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: Silvan Nellen |
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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_ |
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17 | |
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18 | #include "heat_haze_manager.h" |
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19 | #include "resource_shader.h" |
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20 | |
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21 | ObjectListDefinition(HeatHazeManager); |
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22 | |
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23 | |
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24 | /** |
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25 | * the constructor |
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26 | * |
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27 | */ |
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28 | HeatHazeManager::HeatHazeManager () |
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29 | { |
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30 | this->registerObject(this, HeatHazeManager::_objectList); |
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31 | this->init(); |
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32 | } |
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33 | |
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34 | |
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35 | /** |
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36 | * standard deconstructor |
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37 | */ |
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38 | HeatHazeManager::~HeatHazeManager () |
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39 | { |
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40 | |
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41 | } |
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42 | |
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43 | |
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44 | /** |
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45 | * initialise the heathaze manager |
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46 | */ |
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47 | void HeatHazeManager::init () |
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48 | { |
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49 | this->heatShader = ResourceShader( "shaders/heat_haze.vert", "shaders/heat_haze.frag"); |
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50 | |
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51 | this->heatShader.activateShader(); |
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52 | Shader::Uniform(heatShader, "ParticlesShot").set(0); |
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53 | Shader::Uniform(heatShader, "FinalRender").set(1); |
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54 | parameters = new Shader::Uniform(heatShader, "parameters"); |
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55 | //parameters->set(1.0f/offScreenWidth, 1.0f/offScreenHeight, scale, scale); |
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56 | this->heatShader.deactivateShader(); |
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57 | |
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58 | } |
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59 | |
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60 | |
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61 | /** |
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62 | * Get the mask of all heat particles |
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63 | */ |
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64 | void HeatHazeManager::acquireMask() |
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65 | { |
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66 | glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); |
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67 | |
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68 | for (ObjectList<HeatParticles>::const_iterator it = HeatParticles::objectList().begin(); |
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69 | it != HeatParticles::objectList().end(); |
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70 | ++it) |
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71 | { |
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72 | //TODO: Let all the HeatParticles draw the particles in a temporary buffer (texture unit 1) |
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73 | } |
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74 | |
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75 | // TODO: Copy the current framebuffer into a texture (particleMask) |
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76 | //particleMask. |
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77 | } |
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78 | |
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79 | /** |
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80 | * Apply the disortion effect to the frame |
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81 | */ |
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82 | void HeatHazeManager::apply() |
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83 | { |
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84 | |
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85 | } |
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