Removed non-textured and flat shaded support because it really clutters up

the API and I don't believe we'd have any hope of running at any kind of
reasonable frame rates on a non-hardware-3d accelerated box these days anyway.
This commit is contained in:
curt
2003-05-13 19:05:09 +00:00
parent 1ce5cd154a
commit c01740d516
4 changed files with 57 additions and 190 deletions

View File

@@ -253,31 +253,24 @@ SGMaterial::ObjectGroup::get_object (int index) const
////////////////////////////////////////////////////////////////////////
SGMaterial::SGMaterial( const string &fg_root,
const SGPropertyNode *props,
bool smooth_shading,
bool use_textures )
SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props )
{
init();
read_properties( fg_root, props );
build_ssg_state( false, smooth_shading, use_textures );
build_ssg_state( false );
}
SGMaterial::SGMaterial( const string &texpath,
bool smooth_shading,
bool use_textures )
SGMaterial::SGMaterial( const string &texpath )
{
init();
texture_path = texpath;
build_ssg_state( true, smooth_shading, use_textures );
build_ssg_state( true );
}
SGMaterial::SGMaterial( ssgSimpleState *s,
bool smooth_shading,
bool use_textures )
SGMaterial::SGMaterial( ssgSimpleState *s )
{
init();
set_ssg_state( s, smooth_shading, use_textures );
set_ssg_state( s );
}
SGMaterial::~SGMaterial (void)
@@ -354,9 +347,7 @@ void
SGMaterial::init ()
{
texture_path = "";
state = 0;
textured = 0;
nontextured = 0;
state = NULL;
xsize = 0;
ysize = 0;
wrapu = true;
@@ -374,13 +365,12 @@ SGMaterial::init ()
bool
SGMaterial::load_texture ()
{
if (texture_loaded) {
if ( texture_loaded ) {
return false;
} else {
SG_LOG( SG_GENERAL, SG_INFO, "Loading deferred texture "
<< texture_path );
textured->setTexture( (char *)texture_path.c_str(),
wrapu, wrapv, mipmap );
state->setTexture( (char *)texture_path.c_str(), wrapu, wrapv, mipmap );
texture_loaded = true;
return true;
}
@@ -388,140 +378,55 @@ SGMaterial::load_texture ()
void
SGMaterial::build_ssg_state( bool defer_tex_load,
bool smooth_shading,
bool use_textures )
SGMaterial::build_ssg_state( bool defer_tex_load )
{
GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
GLenum shade_model = GL_SMOOTH;
state = new ssgStateSelector(2);
state = new ssgSimpleState();
state->ref();
textured = new ssgSimpleState();
textured->ref();
nontextured = new ssgSimpleState();
nontextured->ref();
// Set up the textured state
textured->setShadeModel( shade_model );
textured->enable( GL_LIGHTING );
textured->enable ( GL_CULL_FACE ) ;
textured->enable( GL_TEXTURE_2D );
textured->disable( GL_BLEND );
textured->disable( GL_ALPHA_TEST );
state->setShadeModel( shade_model );
state->enable( GL_LIGHTING );
state->enable ( GL_CULL_FACE ) ;
state->enable( GL_TEXTURE_2D );
state->disable( GL_BLEND );
state->disable( GL_ALPHA_TEST );
if ( !defer_tex_load ) {
SG_LOG(SG_INPUT, SG_INFO, " " << texture_path );
textured->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
state->setTexture( (char *)texture_path.c_str(), wrapu, wrapv );
texture_loaded = true;
} else {
texture_loaded = false;
}
textured->enable( GL_COLOR_MATERIAL );
state->enable( GL_COLOR_MATERIAL );
#if 0
textured->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
textured->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
textured->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
state->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
state->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
state->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
#else
textured->setMaterial ( GL_AMBIENT,
state->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
textured->setMaterial ( GL_DIFFUSE,
state->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
textured->setMaterial ( GL_SPECULAR,
state->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
textured->setMaterial ( GL_EMISSION,
state->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
textured->setShininess ( shininess );
state->setShininess ( shininess );
#endif
// Set up the coloured state
nontextured->enable( GL_LIGHTING );
nontextured->setShadeModel( shade_model );
nontextured->enable ( GL_CULL_FACE ) ;
nontextured->disable( GL_TEXTURE_2D );
nontextured->disable( GL_BLEND );
nontextured->disable( GL_ALPHA_TEST );
nontextured->disable( GL_COLOR_MATERIAL );
nontextured->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
nontextured->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
nontextured->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
nontextured->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
nontextured->setShininess ( shininess );
state->setStep( 0, textured ); // textured
state->setStep( 1, nontextured ); // untextured
// Choose the appropriate starting state.
if ( use_textures ) {
state->selectStep(0);
} else {
state->selectStep(1);
}
}
void SGMaterial::set_ssg_state( ssgSimpleState *s,
bool smooth_shading, bool use_textures )
void SGMaterial::set_ssg_state( ssgSimpleState *s )
{
GLenum shade_model = ( smooth_shading ? GL_SMOOTH : GL_FLAT);
state = new ssgStateSelector(2);
state = s;
state->ref();
textured = s;
texture_loaded = true;
nontextured = new ssgSimpleState();
nontextured->ref();
// Set up the textured state
textured->setShadeModel( shade_model );
// Set up the coloured state
nontextured->enable( GL_LIGHTING );
nontextured->setShadeModel( shade_model );
nontextured->enable ( GL_CULL_FACE ) ;
nontextured->disable( GL_TEXTURE_2D );
nontextured->disable( GL_BLEND );
nontextured->disable( GL_ALPHA_TEST );
nontextured->disable( GL_COLOR_MATERIAL );
nontextured->setMaterial ( GL_AMBIENT,
ambient[0], ambient[1],
ambient[2], ambient[3] ) ;
nontextured->setMaterial ( GL_DIFFUSE,
diffuse[0], diffuse[1],
diffuse[2], diffuse[3] ) ;
nontextured->setMaterial ( GL_SPECULAR,
specular[0], specular[1],
specular[2], specular[3] ) ;
nontextured->setMaterial ( GL_EMISSION,
emission[0], emission[1],
emission[2], emission[3] ) ;
nontextured->setShininess ( shininess );
state->setStep( 0, textured ); // textured
state->setStep( 1, nontextured ); // untextured
// Choose the appropriate starting state.
if ( use_textures ) {
state->selectStep(0);
} else {
state->selectStep(1);
}
}
// end of newmat.cxx

