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LibN2L-4 Library Code ReferenceClassesCompounds Files Members Method Index Full Reference cMaterial.cppGo to the documentation of this file.00001 /************************************************************************ 00002 Nova-2 Library (libN2L, or simply n2l) Game development C++ Library 00003 Copyright (C) 2002 Aaron Cameron 00004 00005 This library is free software; you can redistribute it and/or 00006 modify it under the terms of the GNU Lesser General Public 00007 License as published by the Free Software Foundation; either 00008 version 2.1 of the License, or (at your option) any later version. 00009 00010 This library is distributed in the hope that it will be useful, 00011 but WITHOUT ANY WARRANTY; without even the implied warranty of 00012 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 00013 Lesser General Public License for more details. 00014 00015 You should have received a copy of the GNU Lesser General Public 00016 License along with this library; if not, write to the Free Software 00017 Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA 00018 00019 A copy of the GNU Lesser General Public License has been provided with 00020 this library in the file 'COPYING'. 00021 00022 Contact information for the author of this library has been provided 00023 with this library in the file 'AUTHOR'. 00024 ************************************************************************/ 00025 #include "materials/cMaterial.h" 00026 00027 #include "n2l/vfs.h" 00028 #include "n2l/dynVars.h" 00029 00030 #include "materials/cGLTexture.h" 00031 00032 #include <GL/gl.h> 00033 00034 #include <iostream> 00035 using namespace std; 00036 00037 namespace n2l 00038 { 00039 00040 /*******************************************************************/ 00041 cMaterial::cMaterial() : 00042 mAmbient( 0.2f, 0.2f, 0.2f, 1.0f ), 00043 mDiffuse( 0.8f, 0.8f, 0.8f, 1.0f ), 00044 mSpecular( 0.0f, 0.0f, 0.0f, 1.0f ), 00045 mEmission( 0.0f, 0.0f, 0.0f, 1.0f ), 00046 mShininess( 0 ), 00047 mTexture( 0 ) 00048 { 00049 } 00050 00051 /*******************************************************************/ 00052 cMaterial::cMaterial( const cVfsNodeInterface & iNode ) 00053 { 00054 cMaterial(); 00055 load( iNode ); 00056 } 00057 00058 /*******************************************************************/ 00059 cMaterial::cMaterial( const cDynVar & iDef ) 00060 { 00061 cMaterial(); 00062 load( iDef ); 00063 } 00064 00065 /*******************************************************************/ 00066 cMaterial::~cMaterial() 00067 { 00068 } 00069 00070 /*******************************************************************/ 00071 void cMaterial::load( const cVfsNodeInterface & iNode ) 00072 { 00073 if (!iNode.likeFile()) 00074 throw cBadDataUseException( "cMaterial::load", 00075 "Provided node isn\'t like a file" ); 00076 // Load it. 00077 if (iNode.firstLine()!="n2l::cMaterial") 00078 throw cParsingException("cMaterial::load", 00079 "This file isn\'t a cMaterial" ); 00080 00081 cDynVar def; 00082 if (iNode.buffer().size()<=(iNode.firstLine().size()+1)) 00083 throw cParsingException("cMaterial::load", 00084 "No data after header!" ); 00085 def.unserialize( iNode.buffer().c_str() + iNode.firstLine().size()+1 ); 00086 00087 load( def ); 00088 } 00089 00090 /*******************************************************************/ 00091 void cMaterial::load( const cDynVar & iDef ) 00092 { 00093 // Reset to base values 00094 setGLDefault(); 00095 00096 // Override as defined 00097 if (iDef.keyExists("b")) shininess( tSint(iDef["b"]) ); 00098 00099 00100 if (iDef.keyExists("n")) name( iDef["n"] ); 00101 00102 if (iDef["a"]) 00103 mAmbient.set( iDef["a"][0],iDef["a"][1], 00104 iDef["a"][2],iDef["a"][3] ); 00105 00106 if (iDef["d"]) 00107 mDiffuse.set( iDef["d"][0],iDef["d"][1], 00108 iDef["d"][2],iDef["d"][3] ); 00109 00110 if (iDef["s"]) 00111 mSpecular.set( iDef["s"][0],iDef["s"][1], 00112 iDef["s"][2],iDef["s"][3] ); 00113 00114 if (iDef["e"]) 00115 mEmission.set( iDef["e"][0],iDef["e"][1], 00116 iDef["e"][2],iDef["e"][3] ); 00117 } 00118 00119 /*******************************************************************/ 00120 void cMaterial::setGLDefault() 00121 { 00122 mAmbient.set( 0.2f, 0.2f, 0.2f, 1.0f ); 00123 mDiffuse.set( 0.8f, 0.8f, 0.8f, 1.0f ); 00124 mSpecular.set( 0.0f, 0.0f, 0.0f, 1.0f ); 00125 mEmission.set( 0.0f, 0.0f, 0.0f, 1.0f ); 00126 mShininess = 0; 00127 mTexture = 0; 00128 } 00129 00130 /*******************************************************************/ 00131 void cMaterial::name( const tString & iValue ) 00132 { 00133 mName = iValue; 00134 } 00135 00136 /*******************************************************************/ 00137 void cMaterial::ambient( const cColour & iValue ) 00138 { 00139 mAmbient = iValue; 00140 } 00141 00142 /*******************************************************************/ 00143 void cMaterial::diffuse( const cColour & iValue ) 00144 { 00145 mDiffuse = iValue; 00146 } 00147 00148 /*******************************************************************/ 00149 void cMaterial::specular( const cColour & iValue ) 00150 { 00151 mSpecular = iValue; 00152 } 00153 00154 /*******************************************************************/ 00155 void cMaterial::emission( const cColour & iValue ) 00156 { 00157 mEmission = iValue; 00158 } 00159 00160 /*******************************************************************/ 00161 void cMaterial::shininess( const tSint iValue ) 00162 { 00163 mShininess = n2lMax((tSint)(0),n2lMin((tSint)(128),iValue)); 00164 } 00165 00166 /*******************************************************************/ 00167 void cMaterial::texture( const cAutoPtr<const cGLTexture> & iValue ) 00168 { 00169 mTexture = iValue; 00170 } 00171 00172 /*******************************************************************/ 00173 void cMaterial::useMaterial( const tMaterialOptions iOptions ) const 00174 { 00175 static const cColour smZeroColour(0,0,0,1); 00176 00177 if (iOptions & MatOpt_Disable) return; 00178 00179 if (iOptions & MatOpt_ZeroDiffAmbEmis) { 00180 smZeroColour.glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT ); 00181 smZeroColour.glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE ); 00182 smZeroColour.glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION ); 00183 } else { 00184 mAmbient.glMaterialfv( GL_FRONT_AND_BACK, GL_AMBIENT ); 00185 mDiffuse.glMaterialfv( GL_FRONT_AND_BACK, GL_DIFFUSE ); 00186 mEmission.glMaterialfv( GL_FRONT_AND_BACK, GL_EMISSION ); 00187 } 00188 00189 if (iOptions & MatOpt_ZeroSpecular) { 00190 smZeroColour.glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR ); 00191 } else { 00192 mSpecular.glMaterialfv( GL_FRONT_AND_BACK, GL_SPECULAR ); 00193 glMateriali( GL_FRONT_AND_BACK, GL_SHININESS, mShininess ); 00194 } 00195 } 00196 00197 } |