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source: orxonox.OLD/branches/multitexture/src/lib/graphics/effects/lense_flare.cc @ 7505

Last change on this file since 7505 was 7316, checked in by bensch, 19 years ago

orxonox/trunk: Element2D uses Vector2D instead of Vector whenever possible

File size: 5.7 KB
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1
2
3/*
4   orxonox - the future of 3D-vertical-scrollers
5
6   Copyright (C) 2004 orx
7
8   This program is free software; you can redistribute it and/or modify
9   it under the terms of the GNU General Public License as published by
10   the Free Software Foundation; either version 2, or (at your option)
11   any later version.
12
13### File Specific:
14   main-programmer: Patrick Boenzli
15*/
16
17#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
18
19#include "lense_flare.h"
20
21#include "util/loading/load_param.h"
22#include "util/loading/factory.h"
23
24#include "glincl.h"
25#include "texture.h"
26
27#include "light.h"
28#include "state.h"
29
30#include "render2D/billboard.h"
31
32#include "light.h"
33#include "camera.h"
34
35
36using namespace std;
37
38
39CREATE_FACTORY(LenseFlare, CL_LENSE_FLARE);
40
41
42/**
43 *  default constructor
44 * @param root The XML-element to load the LenseFlare from
45 */
46 LenseFlare::LenseFlare(const TiXmlElement* root)
47{
48  this->setClassID(CL_LENSE_FLARE, "LenseFlare");
49
50  this->flareMatrix = new float[14];
51  /*          length                      image scale */
52  this->flareMatrix[0] = 1.0f; this->flareMatrix[1] = 1.0f;
53  this->flareMatrix[2] = 0.5f; this->flareMatrix[3] = 0.5f;
54  this->flareMatrix[4] = 0.33f; this->flareMatrix[5] = 0.25f;
55  this->flareMatrix[6] = 0.125f; this->flareMatrix[7] = 1.0f;
56  this->flareMatrix[8] = -0.5f; this->flareMatrix[9] = 0.5f;
57  this->flareMatrix[10] = -0.25f; this->flareMatrix[11] = 0.15f;
58  this->flareMatrix[12] = -1.82f; this->flareMatrix[13] = 0.25f;
59
60  this->lightSource = (LightManager::getInstance())->getLight(0);
61  PRINTF(0)("light is: %p\n", this->lightSource);
62
63  this->isVisible = true;
64
65  if (root != NULL)
66  {
67    this->loadParams(root);
68    this->activate();
69  }
70
71  this->setSourceVisibility(false);
72  this->isVisible = true;
73
74}
75
76
77/**
78 *  destroys a LenseFlare
79 */
80LenseFlare::~LenseFlare()
81{
82  std::vector<Billboard*>::iterator it;
83  for( it = flares.begin(); it != flares.end(); it++)
84    delete (*it);
85}
86
87
88/**
89 * @param root The XML-element to load the LenseFlare from
90 */
91void LenseFlare::loadParams(const TiXmlElement* root)
92{
93  GraphicsEffect::loadParams(root);
94
95  LOAD_PARAM_START_CYCLE(root, element);
96  {
97    LoadParam_CYCLE(element, "add-flare-texture", this, LenseFlare, addFlare)
98        .describe("adds a lensflare texture to the engine");
99  }
100  LOAD_PARAM_END_CYCLE(element);
101}
102
103
104/**
105 * initializes the fog effect
106 */
107bool LenseFlare::init()
108{}
109
110
111/**
112 * activates the fog effect
113 */
114bool LenseFlare::activate()
115{
116  this->bActivated = true;
117}
118
119
120/**
121 * deactivates the fog effect
122 */
123bool LenseFlare::deactivate()
124{
125  this->bActivated = false;
126}
127
128
129/**
130 * converts a gl mode char to a GLint
131 * @param mode the mode character
132 */
133GLint LenseFlare::stringToFogMode(const std::string& mode)
134{}
135
136
137/**
138 * adds a texture flare
