[4584] | 1 | /* |
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[2823] | 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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[3140] | 14 | |
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[2823] | 15 | */ |
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| 16 | |
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[3590] | 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER |
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| 18 | |
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[2776] | 19 | #include "material.h" |
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| 20 | |
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[3427] | 21 | #include "texture.h" |
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[3548] | 22 | #include "debug.h" |
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[7193] | 23 | #include "util/loading/resource_manager.h" |
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[3427] | 24 | |
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[3186] | 25 | /** |
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[7788] | 26 | * @brief creates a Material. |
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[4836] | 27 | * @param mtlName Name of the Material to be added to the Material List |
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[5306] | 28 | */ |
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[7221] | 29 | Material::Material (const std::string& mtlName) |
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[2776] | 30 | { |
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[5303] | 31 | this->setClassID(CL_MATERIAL, "Material"); |
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| 32 | |
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[3790] | 33 | this->setIllum(3); |
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[5374] | 34 | this->setDiffuse(1,1,1); |
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[3790] | 35 | this->setAmbient(0,0,0); |
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| 36 | this->setSpecular(.5,.5,.5); |
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| 37 | this->setShininess(2.0); |
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| 38 | this->setTransparency(1.0); |
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| 39 | |
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| 40 | this->ambientTexture = NULL; |
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| 41 | this->specularTexture = NULL; |
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[7057] | 42 | this->sFactor = GL_SRC_ALPHA; |
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| 43 | this->tFactor = GL_ONE; |
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[3790] | 44 | |
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[3894] | 45 | this->setName(mtlName); |
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[2776] | 46 | } |
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| 47 | |
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[4584] | 48 | /** |
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[7788] | 49 | * @brief deletes a Material |
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| 50 | */ |
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[2847] | 51 | Material::~Material() |
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| 52 | { |
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[5308] | 53 | PRINTF(5)("delete Material %s.\n", this->getName()); |
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[4834] | 54 | |
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[5303] | 55 | if (this->ambientTexture != NULL) |
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[4834] | 56 | ResourceManager::getInstance()->unload(this->ambientTexture); |
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[5303] | 57 | if (this->specularTexture != NULL) |
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[4834] | 58 | ResourceManager::getInstance()->unload(this->specularTexture); |
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[7785] | 59 | |
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| 60 | if (this == Material::selectedMaterial) |
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| 61 | Material::selectedMaterial = NULL; |
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[2847] | 62 | } |
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| 63 | |
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[7785] | 64 | |
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| 65 | const Material* Material::selectedMaterial = NULL; |
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| 66 | |
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| 67 | const GLenum Material::glTextureArbs[] = |
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[6622] | 68 | { |
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[7785] | 69 | GL_TEXTURE0, |
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| 70 | GL_TEXTURE1, |
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| 71 | GL_TEXTURE2, |
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| 72 | GL_TEXTURE3, |
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| 73 | GL_TEXTURE4, |
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| 74 | GL_TEXTURE5, |
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| 75 | GL_TEXTURE6, |
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| 76 | GL_TEXTURE7 |
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| 77 | }; |
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[6622] | 78 | |
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| 79 | |
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[7785] | 80 | /// TODO FIX THIS |
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| 81 | // Material& Material::operator=(const Material& m) |
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| 82 | // { |
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| 83 | // this->setIllum(m.illumModel); |
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| 84 | // this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]); |
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| 85 | // this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]); |
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| 86 | // this->setSpecular(m.specular[0],m.specular[1],m.specular[2]); |
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| 87 | // this->setShininess(m.shininess); |
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| 88 | // this->setTransparency(m.transparency); |
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| 89 | // |
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| 90 | // if (this->diffuseTexture != NULL) |
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| 91 | // ResourceManager::getInstance()->unload(this->diffuseTexture); |
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| 92 | // if (m.diffuseTexture != NULL) |
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| 93 | // this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture); |
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| 94 | // this->ambientTexture = NULL; /// FIXME |
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| 95 | // this->specularTexture = NULL; /// FIXME |
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| 96 | // |
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| 97 | // this->setName(m.getName()); |
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| 98 | // } |
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[6622] | 99 | |
