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source: orxonox.OLD/branches/water/src/lib/graphics/effects/lense_flare.cc @ 8327

Last change on this file since 8327 was 7844, checked in by bensch, 19 years ago

orxonox/trunk: Ok the Element2D-renderer works, and hides Elements, that are behind the Camera

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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 "glincl.h"
25#include "texture.h"
26
27#include "light.h"
28#include "state.h"
29
30#include "render2D/image_plane.h"
31
32#include "light.h"
33#include "camera.h"
34
35
36using namespace std;
37
38
39CREATE_FACTORY(LenseFlare, CL_LENSE_FLARE);
40
41
42/**
43 * @brief default constructor
44 * @param root The XML-element to load the LenseFlare from
45 */
46 LenseFlare::LenseFlare(const TiXmlElement* root)
47{
48  this->setClassID(CL_LENSE_FLARE, "LenseFlare");
49
50  this->flareMatrix = new float[14];
51  /*          length                      image scale */
52  this->flareMatrix[0] = 1.0f; this->flareMatrix[1] = 1.0f;
53  this->flareMatrix[2] = 0.5f; this->flareMatrix[3] = 0.5f;
54  this->flareMatrix[4] = 0.33f; this->flareMatrix[5] = 0.25f;
55  this->flareMatrix[6] = 0.125f; this->flareMatrix[7] = 1.0f;
56  this->flareMatrix[8] = -0.5f; this->flareMatrix[9] = 0.5f;
57  this->flareMatrix[10] = -0.25f; this->flareMatrix[11] = 0.15f;
58  this->flareMatrix[12] = -1.82f; this->flareMatrix[13] = 0.25f;
59
60  this->lightSource = (LightManager::getInstance())->getLight(0);
61  PRINTF(0)("light is: %p\n", this->lightSource);
62
63  if (root != NULL)
64  {
65    this->loadParams(root);
66    this->activate();
67  }
68
69  this->bVisible = true;
70  this->setSourceVisibility(false);
71
72}
73
74
75/**
76 *  destroys a LenseFlare
77 */
78LenseFlare::~LenseFlare()
79{
80  std::vector<ImagePlane*>::iterator it;
81  for( it = flares.begin(); it != flares.end(); it++)
82    delete (*it);
83}
84
85
86/**
87 * @param root The XML-element to load the LenseFlare from
88 */
89void LenseFlare::loadParams(const TiXmlElement* root)
90{
91  GraphicsEffect::loadParams(root);
92
93  LOAD_PARAM_START_CYCLE(root, element);
94  {
95    LoadParam_CYCLE(element, "add-flare-texture", this, LenseFlare, addFlare)
96        .describe("adds a lensflare texture to the engine");
97  }
98  LOAD_PARAM_END_CYCLE(element);
99}
100
101
102/**
103 * initializes the fog effect
104 */
105bool LenseFlare::init()
106{}
107
108
109/**
110 * activates the fog effect
111 */
112bool LenseFlare::activate()
113{
114  this->bActivated = true;
115}
116
117
118/**
119 * deactivates the fog effect
120 */
121bool LenseFlare::deactivate()
122{
123  this->bActivated = false;
124}
125
126
127/**
128 * @brief converts a gl mode char to a GLint
129 * @param mode the mode character
130 */
131GLint LenseFlare::stringToFogMode(const std::string& mode)
132{}
133
134
135/**
136 * @brief adds a texture flare
137 * @param textureName the name of the flare texture
138 *
139 *  1st: Texture of the Sun/Light source itself
140 *  2nd: Texture of the fist halo
141 *  3rd: Texture of small burst
142 *  4th: Texture of the second halo
143 *  5th: Texutre of the second burst
144 *  6th: Texture of the third halo
145 *  7th: Texture of the third burst
146 */
147void LenseFlare::addFlare(const std::string& textureName)
148{
149  if( this->flares.size() > LF_MAX_FLARES)
150  {
151    PRINTF(2)("You tried to add more than %i lense flares, ignoring\n", LF_MAX_FLARES);
152    return;
153  }
154
155  ImagePlane* bb = new ImagePlane(NULL);
156  if (this->flares.empty())
157    bb->setLayer(E2D_LAYER_BELOW_ALL);
158  bb->setTexture(textureName);
159  bb->setSize(50, 50);
160  this->flares.push_back(bb);
161  bb->setVisibility(true);
162
163  PRINTF(4)("Added a Lenseflare ImagePlane with texture %s\n", textureName.c_str());
164
165  // the first flare belongs to the light source
166  if( this->flares.size() == 1 && this->lightSource != NULL)
167  {
168    bb->setBindNode(static_cast<PNode*>(this->lightSource));
169  }
170
171  PRINTF(4)("Finished adding\n");
172}
173
174
175void LenseFlare::setSourceVisibility(bool visibility)
176{
177   if (this->bVisible == visibility)
178     return;
179
180  std::vector<ImagePlane*>::const_iterator it;
181    for(it = ++flares.begin(); it != flares.end(); it++)
182      (*it)->setVisibility(visibility);
183  this->bVisible = visibility;
184}
185
186
187/**
188 * tick the effect
189 */
190void LenseFlare::tick(float dt)
191{
192  if( unlikely(!this->bActivated || this->flares.size() == 0))
193    return;
194
195  // refetch light source information if needed
196  if( unlikely( this->lightSource == NULL))
197  {
198    this->lightSource = (LightManager::getInstance())->getLight(0);
199    if( this->flares.size() > 0)
200      this->flares[0]->setBindNode(static_cast<PNode*>(this->lightSource));
201  }
202
203    //set the frustum plane
204  if (!flares.empty())
205    this->setSourceVisibility(this->flares[0]->isVisible());
206
207
208  // always update the screen center, it could be, that the window is resized
209  this->screenCenter = Vector2D(State::getResX()/2.0f, State::getResY()/2.0f);
210
211  // flare vector is the direction from the center to the light source
212  this->flareVector = this->flares[0]->getAbsCoor2D() - this->screenCenter;
213  this->distance = this->flareVector.len();
214  this->flareVector.normalize();
215
216  // now calculate the new coordinates of the billboards
217  std::vector<ImagePlane*>::iterator it;
218  int i;
219  for( it = flares.begin(), i = 0; it != flares.end(); it++, i++)
220  {
221    // set the new position
222    if( i == 0)
223      continue;
224
225    (*it)->setAbsCoor2D( this->screenCenter + this->flareVector * this->flareMatrix[i * 2] * this->distance);
226    (*it)->setSize2D(50.0f * this->flareMatrix[i * 2 + 1], 50.0f * this->flareMatrix[i * 2 + 1]);
227    PRINTF(5)("Tick flare %i @ (%f, %f)\n", i, (*it)->getAbsCoor2D().x, (*it)->getAbsCoor2D().y);
228  }
229}
230
231
232/**
233 * draws the LenseFlares
234 */
235void LenseFlare::draw() const
236{
237  if( !this->bActivated)
238    return;
239}
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