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source: orxonox.OLD/trunk/src/lib/graphics/effects/lense_flare.cc @ 8734

Last change on this file since 8734 was 8619, checked in by bensch, 18 years ago

trunk: merged the gui-branche back.
merged with command:
svn merge -r8520:HEAD https://svn.orxonox.net/orxonox/branches/gui
no conflicts

File size: 5.7 KB
Line 
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 */
46LenseFlare::LenseFlare(const TiXmlElement* root) {
47    this->setClassID(CL_LENSE_FLARE, "LenseFlare");
48
49    /*          length                      image scale */
50    this->flareMatrix[0] = 1.0f;
51    this->flareMatrix[1] = 1.0f;
52    this->flareMatrix[2] = 0.5f;
53    this->flareMatrix[3] = 0.5f;
54    this->flareMatrix[4] = 0.33f;
55    this->flareMatrix[5] = 0.25f;
56    this->flareMatrix[6] = 0.125f;
57    this->flareMatrix[7] = 1.0f;
58    this->flareMatrix[8] = -0.5f;
59    this->flareMatrix[9] = 0.5f;
60    this->flareMatrix[10] = -0.25f;
61    this->flareMatrix[11] = 0.15f;
62    this->flareMatrix[12] = -1.82f;
63    this->flareMatrix[13] = 0.25f;
64
65    this->lightSource = (LightManager::getInstance())->getLight(0);
66    PRINTF(0)("light is: %p\n", this->lightSource);
67
68    if (root != NULL) {
69        this->loadParams(root);
70        this->activate();
71    }
72
73    this->bVisible = true;
74    this->setSourceVisibility(false);
75
76}
77
78
79/**
80 *  destroys a LenseFlare
81 */
82LenseFlare::~LenseFlare() {
83    std::vector<ImagePlane*>::iterator it;
84    for( it = flares.begin(); it != flares.end(); it++)
85        delete (*it);
86}
87
88
89/**
90 * @param root The XML-element to load the LenseFlare from
91 */
92void LenseFlare::loadParams(const TiXmlElement* root) {
93    GraphicsEffect::loadParams(root);
94
95    LOAD_PARAM_START_CYCLE(root, element);
96    {
97        LoadParam_CYCLE(element, "add-flare-texture", this, LenseFlare, addFlare)
98        .describe("adds a lensflare texture to the engine");
99    }
100    LOAD_PARAM_END_CYCLE(element);
101}
102
103
104/**
105 * initializes the fog effect
106 */
107void LenseFlare::init() {}
108
109
110/**
111 * activates the fog effect
112 */
113void LenseFlare::activate() {
114    this->bActivated = true;
115}
116
117
118/**
119 * deactivates the fog effect
120 */
121void LenseFlare::deactivate() {
122    this->bActivated = false;
123}
124
125
126/**
127 * @brief converts a gl mode char to a GLint
128 * @param mode the mode character
129 */
130GLint LenseFlare::stringToFogMode(const std::string& mode) {
131    return 0;
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    if( this->flares.size() > LF_MAX_FLARES) {
149        PRINTF(2)("You tried to add more than %i lense flares, ignoring\n", LF_MAX_FLARES);
150        return;
151    }
152
153    ImagePlane* bb = new ImagePlane(NULL);
154    if (this->flares.empty())
155        bb->setLayer(E2D_LAYER_BELOW_ALL);
156    bb->setTexture(textureName);
157    bb->setSize(50, 50);
158    this->flares.push_back(bb);
159    bb->setVisibility(true);
160
161    PRINTF(4)("Added a Lenseflare ImagePlane with texture %s\n", textureName.c_str());
162
163    // the first flare belongs to the light source
164    if( this->flares.size() == 1 && this->lightSource != NULL) {
165        bb->setBindNode(static_cast<PNode*>(this->lightSource));
166    }
167
168    PRINTF(4)("Finished adding\n");
169}
170
171
172void LenseFlare::setSourceVisibility(bool visibility) {
173    if (this->bVisible == visibility)
174        return;
175
176    std::vector<ImagePlane*>::const_iterator it;
177    for(it = ++flares.begin(); it != flares.end(); it++)
178        (*it)->setVisibility(visibility);
179    this->bVisible = visibility;
180}
181
182
183/**
184 * tick the effect
185 */
186void LenseFlare::tick(float dt) {
187    if( unlikely(!this->bActivated || this->flares.size() == 0))
188        return;
189
190    // refetch light source information if needed
191    if( unlikely( this->lightSource == NULL)) {
192        this->lightSource = (LightManager::getInstance())->getLight(0);
193        if( this->flares.size() > 0)
194            this->flares[0]->setBindNode(static_cast<PNode*>(this->lightSource));
195    }
196
197    //set the frustum plane
198    if (!flares.empty())
199        this->setSourceVisibility(this->flares[0]->isVisible());
200
201
202    // always update the screen center, it could be, that the window is resized
203    this->screenCenter = Vector2D(State::getResX()/2.0f, State::getResY()/2.0f);
204
205    // flare vector is the direction from the center to the light source
206    this->flareVector = this->flares[0]->getAbsCoor2D() - this->screenCenter;
207    this->distance = this->flareVector.len();
208    this->flareVector.normalize();
209
210    // now calculate the new coordinates of the billboards
211    std::vector<ImagePlane*>::iterator it;
212    int i;
213    for( it = flares.begin(), i = 0; it != flares.end(); it++, i++) {
214        // set the new position
215        if( i == 0)
216            continue;
217
218        (*it)->setAbsCoor2D( this->screenCenter + this->flareVector * this->flareMatrix[i * 2] * this->distance);
219        (*it)->setSize2D(50.0f * this->flareMatrix[i * 2 + 1], 50.0f * this->flareMatrix[i * 2 + 1]);
220        PRINTF(5)("Tick flare %i @ (%f, %f)\n", i, (*it)->getAbsCoor2D().x, (*it)->getAbsCoor2D().y);
221    }
222}
223
224
225/**
226 * draws the LenseFlares
227 */
228void LenseFlare::draw() const {
229    if( !this->bActivated)
230        return;
231}
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