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source: orxonox.OLD/trunk/src/lib/graphics/importer/material.cc @ 8319

Last change on this file since 8319 was 8316, checked in by bensch, 19 years ago

trunk: fixed most -Wall warnings… but there are still many missing :/

File size: 11.0 KB
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[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"
[7193]23#include "util/loading/resource_manager.h"
[3427]24
[3186]25/**
[7788]26 * @brief creates a Material.
[4836]27 * @param mtlName Name of the Material to be added to the Material List
[5306]28 */
[7221]29Material::Material (const std::string& mtlName)
[2776]30{
[5303]31  this->setClassID(CL_MATERIAL, "Material");
32
[3790]33  this->setIllum(3);
[5374]34  this->setDiffuse(1,1,1);
[3790]35  this->setAmbient(0,0,0);
36  this->setSpecular(.5,.5,.5);
37  this->setShininess(2.0);
38  this->setTransparency(1.0);
39
40  this->ambientTexture = NULL;
41  this->specularTexture = NULL;
[7057]42  this->sFactor = GL_SRC_ALPHA;
43  this->tFactor = GL_ONE;
[3790]44
[3894]45  this->setName(mtlName);
[2776]46}
47
[4584]48/**
[7788]49 * @brief deletes a Material
50 */
[2847]51Material::~Material()
52{
[5308]53  PRINTF(5)("delete Material %s.\n", this->getName());
[4834]54
[5303]55  if (this->ambientTexture != NULL)
[4834]56    ResourceManager::getInstance()->unload(this->ambientTexture);
[5303]57  if (this->specularTexture != NULL)
[4834]58    ResourceManager::getInstance()->unload(this->specularTexture);
[7785]59
60  if (this == Material::selectedMaterial)
61    Material::selectedMaterial = NULL;
[2847]62}
63
[7785]64
65const Material* Material::selectedMaterial = NULL;
66
67const GLenum Material::glTextureArbs[] =
[6622]68{
[7785]69  GL_TEXTURE0,
70  GL_TEXTURE1,
71  GL_TEXTURE2,
72  GL_TEXTURE3,
73  GL_TEXTURE4,
74  GL_TEXTURE5,
75  GL_TEXTURE6,
76  GL_TEXTURE7
77};
[6622]78
79
[7785]80/// TODO FIX THIS
81// Material& Material::operator=(const Material& m)
82// {
83//   this->setIllum(m.illumModel);
84//   this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]);
85//   this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]);
86//   this->setSpecular(m.specular[0],m.specular[1],m.specular[2]);
87//   this->setShininess(m.shininess);
88//   this->setTransparency(m.transparency);
89//
90//   if (this->diffuseTexture != NULL)
91//     ResourceManager::getInstance()->unload(this->diffuseTexture);
92//   if (m.diffuseTexture != NULL)
93//     this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture);
94//   this->ambientTexture = NULL; /// FIXME
95//   this->specularTexture = NULL; /// FIXME
96//
97//   this->setName(m.getName());
98// }
[6622]99
100
[7785]101
[2842]102/**
[7788]103 * @brief sets the material with which the following Faces will be painted
[5308]104 */
[8312]105  bool Material::select() const
[3140]106{
[7785]107  if (unlikely(this == Material::selectedMaterial))
108      return true;
109
[8037]110/// !!  HACK !!! FIX THIS IN MODEL ///
111  else if (likely(Material::selectedMaterial != NULL))
112  {
113  Material::unselect();
114//     for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i)
115//     {
116//         glActiveTexture(Material::glTextureArbs[i]);
117//         glBindTexture(GL_TEXTURE_2D, 0);
118//         glDisable(GL_TEXTURE_2D);
119//     }
120  }
121
[7919]122  if (likely(Material::selectedMaterial != NULL))
123  {
124    for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i)
125    {
[7922]126        glActiveTexture(Material::glTextureArbs[i]);
[7919]127        //glBindTexture(GL_TEXTURE_2D, 0);
128        glDisable(GL_TEXTURE_2D);
129    }
130  }
[7785]131
[7919]132    // setting diffuse color
[6763]133  glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency);
[3140]134  // setting ambient color
[3195]135  glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient);
[3140]136  // setting up Sprecular
[3195]137  glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular);
[3140]138  // setting up Shininess
[3195]139  glMaterialf(GL_FRONT, GL_SHININESS, this->shininess);
[4584]140
[3790]141  // setting the transparency
[6812]142  if (this->transparency < 1.0 ||       /* This allows alpha blending of 2D textures with the scene */
[7788]143      (likely(!this->textures.empty() && this->textures[0].hasAlpha())))
[6812]144  {
145    glEnable(GL_BLEND);
[7057]146    glBlendFunc(this->sFactor, this->tFactor);
[6812]147  }
[3966]148  else
[7785]149  {
150    glDisable(GL_BLEND);
151  }
[3790]152
[4371]153
[4584]154  // setting illumination Model
[4836]155  if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read.
