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source: orxonox.OLD/orxonox/trunk/src/lib/graphics/importer/material.cc @ 4434

Last change on this file since 4434 was 4371, checked in by bensch, 19 years ago

orxonox/trunk: material should now be loadable in the importer-test-class

File size: 7.6 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
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 (const char* mtlName)
37{
38   PRINTF(4)("initializing new Material.\n");
39  this->name = NULL;
40  this->setIllum(3);
41  this->setDiffuse(0,0,0);
42  this->setAmbient(0,0,0);
43  this->setSpecular(.5,.5,.5);
44  this->setShininess(2.0);
45  this->setTransparency(1.0);
46
47  this->diffuseTexture = NULL;
48  this->ambientTexture = NULL;
49  this->specularTexture = NULL;
50
51  this->setName(mtlName);
52}
53
54/**
55    \brief deletes a Material
56*/
57Material::~Material()
58{
59  PRINTF(4)("delete Material %s.\n", this->name);
60  if (this->name)
61    delete []this->name;
62  if (this->diffuseTexture)
63    ResourceManager::getInstance()->unload(this->diffuseTexture);
64}
65
66/**
67   \brief sets the material with which the following Faces will be painted
68*/
69bool Material::select (void)
70{
71  // setting diffuse color
72  //  glColor3f (diffuse[0], diffuse[1], diffuse[2]);
73  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
74
75  // setting ambient color
76  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
77
78  // setting up Sprecular
79  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
80
81  // setting up Shininess
82  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
83 
84  // setting the transparency
85  if (this->transparency < 1.0)
86    {
87      glEnable(GL_BLEND);
88      glColor4f(1.0f, 1.0f, 1.0f, this->transparency);
89      glBlendFunc(GL_SRC_ALPHA, GL_ONE);
90    }
91  else
92    {
93      glDisable(GL_BLEND);
94      glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
95    }
96
97
98  // setting illumination Model
99  if (this->illumModel == 1) //! \todo make this work, if no vertex-normals are read.
100    glShadeModel(GL_FLAT);
101  else if (this->illumModel >= 2)
102    glShadeModel(GL_SMOOTH);
103
104  if (this->diffuseTexture)
105    {
106      glEnable(GL_TEXTURE_2D);
107      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
108
109      /* This allows alpha blending of 2D textures with the scene */
110      if (this->diffuseTexture->hasAlpha())
111        {
112          glEnable(GL_BLEND);
113          glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
114        }
115    }
116  else
117    {
118      glDisable(GL_TEXTURE_2D);
119      glBindTexture(GL_TEXTURE_2D, 0);
120    }
121}
122
123/**
124   \brief Set the Name of the Material. (Important for searching)
125   \param mtlName the Name of the Material to be set.
126*/ 
127void Material::setName (const char* mtlName)
128{
129  if (this->name)
130    delete this->name;
131  if (mtlName)
132    {
133      this->name = new char [strlen(mtlName)+1];
134      strcpy(this->name, mtlName);
135    }
136  else
137    {
138      this->name = new char[2];
139      strcpy(this->name, "");
140    }
141}
142
143/**
144   \returns The Name of The Material
145*/
146char* Material::getName (void)
147{
148  return this->name;
149}
150
151/**
152   \brief Sets the Material Illumination Model.
153   \brief illu illumination Model in int form
154*/
155void Material::setIllum (int illum)
156{
157  PRINTF(4)("setting illumModel of Material %s to %i\n", this->name, illum);
158  this->illumModel = illum;
159}
160/**
161   \brief Sets the Material Illumination Model.
162   \brief illu illumination Model in char* form
163*/void Material::setIllum (char* illum)
164{
165  this->setIllum (atoi(illum));
166}
167
168/**
169   \brief Sets the Material Diffuse Color.
170   \param r Red Color Channel.
171   \param g Green Color Channel.
172   \param b Blue Color Channel.
173*/
174void Material::setDiffuse (float r, float g, float b)
175{
176  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
