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source: orxonox.OLD/branches/script_engine/src/lib/particles/sprite_particles.cc @ 7914

Last change on this file since 7914 was 7221, checked in by bensch, 19 years ago

orxonox/trunk: merged the std-branche back, it runs on windows and Linux

svn merge https://svn.orxonox.net/orxonox/branches/std . -r7202:HEAD

File size: 4.4 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
17
18#include "sprite_particles.h"
19
20#include "util/loading/load_param.h"
21#include "util/loading/factory.h"
22#include "material.h"
23#include "state.h"
24#include "shell_command.h"
25
26#include "parser/tinyxml/tinyxml.h"
27#include <algorithm>
28
29
30CREATE_FACTORY(SpriteParticles, CL_SPRITE_PARTICLES);
31
32SHELL_COMMAND(texture, SpriteParticles, setMaterialTexture)
33    ->defaultValues("maps/evil-flower.png");
34
35using namespace std;
36
37/**
38 *  standard constructor
39 * @param maxCount the Count of particles in the System
40 * @param type The Type of the SpriteParticles
41*/
42SpriteParticles::SpriteParticles (unsigned int maxCount)
43  : ParticleSystem(maxCount)
44{
45  this->init();
46}
47
48/**
49 * @brief creates a Particle System out of a XML-element
50 * @param root: the XML-element to load from
51 */
52SpriteParticles::SpriteParticles(const TiXmlElement* root)
53{
54  this->init();
55  if (root != NULL)
56    this->loadParams(root);
57}
58
59/**
60 *  standard deconstructor
61*/
62SpriteParticles::~SpriteParticles()
63{ }
64
65/**
66 * @brief initializes the SpriteParticles with default values
67*/
68void SpriteParticles::init()
69{
70  this->setClassID(CL_SPRITE_PARTICLES, "SpriteParticles");
71
72  this->material.setDiffuseMap("maps/radial-trans-noise.png");
73}
74
75
76/**
77 * loads Parameters from a TiXmlElement
78 * @param root the XML-element to load from.
79 */
80void SpriteParticles::loadParams(const TiXmlElement* root)
81{
82  ParticleSystem::loadParams(root);
83
84  LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture);
85}
86
87/**
88 * @brief sets the Texutre that is placed onto the particles
89 * @param textureFile the Texture to load onto these SpriteParticles
90 */
91void SpriteParticles::setMaterialTexture(const std::string& textureFile)
92{
93  this->material.setDiffuseMap(textureFile);
94}
95
96/**
97 * @brief draws all the Particles of this System
98 *
99 * The Cases in this Function all do the same:
100 * Drawing all the particles with the appropriate Type.
101 * This is just the fastest Way to do this, but will most likely be changed in the future.
102 */
103void SpriteParticles::draw() const
104{
105
106  Particle* drawPart = particles;
107  this->material.select();
108
109  GLboolean checkLight = false;
110  glGetBooleanv(GL_LIGHTING, &checkLight);
111  glPushAttrib(GL_LIGHTING_BIT);
112  if (checkLight == GL_TRUE)
113    glDisable(GL_LIGHTING);
114
115  glDepthMask(GL_FALSE);
116  /*
117  glClearDepth(1.0);
118  glDepthFunc(GL_LEQUAL);
119  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
120  glEnable(GL_BLEND);
121  glAlphaFunc(GL_GREATER,0.1);
122  glEnable(GL_ALPHA_TEST);
123  glEnable(GL_TEXTURE_2D);
124  glEnable(GL_CULL_FACE);
125  */
126  //glDepthMask(GL_FALSE);
127//glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
128
129  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE);
130
131
132  while (likely(drawPart != NULL))
133  {
134    glColor4fv(drawPart->color);
135    //! @todo implement a faster code for the look-at Camera algorithm.
136
137    const PNode* camera = State::getCameraNode();  //!< @todo MUST be different
138    Vector cameraPos = camera->getAbsCoor();
139    Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor();
140    Vector view = cameraTargetPos - cameraPos;
141    Vector up = Vector(0, 1, 0);
142    up = camera->getAbsDir().apply(up);
143    Vector h = up.cross(view);
144    Vector v = h.cross(view);
145    h.normalize();
146    v.normalize();
147    v *= .5 * drawPart->radius;
148    h *= .5 * drawPart->radius;
149
150    glBegin(GL_TRIANGLE_STRIP);
151    glTexCoord2i(1, 1);
152    glVertex3f(drawPart->position.x - h.x - v.x,
153               drawPart->position.y - h.y - v.y,
154               drawPart->position.z - h.z - v.z);
155    glTexCoord2i(0, 1);
156    glVertex3f(drawPart->position.x - h.x + v.x,
157               drawPart->position.y - h.y + v.y,
158               drawPart->position.z - h.z + v.z);
159    glTexCoord2i(1, 0);
160    glVertex3f(drawPart->position.x + h.x - v.x,
161               drawPart->position.y + h.y - v.y,
162               drawPart->position.z + h.z - v.z);
163    glTexCoord2i(0, 0);
164    glVertex3f(drawPart->position.x + h.x + v.x,
165               drawPart->position.y + h.y + v.y,
166               drawPart->position.z + h.z + v.z);
167
168    glEnd();
169
170    drawPart = drawPart->next;
171  }
172  glDepthMask(GL_TRUE);
173  glPopAttrib();
174}
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