |
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149 | \brief illu illumination Model in int form |
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150 | */ |
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151 | void Material::setIllum (int illum) |
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152 | { |
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153 | PRINTF(4)("setting illumModel of Material %s to %i\n", this->name, illum); |
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154 | this->illumModel = illum; |
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155 | } |
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156 | /** |
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157 | \brief Sets the Material Illumination Model. |
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158 | \brief illu illumination Model in char* form |
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159 | */void Material::setIllum (char* illum) |
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160 | { |
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161 | this->setIllum (atoi(illum)); |
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162 | } |
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163 | |
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164 | /** |
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165 | \brief Sets the Material Diffuse Color. |
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166 | \param r Red Color Channel. |
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167 | \param g Green Color Channel. |
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168 | \param b Blue Color Channel. |
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169 | */ |
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170 | void Material::setDiffuse (float r, float g, float b) |
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171 | { |
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172 | PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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173 | this->diffuse[0] = r; |
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174 | this->diffuse[1] = g; |
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175 | this->diffuse[2] = b; |
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176 | this->diffuse[3] = 1.0; |
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177 | |
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178 | } |
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179 | /** |
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180 | \brief Sets the Material Diffuse Color. |
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181 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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182 | */ |
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183 | void Material::setDiffuse (char* rgb) |
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184 | { |
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185 | float r,g,b; |
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186 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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187 | this->setDiffuse (r, g, b); |
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188 | } |
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189 | |
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190 | /** |
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191 | \brief Sets the Material Ambient Color. |
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192 | \param r Red Color Channel. |
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193 | \param g Green Color Channel. |
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194 | \param b Blue Color Channel. |
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195 | */ |
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196 | void Material::setAmbient (float r, float g, float b) |
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197 | { |
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198 | PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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199 | this->ambient[0] = r; |
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200 | this->ambient[1] = g; |
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201 | this->ambient[2] = b; |
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202 | this->ambient[3] = 1.0; |
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203 | } |
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204 | /** |
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205 | \brief Sets the Material Ambient Color. |
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206 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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207 | */ |
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208 | void Material::setAmbient (char* rgb) |
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209 | { |
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210 | float r,g,b; |
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211 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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212 | this->setAmbient (r, g, b); |
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213 | } |
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214 | |
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215 | /** |
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216 | \brief Sets the Material Specular Color. |
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217 | \param r Red Color Channel. |
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218 | \param g Green Color Channel. |
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219 | \param b Blue Color Channel. |
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220 | */ |
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221 | void Material::setSpecular (float r, float g, float b) |
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222 | { |
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223 | PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b); |
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224 | this->specular[0] = r; |
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225 | this->specular[1] = g; |
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226 | this->specular[2] = b; |
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227 | this->specular[3] = 1.0; |
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228 | } |
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229 | /** |
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230 | \brief Sets the Material Specular Color. |
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231 | \param rgb The red, green, blue channel in char format (with spaces between them) |
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232 | */ |
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233 | void Material::setSpecular (char* rgb) |
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234 | { |
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235 | float r,g,b; |
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236 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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237 | this->setSpecular (r, g, b); |
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238 | } |
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239 | |
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240 | /** |
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241 | \brief Sets the Material Shininess. |
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242 | \param shini stes the Shininess from float. |
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243 | */ |
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244 | void Material::setShininess (float shini) |
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245 | { |
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246 | this->shininess = shini; |
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247 | } |
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248 | /** |
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249 | \brief Sets the Material Shininess. |
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250 | \param shini stes the Shininess from char*. |
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251 | */ |
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252 | void Material::setShininess (char* shini) |
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253 | { |
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254 | this->setShininess (atof(shini)); |
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255 | } |
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256 | |
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257 | /** |
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258 | \brief Sets the Material Transparency. |
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259 | \param trans stes the Transparency from int. |
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260 | */ |
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261 | void Material::setTransparency (float trans) |
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262 | { |
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263 | PRINTF(4)("setting Transparency of Material %s to %f.\n", this->name, trans); |
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264 | this->transparency = trans; |
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265 | } |
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266 | /** |
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267 | \brief Sets the Material Transparency. |
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268 | \param trans stes the Transparency from char*. |
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269 | */ |
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270 | void Material::setTransparency (char* trans) |
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271 | { |
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272 | this->setTransparency (atof(trans)); |
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273 | } |
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274 | |
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275 | /** |
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276 | \brief Adds a Texture Path to the List of already existing Paths |
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277 | \param pathName The Path to add. |
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278 | */ |
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279 | void Material::addTexturePath(char* pathName) |
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280 | { |
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281 | ResourceManager::getInstance()->addImageDir(pathName); |
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282 | } |
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283 | |
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284 | // MAPPING // |
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285 | |
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286 | /** |
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287 | \brief Sets the Materials Diffuse Map |
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288 | \param dMap the Name of the Image to Use |
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289 | */ |
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290 | void Material::setDiffuseMap(const char* dMap) |
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291 | { |
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292 | PRINTF(4)("setting Diffuse Map %s\n", dMap); |
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293 | // diffuseTexture = new Texture(); |
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294 | // this->diffuseTextureSet = diffuseTexture->loadImage(dMap); |
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295 | |
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296 | //! \todo check if RESOURCE MANAGER is availiable |
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297 | //! \todo Textures from .mtl-file need special care. |
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298 | this->diffuseTextureSet = this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE); |
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299 | } |
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300 | |
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301 | /** |
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302 | \brief Sets the Materials Ambient Map |
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303 | \param aMap the Name of the Image to Use |
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304 | \todo implement this |
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305 | */ |
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306 | void Material::setAmbientMap(const char* aMap) |
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307 | { |
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308 | SDL_Surface* ambientMap; |
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309 | |
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310 | } |
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311 | |
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312 | /** |
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313 | \brief Sets the Materials Specular Map |
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314 | \param sMap the Name of the Image to Use |
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315 | \todo implement this |
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316 | */ |
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317 | void Material::setSpecularMap(const char* sMap) |
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318 | { |
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319 | SDL_Surface* specularMap; |
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320 | |
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321 | } |
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322 | |
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323 | /** |
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324 | \brief Sets the Materials Bumpiness |
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325 | \param bump the Name of the Image to Use |
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326 | \todo implemet this |
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327 | */ |
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328 | void Material::setBump(const char* bump) |
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329 | { |
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330 | |
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331 | } |
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