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source: orxonox.OLD/trunk/src/lib/graphics/effects/lense_flare.cc @ 6921

Last change on this file since 6921 was 6889, checked in by patrick, 19 years ago

trunk: lenseflare is not drawn if behind the camera

File size: 5.6 KB
RevLine 
[6776]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 "load_param.h"
22#include "factory.h"
23
24#include "glincl.h"
[6779]25#include "texture.h"
[6776]26
[6786]27#include "light.h"
[6787]28#include "state.h"
[6786]29
[6782]30#include "render2D/billboard.h"
[6776]31
[6884]32#include "light.h"
[6889]33#include "camera.h"
[6884]34
[6776]35using namespace std;
36
37CREATE_FACTORY(LenseFlare, CL_LENSE_FLARE);
38
39
40
41/**
42 *  default constructor
43 * @param root The XML-element to load the LenseFlare from
44 */
45 LenseFlare::LenseFlare(const TiXmlElement* root)
46{
47  if (root != NULL)
48    this->loadParams(root);
[6787]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;
[6888]57  this->flareMatrix[10] = -0.25f; this->flareMatrix[11] = 0.15f;
58  this->flareMatrix[12] = -1.82f; this->flareMatrix[13] = 0.25f;
[6884]59
60  this->lightSource = (LightManager::getInstance())->getLight(0);
[6776]61}
62
63
64/**
65 *  destroys a LenseFlare
66 */
67LenseFlare::~LenseFlare()
[6783]68{
69  std::vector<Billboard*>::iterator it;
70  for( it = flares.begin(); it != flares.end(); it++)
71    delete (*it);
72}
[6776]73
74
75/**
76 * @param root The XML-element to load the LenseFlare from
77 */
78void LenseFlare::loadParams(const TiXmlElement* root)
79{
80  GraphicsEffect::loadParams(root);
81
[6779]82    LoadParam(root, "add-flare-texture", this, LenseFlare, addFlare)
83        .describe("adds a lensflare texture to the engine");
[6776]84}
85
86
87/**
88 * initializes the fog effect
89 */
90bool LenseFlare::init()
[6782]91{}
[6776]92
93
94/**
95 * activates the fog effect
96 */
97bool LenseFlare::activate()
98{
[6782]99  this->bActivated = true;
[6776]100}
101
102
103/**
104 * deactivates the fog effect
105 */
106bool LenseFlare::deactivate()
107{
[6782]108  this->bActivated = false;
[6776]109}
110
111
112/**
113 * converts a gl mode char to a GLint
114 * @param mode the mode character
115 */
116GLint LenseFlare::charToFogMode(const char* mode)
117{}
118
[6779]119
120/**
121 * adds a texture flare
122 * @param textureName the name of the flare texture
[6783]123 *
[6785]124 *  1st: Texture of the Sun/Light source itself
125 *  2nd: Texture of the fist halo
126 *  3rd: Texture of small burst
127 *  4th: Texture of the second halo
128 *  5th: Texutre of the second burst
129 *  6th: Texture of the third halo
130 *  7th: Texture of the third burst
[6779]131 */
[6782]132void LenseFlare::addFlare(const char* textureName)
[6779]133{
[6884]134  if( this->flares.size() > LF_MAX_FLARES)
[6787]135  {
136    PRINTF(2)("You tried to add more than %i lense flares, ignoring\n", LF_MAX_FLARES);
137    return;
138  }
139
[6782]140  Billboard* bb = new Billboard(NULL);
141  bb->setTexture(textureName);
[6885]142  bb->setSize(50, 50);
[6783]143  this->flares.push_back(bb);
[6787]144  PRINTF(0)("Added a Lenseflare Billboard with texture %s\n", textureName);
[6785]145
146  // the first flare belongs to the light source
147  if( this->flares.size() == 1 && this->lightSource != NULL)
148  {
[6786]149    bb->setBindNode(static_cast<PNode*>(this->lightSource));
[6889]150    bb->setVisibility(true);
[6785]151  }
[6782]152}
[6779]153
154
[6885]155bool LenseFlare::sourceVisible() const
[6886]156{
[6887]157
[6889]158  float dist = this->frustumPlane.distancePoint(this->lightSource->getAbsCoor());
159  if( dist < 0.0f)
160  {
161    std::vector<Billboard*>::const_iterator it = flares.begin(); it++;
162    for(; it != flares.end(); it++)
163      (*it)->setVisibility(true);
164    return true;
165  }
166
167  std::vector<Billboard*>::const_iterator it = flares.begin(); it++;
168  for(; it != flares.end(); it++)
169    (*it)->setVisibility(false);
170
171  return false;
[6886]172}
[6785]173
[6885]174
[6782]175/**
[6785]176 * tick the effect
177 */
178void LenseFlare::tick(float dt)
179{
[6787]180  if( unlikely(!this->bActivated || this->flares.size() == 0))
181    return;
[6884]182
[6885]183  // refetch light source information if needed
[6884]184  if( unlikely( this->lightSource == NULL))
[6885]185  {
[6884]186    this->lightSource = (LightManager::getInstance())->getLight(0);
[6885]187    if( this->flares.size() > 0)
188      this->flares[0]->setBindNode(static_cast<PNode*>(this->lightSource));
189  }
[6884]190
[6889]191    //set the frustum plane
192  Vector psTarget = (State::getCameraTarget())->getAbsCoor();
193  Vector psCamera = (State::getCamera())->getAbsCoor();
194  Vector psCameraDir = psCamera - psTarget;
195  //PRINTF(0)("camera Dir: %f %f %f, camera: %f %f %f\n", psCameraDir.x, psCameraDir.y, psCameraDir.z, psCamera.x, psCamera.y, psCamera.z);
196  this->frustumPlane = Plane(psCameraDir, Vector(-70.0,0.0,0.0));
[6885]197
[6889]198
[6787]199  // always update the screen center, it could be, that the window is resized
200  this->screenCenter = Vector(State::getResX()/2.0f, State::getResY()/2.0f, 0.0f);
201  // flare vector is the direction from the center to the light source
[6888]202  this->flareVector = this->flares[0]->getAbsCoor2D() - this->screenCenter;
203  this->flareVector.z = 0.0f;
[6787]204  this->distance = this->flareVector.len();
205  this->flareVector.normalize();
[6785]206
[6787]207  // now calculate the new coordinates of the billboards
208  std::vector<Billboard*>::iterator it;
209  int i;
210  for( it = flares.begin(), i = 0; it != flares.end(); it++, i++)
211  {
212    // set the new position
[6885]213    if( i == 0)
214      continue;
[6889]215
[6885]216    (*it)->setAbsCoor2D( this->screenCenter + this->flareVector * this->flareMatrix[i * 2] * this->distance);
[6888]217    (*it)->setSize2D(50.0f * this->flareMatrix[i * 2 + 1], 50.0f * this->flareMatrix[i * 2 + 1]);
[6887]218    PRINTF(5)("Tick flare %i @ (%f, %f)\n", i, (*it)->getAbsCoor2D().x, (*it)->getAbsCoor2D().y);
[6787]219    // tick them
220    (*it)->tick(dt);
221  }
[6785]222}
223
224
225/**
[6782]226 * draws the LenseFlares
227 */
228void LenseFlare::draw() const
229{
230  if( !this->bActivated)
231    return;
232
[6889]233  this->sourceVisible();
[6779]234}
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