177  this->diffuse[0] = r;
178  this->diffuse[1] = g;
179  this->diffuse[2] = b; 
180  this->diffuse[3] = 1.0;
181
182}
183/**
184   \brief Sets the Material Diffuse Color.
185   \param rgb The red, green, blue channel in char format (with spaces between them)
186*/
187void Material::setDiffuse (char* rgb)
188{
189  float r,g,b;
190  sscanf (rgb, "%f %f %f", &r, &g, &b);
191  this->setDiffuse (r, g, b);
192}
193
194/**
195   \brief Sets the Material Ambient Color.
196   \param r Red Color Channel.
197   \param g Green Color Channel.
198   \param b Blue Color Channel.
199*/
200void Material::setAmbient (float r, float g, float b)
201{
202  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
203  this->ambient[0] = r;
204  this->ambient[1] = g;
205  this->ambient[2] = b;
206  this->ambient[3] = 1.0;
207}
208/**
209   \brief Sets the Material Ambient Color.
210   \param rgb The red, green, blue channel in char format (with spaces between them)
211*/
212void Material::setAmbient (char* rgb)
213{
214  float r,g,b;
215  sscanf (rgb, "%f %f %f", &r, &g, &b);
216  this->setAmbient (r, g, b);
217}
218
219/**
220   \brief Sets the Material Specular Color.
221   \param r Red Color Channel.
222   \param g Green Color Channel.
223   \param b Blue Color Channel.
224*/
225void Material::setSpecular (float r, float g, float b)
226{
227  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->name, r, g, b);
228  this->specular[0] = r;
229  this->specular[1] = g;
230  this->specular[2] = b;
231  this->specular[3] = 1.0;
232 }
233/**
234   \brief Sets the Material Specular Color.
235   \param rgb The red, green, blue channel in char format (with spaces between them)
236*/
237void Material::setSpecular (char* rgb)
238{
239  float r,g,b;
240  sscanf (rgb, "%f %f %f", &r, &g, &b);
241  this->setSpecular (r, g, b);
242}
243
244/**
245   \brief Sets the Material Shininess.
246   \param shini stes the Shininess from float.
247*/
248void Material::setShininess (float shini)
249{
250  this->shininess = shini;
251}
252/**
253   \brief Sets the Material Shininess.
254   \param shini stes the Shininess from char*.
255*/
256void Material::setShininess (char* shini)
257{
258  this->setShininess (atof(shini));
259}
260
261/**
262   \brief Sets the Material Transparency.
263   \param trans stes the Transparency from int.
264*/
265void Material::setTransparency (float trans)
266{
267  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->name, trans);
268  this->transparency = trans;
269}
270/**
271   \brief Sets the Material Transparency.
272   \param trans stes the Transparency from char*.
273*/
274void Material::setTransparency (char* trans)
275{
276  this->setTransparency (atof(trans));
277}
278
279/**
280   \brief Adds a Texture Path to the List of already existing Paths
281   \param pathName The Path to add.
282*/
283void Material::addTexturePath(const char* pathName)
284{
285  ResourceManager::getInstance()->addImageDir(pathName);
286}
287
288// MAPPING //
289
290/**
291   \brief Sets the Materials Diffuse Map
292   \param dMap the Name of the Image to Use
293*/
294void Material::setDiffuseMap(const char* dMap)
295{
296  PRINTF(4)("setting Diffuse Map %s\n", dMap);
297
298  //! \todo check if RESOURCE MANAGER is availiable
299  //! \todo Textures from .mtl-file need special care.
300  this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE);
301}
302
303/**
304   \brief Sets the Materials Ambient Map
305   \param aMap the Name of the Image to Use
306   \todo implement this
307*/
308void Material::setAmbientMap(const char* aMap)
309{
310  SDL_Surface* ambientMap;
311
312}
313
314/**
315   \brief Sets the Materials Specular Map
316   \param sMap the Name of the Image to Use
317   \todo implement this
318*/
319void Material::setSpecularMap(const char* sMap)
320{
321  SDL_Surface* specularMap;
322
323}
324
325/**
326   \brief Sets the Materials Bumpiness
327   \param bump the Name of the Image to Use
328   \todo implemet this
329*/
330void Material::setBump(const char* bump)
331{
332
333}
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