Incorporating the shared ptr code: - All scenegraph references from SimGear - SGMaterial which already had a reference counter uses now that common infrastructure. - SGMatModel is now counted. - SGSoundSample from SimGear - And the corresponding change for the sound samples in flightgear which fixes a latent crash if FGBeacon would evern be deleted.
541 lines
22 KiB
C++
541 lines
22 KiB
C++
// materialmgr.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 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., 675 Mass Ave, Cambridge, MA 02139, 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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#ifdef SG_MATH_EXCEPTION_CLASH
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# include <math.h>
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#endif
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#ifdef HAVE_WINDOWS_H
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# include <windows.h>
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#endif
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#include <simgear/compiler.h>
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#include <simgear/constants.h>
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#include <simgear/structure/exception.hxx>
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#include SG_GL_H
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#include <string.h>
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#include STL_STRING
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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/props/props_io.hxx>
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#include "mat.hxx"
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#include "matlib.hxx"
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SG_USING_NAMESPACE(std);
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SG_USING_STD(string);
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// Constructor
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SGMaterialLib::SGMaterialLib ( void ) {
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}
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#if 0 // debugging infrastructure
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static int gen_test_light_map() {
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static const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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// cout << x << "," << y << " " << (int)(dist * 255) << ","
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// << (int)((1.0 - dist) * 255) << endl;
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env_map[i][j][0] = (int)(dist * 255);
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env_map[i][j][1] = (int)((1.0 - dist) * 255);
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env_map[i][j][2] = 0;
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env_map[i][j][3] = 255;
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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#endif
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// generate standard colored directional light environment texture map
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static int gen_standard_dir_light_map( int r, int g, int b, int alpha ) {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double dist = sqrt(x*x + y*y);
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = cos( dist * SGD_PI_2 );
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if ( bright < 0.3 ) { bright = 0.3; }
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env_map[i][j][0] = r;
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env_map[i][j][1] = g;
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env_map[i][j][2] = b;
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env_map[i][j][3] = (int)(bright * alpha);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// generate standard colored directional light environment texture map
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static int gen_taxiway_dir_light_map( int r, int g, int b, int alpha ) {
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const int env_tex_res = 32;
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int half_res = env_tex_res / 2;
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unsigned char env_map[env_tex_res][env_tex_res][4];
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GLuint tex_name;
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for ( int i = 0; i < env_tex_res; ++i ) {
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for ( int j = 0; j < env_tex_res; ++j ) {
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double x = (i - half_res) / (double)half_res;
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double y = (j - half_res) / (double)half_res;
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double tmp = sqrt(x*x + y*y);
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double dist = tmp * tmp;
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if ( dist > 1.0 ) { dist = 1.0; }
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double bright = sin( dist * SGD_PI_2 );
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if ( bright < 0.2 ) { bright = 0.2; }
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env_map[i][j][0] = r;
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env_map[i][j][1] = g;
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env_map[i][j][2] = b;
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env_map[i][j][3] = (int)(bright * alpha);
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}