139 * @param textureName the name of the flare texture
140 *
141 *  1st: Texture of the Sun/Light source itself
142 *  2nd: Texture of the fist halo
143 *  3rd: Texture of small burst
144 *  4th: Texture of the second halo
145 *  5th: Texutre of the second burst
146 *  6th: Texture of the third halo
147 *  7th: Texture of the third burst
148 */
149void LenseFlare::addFlare(const std::string& textureName)
150{
151  if( this->flares.size() > LF_MAX_FLARES)
152  {
153    PRINTF(2)("You tried to add more than %i lense flares, ignoring\n", LF_MAX_FLARES);
154    return;
155  }
156
157  Billboard* bb = new Billboard(NULL);
158  bb->setTexture(textureName);
159  bb->setSize(50, 50);
160  this->flares.push_back(bb);
161  PRINTF(4)("Added a Lenseflare Billboard with texture %s\n", textureName.c_str());
162
163  // the first flare belongs to the light source
164  if( this->flares.size() == 1 && this->lightSource != NULL)
165  {
166    bb->setBindNode(static_cast<PNode*>(this->lightSource));
167    bb->setVisibility(true);
168  }
169  PRINTF(4)("Finished adding\n");
170}
171
172
173void LenseFlare::setSourceVisibility(bool visibility)
174{
175  if (this->isVisible == visibility)
176    return;
177
178  float dist = this->frustumPlane.distancePoint(this->lightSource->getAbsCoor());
179  PRINTF(0)("dist: %f\n", dist);
180  std::vector<Billboard*>::const_iterator it;
181    for(it = flares.begin(); it != flares.end(); it++)
182      (*it)->setVisibility(visibility);
183  this->isVisible = visibility;
184}
185
186
187/**
188 * tick the effect
189 */
190void LenseFlare::tick(float dt)
191{
192  if( unlikely(!this->bActivated || this->flares.size() == 0))
193    return;
194
195  // refetch light source information if needed
196  if( unlikely( this->lightSource == NULL))
197  {
198    this->lightSource = (LightManager::getInstance())->getLight(0);
199    if( this->flares.size() > 0)
200      this->flares[0]->setBindNode(static_cast<PNode*>(this->lightSource));
201  }
202
203    //set the frustum plane
204
205  this->frustumPlane = State::getCamera()->getViewFrustum();
206
207  if (State::getCamera()->distance(lightSource) < 0)
208    this->setSourceVisibility(false);
209  else
210    this->setSourceVisibility(true);
211
212
213  // always update the screen center, it could be, that the window is resized
214  this->screenCenter = Vector2D(State::getResX()/2.0f, State::getResY()/2.0f);
215
216  // flare vector is the direction from the center to the light source
217  this->flareVector = this->flares[0]->getAbsCoor2D() - this->screenCenter;
218  this->distance = this->flareVector.len();
219  this->flareVector.normalize();
220
221  // now calculate the new coordinates of the billboards
222  std::vector<Billboard*>::iterator it;
223  int i;
224  for( it = flares.begin(), i = 0; it != flares.end(); it++, i++)
225  {
226    // set the new position
227    if( i == 0)
228      continue;
229
230    (*it)->setAbsCoor2D( this->screenCenter + this->flareVector * this->flareMatrix[i * 2] * this->distance);
231    (*it)->setSize2D(50.0f * this->flareMatrix[i * 2 + 1], 50.0f * this->flareMatrix[i * 2 + 1]);
232    PRINTF(5)("Tick flare %i @ (%f, %f)\n", i, (*it)->getAbsCoor2D().x, (*it)->getAbsCoor2D().y);
233    // tick them
234    (*it)->tick(dt);
235  }
236}
237
238
239/**
240 * draws the LenseFlares
241 */
242void LenseFlare::draw() const
243{
244  if( !this->bActivated)
245    return;
246}
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