View File

@@ -231,8 +231,7 @@ public:
* state information for the material. This node is usually
* loaded from the $FG_ROOT/materials.xml file.
*/
SGMaterial( const string &fg_root, const SGPropertyNode *props,
bool smooth_shading, bool use_textures );
SGMaterial( const string &fg_root, const SGPropertyNode *props );
/**
@@ -241,7 +240,7 @@ public:
* @param texture_path A string containing an absolute path
* to a texture file (usually RGB).
*/
SGMaterial( const string &texpath, bool smooth_shading, bool use_textures );
SGMaterial( const string &texpath );
/**
@@ -253,7 +252,7 @@ public:
*
* @param s The SSG state for this material.
*/
SGMaterial( ssgSimpleState *s, bool smooth_shading, bool use_textures );
SGMaterial( ssgSimpleState *s );
/**
* Destructor.
@@ -278,7 +277,7 @@ public:
/**
* Get the textured state.
*/
virtual inline ssgSimpleState *get_textured () { return textured; }
virtual inline ssgSimpleState *get_state () const { return state; }
/**
@@ -317,12 +316,6 @@ public:
}
/**
* Get the current state.
*/
virtual inline ssgStateSelector *get_state () const { return state; }
/**
* Increment the reference count for this material.
*
@@ -369,9 +362,7 @@ private:
string texture_path;
// pointers to ssg states
ssgStateSelector *state;
ssgSimpleState *textured;
ssgSimpleState *nontextured;
ssgSimpleState *state;
// texture size
double xsize, ysize;
@@ -407,11 +398,8 @@ private:
SGMaterial( const string &fg_root, const SGMaterial &mat ); // unimplemented
void read_properties( const string &fg_root, const SGPropertyNode *props );
void build_ssg_state( bool defer_tex_load,
bool smooth_shading,
bool use_textures );
void set_ssg_state( ssgSimpleState *s,
bool smooth_shading, bool use_textures );
void build_ssg_state( bool defer_tex_load );
void set_ssg_state( ssgSimpleState *s );
};