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}
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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glGenTextures( 1, &tex_name );
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glBindTexture( GL_TEXTURE_2D, tex_name );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, env_tex_res, env_tex_res, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, env_map);
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return tex_name;
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}
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// Load a library of material properties
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bool SGMaterialLib::load( const string &fg_root, const string& mpath, const char *season ) {
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SGPropertyNode materials;
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SG_LOG( SG_INPUT, SG_INFO, "Reading materials from " << mpath );
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try {
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readProperties( mpath, &materials );
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} catch (const sg_exception &ex) {
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SG_LOG( SG_INPUT, SG_ALERT, "Error reading materials: "
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<< ex.getMessage() );
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throw;
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}
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int nMaterials = materials.nChildren();
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for (int i = 0; i < nMaterials; i++) {
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const SGPropertyNode * node = materials.getChild(i);
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if (!strcmp(node->getName(), "material")) {
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SGSharedPtr<SGMaterial> m = new SGMaterial( fg_root, node, season );
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vector<SGPropertyNode_ptr>names = node->getChildren("name");
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for ( unsigned int j = 0; j < names.size(); j++ ) {
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string name = names[j]->getStringValue();
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// cerr << "Material " << name << endl;
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matlib[name] = m;
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SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
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<< names[j]->getStringValue() );
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}
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} else {
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SG_LOG(SG_INPUT, SG_WARN,
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"Skipping bad material entry " << node->getName());
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}
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}
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// hard coded ground light state
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ssgSimpleState *gnd_lights = new ssgSimpleState;
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gnd_lights->disable( GL_TEXTURE_2D );
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gnd_lights->enable( GL_CULL_FACE );
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gnd_lights->enable( GL_COLOR_MATERIAL );
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gnd_lights->setColourMaterial( GL_AMBIENT_AND_DIFFUSE );
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gnd_lights->setMaterial( GL_EMISSION, 0, 0, 0, 1 );
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gnd_lights->setMaterial( GL_SPECULAR, 0, 0, 0, 1 );
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gnd_lights->enable( GL_BLEND );
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gnd_lights->disable( GL_ALPHA_TEST );
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gnd_lights->disable( GL_LIGHTING );
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matlib["GROUND_LIGHTS"] = new SGMaterial( gnd_lights );
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GLuint tex_name;
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// hard coded runway white light state
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tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
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ssgSimpleState *rwy_white_lights = new ssgSimpleState();
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rwy_white_lights->disable( GL_LIGHTING );
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rwy_white_lights->enable ( GL_CULL_FACE ) ;
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rwy_white_lights->enable( GL_TEXTURE_2D );
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rwy_white_lights->enable( GL_BLEND );
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rwy_white_lights->enable( GL_ALPHA_TEST );
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rwy_white_lights->enable( GL_COLOR_MATERIAL );
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rwy_white_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_lights->setTexture( tex_name );
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matlib["RWY_WHITE_LIGHTS"] = new SGMaterial( rwy_white_lights );
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// For backwards compatibility ... remove someday
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matlib["RUNWAY_LIGHTS"] = new SGMaterial( rwy_white_lights );
