/* 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: Patrick Boenzli */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS #include "fog_effect.h" #include "load_param.h" #include "factory.h" #include "glincl.h" using namespace std; CREATE_FACTORY(FogEffect, CL_FOG_EFFECT); /** * default constructor * @param root The XML-element to load the FogEffect from */ FogEffect::FogEffect(const TiXmlElement* root) { this->setClassID(CL_FOG_EFFECT, "FogEffect"); this->fogMode = GL_LINEAR; this->fogDensity = 0.001f; this->fogStart = 10.0f; this->fogEnd = 1000.0f; if (root != NULL) this->loadParams(root); this->activate(); } /** * destroys a FogEffect */ FogEffect::~FogEffect() { this->deactivate(); } /** * @param root The XML-element to load the FogEffect from */ void FogEffect::loadParams(const TiXmlElement* root) { GraphicsEffect::loadParams(root); LoadParam(root, "fog-mode", this, FogEffect, setFogMode) .describe("sets the the fog mode {GL_LINEAR, GL_EXP, GL_EXP2}"); LoadParam(root, "fog-density", this, FogEffect, setFogDensity) .describe("sets the the fog density of the exponentionl functions"); LoadParam(root, "fog-color", this, FogEffect, setFogColor) .describe("sets the fog color"); } /** * initializes the fog effect */ bool FogEffect::init() {} /** * activates the fog effect */ bool FogEffect::activate() { PRINTF(0)( "Enabling Fog Effect, mode: %i, density: %f, start: %f, end: %f, color %f, %f, %f\n", this->fogMode, this->fogDensity, this->fogStart, this->fogEnd, this->colorVector.x, this->colorVector.y, this->colorVector.z); glEnable(GL_FOG); { // GLfloat fogColor[4] = {0.7, 0.6, 0.6, 1.0}; GLfloat fogColor[4] = { colorVector.x, colorVector.y, colorVector.z, 1.0}; glFogi(GL_FOG_MODE, this->fogMode); glFogfv(GL_FOG_COLOR, fogColor); glFogf(GL_FOG_DENSITY, this->fogDensity); glHint(GL_FOG_HINT, GL_DONT_CARE); glFogf(GL_FOG_START, this->fogStart); glFogf(GL_FOG_END, this->fogEnd); //glFogi(GL_FOG_COORDINATE_SOURCE, GL_FOG_COORDINATE); } glClearColor(0.5, 0.5, 0.5, 1.0); } /** * deactivates the fog effect */ bool FogEffect::deactivate() { glDisable(GL_FOG); } /** * converts a gl mode char to a GLint * @param mode the mode character */ GLint FogEffect::charToFogMode(const char* mode) { if( !strcmp( "GL_LINEAR", mode)) return GL_LINEAR; else if( !strcmp("GL_EXP", mode)) return GL_EXP; else if(!strcmp("GL_EXP2", mode) ) return GL_EXP2; else return -1; }