View File

@@ -61,7 +61,6 @@ SGMaterialLib material_lib;
// Constructor
SGMaterialLib::SGMaterialLib ( void ) {
set_step(0);
}
@@ -244,7 +243,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
for (int i = 0; i < nMaterials; i++) {
const SGPropertyNode * node = materials.getChild(i);
if (!strcmp(node->getName(), "material")) {
SGMaterial *m = new SGMaterial( fg_root, node, true, true );
SGMaterial *m = new SGMaterial( fg_root, node );
vector<SGPropertyNode_ptr>names = node->getChildren("name");
for ( unsigned int j = 0; j < names.size(); j++ ) {
@@ -273,7 +272,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
gnd_lights->enable( GL_BLEND );
gnd_lights->disable( GL_ALPHA_TEST );
gnd_lights->disable( GL_LIGHTING );
matlib["GROUND_LIGHTS"] = new SGMaterial( gnd_lights, true, true );
matlib["GROUND_LIGHTS"] = new SGMaterial( gnd_lights );
GLuint tex_name;
@@ -292,10 +291,10 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_white_lights->setTexture( tex_name );
matlib["RWY_WHITE_LIGHTS"] = new SGMaterial( rwy_white_lights, true, true );
matlib["RWY_WHITE_LIGHTS"] = new SGMaterial( rwy_white_lights );
// For backwards compatibility ... remove someday
matlib["RUNWAY_LIGHTS"] = new SGMaterial( rwy_white_lights, true, true );
matlib["RWY_LIGHTS"] = new SGMaterial( rwy_white_lights, true, true );
matlib["RUNWAY_LIGHTS"] = new SGMaterial( rwy_white_lights );
matlib["RWY_LIGHTS"] = new SGMaterial( rwy_white_lights );
// end of backwards compatitibilty
// hard coded runway medium intensity white light state
@@ -314,7 +313,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_white_medium_lights->setTexture( tex_name );
matlib["RWY_WHITE_MEDIUM_LIGHTS"]
= new SGMaterial( rwy_white_medium_lights, true, true );
= new SGMaterial( rwy_white_medium_lights );
// hard coded runway low intensity white light state
tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
@@ -332,7 +331,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_white_low_lights->setTexture( tex_name );
matlib["RWY_WHITE_LOW_LIGHTS"]
= new SGMaterial( rwy_white_low_lights, true, true );
= new SGMaterial( rwy_white_low_lights );
// hard coded runway yellow light state
tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
@@ -349,7 +348,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_lights->setTexture( tex_name );
matlib["RWY_YELLOW_LIGHTS"] = new SGMaterial( rwy_yellow_lights, true, true );
matlib["RWY_YELLOW_LIGHTS"] = new SGMaterial( rwy_yellow_lights );
// hard coded runway medium intensity yellow light state
tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
@@ -367,7 +366,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_medium_lights->setTexture( tex_name );
matlib["RWY_YELLOW_MEDIUM_LIGHTS"]
= new SGMaterial( rwy_yellow_medium_lights, true, true );
= new SGMaterial( rwy_yellow_medium_lights );
// hard coded runway low intensity yellow light state
tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
@@ -385,7 +384,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_yellow_low_lights->setTexture( tex_name );
matlib["RWY_YELLOW_LOW_LIGHTS"]
= new SGMaterial( rwy_yellow_low_lights, true, true );
= new SGMaterial( rwy_yellow_low_lights );
// hard coded runway red light state
tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
@@ -403,7 +402,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_red_lights->setTexture( tex_name );
matlib["RWY_RED_LIGHTS"]
= new SGMaterial( rwy_red_lights, true, true );
= new SGMaterial( rwy_red_lights );
// hard coded medium intensity runway red light state
tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
@@ -421,7 +420,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_red_medium_lights->setTexture( tex_name );
matlib["RWY_RED_MEDIUM_LIGHTS"]
= new SGMaterial( rwy_red_medium_lights, true, true );
= new SGMaterial( rwy_red_medium_lights );
// hard coded low intensity runway red light state
tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
