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