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