372 lines
11 KiB
C++
372 lines
11 KiB
C++
// mat.cxx -- class to handle material properties
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//
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// Written by Curtis Olson, started May 1998.
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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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#ifdef HAVE_CONFIG_H
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# include <simgear_config.h>
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#endif
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#include <simgear/compiler.h>
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#include <string.h>
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#include <map>
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#include "mat.hxx"
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#include <osg/CullFace>
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#include <osg/Material>
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#include <osg/ShadeModel>
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#include <osg/StateSet>
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#include <osg/TexEnv>
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#include <osg/Texture2D>
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#include <osgDB/ReadFile>
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#include <osgDB/FileUtils>
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#include <simgear/debug/logstream.hxx>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/misc/sgstream.hxx>
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#include <simgear/scene/model/model.hxx>
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#include <simgear/scene/util/StateAttributeFactory.hxx>
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#include "Effect.hxx"
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#include "Technique.hxx"
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#include "Pass.hxx"
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using std::map;
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using namespace simgear;
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////////////////////////////////////////////////////////////////////////
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// Constructors and destructor.
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////////////////////////////////////////////////////////////////////////
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SGMaterial::_internal_state::_internal_state(osg::StateSet *s,
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const std::string &t, bool l ) :
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state(s), texture_path(t), texture_loaded(l)
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{
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}
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SGMaterial::SGMaterial( const string &fg_root, const SGPropertyNode *props )
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{
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init();
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read_properties( fg_root, props );
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build_state( false );
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}
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SGMaterial::SGMaterial( const string &texpath )
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{
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init();
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_internal_state st( NULL, texpath, false );
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_status.push_back( st );
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build_state( true );
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}
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SGMaterial::SGMaterial( osg::StateSet *s )
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{
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init();
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set_state( s );
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}
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SGMaterial::~SGMaterial (void)
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{
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}
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////////////////////////////////////////////////////////////////////////
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// Public methods.
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////////////////////////////////////////////////////////////////////////
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void
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SGMaterial::read_properties( const string &fg_root, const SGPropertyNode *props)
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{
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// Gather the path(s) to the texture(s)
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vector<SGPropertyNode_ptr> textures = props->getChildren("texture");
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for (unsigned int i = 0; i < textures.size(); i++)
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{
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string tname = textures[i]->getStringValue();
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if (tname.empty()) {
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tname = "unknown.rgb";
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}
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SGPath tpath( fg_root );
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tpath.append("Textures.high");
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tpath.append(tname);
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if ( !osgDB::fileExists(tpath.str()) ) {
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tpath = SGPath( fg_root );
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tpath.append("Textures");
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tpath.append(tname);
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}
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if ( osgDB::fileExists(tpath.str()) ) {
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_internal_state st( NULL, tpath.str(), false );
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_status.push_back( st );
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}
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}
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if (textures.size() == 0) {
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string tname = "unknown.rgb";
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SGPath tpath( fg_root );
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tpath.append("Textures");
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tpath.append("Terrain");
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tpath.append(tname);
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_internal_state st( NULL, tpath.str(), true );
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_status.push_back( st );
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}
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xsize = props->getDoubleValue("xsize", 0.0);
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ysize = props->getDoubleValue("ysize", 0.0);
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wrapu = props->getBoolValue("wrapu", true);
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wrapv = props->getBoolValue("wrapv", true);
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mipmap = props->getBoolValue("mipmap", true);
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light_coverage = props->getDoubleValue("light-coverage", 0.0);
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tree_coverage = props->getDoubleValue("tree-coverage", 0.0);
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tree_height = props->getDoubleValue("tree-height-m", 0.0);
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tree_width = props->getDoubleValue("tree-width-m", 0.0);
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tree_range = props->getDoubleValue("tree-range-m", 0.0);
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tree_varieties = props->getIntValue("tree-varieties", 1);
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SGPath tpath( fg_root );
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tpath.append(props->getStringValue("tree-texture"));
