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: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS |
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17 | |
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18 | #include "sprite_particles.h" |
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19 | |
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20 | #include "util/loading/load_param.h" |
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21 | #include "util/loading/factory.h" |
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22 | #include "material.h" |
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23 | #include "state.h" |
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24 | #include "shell_command.h" |
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25 | #include "tools/camera.h" |
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26 | #include "tools/cameraman.h" |
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27 | |
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28 | |
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29 | |
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30 | ObjectListDefinition(SpriteParticles); |
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31 | CREATE_FACTORY(SpriteParticles); |
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32 | |
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33 | SHELL_COMMAND(texture, SpriteParticles, setMaterialTexture); |
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34 | // ->defaultValues("textures/evil-flower.png"); |
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35 | |
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36 | |
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37 | |
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38 | /** |
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39 | * standard constructor |
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40 | * @param maxCount the Count of particles in the System |
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41 | * @param type The Type of the SpriteParticles |
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42 | */ |
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43 | SpriteParticles::SpriteParticles (unsigned int maxCount) |
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44 | : ParticleSystem(maxCount) |
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45 | { |
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46 | this->init(); |
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47 | } |
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48 | |
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49 | /** |
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50 | * @brief creates a Particle System out of a XML-element |
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51 | * @param root: the XML-element to load from |
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52 | */ |
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53 | SpriteParticles::SpriteParticles(const TiXmlElement* root) |
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54 | { |
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55 | this->init(); |
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56 | if (root != NULL) |
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57 | this->loadParams(root); |
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58 | } |
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59 | |
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60 | /** |
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61 | * standard deconstructor |
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62 | */ |
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63 | SpriteParticles::~SpriteParticles() |
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64 | { } |
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65 | |
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66 | /** |
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67 | * @brief initializes the SpriteParticles with default values |
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68 | */ |
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69 | void SpriteParticles::init() |
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70 | { |
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71 | this->registerObject(this, SpriteParticles::_objectList); |
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72 | |
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73 | this->material.setDiffuseMap("textures/radial-trans-noise.png"); |
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74 | } |
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75 | |
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76 | |
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77 | /** |
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78 | * loads Parameters from a TiXmlElement |
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79 | * @param root the XML-element to load from. |
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80 | */ |
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81 | void SpriteParticles::loadParams(const TiXmlElement* root) |
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82 | { |
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83 | ParticleSystem::loadParams(root); |
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84 | |
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85 | LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture); |
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86 | } |
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87 | |
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88 | /** |
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89 | * @brief sets the Texutre that is placed onto the particles |
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90 | * @param textureFile the Texture to load onto these SpriteParticles |
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91 | */ |
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92 | void SpriteParticles::setMaterialTexture(const std::string& textureFile) |
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93 | { |
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94 | this->material.setDiffuseMap(textureFile); |
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95 | } |
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96 | |
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97 | /** |
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98 | * @brief draws all the Particles of this System |
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99 | * |
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100 | * The Cases in this Function all do the same: |
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101 | * Drawing all the particles with the appropriate Type. |
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102 | * This is just the fastest Way to do this, but will most likely be changed in the future. |
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103 | */ |
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104 | void SpriteParticles::draw() const |
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105 | { |
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106 | |
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107 | Particle* drawPart = particles; |
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108 | this->material.select(); |
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109 | |
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110 | GLboolean checkLight = false; |
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111 | glGetBooleanv(GL_LIGHTING, &checkLight); |
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112 | glPushAttrib(GL_LIGHTING_BIT); |
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113 | if (checkLight == GL_TRUE) |
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114 | glDisable(GL_LIGHTING); |
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115 | |
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116 | glDepthMask(GL_FALSE); |
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117 | /* |
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118 | glClearDepth(1.0); |
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119 | glDepthFunc(GL_LEQUAL); |
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120 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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121 | glEnable(GL_BLEND); |
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122 | glAlphaFunc(GL_GREATER,0.1); |
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123 | glEnable(GL_ALPHA_TEST); |
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124 | glEnable(GL_TEXTURE_2D); |
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125 | glEnable(GL_CULL_FACE); |
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126 | */ |
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127 | //glDepthMask(GL_FALSE); |
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128 | //glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); |
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129 | |
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130 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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131 | |
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132 | |
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133 | while (likely(drawPart != NULL)) |
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134 | { |
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135 | glColor4fv(drawPart->color); |
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136 | //! @todo implement a faster code for the look-at Camera algorithm. |
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137 | |
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138 | // const PNode* camera = State::getCameraNode(); //!< @todo MUST be different |
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139 | // Vector cameraPos = camera->getAbsCoor(); |
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140 | // Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor(); |
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141 | // Vector view = cameraTargetPos - cameraPos; |
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142 | |
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143 | Camera* camera = State::getCamera(); |
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144 | Vector cameraPos = camera->getAbsCoor(); |
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145 | Vector cameraTargetPos = camera->getTarget()->getAbsCoor(); |
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146 | Vector view = cameraTargetPos - cameraPos; |
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147 | |
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148 | Vector up = Vector(0, 1, 0); |
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149 | up = camera->getAbsDir().apply(up); |
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150 | Vector h = up.cross(view); |
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151 | Vector v = h.cross(view); |
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152 | h.normalize(); |
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153 | v.normalize(); |
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154 | v *= .5 * drawPart->radius; |
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155 | h *= .5 * drawPart->radius; |
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156 | |
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157 | glBegin(GL_TRIANGLE_STRIP); |
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158 | glTexCoord2i(1, 1); |
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159 | glVertex3f(drawPart->position.x - h.x - v.x, |
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160 | drawPart->position.y - h.y - v.y, |
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161 | drawPart->position.z - h.z - v.z); |
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162 | glTexCoord2i(0, 1); |
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163 | glVertex3f(drawPart->position.x - h.x + v.x, |
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164 | drawPart->position.y - h.y + v.y, |
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165 | drawPart->position.z - h.z + v.z); |
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166 | glTexCoord2i(1, 0); |
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167 | glVertex3f(drawPart->position.x + h.x - v.x, |
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168 | drawPart->position.y + h.y - v.y, |
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169 | drawPart->position.z + h.z - v.z); |
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170 | glTexCoord2i(0, 0); |
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171 | glVertex3f(drawPart->position.x + h.x + v.x, |
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172 | drawPart->position.y + h.y + v.y, |
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173 | drawPart->position.z + h.z + v.z); |
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174 | |
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175 | glEnd(); |
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176 | |
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177 | drawPart = drawPart->next; |
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178 | } |
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179 | glDepthMask(GL_TRUE); |
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180 | glPopAttrib(); |
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181 | } |
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