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| 100 | |
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[7785] | 101 | |
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[2842] | 102 | /** |
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[7788] | 103 | * @brief sets the material with which the following Faces will be painted |
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[5308] | 104 | */ |
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[7785] | 105 | bool Material::select() const |
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[3140] | 106 | { |
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[7785] | 107 | if (unlikely(this == Material::selectedMaterial)) |
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| 108 | return true; |
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| 109 | |
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[8037] | 110 | /// !! HACK !!! FIX THIS IN MODEL /// |
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| 111 | else if (likely(Material::selectedMaterial != NULL)) |
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| 112 | { |
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| 113 | Material::unselect(); |
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| 114 | // for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i) |
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| 115 | // { |
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| 116 | // glActiveTexture(Material::glTextureArbs[i]); |
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| 117 | // glBindTexture(GL_TEXTURE_2D, 0); |
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| 118 | // glDisable(GL_TEXTURE_2D); |
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| 119 | // } |
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| 120 | } |
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| 121 | |
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[7919] | 122 | if (likely(Material::selectedMaterial != NULL)) |
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| 123 | { |
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| 124 | for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i) |
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| 125 | { |
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[7922] | 126 | glActiveTexture(Material::glTextureArbs[i]); |
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[7919] | 127 | //glBindTexture(GL_TEXTURE_2D, 0); |
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| 128 | glDisable(GL_TEXTURE_2D); |
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| 129 | } |
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| 130 | } |
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[7785] | 131 | |
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[7919] | 132 | // setting diffuse color |
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[6763] | 133 | glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency); |
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[3140] | 134 | // setting ambient color |
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[3195] | 135 | glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); |
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[3140] | 136 | // setting up Sprecular |
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[3195] | 137 | glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); |
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[3140] | 138 | // setting up Shininess |
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[3195] | 139 | glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); |
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[4584] | 140 | |
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[3790] | 141 | // setting the transparency |
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[6812] | 142 | if (this->transparency < 1.0 || /* This allows alpha blending of 2D textures with the scene */ |
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[7788] | 143 | (likely(!this->textures.empty() && this->textures[0].hasAlpha()))) |
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[6812] | 144 | { |
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| 145 | glEnable(GL_BLEND); |
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[7057] | 146 | glBlendFunc(this->sFactor, this->tFactor); |
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[6812] | 147 | } |
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[3966] | 148 | else |
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[7785] | 149 | { |
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| 150 | glDisable(GL_BLEND); |
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| 151 | } |
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[3790] | 152 | |
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[4371] | 153 | |
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[4584] | 154 | // setting illumination Model |
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[4836] | 155 | if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read. |
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[3140] | 156 | glShadeModel(GL_FLAT); |
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[3195] | 157 | else if (this->illumModel >= 2) |
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[3140] | 158 | glShadeModel(GL_SMOOTH); |
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| 159 | |
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[7785] | 160 | for(unsigned int i = 0; i < this->textures.size(); ++i) |
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| 161 | { |
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[7922] | 162 | glActiveTexture(Material::glTextureArbs[i]); |
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[7785] | 163 | glEnable(GL_TEXTURE_2D); |
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[7788] | 164 | if(this->textures[i].hasAlpha()) |
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[7785] | 165 | { |
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| 166 | glEnable(GL_BLEND); |
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| 167 | } |
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[7788] | 168 | glBindTexture(GL_TEXTURE_2D, this->textures[i].getTexture()); |
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[7785] | 169 | } |
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| 170 | Material::selectedMaterial = this; |
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[3140] | 171 | } |
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| 172 | |
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[8037] | 173 | void Material::unselect() |
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| 174 | { |
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| 175 | Material::selectedMaterial = NULL; |
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| 176 | for(unsigned int i = 0; i < 8; ++i) |
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| 177 | { |
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| 178 | glActiveTexture(Material::glTextureArbs[i]); |
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| 179 | glBindTexture(GL_TEXTURE_2D, 0); |
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| 180 | glDisable(GL_TEXTURE_2D); |
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| 181 | } |
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| 182 | } |
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| 183 | |
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[3140] | 184 | /** |