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tree_texture = tpath.str();
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// surface values for use with ground reactions
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solid = props->getBoolValue("solid", true);
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friction_factor = props->getDoubleValue("friction-factor", 1.0);
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rolling_friction = props->getDoubleValue("rolling-friction", 0.02);
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bumpiness = props->getDoubleValue("bumpiness", 0.0);
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load_resistance = props->getDoubleValue("load-resistance", 1e30);
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// Taken from default values as used in ac3d
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ambient[0] = props->getDoubleValue("ambient/r", 0.2);
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ambient[1] = props->getDoubleValue("ambient/g", 0.2);
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ambient[2] = props->getDoubleValue("ambient/b", 0.2);
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ambient[3] = props->getDoubleValue("ambient/a", 1.0);
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diffuse[0] = props->getDoubleValue("diffuse/r", 0.8);
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diffuse[1] = props->getDoubleValue("diffuse/g", 0.8);
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diffuse[2] = props->getDoubleValue("diffuse/b", 0.8);
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diffuse[3] = props->getDoubleValue("diffuse/a", 1.0);
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specular[0] = props->getDoubleValue("specular/r", 0.0);
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specular[1] = props->getDoubleValue("specular/g", 0.0);
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specular[2] = props->getDoubleValue("specular/b", 0.0);
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specular[3] = props->getDoubleValue("specular/a", 1.0);
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emission[0] = props->getDoubleValue("emissive/r", 0.0);
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emission[1] = props->getDoubleValue("emissive/g", 0.0);
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emission[2] = props->getDoubleValue("emissive/b", 0.0);
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emission[3] = props->getDoubleValue("emissive/a", 1.0);
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shininess = props->getDoubleValue("shininess", 1.0);
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vector<SGPropertyNode_ptr> object_group_nodes =
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((SGPropertyNode *)props)->getChildren("object-group");
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for (unsigned int i = 0; i < object_group_nodes.size(); i++)
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object_groups.push_back(new SGMatModelGroup(object_group_nodes[i]));
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// read glyph table for taxi-/runway-signs
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vector<SGPropertyNode_ptr> glyph_nodes = props->getChildren("glyph");
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for (unsigned int i = 0; i < glyph_nodes.size(); i++) {
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const char *name = glyph_nodes[i]->getStringValue("name");
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if (name)
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glyphs[name] = new SGMaterialGlyph(glyph_nodes[i]);
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}
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}
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////////////////////////////////////////////////////////////////////////
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// Private methods.
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////////////////////////////////////////////////////////////////////////
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void
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SGMaterial::init ()
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{
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_status.clear();
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_current_ptr = 0;
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xsize = 0;
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ysize = 0;
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wrapu = true;
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wrapv = true;
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mipmap = true;
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light_coverage = 0.0;
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solid = true;
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friction_factor = 1;
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rolling_friction = 0.02;
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bumpiness = 0;
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load_resistance = 1e30;
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shininess = 1.0;
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for (int i = 0; i < 4; i++) {
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ambient[i] = (i < 3) ? 0.2 : 1.0;
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specular[i] = (i < 3) ? 0.0 : 1.0;
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diffuse[i] = (i < 3) ? 0.8 : 1.0;
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emission[i] = (i < 3) ? 0.0 : 1.0;
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}
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}
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osg::StateSet *
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SGMaterial::get_state (int n)
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{
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if (_status.size() == 0) {
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SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
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return NULL;
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}
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int i = n >= 0 ? n : _current_ptr;
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if(!_status[i].texture_loaded)
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{
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assignTexture(_status[i].state.get(), _status[i].texture_path,
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wrapu, wrapv, mipmap);
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_status[i].texture_loaded = true;
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}
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osg::StateSet *st = _status[i].state.get();
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_current_ptr += 1;
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if (_current_ptr >= _status.size())
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_current_ptr = 0;
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return st;
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}
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Effect* SGMaterial::get_effect(int n)
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{
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if (_status.size() == 0) {
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SG_LOG( SG_GENERAL, SG_WARN, "No effect available.");
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return 0;
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}
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int i = n >= 0 ? n : _current_ptr;
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if(!_status[i].texture_loaded) {
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assignTexture(_status[i].state.get(), _status[i].texture_path,
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wrapu, wrapv, mipmap);
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_status[i].texture_loaded = true;
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}
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// XXX This business of returning a "random" alternate texture is
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// really bogus. It means that the appearance of the terrain
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// depends on the order in which it is paged in!