[3140]156    glShadeModel(GL_FLAT);
[3195]157  else if (this->illumModel >= 2)
[3140]158    glShadeModel(GL_SMOOTH);
159
[7785]160  for(unsigned int i = 0; i < this->textures.size(); ++i)
161  {
[7922]162      glActiveTexture(Material::glTextureArbs[i]);
[7785]163      glEnable(GL_TEXTURE_2D);
[7788]164      if(this->textures[i].hasAlpha())
[7785]165      {
166        glEnable(GL_BLEND);
167      }
[7788]168      glBindTexture(GL_TEXTURE_2D, this->textures[i].getTexture());
[7785]169  }
170  Material::selectedMaterial = this;
[8316]171
172  return true;
[3140]173}
174
[8037]175void Material::unselect()
176{
177  Material::selectedMaterial = NULL;
178    for(unsigned int i = 0; i < 8; ++i)
179    {
180        glActiveTexture(Material::glTextureArbs[i]);
181        glBindTexture(GL_TEXTURE_2D, 0);
182        glDisable(GL_TEXTURE_2D);
183    }
184}
185
[3140]186/**
[4836]187 *  Sets the Material Illumination Model.
188 *  illu illumination Model in int form
[5308]189 */
[2776]190void Material::setIllum (int illum)
191{
[4584]192  PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum);
[3195]193  this->illumModel = illum;
[2776]194}
[5308]195
[2842]196/**
[4836]197 *  Sets the Material Illumination Model.
198 *  illu illumination Model in char* form
[5308]199 */
200void Material::setIllum (char* illum)
[2776]201{
[3195]202  this->setIllum (atoi(illum));
[2776]203}
204
[2842]205/**
[4836]206 *  Sets the Material Diffuse Color.
[7785]207 * @param r Red Color Channel.a
[4836]208 * @param g Green Color Channel.
209 * @param b Blue Color Channel.
[5308]210 */
[2776]211void Material::setDiffuse (float r, float g, float b)
212{
[4584]213  PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]214  this->diffuse[0] = r;
215  this->diffuse[1] = g;
[4584]216  this->diffuse[2] = b;
[3195]217  this->diffuse[3] = 1.0;
[2780]218
[2776]219}
[5308]220
[2842]221/**
[4836]222 *  Sets the Material Diffuse Color.
223 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]224 */
[2776]225void Material::setDiffuse (char* rgb)
226{
[3140]227  float r,g,b;
228  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]229  this->setDiffuse (r, g, b);
[2776]230}
231
[2842]232/**
[4836]233 *  Sets the Material Ambient Color.
234 * @param r Red Color Channel.
235 * @param g Green Color Channel.
236 * @param b Blue Color Channel.
[2842]237*/
[2776]238void Material::setAmbient (float r, float g, float b)
239{
[4584]240  PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]241  this->ambient[0] = r;
242  this->ambient[1] = g;
243  this->ambient[2] = b;
244  this->ambient[3] = 1.0;
[2776]245}
[5308]246
[2842]247/**
[4836]248 *  Sets the Material Ambient Color.
249 * @param rgb The red, green, blue channel in char format (with spaces between them)
[5308]250 */
[2776]251void Material::setAmbient (char* rgb)
252{
[3140]253  float r,g,b;
254  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]255  this->setAmbient (r, g, b);
[2776]256}
257
[2842]258/**
[4836]259 *  Sets the Material Specular Color.
260 * @param r Red Color Channel.
261 * @param g Green Color Channel.
262 * @param b Blue Color Channel.
[5308]263 */
[2776]264void Material::setSpecular (float r, float g, float b)
265{
[4584]266  PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b);
[3195]267  this->specular[0] = r;
268  this->specular[1] = g;
269  this->specular[2] = b;
270  this->specular[3] = 1.0;
[7785]271}
[5308]272
[2842]273/**
[4836]274 *  Sets the Material Specular Color.
275 * @param rgb The red, green, blue channel in char format (with spaces between them)
[2842]276*/
[2776]277void Material::setSpecular (char* rgb)
278{
[3140]279  float r,g,b;
280  sscanf (rgb, "%f %f %f", &r, &g, &b);
[3195]281  this->setSpecular (r, g, b);
[2776]282}
283
[2842]284/**
[4836]285 *  Sets the Material Shininess.
286 * @param shini stes the Shininess from float.
[2842]287*/
[2836]288void Material::setShininess (float shini)
289{
[3195]290  this->shininess = shini;
[2836]291}
[2842]292/**
[4836]293 *  Sets the Material Shininess.
294 * @param shini stes the Shininess from char*.
[2842]295*/
[2836]296void Material::setShininess (char* shini)
297{
[3195]298  this->setShininess (atof(shini));
[2836]299}
[2776]300
[2842]301/**
[4836]302 *  Sets the Material Transparency.
303 * @param trans stes the Transparency from int.
