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source: orxonox.OLD/branches/script_engine/src/lib/graphics/effects/lense_flare.cc @ 8689

Last change on this file since 8689 was 8362, checked in by bensch, 18 years ago

orxonox/trunk: removed stupid included in base_object.h
this should lead to faster compile-times

File size: 5.6 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 "texture.h"
25
26#include "light.h"
27#include "state.h"
28
29#include "render2D/image_plane.h"
30
31#include "light.h"
32#include "camera.h"
33
34
35using namespace std;
36
37
38CREATE_FACTORY(LenseFlare, CL_LENSE_FLARE);
39
40
41/**
42 * @brief default constructor
43 * @param root The XML-element to load the LenseFlare from
44 */
45 LenseFlare::LenseFlare(const TiXmlElement* root)
46{
47  this->setClassID(CL_LENSE_FLARE, "LenseFlare");
48
49  this->flareMatrix = new float[14];
50  /*          length                      image scale */
51  this->flareMatrix[0] = 1.0f; this->flareMatrix[1] = 1.0f;
52  this->flareMatrix[2] = 0.5f; this->flareMatrix[3] = 0.5f;
53  this->flareMatrix[4] = 0.33f; this->flareMatrix[5] = 0.25f;
54  this->flareMatrix[6] = 0.125f; this->flareMatrix[7] = 1.0f;
55  this->flareMatrix[8] = -0.5f; this->flareMatrix[9] = 0.5f;
56  this->flareMatrix[10] = -0.25f; this->flareMatrix[11] = 0.15f;
57  this->flareMatrix[12] = -1.82f; this->flareMatrix[13] = 0.25f;
58
59  this->lightSource = (LightManager::getInstance())->getLight(0);
60  PRINTF(0)("light is: %p\n", this->lightSource);
61
62  if (root != NULL)
63  {
64    this->loadParams(root);
65    this->activate();
66  }
67
68  this->bVisible = true;
69  this->setSourceVisibility(false);
70
71}
72
73
74/**
75 *  destroys a LenseFlare
76 */
77LenseFlare::~LenseFlare()
78{
79  std::vector<ImagePlane*>::iterator it;
80  for( it = flares.begin(); it != flares.end(); it++)
81    delete (*it);
82}
83
84
85/**
86 * @param root The XML-element to load the LenseFlare from
87 */
88void LenseFlare::loadParams(const TiXmlElement* root)
89{
90  GraphicsEffect::loadParams(root);
91
92  LOAD_PARAM_START_CYCLE(root, element);
93  {
94    LoadParam_CYCLE(element, "add-flare-texture", this, LenseFlare, addFlare)
95        .describe("adds a lensflare texture to the engine");
96  }
97  LOAD_PARAM_END_CYCLE(element);
98}
99
100
101/**
102 * initializes the fog effect
103 */
104bool LenseFlare::init()
105{
106  return true;
107}
108
109
110/**
111 * activates the fog effect
112 */
113bool LenseFlare::activate()
114{
115  this->bActivated = true;
116
117  return true;
118}
119
120
121/**
122 * deactivates the fog effect
123 */
124bool LenseFlare::deactivate()
125{
126  this->bActivated = false;
127
128  return true;
129}
130
131
132/**
133 * @brief converts a gl mode char to a GLint
134 * @param mode the mode character
135 */
136GLint LenseFlare::stringToFogMode(const std::string& mode)
137{
138  PRINTF(1)("NOT IMPLEMENTED");
139  return 0;
140}
141
142
143/**
144 * @brief adds a texture flare
145 * @param textureName the name of the flare texture
146 *
147 *  1st: Texture of the Sun/Light source itself
148 *  2nd: Texture of the fist halo
149 *  3rd: Texture of small burst
150 *  4th: Texture of the second halo
151 *  5th: Texutre of the second burst
152 *  6th: Texture of the third halo
153 *  7th: Texture of the third burst
154 */
155void LenseFlare::addFlare(const std::string& textureName)
156{
157  if( this->flares.size() > LF_MAX_FLARES)
158  {
159    PRINTF(2)("You tried to add more than %i lense flares, ignoring\n", LF_MAX_FLARES);
160    return;
161  }
162
163  ImagePlane* bb = new ImagePlane(NULL);
164  if (this->flares.empty())
165    bb->setLayer(E2D_LAYER_BELOW_ALL);
166  bb->setTexture(textureName);
167  bb->setSize(50, 50);
168  this->flares.push_back(bb);
169  bb->setVisibility(true);
170
171  PRINTF(4)("Added a Lenseflare ImagePlane with texture %s\n", textureName.c_str());
172
173  // the first flare belongs to the light source
174  if( this->flares.size() == 1 && this->lightSource != NULL)
175  {
176    bb->setBindNode(static_cast<PNode*>(this->lightSource));
177  }
178
179  PRINTF(4)("Finished adding\n");
180}
181
182
183void LenseFlare::setSourceVisibility(bool visibility)
184{
185   if (this->bVisible == visibility)
186     return;
187
188  std::vector<ImagePlane*>::const_iterator it;
189    for(it = ++flares.begin(); it != flares.end(); it++)
190      (*it)->setVisibility(visibility);
191  this->bVisible = visibility;
192}
193
194
195/**
196 * tick the effect
197 */
198void LenseFlare::tick(float dt)
199{
200  if( unlikely(!this->bActivated || this->flares.size() == 0))
201    return;
202
203  // refetch light source information if needed
204  if( unlikely( this->lightSource == NULL))
205  {
206    this->lightSource = (LightManager::getInstance())->getLight(0);
207    if( this->flares.size() > 0)
208      this->flares[0]->setBindNode(static_cast<PNode*>(this->lightSource));
209  }
210
211    //set the frustum plane
212  if (!flares.empty())
213    this->setSourceVisibility(this->flares[0]->isVisible());
214
215
216  // always update the screen center, it could be, that the window is resized
217  this->screenCenter = Vector2D(State::getResX()/2.0f, State::getResY()/2.0f);
218
219  // flare vector is the direction from the center to the light source
220  this->flareVector = this->flares[0]->getAbsCoor2D() - this->screenCenter;
221  this->distance = this->flareVector.len();
222  this->flareVector.normalize();
223
224  // now calculate the new coordinates of the billboards
225  std::vector<ImagePlane*>::iterator it;
226  int i;
227  for( it = flares.begin(), i = 0; it != flares.end(); it++, i++)
228  {
229    // set the new position
230    if( i == 0)
231      continue;
232
233    (*it)->setAbsCoor2D( this->screenCenter + this->flareVector * this->flareMatrix[i * 2] * this->distance);
234    (*it)->setSize2D(50.0f * this->flareMatrix[i * 2 + 1], 50.0f * this->flareMatrix[i * 2 + 1]);
235    PRINTF(5)("Tick flare %i @ (%f, %f)\n", i, (*it)->getAbsCoor2D().x, (*it)->getAbsCoor2D().y);
236  }
237}
238
239
240/**
241 * draws the LenseFlares
242 */
243void LenseFlare::draw() const
244{
245  if( !this->bActivated)
246    return;
247}
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