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_current_ptr = (_current_ptr + 1) % _status.size();
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return _status[i].effect.get();
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}
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void
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SGMaterial::build_state( bool defer_tex_load )
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{
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StateAttributeFactory *attrFact = StateAttributeFactory::instance();
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SGMaterialUserData* user = new SGMaterialUserData(this);
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for (unsigned int i = 0; i < _status.size(); i++)
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{
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Pass *pass = new Pass;
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pass->setUserData(user);
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// Set up the textured state
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pass->setAttribute(attrFact->getSmoothShadeModel());
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pass->setAttributeAndModes(attrFact->getCullFaceBack());
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pass->setMode(GL_LIGHTING, osg::StateAttribute::ON);
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_status[i].texture_loaded = false;
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osg::Material* material = new osg::Material;
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material->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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material->setAmbient(osg::Material::FRONT_AND_BACK, ambient.osg());
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material->setDiffuse(osg::Material::FRONT_AND_BACK, diffuse.osg());
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material->setSpecular(osg::Material::FRONT_AND_BACK, specular.osg());
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material->setEmission(osg::Material::FRONT_AND_BACK, emission.osg());
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material->setShininess(osg::Material::FRONT_AND_BACK, shininess );
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pass->setAttribute(material);
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if (ambient[3] < 1 || diffuse[3] < 1 ||
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specular[3] < 1 || emission[3] < 1) {
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pass->setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
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pass->setMode(GL_BLEND, osg::StateAttribute::ON);
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pass->setMode(GL_ALPHA_TEST, osg::StateAttribute::ON);
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} else {
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pass->setRenderingHint(osg::StateSet::OPAQUE_BIN);
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pass->setMode(GL_BLEND, osg::StateAttribute::OFF);
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pass->setMode(GL_ALPHA_TEST, osg::StateAttribute::OFF);
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}
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_status[i].state = pass;
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Technique* tniq = new Technique(true);
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tniq->passes.push_back(pass);
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Effect* effect = new Effect;
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effect->techniques.push_back(tniq);
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effect->setUserData(user);
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_status[i].effect = effect;
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}
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}
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void SGMaterial::set_state( osg::StateSet *s )
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{
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_status.push_back( _internal_state( s, "", true ) );
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}
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void SGMaterial::assignTexture( osg::StateSet *state, const std::string &fname,
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bool _wrapu, bool _wrapv, bool _mipmap )
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{
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osg::Texture2D* texture = SGLoadTexture2D(fname, 0, _wrapu, _wrapv,
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mipmap ? -1 : 0);
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texture->setMaxAnisotropy( SGGetTextureFilter());
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state->setTextureAttributeAndModes(0, texture);
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StateAttributeFactory *attrFact = StateAttributeFactory::instance();
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state->setTextureAttributeAndModes(0, attrFact->getStandardTexEnv());
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}
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SGMaterialGlyph* SGMaterial::get_glyph (const string& name) const
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{
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map<string, SGSharedPtr<SGMaterialGlyph> >::const_iterator it;
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it = glyphs.find(name);
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if (it == glyphs.end())
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return 0;
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return it->second;
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}
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////////////////////////////////////////////////////////////////////////
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// SGMaterialGlyph.
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////////////////////////////////////////////////////////////////////////
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SGMaterialGlyph::SGMaterialGlyph(SGPropertyNode *p) :
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_left(p->getDoubleValue("left", 0.0)),
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_right(p->getDoubleValue("right", 1.0))
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{
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}
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void
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SGSetTextureFilter( int max) {
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SGSceneFeatures::instance()->setTextureFilter( max);
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}
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int
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SGGetTextureFilter() {
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return SGSceneFeatures::instance()->getTextureFilter();
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}
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