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[4836] | 185 | * Sets the Material Illumination Model. |
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| 186 | * illu illumination Model in int form |
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[5308] | 187 | */ |
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[2776] | 188 | void Material::setIllum (int illum) |
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| 189 | { |
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[4584] | 190 | PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum); |
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[3195] | 191 | this->illumModel = illum; |
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[2776] | 192 | } |
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[5308] | 193 | |
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[2842] | 194 | /** |
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[4836] | 195 | * Sets the Material Illumination Model. |
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| 196 | * illu illumination Model in char* form |
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[5308] | 197 | */ |
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| 198 | void Material::setIllum (char* illum) |
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[2776] | 199 | { |
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[3195] | 200 | this->setIllum (atoi(illum)); |
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[2776] | 201 | } |
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| 202 | |
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[2842] | 203 | /** |
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[4836] | 204 | * Sets the Material Diffuse Color. |
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[7785] | 205 | * @param r Red Color Channel.a |
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[4836] | 206 | * @param g Green Color Channel. |
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| 207 | * @param b Blue Color Channel. |
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[5308] | 208 | */ |
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[2776] | 209 | void Material::setDiffuse (float r, float g, float b) |
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| 210 | { |
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[4584] | 211 | PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); |
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[3195] | 212 | this->diffuse[0] = r; |
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| 213 | this->diffuse[1] = g; |
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[4584] | 214 | this->diffuse[2] = b; |
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[3195] | 215 | this->diffuse[3] = 1.0; |
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[2780] | 216 | |
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[2776] | 217 | } |
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[5308] | 218 | |
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[2842] | 219 | /** |
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[4836] | 220 | * Sets the Material Diffuse Color. |
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| 221 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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[5308] | 222 | */ |
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[2776] | 223 | void Material::setDiffuse (char* rgb) |
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| 224 | { |
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[3140] | 225 | float r,g,b; |
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| 226 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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[3195] | 227 | this->setDiffuse (r, g, b); |
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[2776] | 228 | } |
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| 229 | |
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[2842] | 230 | /** |
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[4836] | 231 | * Sets the Material Ambient Color. |
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| 232 | * @param r Red Color Channel. |
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| 233 | * @param g Green Color Channel. |
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| 234 | * @param b Blue Color Channel. |
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[2842] | 235 | */ |
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[2776] | 236 | void Material::setAmbient (float r, float g, float b) |
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| 237 | { |
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[4584] | 238 | PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); |
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[3195] | 239 | this->ambient[0] = r; |
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| 240 | this->ambient[1] = g; |
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| 241 | this->ambient[2] = b; |
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| 242 | this->ambient[3] = 1.0; |
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[2776] | 243 | } |
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[5308] | 244 | |
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[2842] | 245 | /** |
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[4836] | 246 | * Sets the Material Ambient Color. |
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| 247 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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[5308] | 248 | */ |
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[2776] | 249 | void Material::setAmbient (char* rgb) |
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| 250 | { |
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[3140] | 251 | float r,g,b; |
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| 252 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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[3195] | 253 | this->setAmbient (r, g, b); |
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[2776] | 254 | } |
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| 255 | |
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[2842] | 256 | /** |
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[4836] | 257 | * Sets the Material Specular Color. |
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| 258 | * @param r Red Color Channel. |
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| 259 | * @param g Green Color Channel. |
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| 260 | * @param b Blue Color Channel. |
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[5308] | 261 | */ |
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[2776] | 262 | void Material::setSpecular (float r, float g, float b) |
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| 263 | { |
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[4584] | 264 | PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); |
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[3195] | 265 | this->specular[0] = r; |
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| 266 | this->specular[1] = g; |
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| 267 | this->specular[2] = b; |
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| 268 | this->specular[3] = 1.0; |
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[7785] | 269 | } |
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[5308] | 270 | |
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[2842] | 271 | /** |
