Files
simgear/simgear/scene/material/mat.hxx
T
frohlich 0281f31df2 Modified Files:
simgear/scene/material/mat.cxx simgear/scene/material/mat.hxx
	simgear/scene/util/SGSceneFeatures.cxx
	simgear/scene/util/SGSceneFeatures.hxx:
	Olaf Flebbe: Make use of SGSceneFeatues for anisotropic filtering,
	clean up.
2007-06-08 06:50:16 +00:00

344 lines
8.6 KiB
C++

// mat.hxx -- a material in the scene graph.
// TODO: this class needs to be renamed.
//
// Written by Curtis Olson, started May 1998.
// Overhauled by David Megginson, December 2001
//
// Copyright (C) 1998 - 2000 Curtis L. Olson - http://www.flightgear.org/~curt
//
// 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 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
//
// $Id$
#ifndef _SG_MAT_HXX
#define _SG_MAT_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#include <simgear/compiler.h>
#include STL_STRING // Standard C++ string library
#include <vector>
#include <map>
#include <simgear/math/SGMath.hxx>
#include <osg/ref_ptr>
#include <osg/StateSet>
#include <simgear/props/props.hxx>
#include <simgear/structure/SGSharedPtr.hxx>
#include <simgear/scene/util/SGSceneFeatures.hxx>
#include "matmodel.hxx"
SG_USING_STD(string);
SG_USING_STD(vector);
SG_USING_STD(map);
class SGMaterialGlyph;
/**
* A material in the scene graph.
*
* A material represents information about a single surface type
* in the 3D scene graph, including texture, colour, lighting,
* tiling, and so on; most of the materials in FlightGear are
* defined in the $FG_ROOT/materials.xml file, and can be changed
* at runtime.
*/
class SGMaterial : public SGReferenced {
public:
////////////////////////////////////////////////////////////////////
// Public Constructors.
////////////////////////////////////////////////////////////////////
/**
* Construct a material from a set of properties.
*
* @param props A property node containing subnodes with the
* 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, const char *season );
/**
* Construct a material from an absolute texture path.
*
* @param texture_path A string containing an absolute path
* to a texture file (usually RGB).
*/
SGMaterial( const string &texpath );
/**
* Construct a material around an existing state.
*
* This constructor allows the application to create a custom,
* low-level state for the scene graph and wrap a material around
* it. Note: the pointer ownership is transferred to the material.
*
* @param s The state for this material.
*/
SGMaterial( osg::StateSet *s );
/**
* Destructor.
*/
~SGMaterial( void );
////////////////////////////////////////////////////////////////////
// Public methods.
////////////////////////////////////////////////////////////////////
/**
* Force the texture to load if it hasn't already.
*
* @return true if the texture loaded, false if it was loaded
* already.
*/
bool load_texture (int n = -1);
/**
* Get the textured state.
*/
osg::StateSet *get_state (int n = -1) const;
/**
* Get the number of textures assigned to this material.
*/
inline int get_num() const { return _status.size(); }
/**
* Get the xsize of the texture, in meters.
*/
inline double get_xsize() const { return xsize; }
/**
* Get the ysize of the texture, in meters.
*/
inline double get_ysize() const { return ysize; }
/**
* Get the light coverage.
*
* A smaller number means more generated night lighting.
*
* @return The area (m^2?) covered by each light.
*/
inline double get_light_coverage () const { return light_coverage; }
/**
* Return if the surface material is solid, if it is not solid, a fluid
* can be assumed, that is usually water.
*/
bool get_solid () const { return solid; }
/**
* Get the friction factor for that material
*/
double get_friction_factor () const { return friction_factor; }
/**
* Get the rolling friction for that material
*/
double get_rolling_friction () const { return rolling_friction; }
/**
* Get the bumpines for that material
*/
double get_bumpiness () const { return bumpiness; }
/**
* Get the load resistance
*/
double get_load_resistance () const { return load_resistance; }
/**
* Get the list of names for this material
*/
const vector<string>& get_names() const { return _names; }
/**
* add the given name to the list of names this material is known
*/
void add_name(const string& name) { _names.push_back(name); }
/**
* Get the number of randomly-placed objects defined for this material.
*/
int get_object_group_count () const { return object_groups.size(); }
/**
* Get a randomly-placed object for this material.
*/
SGMatModelGroup * get_object_group (int index) const {
return object_groups[index];
}
/**
* Return pointer to glyph class, or 0 if it doesn't exist.
*/
SGMaterialGlyph * get_glyph (const string& name) const;
void set_light_color(const SGVec4f& color)
{ emission = color; }
const SGVec4f& get_light_color() const
{ return emission; }
SGVec2f get_tex_coord_scale() const
{
float tex_width = get_xsize();
float tex_height = get_ysize();
return SGVec2f((0 < tex_width) ? 1000.0f/tex_width : 1.0f,
(0 < tex_height) ? 1000.0f/tex_height : 1.0f);
}
protected:
////////////////////////////////////////////////////////////////////
// Protected methods.
////////////////////////////////////////////////////////////////////
/**
* Initialization method, invoked by all public constructors.
*/
void init();
protected:
struct _internal_state {
_internal_state( osg::StateSet *s, const string &t, bool l )
: state(s), texture_path(t), texture_loaded(l) {}
osg::ref_ptr<osg::StateSet> state;
string texture_path;
bool texture_loaded;
};
private:
////////////////////////////////////////////////////////////////////
// Internal state.
////////////////////////////////////////////////////////////////////
// texture status
vector<_internal_state> _status;
// Round-robin counter
mutable unsigned int _current_ptr;
// texture size
double xsize, ysize;
// wrap texture?
bool wrapu, wrapv;
// use mipmapping?
int mipmap;
// coverage of night lighting.
double light_coverage;
// True if the material is solid, false if it is a fluid
bool solid;
// the friction factor of that surface material
double friction_factor;
// the rolling friction of that surface material
double rolling_friction;
// the bumpiness of that surface material
double bumpiness;
// the load resistance of that surface material
double load_resistance;
// material properties
SGVec4f ambient, diffuse, specular, emission;
double shininess;
// the list of names for this material. May be empty.
vector<string> _names;
vector<SGSharedPtr<SGMatModelGroup> > object_groups;
// taxiway-/runway-sign texture elements
map<string, SGSharedPtr<SGMaterialGlyph> > glyphs;
////////////////////////////////////////////////////////////////////
// Internal constructors and methods.
////////////////////////////////////////////////////////////////////
SGMaterial( const string &fg_root, const SGMaterial &mat ); // unimplemented
void read_properties( const string &fg_root, const SGPropertyNode *props, const char *season );
void build_state( bool defer_tex_load );
void set_state( osg::StateSet *s );
void assignTexture( osg::StateSet *state, const std::string &fname, int _wrapu = TRUE, int _wrapv = TRUE, int _mipmap = TRUE );
};
class SGMaterialGlyph : public SGReferenced {
public:
SGMaterialGlyph(SGPropertyNode *);
inline double get_left() const { return _left; }
inline double get_right() const { return _right; }
inline double get_width() const { return _right - _left; }
protected:
double _left;
double _right;
};
class SGMaterialUserData : public osg::Referenced {
public:
SGMaterialUserData(const SGMaterial* material) :
mMaterial(material)
{}
const SGMaterial* getMaterial() const
{ return mMaterial; }
private:
SGSharedPtr<const SGMaterial> mMaterial;
};
void
SGSetTextureFilter( int max);
int
SGGetTextureFilter();
#endif // _SG_MAT_HXX