/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS #include "spark_particles.h" #include "load_param.h" #include "factory.h" #include "material.h" #include "state.h" #include "shell_command.h" #include "parser/tinyxml/tinyxml.h" #include using namespace std; CREATE_FACTORY(SparkParticles, CL_SPARK_PARTICLES); /** * standard constructor * @param maxCount the Count of particles in the System * @param type The Type of the SparkParticles */ SparkParticles::SparkParticles (unsigned int maxCount) : ParticleSystem(maxCount) { this->init(); } /** * @brief creates a Particle System out of a XML-element * @param root: the XML-element to load from */ SparkParticles::SparkParticles(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); } /** * standard deconstructor */ SparkParticles::~SparkParticles() { // deleting all the living Particles while (this->particles) { Particle* tmpDelPart = this->particles; this->particles = this->particles->next; delete tmpDelPart; } // deleting all the dead particles while (this->deadList) { Particle* tmpDelPart = this->deadList; this->deadList = this->deadList->next; delete tmpDelPart; } } /** * @brief initializes the SparkParticles with default values */ void SparkParticles::init() { this->setClassID(CL_SPARK_PARTICLES, "SparkParticles"); this->material = NULL; } /** * loads Parameters from a TiXmlElement * @param root the XML-element to load from. */ void SparkParticles::loadParams(const TiXmlElement* root) { ParticleSystem::loadParams(root); } /** * @brief draws all the Particles of this System * * The Cases in this Function all do the same: * Drawing all the particles with the appropriate Type. * This is just the fastest Way to do this, but will most likely be changed in the future. */ void SparkParticles::draw() const { glPushAttrib(GL_ENABLE_BIT); Particle* drawPart = particles; glDepthMask(GL_FALSE); glDisable(GL_LIGHTING); glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); glBegin(GL_LINES); while (likely(drawPart != NULL)) { glColor4fv(drawPart->color); glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); glVertex3f(drawPart->position.x - drawPart->velocity.x * drawPart->radius, drawPart->position.y - drawPart->velocity.y * drawPart->radius, drawPart->position.z - drawPart->velocity.z * drawPart->radius); drawPart = drawPart->next; } glEnd(); glDepthMask(GL_TRUE); glPopAttrib(); }