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[4836] | 272 | * Sets the Material Specular Color. |
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| 273 | * @param rgb The red, green, blue channel in char format (with spaces between them) |
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[2842] | 274 | */ |
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[2776] | 275 | void Material::setSpecular (char* rgb) |
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| 276 | { |
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[3140] | 277 | float r,g,b; |
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| 278 | sscanf (rgb, "%f %f %f", &r, &g, &b); |
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[3195] | 279 | this->setSpecular (r, g, b); |
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[2776] | 280 | } |
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| 281 | |
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[2842] | 282 | /** |
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[4836] | 283 | * Sets the Material Shininess. |
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| 284 | * @param shini stes the Shininess from float. |
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[2842] | 285 | */ |
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[2836] | 286 | void Material::setShininess (float shini) |
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| 287 | { |
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[3195] | 288 | this->shininess = shini; |
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[2836] | 289 | } |
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[2842] | 290 | /** |
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[4836] | 291 | * Sets the Material Shininess. |
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| 292 | * @param shini stes the Shininess from char*. |
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[2842] | 293 | */ |
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[2836] | 294 | void Material::setShininess (char* shini) |
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| 295 | { |
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[3195] | 296 | this->setShininess (atof(shini)); |
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[2836] | 297 | } |
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[2776] | 298 | |
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[2842] | 299 | /** |
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[4836] | 300 | * Sets the Material Transparency. |
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| 301 | * @param trans stes the Transparency from int. |
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[2842] | 302 | */ |
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[2776] | 303 | void Material::setTransparency (float trans) |
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| 304 | { |
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[4584] | 305 | PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans); |
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[3195] | 306 | this->transparency = trans; |
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[2776] | 307 | } |
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[2842] | 308 | /** |
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[4836] | 309 | * Sets the Material Transparency. |
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| 310 | * @param trans stes the Transparency from char*. |
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[2842] | 311 | */ |
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[2776] | 312 | void Material::setTransparency (char* trans) |
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| 313 | { |
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[3195] | 314 | this->setTransparency (atof(trans)); |
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[2776] | 315 | } |
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[2778] | 316 | |
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[3140] | 317 | /** |
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[4836] | 318 | * Adds a Texture Path to the List of already existing Paths |
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| 319 | * @param pathName The Path to add. |
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[3140] | 320 | */ |
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[7221] | 321 | void Material::addTexturePath(const std::string& pathName) |
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[3140] | 322 | { |
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[3658] | 323 | ResourceManager::getInstance()->addImageDir(pathName); |
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[3140] | 324 | } |
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| 325 | |
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[3070] | 326 | // MAPPING // |
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| 327 | |
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[7788] | 328 | void Material::setDiffuseMap(const Texture& texture, unsigned int textureNumber) |
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[7785] | 329 | { |
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| 330 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 331 | |
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| 332 | if (this->textures.size() <= textureNumber) |
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[7788] | 333 | this->textures.resize(textureNumber+1, Texture()); |
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[7785] | 334 | |
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| 335 | //! @todo check if RESOURCE MANAGER is availiable |
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| 336 | this->textures[textureNumber] = texture; |
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| 337 | } |
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| 338 | |
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| 339 | |
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[2842] | 340 | /** |
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[7785] | 341 | * @brief Sets the Materials Diffuse Map |
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[4836] | 342 | * @param dMap the Name of the Image to Use |
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[3070] | 343 | */ |
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[7785] | 344 | void Material::setDiffuseMap(const std::string& dMap, GLenum target, unsigned int textureNumber) |
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[3070] | 345 | { |
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[7785] | 346 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 347 | |
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[7676] | 348 | PRINTF(5)("setting Diffuse Map %s\n", dMap.c_str()); |
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[7785] | 349 | if (this->textures.size() <= textureNumber) |
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[7788] | 350 | this->textures.resize(textureNumber+1, Texture()); |
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[7785] | 351 | |
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[4834] | 352 | //! @todo check if RESOURCE MANAGER is availiable |
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[7221] | 353 | if (!dMap.empty()) |
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[7785] | 354 | { |
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[7848] | 355 | Texture* tex = dynamic_cast<Texture*>(ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target)); |