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matlib["RWY_LIGHTS"] = new SGMaterial( rwy_white_lights );
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// end of backwards compatitibilty
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// hard coded runway medium intensity white light state
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tex_name = gen_standard_dir_light_map( 235, 235, 195, 205 );
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ssgSimpleState *rwy_white_medium_lights = new ssgSimpleState();
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rwy_white_medium_lights->disable( GL_LIGHTING );
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rwy_white_medium_lights->enable ( GL_CULL_FACE ) ;
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rwy_white_medium_lights->enable( GL_TEXTURE_2D );
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rwy_white_medium_lights->enable( GL_BLEND );
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rwy_white_medium_lights->enable( GL_ALPHA_TEST );
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rwy_white_medium_lights->enable( GL_COLOR_MATERIAL );
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rwy_white_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_medium_lights->setTexture( tex_name );
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matlib["RWY_WHITE_MEDIUM_LIGHTS"]
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= new SGMaterial( rwy_white_medium_lights );
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// hard coded runway low intensity white light state
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tex_name = gen_standard_dir_light_map( 235, 235, 195, 155 );
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ssgSimpleState *rwy_white_low_lights = new ssgSimpleState();
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rwy_white_low_lights->disable( GL_LIGHTING );
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rwy_white_low_lights->enable ( GL_CULL_FACE ) ;
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rwy_white_low_lights->enable( GL_TEXTURE_2D );
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rwy_white_low_lights->enable( GL_BLEND );
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rwy_white_low_lights->enable( GL_ALPHA_TEST );
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rwy_white_low_lights->enable( GL_COLOR_MATERIAL );
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rwy_white_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_white_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_white_low_lights->setTexture( tex_name );
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matlib["RWY_WHITE_LOW_LIGHTS"]
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= new SGMaterial( rwy_white_low_lights );
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// hard coded runway yellow light state
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tex_name = gen_standard_dir_light_map( 235, 215, 20, 255 );
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ssgSimpleState *rwy_yellow_lights = new ssgSimpleState();
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rwy_yellow_lights->disable( GL_LIGHTING );
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rwy_yellow_lights->enable ( GL_CULL_FACE ) ;
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rwy_yellow_lights->enable( GL_TEXTURE_2D );
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rwy_yellow_lights->enable( GL_BLEND );
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rwy_yellow_lights->enable( GL_ALPHA_TEST );
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rwy_yellow_lights->enable( GL_COLOR_MATERIAL );
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rwy_yellow_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_yellow_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_yellow_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_yellow_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_yellow_lights->setTexture( tex_name );
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matlib["RWY_YELLOW_LIGHTS"] = new SGMaterial( rwy_yellow_lights );
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// hard coded runway medium intensity yellow light state
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tex_name = gen_standard_dir_light_map( 235, 215, 20, 205 );
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ssgSimpleState *rwy_yellow_medium_lights = new ssgSimpleState();
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rwy_yellow_medium_lights->disable( GL_LIGHTING );
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rwy_yellow_medium_lights->enable ( GL_CULL_FACE ) ;
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rwy_yellow_medium_lights->enable( GL_TEXTURE_2D );
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rwy_yellow_medium_lights->enable( GL_BLEND );
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rwy_yellow_medium_lights->enable( GL_ALPHA_TEST );
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rwy_yellow_medium_lights->enable( GL_COLOR_MATERIAL );
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rwy_yellow_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_yellow_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_yellow_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_yellow_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_yellow_medium_lights->setTexture( tex_name );
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matlib["RWY_YELLOW_MEDIUM_LIGHTS"]
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= new SGMaterial( rwy_yellow_medium_lights );
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// hard coded runway low intensity yellow light state
