Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

source: orxonox.OLD/trunk/src/lib/graphics/importer/material.cc @ 6975

Last change on this file since 6975 was 6812, checked in by bensch, 19 years ago

trunk: Particles should work again

File size: 8.0 KB
RevLine 
[4584]1/*
[2823]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: ...
[3140]14
[2823]15*/
16
[3590]17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
18
[2776]19#include "material.h"
20
[3427]21#include "texture.h"
[3548]22#include "debug.h"
[3658]23#include "resource_manager.h"
[3427]24#include <stdlib.h>
25#include <string.h>
26
[4836]27//! @todo check if we are in RESOURCE MANAGER-mode
[3655]28#include "resource_manager.h"
29
[3140]30using namespace std;
31
[3186]32/**
[5306]33 * creates a Material.
[4836]34 * @param mtlName Name of the Material to be added to the Material List
[5306]35 */
[3894]36Material::Material (const char* mtlName)
[2776]37{
[5303]38  this->setClassID(CL_MATERIAL, "Material");
39
[3790]40  this->setIllum(3);
[5374]41  this->setDiffuse(1,1,1);
[3790]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
[3894]51  this->setName(mtlName);
[2776]52}
53
[4584]54/**
[4836]55  *  deletes a Material
[2847]56*/
57Material::~Material()
58{
[5308]59  PRINTF(5)("delete Material %s.\n", this->getName());
[4834]60
[5303]61  if (this->diffuseTexture != NULL)
[5308]62  {
[3672]63    ResourceManager::getInstance()->unload(this->diffuseTexture);
[5308]64  }
[5303]65  if (this->ambientTexture != NULL)
[4834]66    ResourceManager::getInstance()->unload(this->ambientTexture);
[5303]67  if (this->specularTexture != NULL)
[4834]68    ResourceManager::getInstance()->unload(this->specularTexture);
[2847]69}
70
[6622]71Material& Material::operator=(const Material& m)
72{
73  this->setIllum(m.illumModel);
74  this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]);
75  this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]);
76  this->setSpecular(m.specular[0],m.specular[1],m.specular[2]);
77  this->setShininess(m.shininess);
78  this->setTransparency(m.transparency);
79
80  if (this->diffuseTexture != NULL)
81    ResourceManager::getInstance()->unload(this->diffuseTexture);
82  if (m.diffuseTexture != NULL)
[6651]83    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture);
[6622]84  this->ambientTexture = NULL; /// FIXME
85  this->specularTexture = NULL; /// FIXME
86
87  this->setName(m.getName());
88}
89
90
[2842]91/**
[4836]92 *  sets the material with which the following Faces will be painted
[5308]93 */
94bool Material::select () const
[3140]95{
96  // setting diffuse color
[6763]97  glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency);
98//  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
[3140]99
100  // setting ambient color
[3195]101  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
[3140]102
103  // setting up Sprecular
[3195]104  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
[3140]105
106  // setting up Shininess
[3195]107  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
[4584]108
[3790]109  // setting the transparency
[6812]110  if (this->transparency < 1.0 ||       /* This allows alpha blending of 2D textures with the scene */
111      (this->diffuseTexture && this->diffuseTexture->hasAlpha()))
112  {
113    glEnable(GL_BLEND);
114    glBlendFunc(GL_SRC_ALPHA, GL_ONE/*_MINUS_SRC_ALPHA*/);
115  }
[3966]116  else
117    {
118      glDisable(GL_BLEND);
[6799]119      //glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), 1);
[3966]120    }
[3790]121
[4371]122
[4584]123  // setting illumination Model
[4836]124  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
[3140]125    glShadeModel(GL_FLAT);
[3195]126  else if (this->illumModel >= 2)
[3140]127    glShadeModel(GL_SMOOTH);
128
[5306]129  if (this->diffuseTexture != NULL)
[3536]130    {
131      glEnable(GL_TEXTURE_2D);
132      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
133    }
[3140]134  else
[3536]135    {
136      glDisable(GL_TEXTURE_2D);
137      glBindTexture(GL_TEXTURE_2D, 0);
138    }
[3140]139}
140
141/**
[4836]142 *  Sets the Material Illumination Model.
143 *  illu illumination Model in int form
[5308]144 */
[2776]145void Material::setIllum (int illum)
146{
[4584]147  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
[3195]148  this->illumModel = illum;
[2776]149}
[5308]150
[2842]151/**
[4836]152 *  Sets the Material Illumination Model.
153 *  illu illumination Model in char* form
[5308]154 */
155void Material::setIllum (char* illum)
[2776]156{
[3195]157  this->setIllum (atoi(illum));
[2776]158}
159
[2842]160/**
[4836]161 *  Sets the Material Diffuse Color.
162 * @param r Red Color Channel.
163 * @param g Green Color Channel.
164 * @param b Blue Color Channel.
[5308]165 */
[2776]166void Material::setDiffuse (float r, float g, float b)
167{
