1 | /* |
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2 | orxonox - the future of 3D-vertical-scrollers |
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3 | |
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4 | Copyright (C) 2004 orx |
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5 | |
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6 | This program is free software; you can redistribute it and/or modify |
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7 | it under the terms of the GNU General Public License as published by |
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8 | the Free Software Foundation; either version 2, or (at your option) |
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9 | any later version. |
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10 | |
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11 | ### File Specific: |
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12 | main-programmer: hdavid, amaechler |
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13 | */ |
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14 | |
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15 | #include "rain_effect.h" |
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16 | |
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17 | #include "util/loading/load_param.h" |
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18 | #include "util/loading/factory.h" |
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19 | |
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20 | #include "glincl.h" |
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21 | |
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22 | // ***** |
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23 | |
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24 | #include "material.h" |
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25 | #include "state.h" |
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26 | #include "shell_command.h" |
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27 | |
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28 | #include "parser/tinyxml/tinyxml.h" |
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29 | #include <algorithm> |
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30 | |
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31 | using namespace std; |
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32 | |
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33 | CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT); |
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34 | |
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35 | RainEffect::RainEffect(const TiXmlElement* root) |
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36 | { |
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37 | this->setClassID(CL_RAIN_EFFECT, "RainEffect"); |
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38 | |
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39 | // this->rainMode = GL_LINEAR; |
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40 | // this->rainDensity = 0.001f; |
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41 | // this->rainStart = 10.0f; |
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42 | // this->rainEnd = 1000.0f; |
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43 | |
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44 | if (root != NULL) |
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45 | this->loadParams(root); |
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46 | |
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47 | this->activate(); |
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48 | } |
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49 | |
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50 | |
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51 | |
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52 | RainEffect::~RainEffect() |
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53 | { |
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54 | this->deactivate(); |
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55 | } |
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56 | |
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57 | |
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58 | void RainEffect::loadParams(const TiXmlElement* root) |
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59 | { |
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60 | WeatherEffect::loadParams(root); |
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61 | |
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62 | // LoadParam(root, "rain-mode", this, RainEffect, setRainMode); |
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63 | // LoadParam(root, "rain-density", this, RainEffect, setRainDensity); |
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64 | // LoadParam(root, "rain-color", this, RainEffect, setRainColor); |
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65 | |
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66 | |
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67 | } |
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68 | |
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69 | bool RainEffect::init() |
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70 | {} |
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71 | |
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72 | |
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73 | |
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74 | bool RainEffect::activate() |
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75 | { |
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76 | // PRINTF(0)( "Enabling Rain Effect, mode: %i, density: %f, start: %f, end: %f, color %f, %f, %f\n", this->rainMode, this->rainDensity, this->rainStart, this->rainEnd, this->colorVector.x, this->colorVector.y, this->colorVector.z); |
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77 | // |
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78 | // glEnable(GL_RAIN); |
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79 | // { |
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80 | // //GLfloat rainColor[4] = {0.7, 0.6, 0.6, 1.0}; |
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81 | // GLfloat rainColor[4] = { colorVector.x, colorVector.y, colorVector.z, 1.0}; |
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82 | // |
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83 | // glRaini(GL_RAIN_MODE, this->rainMode); |
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84 | // glRainfv(GL_RAIN_COLOR, rainColor); |
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85 | // glRainf(GL_RAIN_DENSITY, this->rainDensity); |
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86 | // glHint(GL_RAIN_HINT, GL_DONT_CARE); |
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87 | // glRainf(GL_RAIN_START, this->rainStart); |
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88 | // glRainf(GL_RAIN_END, this->rainEnd); |
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89 | // |
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90 | // //glRaini(GL_RAIN_COORDINATE_SOURCE, GL_RAIN_COORDINATE); |
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91 | // } |
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92 | // glClearColor(0.5, 0.5, 0.5, 1.0); |
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93 | } |
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94 | |
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95 | |
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96 | bool RainEffect::deactivate() |
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97 | { |
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98 | PRINTF(0)("Deactivating Rain Effect\n"); |
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99 | // glDisable(GL_RAIN); |
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100 | } |
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101 | |
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102 | void RainEffect::draw() const |
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103 | { |
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104 | // Particle* drawPart = ParticleSystem::particles; |
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105 | |
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106 | // glDepthMask(GL_FALSE); |
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107 | // glPushAttrib(GL_ENABLE_BIT); |
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108 | // |
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109 | // glDisable(GL_LIGHTING); |
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110 | // glDisable(GL_TEXTURE_2D); |
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111 | // |
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112 | // glEnable(GL_LINE_SMOOTH); |
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113 | // glEnable(GL_BLEND); |
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114 | // glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); |
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115 | // |
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116 | // glLineWidth(2.0); |
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117 | // glBegin(GL_LINES); |
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118 | // while (likely(drawPart != NULL)) |
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119 | // { |
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120 | // // printf("%f %f %f %f\n", drawPart->color[0], drawPart->color[1], drawPart->color[2], drawPart->color[3]); |
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121 | // glColor4fv(drawPart->color); |
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122 | // glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); |
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123 | // glVertex3f(drawPart->position.x - drawPart->velocity.x * drawPart->radius, |
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124 | // drawPart->position.y - drawPart->velocity.y * drawPart->radius, |
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125 | // drawPart->position.z - drawPart->velocity.z * drawPart->radius); |
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126 | // drawPart = drawPart->next; |
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127 | // } |
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128 | // glEnd(); |
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129 | // |
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130 | // glDepthMask(GL_TRUE); |
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131 | // glPopAttrib(); |
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132 | } |
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