1 | |
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2 | |
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3 | /* |
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4 | orxonox - the future of 3D-vertical-scrollers |
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5 | |
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6 | Copyright (C) 2004 orx |
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7 | |
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8 | This program is free software; you can redistribute it and/or modify |
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9 | it under the terms of the GNU General Public License as published by |
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10 | the Free Software Foundation; either version 2, or (at your option) |
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11 | any later version. |
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12 | |
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13 | ### File Specific: |
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14 | main-programmer: Patrick Boenzli |
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15 | */ |
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16 | |
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17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS |
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18 | |
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19 | #include "lense_flare.h" |
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20 | |
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21 | #include "load_param.h" |
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22 | #include "factory.h" |
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23 | |
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24 | #include "glincl.h" |
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25 | #include "texture.h" |
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26 | |
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27 | #include "light.h" |
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28 | #include "state.h" |
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29 | |
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30 | #include "render2D/billboard.h" |
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31 | |
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32 | #include "light.h" |
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33 | #include "camera.h" |
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34 | |
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35 | using namespace std; |
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36 | |
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37 | CREATE_FACTORY(LenseFlare, CL_LENSE_FLARE); |
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38 | |
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39 | |
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40 | |
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41 | /** |
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42 | * default constructor |
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43 | * @param root The XML-element to load the LenseFlare from |
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44 | */ |
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45 | LenseFlare::LenseFlare(const TiXmlElement* root) |
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46 | { |
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47 | if (root != NULL) |
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48 | this->loadParams(root); |
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49 | |
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50 | this->flareMatrix = new float[14]; |
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51 | /* length image scale */ |
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52 | this->flareMatrix[0] = 1.0f; this->flareMatrix[1] = 1.0f; |
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53 | this->flareMatrix[2] = 0.5f; this->flareMatrix[3] = 0.5f; |
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54 | this->flareMatrix[4] = 0.33f; this->flareMatrix[5] = 0.25f; |
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55 | this->flareMatrix[6] = 0.125f; this->flareMatrix[7] = 1.0f; |
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56 | this->flareMatrix[8] = -0.5f; this->flareMatrix[9] = 0.5f; |
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57 | this->flareMatrix[10] = -0.25f; this->flareMatrix[11] = 0.15f; |
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58 | this->flareMatrix[12] = -1.82f; this->flareMatrix[13] = 0.25f; |
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59 | |
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60 | this->lightSource = (LightManager::getInstance())->getLight(0); |
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61 | } |
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62 | |
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63 | |
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64 | /** |
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65 | * destroys a LenseFlare |
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66 | */ |
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67 | LenseFlare::~LenseFlare() |
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68 | { |
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69 | std::vector<Billboard*>::iterator it; |
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70 | for( it = flares.begin(); it != flares.end(); it++) |
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71 | delete (*it); |
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72 | } |
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73 | |
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74 | |
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75 | /** |
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76 | * @param root The XML-element to load the LenseFlare from |
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77 | */ |
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78 | void LenseFlare::loadParams(const TiXmlElement* root) |
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79 | { |
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80 | GraphicsEffect::loadParams(root); |
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81 | |
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82 | LoadParam(root, "add-flare-texture", this, LenseFlare, addFlare) |
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83 | .describe("adds a lensflare texture to the engine"); |
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84 | } |
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85 | |
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86 | |
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87 | /** |
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88 | * initializes the fog effect |
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89 | */ |
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90 | bool LenseFlare::init() |
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91 | {} |
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92 | |
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93 | |
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94 | /** |
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95 | * activates the fog effect |
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96 | */ |
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97 | bool LenseFlare::activate() |
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98 | { |
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99 | this->bActivated = true; |
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100 | } |
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101 | |
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102 | |
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103 | /** |
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104 | * deactivates the fog effect |
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105 | */ |
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106 | bool LenseFlare::deactivate() |
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107 | { |
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108 | this->bActivated = false; |
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109 | } |
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110 | |
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111 | |
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112 | /** |
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113 | * converts a gl mode char to a GLint |
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114 | * @param mode the mode character |
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115 | */ |
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116 | GLint LenseFlare::charToFogMode(const char* mode) |
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117 | {} |
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118 | |
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119 | |
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120 | /** |
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121 | * adds a texture flare |
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122 | * @param textureName the name of the flare texture |
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123 | * |
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124 | * 1st: Texture of the Sun/Light source itself |
