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source: orxonox.OLD/trunk/src/lib/graphics/effects/lense_flare.cc @ 8420

Last change on this file since 8420 was 8362, checked in by bensch, 18 years ago

orxonox/trunk: removed stupid included in base_object.h
this should lead to faster compile-times

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
[7193]21#include "util/loading/load_param.h"
22#include "util/loading/factory.h"
[6776]23
[6779]24#include "texture.h"
[6776]25
[6786]26#include "light.h"
[6787]27#include "state.h"
[6786]28
[7810]29#include "render2D/image_plane.h"
[6776]30
[6884]31#include "light.h"
[6889]32#include "camera.h"
[6884]33
[6976]34
[6776]35using namespace std;
36
[6976]37
[6776]38CREATE_FACTORY(LenseFlare, CL_LENSE_FLARE);
39
40
41/**
[7843]42 * @brief default constructor
[6776]43 * @param root The XML-element to load the LenseFlare from
44 */
45 LenseFlare::LenseFlare(const TiXmlElement* root)
46{
[6980]47  this->setClassID(CL_LENSE_FLARE, "LenseFlare");
[6787]48
49  this->flareMatrix = new float[14];
50  /*          length                      image scale */
51  this->flareMatrix[0] = 1.0f; this->flareMatrix[1] = 1.0f;
52  this->flareMatrix[2] = 0.5f; this->flareMatrix[3] = 0.5f;
53  this->flareMatrix[4] = 0.33f; this->flareMatrix[5] = 0.25f;
54  this->flareMatrix[6] = 0.125f; this->flareMatrix[7] = 1.0f;
55  this->flareMatrix[8] = -0.5f; this->flareMatrix[9] = 0.5f;
[6888]56  this->flareMatrix[10] = -0.25f; this->flareMatrix[11] = 0.15f;
57  this->flareMatrix[12] = -1.82f; this->flareMatrix[13] = 0.25f;
[6884]58
59  this->lightSource = (LightManager::getInstance())->getLight(0);
[6980]60  PRINTF(0)("light is: %p\n", this->lightSource);
61
62  if (root != NULL)
63  {
64    this->loadParams(root);
65    this->activate();
66  }
[7015]67
[7844]68  this->bVisible = true;
[7015]69  this->setSourceVisibility(false);
70
[6776]71}
72
73
74/**
75 *  destroys a LenseFlare
76 */
77LenseFlare::~LenseFlare()
[6783]78{
[7810]79  std::vector<ImagePlane*>::iterator it;
[6783]80  for( it = flares.begin(); it != flares.end(); it++)
81    delete (*it);
82}
[6776]83
84
85/**
86 * @param root The XML-element to load the LenseFlare from
87 */
88void LenseFlare::loadParams(const TiXmlElement* root)
89{
90  GraphicsEffect::loadParams(root);
91
[6980]92  LOAD_PARAM_START_CYCLE(root, element);
93  {
94    LoadParam_CYCLE(element, "add-flare-texture", this, LenseFlare, addFlare)
[6779]95        .describe("adds a lensflare texture to the engine");
[6980]96  }
97  LOAD_PARAM_END_CYCLE(element);
[6776]98}
99
[7009]100
[6776]101/**
102 * initializes the fog effect
103 */
104bool LenseFlare::init()
[8316]105{
106  return true;
107}
[6776]108
109
110/**
111 * activates the fog effect
112 */
113bool LenseFlare::activate()
114{
[6782]115  this->bActivated = true;
[8316]116
117  return true;
[6776]118}
119
120
121/**
122 * deactivates the fog effect
123 */
124bool LenseFlare::deactivate()
125{
[6782]126  this->bActivated = false;
[8316]127
128  return true;
[6776]129}
130
131
132/**
[7843]133 * @brief converts a gl mode char to a GLint
[6776]134 * @param mode the mode character
135 */
[7221]136GLint LenseFlare::stringToFogMode(const std::string& mode)
[8316]137{
138  PRINTF(1)("NOT IMPLEMENTED");
139  return 0;
140}
[6776]141
[6779]142
143/**
[7843]144 * @brief adds a texture flare
[6779]145 * @param textureName the name of the flare texture
[6783]146 *
[6785]147 *  1st: Texture of the Sun/Light source itself
148 *  2nd: Texture of the fist halo