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tex_name = gen_standard_dir_light_map( 235, 215, 20, 155 );
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ssgSimpleState *rwy_yellow_low_lights = new ssgSimpleState();
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rwy_yellow_low_lights->disable( GL_LIGHTING );
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rwy_yellow_low_lights->enable ( GL_CULL_FACE ) ;
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rwy_yellow_low_lights->enable( GL_TEXTURE_2D );
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rwy_yellow_low_lights->enable( GL_BLEND );
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rwy_yellow_low_lights->enable( GL_ALPHA_TEST );
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rwy_yellow_low_lights->enable( GL_COLOR_MATERIAL );
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rwy_yellow_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_yellow_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_yellow_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_yellow_low_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_yellow_low_lights->setTexture( tex_name );
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matlib["RWY_YELLOW_LOW_LIGHTS"]
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= new SGMaterial( rwy_yellow_low_lights );
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// hard coded runway red light state
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tex_name = gen_standard_dir_light_map( 235, 90, 90, 255 );
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ssgSimpleState *rwy_red_lights = new ssgSimpleState();
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rwy_red_lights->disable( GL_LIGHTING );
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rwy_red_lights->enable ( GL_CULL_FACE ) ;
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rwy_red_lights->enable( GL_TEXTURE_2D );
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rwy_red_lights->enable( GL_BLEND );
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rwy_red_lights->enable( GL_ALPHA_TEST );
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rwy_red_lights->enable( GL_COLOR_MATERIAL );
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rwy_red_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_red_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_red_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_red_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_red_lights->setTexture( tex_name );
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matlib["RWY_RED_LIGHTS"]
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= new SGMaterial( rwy_red_lights );
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// hard coded medium intensity runway red light state
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tex_name = gen_standard_dir_light_map( 235, 90, 90, 205 );
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ssgSimpleState *rwy_red_medium_lights = new ssgSimpleState();
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rwy_red_medium_lights->disable( GL_LIGHTING );
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rwy_red_medium_lights->enable ( GL_CULL_FACE ) ;
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rwy_red_medium_lights->enable( GL_TEXTURE_2D );
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rwy_red_medium_lights->enable( GL_BLEND );
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rwy_red_medium_lights->enable( GL_ALPHA_TEST );
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rwy_red_medium_lights->enable( GL_COLOR_MATERIAL );
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rwy_red_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
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rwy_red_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
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rwy_red_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
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rwy_red_medium_lights->setMaterial ( GL_EMISSION, 0.0, 0.0, 0.0, 0.0 );
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rwy_red_medium_lights->setTexture( tex_name );
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matlib["RWY_RED_MEDIUM_LIGHTS"]
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= new SGMaterial( rwy_red_medium_lights );
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// hard coded low intensity runway red light state
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tex_name = gen_standard_dir_light_map( 235, 90, 90, 155 );
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ssgSimpleState *rwy_red_low_lights = new ssgSimpleState();
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rwy_red_low_lights->disable( GL_LIGHTING );
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rwy_red_low_lights->enable ( GL_CULL_FACE ) ;
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rwy_red_low_lights->enable( GL_TEXTURE_2D );
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rwy_red_low_lights->enable( GL_BLEND );
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rwy_red_low_lights->enable( GL_ALPHA_TEST );
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rwy_red_low_lights->enable( GL_COLOR_MATERIAL );
|
|
rwy_red_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_red_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_red_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
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 );
|
|
|
|
// hard coded runway green light state
|
|
tex_name = gen_standard_dir_light_map( 20, 235, 20, 255 );
|