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125 | * 2nd: Texture of the fist halo |
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126 | * 3rd: Texture of small burst |
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127 | * 4th: Texture of the second halo |
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128 | * 5th: Texutre of the second burst |
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129 | * 6th: Texture of the third halo |
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130 | * 7th: Texture of the third burst |
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131 | */ |
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132 | void LenseFlare::addFlare(const char* textureName) |
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133 | { |
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134 | if( this->flares.size() > LF_MAX_FLARES) |
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135 | { |
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136 | PRINTF(2)("You tried to add more than %i lense flares, ignoring\n", LF_MAX_FLARES); |
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137 | return; |
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138 | } |
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139 | |
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140 | Billboard* bb = new Billboard(NULL); |
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141 | bb->setTexture(textureName); |
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142 | bb->setSize(50, 50); |
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143 | this->flares.push_back(bb); |
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144 | PRINTF(0)("Added a Lenseflare Billboard with texture %s\n", textureName); |
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145 | |
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146 | // the first flare belongs to the light source |
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147 | if( this->flares.size() == 1 && this->lightSource != NULL) |
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148 | { |
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149 | bb->setBindNode(static_cast<PNode*>(this->lightSource)); |
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150 | bb->setVisibility(true); |
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151 | } |
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152 | } |
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153 | |
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154 | |
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155 | bool LenseFlare::sourceVisible() const |
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156 | { |
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157 | |
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158 | float dist = this->frustumPlane.distancePoint(this->lightSource->getAbsCoor()); |
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159 | if( dist < 0.0f) |
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160 | { |
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161 | std::vector<Billboard*>::const_iterator it = flares.begin(); it++; |
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162 | for(; it != flares.end(); it++) |
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163 | (*it)->setVisibility(true); |
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164 | return true; |
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165 | } |
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166 | |
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167 | std::vector<Billboard*>::const_iterator it = flares.begin(); it++; |
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168 | for(; it != flares.end(); it++) |
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169 | (*it)->setVisibility(false); |
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170 | |
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171 | return false; |
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172 | } |
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173 | |
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174 | |
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175 | /** |
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176 | * tick the effect |
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177 | */ |
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178 | void LenseFlare::tick(float dt) |
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179 | { |
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180 | if( unlikely(!this->bActivated || this->flares.size() == 0)) |
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181 | return; |
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182 | |
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183 | // refetch light source information if needed |
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184 | if( unlikely( this->lightSource == NULL)) |
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185 | { |
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186 | this->lightSource = (LightManager::getInstance())->getLight(0); |
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187 | if( this->flares.size() > 0) |
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188 | this->flares[0]->setBindNode(static_cast<PNode*>(this->lightSource)); |
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189 | } |
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190 | |
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191 | //set the frustum plane |
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192 | Vector psTarget = (State::getCameraTarget())->getAbsCoor(); |
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193 | Vector psCamera = (State::getCamera())->getAbsCoor(); |
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194 | Vector psCameraDir = psCamera - psTarget; |
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195 | //PRINTF(0)("camera Dir: %f %f %f, camera: %f %f %f\n", psCameraDir.x, psCameraDir.y, psCameraDir.z, psCamera.x, psCamera.y, psCamera.z); |
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196 | this->frustumPlane = Plane(psCameraDir, Vector(-70.0,0.0,0.0)); |
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197 | |
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198 | |
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199 | // always update the screen center, it could be, that the window is resized |
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200 | this->screenCenter = Vector(State::getResX()/2.0f, State::getResY()/2.0f, 0.0f); |
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201 | // flare vector is the direction from the center to the light source |
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202 | this->flareVector = this->flares[0]->getAbsCoor2D() - this->screenCenter; |
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203 | this->flareVector.z = 0.0f; |
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204 | this->distance = this->flareVector.len(); |
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205 | this->flareVector.normalize(); |
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206 | |
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207 | // now calculate the new coordinates of the billboards |
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208 | std::vector<Billboard*>::iterator it; |
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209 | int i; |
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210 | for( it = flares.begin(), i = 0; it != flares.end(); it++, i++) |
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211 | { |
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212 | // set the new position |
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213 | if( i == 0) |
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214 | continue; |
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215 | |
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216 | (*it)->setAbsCoor2D( this->screenCenter + this->flareVector * this->flareMatrix[i * 2] * this->distance); |
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217 | (*it)->setSize2D(50.0f * this->flareMatrix[i * 2 + 1], 50.0f * this->flareMatrix[i * 2 + 1]); |
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218 | PRINTF(5)("Tick flare %i @ (%f, %f)\n", i, (*it)->getAbsCoor2D().x, (*it)->getAbsCoor2D().y); |
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219 | // tick them |
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220 | (*it)->tick(dt); |
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221 | } |
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222 | } |
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223 | |
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224 | |
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225 | /** |
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226 | * draws the LenseFlares |
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227 | */ |
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228 | void LenseFlare::draw() const |
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229 | { |
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230 | if( !this->bActivated) |
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231 | return; |
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232 | |
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233 | this->sourceVisible(); |
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234 | } |
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