/* 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: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS #include "model_particles.h" #include "load_param.h" #include "factory.h" #include "material.h" #include "state.h" #include "shell_command.h" #include "parser/tinyxml/tinyxml.h" #include CREATE_FACTORY(ModelParticles, CL_MODEL_PARTICLES); SHELL_COMMAND(texture, ModelParticles, setMaterialTexture) ->defaultValues(1, "maps/evil-flower.png"); using namespace std; /** * standard constructor * @param maxCount the Count of particles in the System * @param type The Type of the ModelParticles */ ModelParticles::ModelParticles (unsigned int maxCount) : ParticleSystem(maxCount) { this->init(); } /** * @brief creates a Particle System out of a XML-element * @param root: the XML-element to load from */ ModelParticles::ModelParticles(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); } /** * standard deconstructor */ ModelParticles::~ModelParticles() { } /** * @brief initializes the ModelParticles with default values */ void ModelParticles::init() { this->setClassID(CL_MODEL_PARTICLES, "ModelParticles"); this->material.setDiffuseMap("maps/radial-trans-noise.png"); } /** * loads Parameters from a TiXmlElement * @param root the XML-element to load from. */ void ModelParticles::loadParams(const TiXmlElement* root) { ParticleSystem::loadParams(root); LoadParam(root, "texture", this, ModelParticles, setMaterialTexture); } /** * @brief sets the Texutre that is placed onto the particles * @param textureFile the Texture to load onto these ModelParticles */ void ModelParticles::setMaterialTexture(const char* textureFile) { this->material.setDiffuseMap(textureFile); } /** * @brief draws all the Particles of this System * * The Cases in this Function all do the same: * Drawing all the particles with the appropriate Type. * This is just the fastest Way to do this, but will most likely be changed in the future. */ void ModelParticles::draw() const { glPushAttrib(GL_ENABLE_BIT); Particle* drawPart = particles; GLboolean checkLight = false; glGetBooleanv(GL_LIGHTING, &checkLight); if (checkLight == GL_TRUE) glDisable(GL_LIGHTING); glMatrixMode(GL_MODELVIEW); this->material.select(); glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (likely(this->getModel() != NULL)) while (likely(drawPart != NULL)) { glPushMatrix(); glMatrixMode(GL_MODELVIEW); /* move */ glTranslatef(drawPart->position.x, drawPart->position.y, drawPart->position.z); /* scale */ glScalef(drawPart->radius, drawPart->radius, drawPart->radius); /* rotate */ Vector tmpRot = drawPart->orientation.getSpacialAxis(); glRotatef (drawPart->orientation.getSpacialAxisAngle(), tmpRot.x, tmpRot.y, tmpRot.z ); this->getModel()->draw(); glPopMatrix(); drawPart = drawPart->next; } else PRINTF(2)("no model loaded onto ParticleSystem-%s\n", this->getName()); glPopAttrib(); }