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source: orxonox.OLD/branches/ODE/src/world_entities/particles/sprite_particles.cc @ 10770

Last change on this file since 10770 was 10114, checked in by patrick, 18 years ago

merged network back to trunk

File size: 4.4 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
17
18#include "sprite_particles.h"
19
20#include "util/loading/load_param.h"
21#include "util/loading/factory.h"
22#include "material.h"
23#include "state.h"
24#include "shell_command.h"
25
26
27
28ObjectListDefinition(SpriteParticles);
29CREATE_FACTORY(SpriteParticles);
30
31SHELL_COMMAND(texture, SpriteParticles, setMaterialTexture)
32    ->defaultValues("maps/evil-flower.png");
33
34
35
36/**
37 *  standard constructor
38 * @param maxCount the Count of particles in the System
39 * @param type The Type of the SpriteParticles
40*/
41SpriteParticles::SpriteParticles (unsigned int maxCount)
42  : ParticleSystem(maxCount)
43{
44  this->init();
45}
46
47/**
48 * @brief creates a Particle System out of a XML-element
49 * @param root: the XML-element to load from
50 */
51SpriteParticles::SpriteParticles(const TiXmlElement* root)
52{
53  this->init();
54  if (root != NULL)
55    this->loadParams(root);
56}
57
58/**
59 *  standard deconstructor
60*/
61SpriteParticles::~SpriteParticles()
62{ }
63
64/**
65 * @brief initializes the SpriteParticles with default values
66*/
67void SpriteParticles::init()
68{
69  this->registerObject(this, SpriteParticles::_objectList);
70
71  this->material.setDiffuseMap("maps/radial-trans-noise.png");
72}
73
74
75/**
76 * loads Parameters from a TiXmlElement
77 * @param root the XML-element to load from.
78 */
79void SpriteParticles::loadParams(const TiXmlElement* root)
80{
81  ParticleSystem::loadParams(root);
82
83  LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture);
84}
85
86/**
87 * @brief sets the Texutre that is placed onto the particles
88 * @param textureFile the Texture to load onto these SpriteParticles
89 */
90void SpriteParticles::setMaterialTexture(const std::string& textureFile)
91{
92  this->material.setDiffuseMap(textureFile);
93}
94
95/**
96 * @brief draws all the Particles of this System
97 *
98 * The Cases in this Function all do the same:
99 * Drawing all the particles with the appropriate Type.
100 * This is just the fastest Way to do this, but will most likely be changed in the future.
101 */
102void SpriteParticles::draw() const
103{
104
105  Particle* drawPart = particles;
106  this->material.select();
107
108  GLboolean checkLight = false;
109  glGetBooleanv(GL_LIGHTING, &checkLight);
110  glPushAttrib(GL_LIGHTING_BIT);
111  if (checkLight == GL_TRUE)
112    glDisable(GL_LIGHTING);
113
114  glDepthMask(GL_FALSE);
115  /*
116  glClearDepth(1.0);
117  glDepthFunc(GL_LEQUAL);
118  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
119  glEnable(GL_BLEND);
120  glAlphaFunc(GL_GREATER,0.1);
121  glEnable(GL_ALPHA_TEST);
122  glEnable(GL_TEXTURE_2D);
123  glEnable(GL_CULL_FACE);
124  */
125  //glDepthMask(GL_FALSE);
126//glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
127
128  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
129
130
131  while (likely(drawPart != NULL))
132  {
133    glColor4fv(drawPart->color);
134    //! @todo implement a faster code for the look-at Camera algorithm.
135
136    const PNode* camera = State::getCameraNode();  //!< @todo MUST be different
137    Vector cameraPos = camera->getAbsCoor();
138    Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor();
139    Vector view = cameraTargetPos - cameraPos;
140    Vector up = Vector(0, 1, 0);
141    up = camera->getAbsDir().apply(up);
142    Vector h = up.cross(view);
143    Vector v = h.cross(view);
144    h.normalize();
145    v.normalize();
146    v *= .5 * drawPart->radius;
147    h *= .5 * drawPart->radius;
148
149    glBegin(GL_TRIANGLE_STRIP);
150    glTexCoord2i(1, 1);
151    glVertex3f(drawPart->position.x - h.x - v.x,
152               drawPart->position.y - h.y - v.y,
153               drawPart->position.z - h.z - v.z);
154    glTexCoord2i(0, 1);
155    glVertex3f(drawPart->position.x - h.x + v.x,
156               drawPart->position.y - h.y + v.y,
157               drawPart->position.z - h.z + v.z);
158    glTexCoord2i(1, 0);
159    glVertex3f(drawPart->position.x + h.x - v.x,
160               drawPart->position.y + h.y - v.y,
161               drawPart->position.z + h.z - v.z);
162    glTexCoord2i(0, 0);
163    glVertex3f(drawPart->position.x + h.x + v.x,
164               drawPart->position.y + h.y + v.y,
165               drawPart->position.z + h.z + v.z);
166
167    glEnd();
168
169    drawPart = drawPart->next;
170  }
171  glDepthMask(GL_TRUE);
172  glPopAttrib();
173}
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