149 *  3rd: Texture of small burst
150 *  4th: Texture of the second halo
151 *  5th: Texutre of the second burst
152 *  6th: Texture of the third halo
153 *  7th: Texture of the third burst
[6779]154 */
[7221]155void LenseFlare::addFlare(const std::string& textureName)
[6779]156{
[6884]157  if( this->flares.size() > LF_MAX_FLARES)
[6787]158  {
159    PRINTF(2)("You tried to add more than %i lense flares, ignoring\n", LF_MAX_FLARES);
160    return;
161  }
162
[7810]163  ImagePlane* bb = new ImagePlane(NULL);
[7840]164  if (this->flares.empty())
165    bb->setLayer(E2D_LAYER_BELOW_ALL);
[6782]166  bb->setTexture(textureName);
[6885]167  bb->setSize(50, 50);
[6783]168  this->flares.push_back(bb);
[7844]169  bb->setVisibility(true);
170
[7810]171  PRINTF(4)("Added a Lenseflare ImagePlane with texture %s\n", textureName.c_str());
[6785]172
173  // the first flare belongs to the light source
174  if( this->flares.size() == 1 && this->lightSource != NULL)
175  {
[6786]176    bb->setBindNode(static_cast<PNode*>(this->lightSource));
[6785]177  }
[7843]178
[7221]179  PRINTF(4)("Finished adding\n");
[6782]180}
[6779]181
182
[7015]183void LenseFlare::setSourceVisibility(bool visibility)
[6886]184{
[7844]185   if (this->bVisible == visibility)
186     return;
[6887]187
[7810]188  std::vector<ImagePlane*>::const_iterator it;
[7844]189    for(it = ++flares.begin(); it != flares.end(); it++)
[7015]190      (*it)->setVisibility(visibility);
[7844]191  this->bVisible = visibility;
[6886]192}
[6785]193
[6885]194
[6782]195/**
[6785]196 * tick the effect
197 */
198void LenseFlare::tick(float dt)
199{
[6787]200  if( unlikely(!this->bActivated || this->flares.size() == 0))
201    return;
[6884]202
[6885]203  // refetch light source information if needed
[6884]204  if( unlikely( this->lightSource == NULL))
[6885]205  {
[6884]206    this->lightSource = (LightManager::getInstance())->getLight(0);
[6885]207    if( this->flares.size() > 0)
208      this->flares[0]->setBindNode(static_cast<PNode*>(this->lightSource));
209  }
[6884]210
[6889]211    //set the frustum plane
[7844]212  if (!flares.empty())
213    this->setSourceVisibility(this->flares[0]->isVisible());
[6885]214
[6889]215
[6787]216  // always update the screen center, it could be, that the window is resized
[7316]217  this->screenCenter = Vector2D(State::getResX()/2.0f, State::getResY()/2.0f);
[7015]218
[6787]219  // flare vector is the direction from the center to the light source
[6888]220  this->flareVector = this->flares[0]->getAbsCoor2D() - this->screenCenter;
[6787]221  this->distance = this->flareVector.len();
222  this->flareVector.normalize();
[6785]223
[6787]224  // now calculate the new coordinates of the billboards
[7810]225  std::vector<ImagePlane*>::iterator it;
[6787]226  int i;
227  for( it = flares.begin(), i = 0; it != flares.end(); it++, i++)
228  {
229    // set the new position
[6885]230    if( i == 0)
231      continue;
[6889]232
[6885]233    (*it)->setAbsCoor2D( this->screenCenter + this->flareVector * this->flareMatrix[i * 2] * this->distance);
[6888]234    (*it)->setSize2D(50.0f * this->flareMatrix[i * 2 + 1], 50.0f * this->flareMatrix[i * 2 + 1]);
[6887]235    PRINTF(5)("Tick flare %i @ (%f, %f)\n", i, (*it)->getAbsCoor2D().x, (*it)->getAbsCoor2D().y);
[6787]236  }
[6785]237}
238
239
240/**
[6782]241 * draws the LenseFlares
242 */
243void LenseFlare::draw() const
244{
245  if( !this->bActivated)
246    return;
[6779]247}
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