[2842]304*/
[2776]305void Material::setTransparency (float trans)
306{
[4584]307  PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans);
[3195]308  this->transparency = trans;
[2776]309}
[2842]310/**
[4836]311 *  Sets the Material Transparency.
312 * @param trans stes the Transparency from char*.
[2842]313*/
[2776]314void Material::setTransparency (char* trans)
315{
[3195]316  this->setTransparency (atof(trans));
[2776]317}
[2778]318
[3140]319/**
[4836]320 *  Adds a Texture Path to the List of already existing Paths
321 * @param pathName The Path to add.
[3140]322*/
[7221]323void Material::addTexturePath(const std::string& pathName)
[3140]324{
[3658]325  ResourceManager::getInstance()->addImageDir(pathName);
[3140]326}
327
[3070]328// MAPPING //
329
[7788]330void Material::setDiffuseMap(const Texture& texture, unsigned int textureNumber)
[7785]331{
332  assert(textureNumber < Material::getMaxTextureUnits());
333
334  if (this->textures.size() <= textureNumber)
[7788]335    this->textures.resize(textureNumber+1, Texture());
[7785]336
337  //! @todo check if RESOURCE MANAGER is availiable
338  this->textures[textureNumber] = texture;
339}
340
341
[2842]342/**
[7785]343 * @brief Sets the Materials Diffuse Map
[4836]344 * @param dMap the Name of the Image to Use
[3070]345*/
[7785]346void Material::setDiffuseMap(const std::string& dMap, GLenum target, unsigned int textureNumber)
[3070]347{
[7785]348  assert(textureNumber < Material::getMaxTextureUnits());
349
[7676]350  PRINTF(5)("setting Diffuse Map %s\n", dMap.c_str());
[7785]351  if (this->textures.size() <= textureNumber)
[7788]352    this->textures.resize(textureNumber+1, Texture());
[7785]353
[4834]354  //! @todo check if RESOURCE MANAGER is availiable
[7221]355  if (!dMap.empty())
[7785]356  {
[7848]357    Texture* tex = dynamic_cast<Texture*>(ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target));
358    if (tex != NULL)
359    this->textures[textureNumber] = *tex;
360    else
361      this->textures[textureNumber] = Texture();
[7785]362  }
[4834]363  else
[7785]364  {
[7788]365    this->textures[textureNumber] = Texture();
[7785]366  }
[3070]367}
368
369/**
[7788]370 * @brief Sets the Materials Diffuse Map
[7785]371 * @param surface pointer to SDL_Surface which shall be used as texture
372*/
373void Material::setSDLDiffuseMap(SDL_Surface *surface, GLenum target, unsigned int textureNumber)
374{
375  assert(textureNumber < Material::getMaxTextureUnits());
376
377
378  if (this->textures.size() <= textureNumber)
[7788]379    this->textures.resize(textureNumber+1, Texture());
[7785]380
381  if(surface != NULL)
382  {
[7788]383    this->textures[textureNumber] = Texture(surface, GL_TEXTURE_2D);
[7785]384  }
385  else
386  {
[7788]387    this->textures[textureNumber] = Texture();
[7785]388  }
389
390}
391
[8037]392/**
393 * @brief renders viewport buffer (?? or another buffer ;-)) to a texture
394 * @param textureNumber select the texture unit that will be overwritten
395*/
396void Material::renderToTexture(unsigned int textureNumber, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
397{
398  assert(textureNumber < Material::getMaxTextureUnits());
399  assert(textureNumber < this->textures.size());
[7785]400
[8312]401  // HACK
402  glActiveTexture(textureNumber);
[8037]403   glEnable(GL_TEXTURE_2D);
404   glBindTexture(GL_TEXTURE_2D, this->textures[textureNumber].getTexture());
405  glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height);
406
407}
408
[7785]409/**
[7788]410 * @brief Sets the Materials Ambient Map
[8037]411 * @todo implement this
[3070]412*/
[7221]413void Material::setAmbientMap(const std::string& aMap, GLenum target)
[3070]414{
[8316]415  /// FIXME SDL_Surface* ambientMap;
[3070]416
417}
418
419/**
[7788]420 * @brief Sets the Materials Specular Map
[4836]421 * @param sMap the Name of the Image to Use
422   @todo implement this
[3070]423*/
[7221]424void Material::setSpecularMap(const std::string& sMap, GLenum target)
[3070]425{
[8316]426  /// FIXME SDL_Surface* specularMap;
[3070]427
428}
429
430/**
[7788]431 * @brief Sets the Materials Bumpiness
[4836]432 * @param bump the Name of the Image to Use
[7788]433 * @todo implemet this
[3070]434*/
[7221]435void Material::setBump(const std::string& bump)
[3070]436{
[7785]437}
[3070]438
[7785]439
440
[8316]441unsigned int Material::getMaxTextureUnits()
[7785]442{
443  int maxTexUnits = 0;
444  glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTexUnits);
445  return maxTexUnits;
[3070]446}
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