/* 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: hdavid, amaechler */ #include "fog_effect.h" #include "util/loading/load_param.h" #include "util/loading/factory.h" #include "glincl.h" #include "shell_command.h" SHELL_COMMAND(activate, FogEffect, activateFog); SHELL_COMMAND(deactivate, FogEffect, deactivateFog); SHELL_COMMAND(startfogging, FogEffect, startFogging); using namespace std; CREATE_FACTORY(FogEffect, CL_FOG_EFFECT); FogEffect::FogEffect(const TiXmlElement* root) { this->setClassID(CL_FOG_EFFECT, "FogEffect"); this->init(); if (root != NULL) this->loadParams(root); if (this->fogActivate) this->activate(); } FogEffect::~FogEffect() { this->deactivate(); } void FogEffect::loadParams(const TiXmlElement* root) { WeatherEffect::loadParams(root); LoadParam(root, "mode", this, FogEffect, setFogMode); LoadParam(root, "density", this, FogEffect, setFogDensity); LoadParam(root, "range", this, FogEffect, setFogRange); LoadParam(root, "color", this, FogEffect, setFogColor); LOAD_PARAM_START_CYCLE(root, element); { LoadParam_CYCLE(element, "option", this, FogEffect, setFogOption); } LOAD_PARAM_END_CYCLE(element); } bool FogEffect::init() { //default values this->fogActivate = false; this->fogFadeDuration = 0; this->localTimer = 0; this->fogMode = GL_EXP2; this->fogDensity = 0.001; this->fogStart = 0; this->fogEnd = 5000; this->colorVector = Vector(0.7, 0.7, 0.7); } bool FogEffect::activate() { PRINTF(0)( "Enabling FogEffect, 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); this->fogActivate = true; 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); glEnable(GL_FOG); // glClearColor(0.5, 0.5, 0.5, 1.0); } bool FogEffect::deactivate() { PRINTF(0)("Deactivating FogEffect\n"); this->fogActivate = false; glDisable(GL_FOG); } void FogEffect::draw() const { if (this->fogFadeDuration != 0 && this->localTimer < this->fogFadeDuration) glFogf(GL_FOG_DENSITY, this->fogFadeDensity); //else // glFogf(GL_FOG_DENSITY, this->fogDensity); } void FogEffect::tick(float dt) { if (!this->fogActivate) return; if (this->fogFadeDuration != 0 && this->localTimer < this->fogFadeDuration) { this->localTimer += dt; float progress = this->localTimer / this->fogFadeDuration; this->fogFadeDensity = progress * this->fogDensity; } } void FogEffect::startFogging() { if (this->fogActivate) this->deactivate(); this->fogFadeDuration = 10; this->localTimer = 0; this->activate(); } GLint FogEffect::stringToFogMode(const std::string& mode) { if(mode == "GL_LINEAR") return GL_LINEAR; else if(mode == "GL_EXP") return GL_EXP; else if(mode == "GL_EXP2" ) return GL_EXP2; else return -1; }