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source: orxonox.OLD/trunk/src/lib/graphics/importer/material.cc @ 7174

Last change on this file since 7174 was 7057, checked in by bensch, 19 years ago

Textures can now be set the glBlendFunc, and Creature-Target-Fix

File size: 8.1 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;
[7057]50  this->sFactor = GL_SRC_ALPHA;
51  this->tFactor = GL_ONE;
[3790]52
[3894]53  this->setName(mtlName);
[2776]54}
55
[4584]56/**
[4836]57  *  deletes a Material
[2847]58*/
59Material::~Material()
60{
[5308]61  PRINTF(5)("delete Material %s.\n", this->getName());
[4834]62
[5303]63  if (this->diffuseTexture != NULL)
[5308]64  {
[3672]65    ResourceManager::getInstance()->unload(this->diffuseTexture);
[5308]66  }
[5303]67  if (this->ambientTexture != NULL)
[4834]68    ResourceManager::getInstance()->unload(this->ambientTexture);
[5303]69  if (this->specularTexture != NULL)
[4834]70    ResourceManager::getInstance()->unload(this->specularTexture);
[2847]71}
72
[6622]73Material& Material::operator=(const Material& m)
74{
75  this->setIllum(m.illumModel);
76  this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]);
77  this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]);
78  this->setSpecular(m.specular[0],m.specular[1],m.specular[2]);
79  this->setShininess(m.shininess);
80  this->setTransparency(m.transparency);
81
82  if (this->diffuseTexture != NULL)
83    ResourceManager::getInstance()->unload(this->diffuseTexture);
84  if (m.diffuseTexture != NULL)
[6651]85    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture);
[6622]86  this->ambientTexture = NULL; /// FIXME
87  this->specularTexture = NULL; /// FIXME
88
89  this->setName(m.getName());
90}
91
92
[2842]93/**
[4836]94 *  sets the material with which the following Faces will be painted
[5308]95 */
96bool Material::select () const
[3140]97{
98  // setting diffuse color
[6763]99  glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency);
100//  glMaterialfv(GL_FRONT, GL_DIFFUSE, this->diffuse);
[3140]101
102  // setting ambient color
[3195]103  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
[3140]104
105  // setting up Sprecular
[3195]106  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
[3140]107
108  // setting up Shininess
[3195]109  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
[4584]110
[3790]111  // setting the transparency
[6812]112  if (this->transparency < 1.0 ||       /* This allows alpha blending of 2D textures with the scene */
113      (this->diffuseTexture && this->diffuseTexture->hasAlpha()))
114  {
115    glEnable(GL_BLEND);
[7057]116    glBlendFunc(this->sFactor, this->tFactor);
[6812]117  }
[3966]118  else
119    {
120      glDisable(GL_BLEND);
[6799]121      //glColor4f(*(this->diffuse), *(this->diffuse+1), *(this->diffuse+2), 1);
[3966]122    }
[3790]123
[4371]124
[4584]125  // setting illumination Model
[4836]126  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
[3140]127    glShadeModel(GL_FLAT);
[3195]128  else if (this->illumModel >= 2)
[3140]129    glShadeModel(GL_SMOOTH);
130
[5306]131  if (this->diffuseTexture != NULL)
[3536]132    {
133      glEnable(GL_TEXTURE_2D);
134      glBindTexture(GL_TEXTURE_2D, this->diffuseTexture->getTexture());
135    }
[3140]136  else
[3536]137    {
138      glDisable(GL_TEXTURE_2D);
139      glBindTexture(GL_TEXTURE_2D, 0);
140    }
[3140]141}
142
143/**
[4836]144 *  Sets the Material Illumination Model.
145 *  illu illumination Model in int form
[5308]146 */
[2776]147void Material::setIllum (int illum)
148{
[4584]149  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
[3195]150  this->illumModel = illum;
[2776]151}
[5308]152
[2842]153/**
[4836]154 *  Sets the Material Illumination Model.
155 *  illu illumination Model in char* form
[5308]156 */
157void Material::setIllum (char* illum)
[2776]158{
[3195]159  this->setIllum (atoi(illum));
[2776]160}
161
[2842]162/**
[4836]163 *  Sets the Material Diffuse Color.
164 * @param r Red Color Channel.
165 * @param g Green Color Channel.
166 * @param b Blue Color Channel.
[5308]167 */
[2776]168void Material::setDiffuse (float r, float g, float b)
169{
[4584]170  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]171  this->diffuse[0] = r;
172  this->diffuse[1] = g;
[4584]173  this->diffuse[2] = b;
[3195]174  this->diffuse[3] = 1.0;
[2780]175
[2776]176}
[5308]177
[2842]178/**
[4836]179 *  Sets the Material Diffuse Color.
180 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]181 */