|
ssgSimpleState *rwy_green_lights = new ssgSimpleState();
|
|
rwy_green_lights->disable( GL_LIGHTING );
|
|
rwy_green_lights->enable ( GL_CULL_FACE ) ;
|
|
rwy_green_lights->enable( GL_TEXTURE_2D );
|
|
rwy_green_lights->enable( GL_BLEND );
|
|
rwy_green_lights->enable( GL_ALPHA_TEST );
|
|
rwy_green_lights->enable( GL_COLOR_MATERIAL );
|
|
rwy_green_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_green_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_green_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
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 );
|
|
|
|
// hard coded medium intensity runway green light state
|
|
tex_name = gen_standard_dir_light_map( 20, 235, 20, 205 );
|
|
ssgSimpleState *rwy_green_medium_lights = new ssgSimpleState();
|
|
rwy_green_medium_lights->disable( GL_LIGHTING );
|
|
rwy_green_medium_lights->enable ( GL_CULL_FACE ) ;
|
|
rwy_green_medium_lights->enable( GL_TEXTURE_2D );
|
|
rwy_green_medium_lights->enable( GL_BLEND );
|
|
rwy_green_medium_lights->enable( GL_ALPHA_TEST );
|
|
rwy_green_medium_lights->enable( GL_COLOR_MATERIAL );
|
|
rwy_green_medium_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_green_medium_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_green_medium_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
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 );
|
|
|
|
// hard coded low intensity runway green light state
|
|
tex_name = gen_standard_dir_light_map( 20, 235, 20, 155 );
|
|
ssgSimpleState *rwy_green_low_lights = new ssgSimpleState();
|
|
rwy_green_low_lights->disable( GL_LIGHTING );
|
|
rwy_green_low_lights->enable ( GL_CULL_FACE ) ;
|
|
rwy_green_low_lights->enable( GL_TEXTURE_2D );
|
|
rwy_green_low_lights->enable( GL_BLEND );
|
|
rwy_green_low_lights->enable( GL_ALPHA_TEST );
|
|
rwy_green_low_lights->enable( GL_COLOR_MATERIAL );
|
|
rwy_green_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_green_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_green_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
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 );
|
|
matlib["RWY_GREEN_TAXIWAY_LIGHTS"]
|
|
= 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 );
|
|
ssgSimpleState *taxiway_blue_low_lights = new ssgSimpleState();
|
|
taxiway_blue_low_lights->disable( GL_LIGHTING );
|
|
taxiway_blue_low_lights->enable ( GL_CULL_FACE ) ;
|
|
taxiway_blue_low_lights->enable( GL_TEXTURE_2D );
|
|
taxiway_blue_low_lights->enable( GL_BLEND );
|
|
taxiway_blue_low_lights->enable( GL_ALPHA_TEST );
|
|
taxiway_blue_low_lights->enable( GL_COLOR_MATERIAL );
|
|
taxiway_blue_low_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
taxiway_blue_low_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
taxiway_blue_low_lights->setMaterial ( GL_SPECULAR, 0.0, 0.0, 0.0, 0.0 );
|
|
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 );
|
|
|
|
// hard coded runway vasi light state
|
|
tex_name = gen_standard_dir_light_map( 235, 235, 195, 255 );
|
|
ssgSimpleState *rwy_vasi_lights = new ssgSimpleState();
|
|
rwy_vasi_lights->disable( GL_LIGHTING );
|
|
rwy_vasi_lights->enable ( GL_CULL_FACE ) ;
|
|
rwy_vasi_lights->enable( GL_TEXTURE_2D );
|
|
rwy_vasi_lights->enable( GL_BLEND );
|
|
rwy_vasi_lights->enable( GL_ALPHA_TEST );
|
|
rwy_vasi_lights->enable( GL_COLOR_MATERIAL );
|
|
rwy_vasi_lights->setMaterial ( GL_AMBIENT, 1.0, 1.0, 1.0, 1.0 );
|
|
rwy_vasi_lights->setMaterial ( GL_DIFFUSE, 1.0, 1.0, 1.0, 1.0 );
|
|
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_old() );
|
|
rwy_vasi_lights->setTexture( tex_name );
|
|
matlib["RWY_VASI_LIGHTS"] = new SGMaterial( rwy_vasi_lights );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Load a library of material properties
|
|
bool SGMaterialLib::add_item ( const string &tex_path )
|
|
{
|
|
string material_name = tex_path;
|
|
int pos = tex_path.rfind( "/" );
|
|
material_name = material_name.substr( pos + 1 );
|
|
|
|
return add_item( material_name, tex_path );
|
|
}
|
|
|
|
|
|
// Load a library of material properties
|
|
bool SGMaterialLib::add_item ( const string &mat_name, const string &full_path )
|
|
{
|
|
int pos = full_path.rfind( "/" );
|
|
string tex_name = full_path.substr( pos + 1 );
|
|
string tex_path = full_path.substr( 0, pos );
|
|
|
|
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
|
|
<< mat_name << " (" << full_path << ")");
|
|
|
|
matlib[mat_name] = new SGMaterial( full_path );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// Load a library of material properties
|
|
bool SGMaterialLib::add_item ( const string &mat_name, ssgSimpleState *state )
|
|
{
|
|
matlib[mat_name] = new SGMaterial( state );
|
|
|
|
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material given a premade "
|
|
<< "ssgSimpleState = " << mat_name );
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// find a material record by material name
|
|
SGMaterial *SGMaterialLib::find( const string& material ) {
|
|
SGMaterial *result = NULL;
|
|
material_map_iterator it = matlib.find( material );
|
|
if ( it != end() ) {
|
|
result = it->second;
|
|
return result;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
|
|
// Destructor
|
|
SGMaterialLib::~SGMaterialLib ( void ) {
|
|
}
|
|
|
|
|
|
// Load one pending "deferred" texture. Return true if a texture
|
|
// loaded successfully, false if no pending, or error.
|
|
void SGMaterialLib::load_next_deferred() {
|
|
// container::iterator it = begin();
|
|
for ( material_map_iterator it = begin(); it != end(); it++ ) {
|
|
/* we don't need the key, but here's how we'd get it if we wanted it. */
|
|
// const string &key = it->first;
|
|
SGMaterial *slot = it->second;
|
|
if (slot->load_texture())
|
|
return;
|
|
}
|
|
}
|