/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER #include "material.h" #include "texture.h" #include "debug.h" #include "util/loading/resource_manager.h" /** * @brief creates a Material. * @param mtlName Name of the Material to be added to the Material List */ Material::Material (const std::string& mtlName) { this->setClassID(CL_MATERIAL, "Material"); this->setIllum(3); this->setDiffuse(1,1,1); this->setAmbient(0,0,0); this->setSpecular(.5,.5,.5); this->setShininess(2.0); this->setTransparency(1.0); this->ambientTexture = NULL; this->specularTexture = NULL; this->sFactor = GL_SRC_ALPHA; this->tFactor = GL_ONE; this->setName(mtlName); } /** * @brief deletes a Material */ Material::~Material() { PRINTF(5)("delete Material %s.\n", this->getName()); if (this->ambientTexture != NULL) ResourceManager::getInstance()->unload(this->ambientTexture); if (this->specularTexture != NULL) ResourceManager::getInstance()->unload(this->specularTexture); if (this == Material::selectedMaterial) Material::selectedMaterial = NULL; } const Material* Material::selectedMaterial = NULL; const GLenum Material::glTextureArbs[] = { GL_TEXTURE0, GL_TEXTURE1, GL_TEXTURE2, GL_TEXTURE3, GL_TEXTURE4, GL_TEXTURE5, GL_TEXTURE6, GL_TEXTURE7 }; /// TODO FIX THIS // Material& Material::operator=(const Material& m) // { // this->setIllum(m.illumModel); // this->setDiffuse(m.diffuse[0],m.diffuse[1],m.diffuse[2]); // this->setAmbient(m.ambient[0],m.ambient[1],m.ambient[2]); // this->setSpecular(m.specular[0],m.specular[1],m.specular[2]); // this->setShininess(m.shininess); // this->setTransparency(m.transparency); // // if (this->diffuseTexture != NULL) // ResourceManager::getInstance()->unload(this->diffuseTexture); // if (m.diffuseTexture != NULL) // this->diffuseTexture = (Texture*)ResourceManager::getInstance()->copy(m.diffuseTexture); // this->ambientTexture = NULL; /// FIXME // this->specularTexture = NULL; /// FIXME // // this->setName(m.getName()); // } /** * @brief sets the material with which the following Faces will be painted */ bool Material::select() const { if (unlikely(this == Material::selectedMaterial)) return true; /// !! HACK !!! FIX THIS IN MODEL /// else if (likely(Material::selectedMaterial != NULL)) { Material::unselect(); // for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i) // { // glActiveTexture(Material::glTextureArbs[i]); // glBindTexture(GL_TEXTURE_2D, 0); // glDisable(GL_TEXTURE_2D); // } } if (likely(Material::selectedMaterial != NULL)) { for(unsigned int i = 0; i < Material::selectedMaterial->textures.size(); ++i) { glActiveTexture(Material::glTextureArbs[i]); //glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } } // setting diffuse color glColor4f (diffuse[0], diffuse[1], diffuse[2], this->transparency); // setting ambient color glMaterialfv(GL_FRONT, GL_AMBIENT, this->ambient); // setting up Sprecular glMaterialfv(GL_FRONT, GL_SPECULAR, this->specular); // setting up Shininess glMaterialf(GL_FRONT, GL_SHININESS, this->shininess); // setting the transparency if (this->transparency < 1.0 || /* This allows alpha blending of 2D textures with the scene */ (likely(!this->textures.empty() && this->textures[0].hasAlpha()))) { glEnable(GL_BLEND); glBlendFunc(this->sFactor, this->tFactor); } else { glDisable(GL_BLEND); } // setting illumination Model if (this->illumModel == 1) //! @todo make this work, if no vertex-normals are read. glShadeModel(GL_FLAT); else if (this->illumModel >= 2) glShadeModel(GL_SMOOTH); for(unsigned int i = 0; i < this->textures.size(); ++i) { glActiveTexture(Material::glTextureArbs[i]); glEnable(GL_TEXTURE_2D); if(this->textures[i].hasAlpha()) { glEnable(GL_BLEND); } glBindTexture(GL_TEXTURE_2D, this->textures[i].getTexture()); } Material::selectedMaterial = this; return true; } void Material::unselect() { Material::selectedMaterial = NULL; for(unsigned int i = 0; i < 8; ++i) { glActiveTexture(Material::glTextureArbs[i]); glBindTexture(GL_TEXTURE_2D, 0); glDisable(GL_TEXTURE_2D); } } /** * Sets the Material Illumination Model. * illu illumination Model in int form */ void Material::setIllum (int illum) { PRINTF(4)("setting illumModel of Material %s to %i\n", this->getName(), illum); this->illumModel = illum; } /** * Sets the Material Illumination Model. * illu illumination Model in char* form */ void Material::setIllum (char* illum) { this->setIllum (atoi(illum)); } /** * Sets the Material Diffuse Color. * @param r Red Color Channel.a * @param g Green Color Channel. * @param b Blue Color Channel. */ void Material::setDiffuse (float r, float g, float b) { PRINTF(4)("setting Diffuse Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); this->diffuse[0] = r; this->diffuse[1] = g; this->diffuse[2] = b; this->diffuse[3] = 1.0; } /** * Sets the Material Diffuse Color. * @param rgb The red, green, blue channel in char format (with spaces between them) */ void Material::setDiffuse (char* rgb) { float r,g,b; sscanf (rgb, "%f %f %f", &r, &g, &b); this->setDiffuse (r, g, b); } /** * Sets the Material Ambient Color. * @param r Red