1 | /* |
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2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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3 | * > www.orxonox.net < |
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4 | * |
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5 | * |
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6 | * License notice: |
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7 | * |
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8 | * This program is free software; you can redistribute it and/or |
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9 | * modify it under the terms of the GNU General Public License |
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10 | * as published by the Free Software Foundation; either version 2 |
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11 | * of the License, or (at your option) any later version. |
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12 | * |
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13 | * This program is distributed in the hope that it will be useful, |
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14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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16 | * GNU General Public License for more details. |
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17 | * |
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18 | * You should have received a copy of the GNU General Public License |
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19 | * along with this program; if not, write to the Free Software |
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20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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21 | * |
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22 | * Author: |
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23 | * Markus 'atok' Wegmann |
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24 | * Co-authors: |
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25 | * ... |
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26 | * |
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27 | */ |
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28 | |
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29 | /** |
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30 | @file |
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31 | |
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32 | @brief Implementation of the GlobalGodrayShader class. |
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33 | */ |
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34 | |
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35 | #include "GlobalGodrayShader.h" |
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36 | |
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37 | #include "util/Exception.h" |
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38 | #include "core/CoreIncludes.h" |
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39 | #include "core/XMLPort.h" |
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40 | |
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41 | namespace orxonox |
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42 | { |
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43 | CreateFactory(GlobalGodrayShader); |
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44 | |
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45 | GlobalGodrayShader::GlobalGodrayShader(BaseObject* creator) : BaseObject(creator), globalShader_(creator) |
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46 | { |
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47 | RegisterObject(GlobalGodrayShader); |
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48 | |
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49 | if (!this->getScene()) |
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50 | ThrowException(AbortLoading, "Can't create GlobalGodrayShader, no scene given."); |
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51 | // if (!this->getScene()->getSceneManager()) |
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52 | // ThrowException(AbortLoading, "Can't create GlobalGodrayShader, no scene manager given."); |
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53 | |
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54 | this->skyColor_ = {0.0f, 0.0f, 0.0f, 1.0f}; |
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55 | this->exposure_ = 1.0f; |
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56 | this->decay_ = 0.1f; |
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57 | this->density_ = 0.7f; |
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58 | } |
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59 | |
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60 | GlobalGodrayShader::~GlobalGodrayShader() |
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61 | { |
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62 | this->setVisible(false); |
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63 | } |
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64 | |
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65 | void GlobalGodrayShader::tick(float dt) |
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66 | { |
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67 | // To-Do |
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68 | } |
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69 | |
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70 | void GlobalGodrayShader::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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71 | { |
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72 | SUPER(GlobalGodrayShader, XMLPort, xmlelement, mode); |
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73 | |
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74 | XMLPortParamTemplate(GlobalGodrayShader, "sunPosition", setSunPosition, getSunPosition, xmlelement, mode, const Vector3&); |
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75 | XMLPortParamTemplate(GlobalGodrayShader, "skyColor", setSkyColor, getSkyColor, xmlelement, mode, const Vector4&); |
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76 | XMLPortParamVariable(GlobalGodrayShader, exposure_, "exposure", xmlelement, mode); |
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77 | XMLPortParamVariable(GlobalGodrayShader, decay_, "decay", xmlelement, mode); |
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78 | XMLPortParamVariable(GlobalGodrayShader, density_, "density", xmlelement, mode); |
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79 | } |
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80 | |
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81 | void GlobalGodrayShader::setSunPosition(const Vector3& position) |
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82 | { |
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83 | this->sunPosition.x = position.x; |
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84 | this->sunPosition.y = position.y; |
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85 | this->sunPosition.z = position.z; |
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86 | } |
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87 | void GlobalGodrayShader::setSkyColor(const Vector4& color) |
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88 | { |
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89 | this->skyColor[0] = color.x; |
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90 | this->skyColor[1] = color.y; |
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91 | this->skyColor[2] = color.z; |
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92 | this->skyColor[3] = color.w; |
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93 | } |
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94 | const Vector3& GlobalGodrayShader::getSunPosition() const |
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95 | { |
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96 | return sunPosition; |
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97 | } |
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98 | const Vector4& GlobalGodrayShader::getSkyColor() const |
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99 | { |
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100 | Vector4 &color = new Vector4(skyColor[0], skyColor[1], skyColor[2], skyColor[3]); |
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101 | return color; |
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102 | } |
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103 | |
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104 | void GlobalShader::changedVisibility() |
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105 | { |
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106 | SUPER(GlobalShader, changedVisibility); |
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107 | |
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108 | this->globalShader_.setVisible(this->isVisible()); |
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109 | } |
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110 | } |
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