/* 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 "sprite_particles.h" #include "util/loading/load_param.h" #include "util/loading/factory.h" #include "material.h" #include "state.h" #include "shell_command.h" #include "parser/tinyxml/tinyxml.h" #include CREATE_FACTORY(SpriteParticles, CL_SPRITE_PARTICLES); SHELL_COMMAND(texture, SpriteParticles, setMaterialTexture) ->defaultValues("maps/evil-flower.png"); using namespace std; /** * standard constructor * @param maxCount the Count of particles in the System * @param type The Type of the SpriteParticles */ SpriteParticles::SpriteParticles (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 */ SpriteParticles::SpriteParticles(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); } /** * standard deconstructor */ SpriteParticles::~SpriteParticles() { } /** * @brief initializes the SpriteParticles with default values */ void SpriteParticles::init() { this->setClassID(CL_SPRITE_PARTICLES, "SpriteParticles"); this->material.setDiffuseMap("maps/radial-trans-noise.png"); } /** * loads Parameters from a TiXmlElement * @param root the XML-element to load from. */ void SpriteParticles::loadParams(const TiXmlElement* root) { ParticleSystem::loadParams(root); LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture); } /** * @brief sets the Texutre that is placed onto the particles * @param textureFile the Texture to load onto these SpriteParticles */ void SpriteParticles::setMaterialTexture(const char* textureFile) { this->material.setDiffuseMap(textureFile); } /** * @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 SpriteParticles::draw() const { Particle* drawPart = particles; this->material.select(); GLboolean checkLight = false; glGetBooleanv(GL_LIGHTING, &checkLight); glPushAttrib(GL_LIGHTING_BIT); if (checkLight == GL_TRUE) glDisable(GL_LIGHTING); glDepthMask(GL_FALSE); /* glClearDepth(1.0); glDepthFunc(GL_LEQUAL); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glAlphaFunc(GL_GREATER,0.1); glEnable(GL_ALPHA_TEST); glEnable(GL_TEXTURE_2D); glEnable(GL_CULL_FACE); */ //glDepthMask(GL_FALSE); //glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); while (likely(drawPart != NULL)) { glColor4fv(drawPart->color); //! @todo implement a faster code for the look-at Camera algorithm. const PNode* camera = State::getCameraNode(); //!< @todo MUST be different Vector cameraPos = camera->getAbsCoor(); Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor(); Vector view = cameraTargetPos - cameraPos; Vector up = Vector(0, 1, 0); up = camera->getAbsDir().apply(up); Vector h = up.cross(view); Vector v = h.cross(view); h.normalize(); v.normalize(); v *= .5 * drawPart->radius; h *= .5 * drawPart->radius; glBegin(GL_TRIANGLE_STRIP); glTexCoord2i(1, 1); glVertex3f(drawPart->position.x - h.x - v.x, drawPart->position.y - h.y - v.y, drawPart->position.z - h.z - v.z); glTexCoord2i(0, 1); glVertex3f(drawPart->position.x - h.x + v.x, drawPart->position.y - h.y + v.y, drawPart->position.z - h.z + v.z); glTexCoord2i(1, 0); glVertex3f(drawPart->position.x + h.x - v.x, drawPart->position.y + h.y - v.y, drawPart->position.z + h.z - v.z); glTexCoord2i(0, 0); glVertex3f(drawPart->position.x + h.x + v.x, drawPart->position.y + h.y + v.y, drawPart->position.z + h.z + v.z); glEnd(); drawPart = drawPart->next; } glDepthMask(GL_TRUE); glPopAttrib(); }