Color Channel. * @param g Green Color Channel. * @param b Blue Color Channel. */ void Material::setAmbient (float r, float g, float b) { PRINTF(4)("setting Ambient Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); this->ambient[0] = r; this->ambient[1] = g; this->ambient[2] = b; this->ambient[3] = 1.0; } /** * Sets the Material Ambient Color. * @param rgb The red, green, blue channel in char format (with spaces between them) */ void Material::setAmbient (char* rgb) { float r,g,b; sscanf (rgb, "%f %f %f", &r, &g, &b); this->setAmbient (r, g, b); } /** * Sets the Material Specular Color. * @param r Red Color Channel. * @param g Green Color Channel. * @param b Blue Color Channel. */ void Material::setSpecular (float r, float g, float b) { PRINTF(4)("setting Specular Color of Material %s to r=%f g=%f b=%f.\n", this->getName(), r, g, b); this->specular[0] = r; this->specular[1] = g; this->specular[2] = b; this->specular[3] = 1.0; } /** * Sets the Material Specular Color. * @param rgb The red, green, blue channel in char format (with spaces between them) */ void Material::setSpecular (char* rgb) { float r,g,b; sscanf (rgb, "%f %f %f", &r, &g, &b); this->setSpecular (r, g, b); } /** * Sets the Material Shininess. * @param shini stes the Shininess from float. */ void Material::setShininess (float shini) { this->shininess = shini; } /** * Sets the Material Shininess. * @param shini stes the Shininess from char*. */ void Material::setShininess (char* shini) { this->setShininess (atof(shini)); } /** * Sets the Material Transparency. * @param trans stes the Transparency from int. */ void Material::setTransparency (float trans) { PRINTF(4)("setting Transparency of Material %s to %f.\n", this->getName(), trans); this->transparency = trans; } /** * Sets the Material Transparency. * @param trans stes the Transparency from char*. */ void Material::setTransparency (char* trans) { this->setTransparency (atof(trans)); } /** * Adds a Texture Path to the List of already existing Paths * @param pathName The Path to add. */ void Material::addTexturePath(const std::string& pathName) { ResourceManager::getInstance()->addImageDir(pathName); } // MAPPING // void Material::setDiffuseMap(const Texture& texture, unsigned int textureNumber) { assert(textureNumber < Material::getMaxTextureUnits()); if (this->textures.size() <= textureNumber) this->textures.resize(textureNumber+1, Texture()); //! @todo check if RESOURCE MANAGER is availiable this->textures[textureNumber] = texture; } /** * @brief Sets the Materials Diffuse Map * @param dMap the Name of the Image to Use */ void Material::setDiffuseMap(const std::string& dMap, GLenum target, unsigned int textureNumber) { assert(textureNumber < Material::getMaxTextureUnits()); PRINTF(5)("setting Diffuse Map %s\n", dMap.c_str()); if (this->textures.size() <= textureNumber) this->textures.resize(textureNumber+1, Texture()); //! @todo check if RESOURCE MANAGER is availiable if (!dMap.empty()) { Texture* tex = dynamic_cast(ResourceManager::getInstance()->load(dMap, IMAGE, RP_GAME, (int)target)); if (tex != NULL) this->textures[textureNumber] = *tex; else this->textures[textureNumber] = Texture(); } else { this->textures[textureNumber] = Texture(); } } /** * @brief Sets the Materials Diffuse Map * @param surface pointer to SDL_Surface which shall be used as texture */ void Material::setSDLDiffuseMap(SDL_Surface *surface, GLenum target, unsigned int textureNumber) { assert(textureNumber < Material::getMaxTextureUnits()); if (this->textures.size() <= textureNumber) this->textures.resize(textureNumber+1, Texture()); if(surface != NULL) { this->textures[textureNumber] = Texture(surface, GL_TEXTURE_2D); } else { this->textures[textureNumber] = Texture(); } } /** * @brief renders viewport buffer (?? or another buffer ;-)) to a texture * @param textureNumber select the texture unit that will be overwritten */ void Material::renderToTexture(unsigned int textureNumber, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height) { assert(textureNumber < Material::getMaxTextureUnits()); assert(textureNumber < this->textures.size()); // HACK glActiveTexture(textureNumber); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, this->textures[textureNumber].getTexture()); glCopyTexSubImage2D(target, level, xoffset, yoffset, x, y, width, height); } /** * @brief Sets the Materials Ambient Map * @todo implement this */ void Material::setAmbientMap(const std::string& aMap, GLenum target) { /// FIXME SDL_Surface* ambientMap; } /** * @brief Sets the Materials Specular Map * @param sMap the Name of the Image to Use @todo implement this */ void Material::setSpecularMap(const std::string& sMap, GLenum target) { /// FIXME SDL_Surface* specularMap; } /** * @brief Sets the Materials Bumpiness * @param bump the Name of the Image to Use * @todo implemet this */ void Material::setBump(const std::string& bump) { } unsigned int Material::getMaxTextureUnits() { int maxTexUnits = 0; glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxTexUnits); return maxTexUnits; }