[4584]168  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]169  this->diffuse[0] = r;
170  this->diffuse[1] = g;
[4584]171  this->diffuse[2] = b;
[3195]172  this->diffuse[3] = 1.0;
[2780]173
[2776]174}
[5308]175
[2842]176/**
[4836]177 *  Sets the Material Diffuse Color.
178 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]179 */
[2776]180void Material::setDiffuse (char* rgb)
181{
[3140]182  float r,g,b;
183  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]184  this->setDiffuse (r, g, b);
[2776]185}
186
[2842]187/**
[4836]188 *  Sets the Material Ambient Color.
189 * @param r Red Color Channel.
190 * @param g Green Color Channel.
191 * @param b Blue Color Channel.
[2842]192*/
[2776]193void Material::setAmbient (float r, float g, float b)
194{
[4584]195  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]196  this->ambient[0] = r;
197  this->ambient[1] = g;
198  this->ambient[2] = b;
199  this->ambient[3] = 1.0;
[2776]200}
[5308]201
[2842]202/**
[4836]203 *  Sets the Material Ambient Color.
204 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]205 */
[2776]206void Material::setAmbient (char* rgb)
207{
[3140]208  float r,g,b;
209  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]210  this->setAmbient (r, g, b);
[2776]211}
212
[2842]213/**
[4836]214 *  Sets the Material Specular Color.
215 * @param r Red Color Channel.
216 * @param g Green Color Channel.
217 * @param b Blue Color Channel.
[5308]218 */
[2776]219void Material::setSpecular (float r, float g, float b)
220{
[4584]221  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]222  this->specular[0] = r;
223  this->specular[1] = g;
224  this->specular[2] = b;
225  this->specular[3] = 1.0;
[2804]226 }
[5308]227
[2842]228/**
[4836]229 *  Sets the Material Specular Color.
230 * @param rgb The red, green, blue channel in char format (with spaces between them)
[2842]231*/
[2776]232void Material::setSpecular (char* rgb)
233{
[3140]234  float r,g,b;
235  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]236  this->setSpecular (r, g, b);
[2776]237}
238
[2842]239/**
[4836]240 *  Sets the Material Shininess.
241 * @param shini stes the Shininess from float.
[2842]242*/
[2836]243void Material::setShininess (float shini)
244{
[3195]245  this->shininess = shini;
[2836]246}
[2842]247/**
[4836]248 *  Sets the Material Shininess.
249 * @param shini stes the Shininess from char*.
[2842]250*/
[2836]251void Material::setShininess (char* shini)
252{
[3195]253  this->setShininess (atof(shini));
[2836]254}
[2776]255
[2842]256/**
[4836]257 *  Sets the Material Transparency.
258 * @param trans stes the Transparency from int.
[2842]259*/
[2776]260void Material::setTransparency (float trans)
261{
[4584]262  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
[3195]263  this->transparency = trans;
[2776]264}
[2842]265/**
[4836]266 *  Sets the Material Transparency.
267 * @param trans stes the Transparency from char*.
[2842]268*/
[2776]269void Material::setTransparency (char* trans)
270{
[3195]271  this->setTransparency (atof(trans));
[2776]272}
[2778]273
[3140]274/**
[4836]275 *  Adds a Texture Path to the List of already existing Paths
276 * @param pathName The Path to add.
[3140]277*/
[4370]278void Material::addTexturePath(const char* pathName)
[3140]279{
[3658]280  ResourceManager::getInstance()->addImageDir(pathName);
[3140]281}
282
[3070]283// MAPPING //
284
[2842]285/**
[4836]286 *  Sets the Materials Diffuse Map
287 * @param dMap the Name of the Image to Use
[3070]288*/
[6467]289void Material::setDiffuseMap(const char* dMap, GLenum target)
[3070]290{
[5308]291  PRINTF(5)("setting Diffuse Map %s\n", dMap);
[5302]292  if (this->diffuseTexture != NULL)
[4539]293    ResourceManager::getInstance()->unload(this->diffuseTexture);
[3070]294
[4834]295  //! @todo check if RESOURCE MANAGER is availiable
296  //! @todo Textures from .mtl-file need special care.
[6622]297  if (dMap != NULL)
[6645]298    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target);
[4834]299  else
300    this->diffuseTexture = NULL;
[3070]301}
302
303/**
[4836]304 *  Sets the Materials Ambient Map
305 * @param aMap the Name of the Image to Use
306   @todo implement this
[3070]307*/
[6467]308void Material::setAmbientMap(const char* aMap, GLenum target)
[3070]309{
310  SDL_Surface* ambientMap;
311
312}
313
314/**
[4836]315 *  Sets the Materials Specular Map
316 * @param sMap the Name of the Image to Use
317   @todo implement this
[3070]318*/
[6467]319void Material::setSpecularMap(const char* sMap, GLenum target)
[3070]320{
321  SDL_Surface* specularMap;
322
323}
324
325/**
[4836]326 *  Sets the Materials Bumpiness
327 * @param bump the Name of the Image to Use
328   @todo implemet this
[3070]329*/
[3803]330void Material::setBump(const char* bump)
[3070]331{
332
333}
Note: See TracBrowser for help on using the repository browser.