[2776]182void Material::setDiffuse (char* rgb)
183{
[3140]184  float r,g,b;
185  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]186  this->setDiffuse (r, g, b);
[2776]187}
188
[2842]189/**
[4836]190 *  Sets the Material Ambient Color.
191 * @param r Red Color Channel.
192 * @param g Green Color Channel.
193 * @param b Blue Color Channel.
[2842]194*/
[2776]195void Material::setAmbient (float r, float g, float b)
196{
[4584]197  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]198  this->ambient[0] = r;
199  this->ambient[1] = g;
200  this->ambient[2] = b;
201  this->ambient[3] = 1.0;
[2776]202}
[5308]203
[2842]204/**
[4836]205 *  Sets the Material Ambient Color.
206 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]207 */
[2776]208void Material::setAmbient (char* rgb)
209{
[3140]210  float r,g,b;
211  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]212  this->setAmbient (r, g, b);
[2776]213}
214
[2842]215/**
[4836]216 *  Sets the Material Specular Color.
217 * @param r Red Color Channel.
218 * @param g Green Color Channel.
219 * @param b Blue Color Channel.
[5308]220 */
[2776]221void Material::setSpecular (float r, float g, float b)
222{
[4584]223  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]224  this->specular[0] = r;
225  this->specular[1] = g;
226  this->specular[2] = b;
227  this->specular[3] = 1.0;
[2804]228 }
[5308]229
[2842]230/**
[4836]231 *  Sets the Material Specular Color.
232 * @param rgb The red, green, blue channel in char format (with spaces between them)
[2842]233*/
[2776]234void Material::setSpecular (char* rgb)
235{
[3140]236  float r,g,b;
237  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]238  this->setSpecular (r, g, b);
[2776]239}
240
[2842]241/**
[4836]242 *  Sets the Material Shininess.
243 * @param shini stes the Shininess from float.
[2842]244*/
[2836]245void Material::setShininess (float shini)
246{
[3195]247  this->shininess = shini;
[2836]248}
[2842]249/**
[4836]250 *  Sets the Material Shininess.
251 * @param shini stes the Shininess from char*.
[2842]252*/
[2836]253void Material::setShininess (char* shini)
254{
[3195]255  this->setShininess (atof(shini));
[2836]256}
[2776]257
[2842]258/**
[4836]259 *  Sets the Material Transparency.
260 * @param trans stes the Transparency from int.
[2842]261*/
[2776]262void Material::setTransparency (float trans)
263{
[4584]264  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
[3195]265  this->transparency = trans;
[2776]266}
[2842]267/**
[4836]268 *  Sets the Material Transparency.
269 * @param trans stes the Transparency from char*.
[2842]270*/
[2776]271void Material::setTransparency (char* trans)
272{
[3195]273  this->setTransparency (atof(trans));
[2776]274}
[2778]275
[3140]276/**
[4836]277 *  Adds a Texture Path to the List of already existing Paths
278 * @param pathName The Path to add.
[3140]279*/
[4370]280void Material::addTexturePath(const char* pathName)
[3140]281{
[3658]282  ResourceManager::getInstance()->addImageDir(pathName);
[3140]283}
284
[3070]285// MAPPING //
286
[2842]287/**
[4836]288 *  Sets the Materials Diffuse Map
289 * @param dMap the Name of the Image to Use
[3070]290*/
[6467]291void Material::setDiffuseMap(const char* dMap, GLenum target)
[3070]292{
[5308]293  PRINTF(5)("setting Diffuse Map %s\n", dMap);
[5302]294  if (this->diffuseTexture != NULL)
[4539]295    ResourceManager::getInstance()->unload(this->diffuseTexture);
[3070]296
[4834]297  //! @todo check if RESOURCE MANAGER is availiable
298  //! @todo Textures from .mtl-file need special care.
[6622]299  if (dMap != NULL)
[6645]300    this->diffuseTexture = (Texture*)ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target);
[4834]301  else
302    this->diffuseTexture = NULL;
[3070]303}
304
305/**
[4836]306 *  Sets the Materials Ambient Map
307 * @param aMap the Name of the Image to Use
308   @todo implement this
[3070]309*/
[6467]310void Material::setAmbientMap(const char* aMap, GLenum target)
[3070]311{
312  SDL_Surface* ambientMap;
313
314}
315
316/**
[4836]317 *  Sets the Materials Specular Map
318 * @param sMap the Name of the Image to Use
319   @todo implement this
[3070]320*/
[6467]321void Material::setSpecularMap(const char* sMap, GLenum target)
[3070]322{
323  SDL_Surface* specularMap;
324
325}
326
327/**
[4836]328 *  Sets the Materials Bumpiness
329 * @param bump the Name of the Image to Use
330   @todo implemet this
[3070]331*/
[3803]332void Material::setBump(const char* bump)
[3070]333{
334
335}
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