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| 356 | if (tex != NULL) |
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| 357 | this->textures[textureNumber] = *tex; |
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| 358 | else |
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| 359 | this->textures[textureNumber] = Texture(); |
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[7785] | 360 | } |
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[4834] | 361 | else |
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[7785] | 362 | { |
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[7788] | 363 | this->textures[textureNumber] = Texture(); |
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[7785] | 364 | } |
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[3070] | 365 | } |
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| 366 | |
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| 367 | /** |
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[7788] | 368 | * @brief Sets the Materials Diffuse Map |
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[7785] | 369 | * @param surface pointer to SDL_Surface which shall be used as texture |
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| 370 | */ |
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| 371 | void Material::setSDLDiffuseMap(SDL_Surface *surface, GLenum target, unsigned int textureNumber) |
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| 372 | { |
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| 373 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 374 | |
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| 375 | |
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| 376 | if (this->textures.size() <= textureNumber) |
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[7788] | 377 | this->textures.resize(textureNumber+1, Texture()); |
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[7785] | 378 | |
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| 379 | if(surface != NULL) |
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| 380 | { |
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[7788] | 381 | this->textures[textureNumber] = Texture(surface, GL_TEXTURE_2D); |
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[7785] | 382 | } |
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| 383 | else |
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| 384 | { |
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[7788] | 385 | this->textures[textureNumber] = Texture(); |
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[7785] | 386 | } |
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| 387 | |
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| 388 | } |
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| 389 | |
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[8037] | 390 | /** |
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| 391 | * @brief renders viewport buffer (?? or another buffer ;-)) to a texture |
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| 392 | * @param textureNumber select the texture unit that will be overwritten |
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| 393 | */ |
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| 394 | void Material::renderToTexture(unsigned int textureNumber, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) |
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| 395 | { |
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| 396 | assert(textureNumber < Material::getMaxTextureUnits()); |
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| 397 | assert(textureNumber < this->textures.size()); |
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[7785] | 398 | |
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[8037] | 399 | glActiveTexture(0); |
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| 400 | glEnable(GL_TEXTURE_2D); |
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| 401 | glBindTexture(GL_TEXTURE_2D, this->textures[textureNumber].getTexture()); |
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| 402 | glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); |
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| 403 | |
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| 404 | } |
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| 405 | |
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[7785] | 406 | /** |
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[7788] | 407 | * @brief Sets the Materials Ambient Map |
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[8037] | 408 | * @todo implement this |
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[3070] | 409 | */ |
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[7221] | 410 | void Material::setAmbientMap(const std::string& aMap, GLenum target) |
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[3070] | 411 | { |
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| 412 | SDL_Surface* ambientMap; |
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| 413 | |
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| 414 | } |
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| 415 | |
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| 416 | /** |
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[7788] | 417 | * @brief Sets the Materials Specular Map |
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[4836] | 418 | * @param sMap the Name of the Image to Use |
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| 419 | @todo implement this |
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[3070] | 420 | */ |
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[7221] | 421 | void Material::setSpecularMap(const std::string& sMap, GLenum target) |
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[3070] | 422 | { |
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| 423 | SDL_Surface* specularMap; |
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| 424 | |
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| 425 | } |
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| 426 | |
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| 427 | /** |
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[7788] | 428 | * @brief Sets the Materials Bumpiness |
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[4836] | 429 | * @param bump the Name of the Image to Use |
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[7788] | 430 | * @todo implemet this |
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[3070] | 431 | */ |
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[7221] | 432 | void Material::setBump(const std::string& bump) |
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[3070] | 433 | { |
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[7785] | 434 | } |
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[3070] | 435 | |
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[7785] | 436 | |
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| 437 | |
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| 438 | int Material::getMaxTextureUnits() |
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| 439 | { |
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| 440 | int maxTexUnits = 0; |
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| 441 | glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTexUnits); |
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| 442 | return maxTexUnits; |
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[3070] | 443 | } |
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