@@ -439,7 +438,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_red_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_red_low_lights->setTexture( tex_name );
matlib["RWY_RED_LOW_LIGHTS"]
= new SGMaterial( rwy_red_low_lights, true, true );
= new SGMaterial( rwy_red_low_lights );
// hard coded runway green light state
tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
@@ -457,7 +456,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_green_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_green_lights->setTexture( tex_name );
matlib["RWY_GREEN_LIGHTS"]
= new SGMaterial( rwy_green_lights, true, true );
= new SGMaterial( rwy_green_lights );
// hard coded medium intensity runway green light state
tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
@@ -475,7 +474,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_green_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_green_medium_lights->setTexture( tex_name );
matlib["RWY_GREEN_MEDIUM_LIGHTS"]
= new SGMaterial( rwy_green_medium_lights, true, true );
= new SGMaterial( rwy_green_medium_lights );
// hard coded low intensity runway green light state
tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
@@ -493,7 +492,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_green_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_green_low_lights->setTexture( tex_name );
matlib["RWY_GREEN_LOW_LIGHTS"]
= new SGMaterial( rwy_green_low_lights, true, true );
= new SGMaterial( rwy_green_low_lights );
// hard coded low intensity taxiway blue light state
tex_name = gen_taxiway_dir_light_map( 90, 90, 235, 205 );
@@ -511,7 +510,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
taxiway_blue_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
taxiway_blue_low_lights->setTexture( tex_name );
matlib["RWY_BLUE_TAXIWAY_LIGHTS"]
= new SGMaterial( taxiway_blue_low_lights, true, true );
= new SGMaterial( taxiway_blue_low_lights );
// hard coded runway vasi light state
ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
@@ -527,7 +526,7 @@ bool SGMaterialLib::load( const string &fg_root, const string& mpath ) {
rwy_vasi_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
rwy_vasi_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
rwy_vasi_lights->setTexture( gen_vasi_light_map() );
matlib["RWY_VASI_LIGHTS"] = new SGMaterial( rwy_vasi_lights, true, true );
matlib["RWY_VASI_LIGHTS"] = new SGMaterial( rwy_vasi_lights );
return true;
}
@@ -554,7 +553,7 @@ bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
<< mat_name << " (" << full_path << ")");
material_lib.matlib[mat_name] = new SGMaterial( full_path, true, true );
material_lib.matlib[mat_name] = new SGMaterial( full_path );
return true;
}
@@ -563,7 +562,7 @@ bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
// Load a library of material properties
bool SGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
{
SGMaterial *m = new SGMaterial( state, true, true );
SGMaterial *m = new SGMaterial( state );
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
<< "ssgSimpleState = " << mat_name );
@@ -600,28 +599,6 @@ SGMaterialLib::~SGMaterialLib ( void ) {
}
// Set the step for all of the state selectors in the material slots
void SGMaterialLib::set_step ( int step )
{
// container::iterator it = begin();
for ( material_map_iterator it = begin(); it != end(); it++ ) {
const string &key = it->first;
SG_LOG( SG_GENERAL, SG_INFO,
"Updating material " << key << " to step " << step );
SGMaterial *slot = it->second;
slot->get_state()->selectStep(step);
}
}
// Get the step for the state selectors
int SGMaterialLib::get_step ()
{
material_map_iterator it = begin();
return it->second->get_state()->getSelectStep();
}
// Load one pending "deferred" texture. Return true if a texture
// loaded successfully, false if no pending, or error.
void SGMaterialLib::load_next_deferred() {

View File

@@ -74,9 +74,6 @@ public:
// find a material record by material name
SGMaterial *find( const string& material );
void set_step (int step);
int get_step ();
/**
* Load the next deferred texture, if there is any.
*/