[8435] | 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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[8557] | 32 | @brief Implementation of the GodrayShader class. |
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[8435] | 33 | */ |
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| 34 | |
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| 35 | |
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[8557] | 36 | #include "GodrayShader.h" |
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| 37 | |
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[8435] | 38 | #include "util/Exception.h" |
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| 39 | #include "core/CoreIncludes.h" |
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| 40 | #include "core/XMLPort.h" |
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| 41 | |
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| 42 | namespace orxonox |
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| 43 | { |
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[8557] | 44 | CreateFactory(GodrayShader); |
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[8435] | 45 | |
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[8557] | 46 | GodrayShader::GodrayShader(BaseObject* creator) : BaseObject(creator), globalShader_(creator) |
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[8435] | 47 | { |
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[8557] | 48 | RegisterObject(GodrayShader); |
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[8435] | 49 | |
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[8557] | 50 | // Default parameters are initialized |
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| 51 | this->sunPosition_ = Vector3::Zero; |
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| 52 | this->sunColor_ = ColourValue::White; |
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[8497] | 53 | this->skyColor_ = ColourValue::Black; |
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[8557] | 54 | this->exposure_ = 1.0f; |
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[8491] | 55 | this->decay_ = 0.1f; |
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| 56 | this->density_ = 0.7f; |
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[8497] | 57 | |
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[8557] | 58 | // Godrays.compositor is getting initialized |
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| 59 | this->globalShader_.getMutableShader().setCompositorName("Godrays"); |
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| 60 | this->compositor_ = this->globalShader_.getMutableShader().getMutableCompositorInstance(); |
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[8435] | 61 | } |
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| 62 | |
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[8557] | 63 | GodrayShader::~GodrayShader() |
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[8435] | 64 | { |
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[8491] | 65 | this->setVisible(false); |
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[8435] | 66 | } |
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| 67 | |
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[8557] | 68 | void GodrayShader::tick(float dt) |
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[8491] | 69 | { |
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[8557] | 70 | if(this->isVisible()) |
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| 71 | { |
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| 72 | |
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| 73 | //Reset sunPosition in the compositor instance every tick |
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| 74 | this->compositor_->getTechnique()->getTargetPass(2) |
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| 75 | } |
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[8491] | 76 | } |
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| 77 | |
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[8557] | 78 | void GodrayShader::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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[8435] | 79 | { |
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[8557] | 80 | SUPER(GodrayShader, XMLPort, xmlelement, mode); |
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[8435] | 81 | |
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[8557] | 82 | XMLPortParamTemplate(GodrayShader, "sunColor", setSunColor, getSunColor, xmlelement, mode, const ColourValue&); |
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| 83 | XMLPortParamTemplate(GodrayShader, "skyColor", setSkyColor, getSkyColor, xmlelement, mode, const ColourValue&); |
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| 84 | XMLPortParamVariable(GodrayShader, "exposure", exposure_, xmlelement, mode); |
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| 85 | XMLPortParamVariable(GodrayShader, "decay", decay_, xmlelement, mode); |
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| 86 | XMLPortParamVariable(GodrayShader, "density", density_, xmlelement, mode); |
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[8435] | 87 | } |
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[8491] | 88 | |
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[8557] | 89 | void GodrayShader::setWorldEntity(WorldEntity* worldEntity) |
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[8491] | 90 | { |
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[8557] | 91 | this->worldEntity_ = worldEntity; |
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| 92 | this->setSunPosition(worldEntity->getWorldPosition()); |
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| 93 | } |
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| 94 | |
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| 95 | void GodrayShader::setSunPosition(const Vector3& position) |
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| 96 | { |
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[8497] | 97 | this->sunPosition_ = position; |
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[8491] | 98 | } |
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[8557] | 99 | void GodrayShader::setSunColor(const ColourValue& color) |
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[8491] | 100 | { |
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[8497] | 101 | this->skyColor_ = color; |
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[8491] | 102 | } |
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[8557] | 103 | void GodrayShader::setSkyColor(const ColourValue& color) |
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[8491] | 104 | { |
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[8557] | 105 | this->skyColor_ = color; |
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| 106 | } |
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| 107 | const Vector3& GodrayShader::getSunPosition() const |
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| 108 | { |
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[8497] | 109 | return this->sunPosition_; |
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[8491] | 110 | } |
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[8557] | 111 | const ColourValue& GodrayShader::getSunColor() const |
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[8491] | 112 | { |
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[8557] | 113 | return this->sunColor_; |
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| 114 | } |
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| 115 | const ColourValue& GodrayShader::getSkyColor() const |
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| 116 | { |
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[8497] | 117 | return this->skyColor_; |
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[8491] | 118 | } |
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| 119 | |
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[8557] | 120 | void GodrayShader::changedVisibility() |
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[8491] | 121 | { |
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[8557] | 122 | SUPER(GodrayShader, changedVisibility); |
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[8491] | 123 | |
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| 124 | this->globalShader_.setVisible(this->isVisible()); |
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| 125 | } |
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[8435] | 126 | } |
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