[4597] | 1 | /* |
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[1853] | 2 | orxonox - the future of 3D-vertical-scrollers |
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| 3 | |
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| 4 | Copyright (C) 2004 orx |
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| 5 | |
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| 6 | This program is free software; you can redistribute it and/or modify |
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| 7 | it under the terms of the GNU General Public License as published by |
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| 8 | the Free Software Foundation; either version 2, or (at your option) |
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| 9 | any later version. |
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[1855] | 10 | |
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| 11 | ### File Specific: |
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[3925] | 12 | main-programmer: Benjamin Grauer |
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[1855] | 13 | co-programmer: ... |
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[1853] | 14 | */ |
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| 15 | |
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[5357] | 16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS |
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[1853] | 17 | |
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[6621] | 18 | #include "sprite_particles.h" |
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[1853] | 19 | |
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[5155] | 20 | #include "load_param.h" |
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[5652] | 21 | #include "factory.h" |
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[3942] | 22 | #include "material.h" |
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[4338] | 23 | #include "state.h" |
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[5446] | 24 | #include "shell_command.h" |
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[3930] | 25 | |
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[5944] | 26 | #include "parser/tinyxml/tinyxml.h" |
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[6612] | 27 | #include <algorithm> |
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[4338] | 28 | |
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[6612] | 29 | |
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[6621] | 30 | CREATE_FACTORY(SpriteParticles, CL_SPRITE_PARTICLES); |
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| 31 | |
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| 32 | SHELL_COMMAND(texture, SpriteParticles, setMaterialTexture) |
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[5446] | 33 | ->defaultValues(1, "maps/evil-flower.png"); |
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[4725] | 34 | |
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[1856] | 35 | using namespace std; |
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[1853] | 36 | |
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[3245] | 37 | /** |
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[4836] | 38 | * standard constructor |
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| 39 | * @param maxCount the Count of particles in the System |
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[6621] | 40 | * @param type The Type of the SpriteParticles |
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[3245] | 41 | */ |
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[6621] | 42 | SpriteParticles::SpriteParticles (unsigned int maxCount) |
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| 43 | : ParticleSystem(maxCount) |
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[3365] | 44 | { |
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[4602] | 45 | this->init(); |
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[3365] | 46 | } |
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[1853] | 47 | |
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[4677] | 48 | /** |
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[5445] | 49 | * @brief creates a Particle System out of a XML-element |
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| 50 | * @param root: the XML-element to load from |
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[4677] | 51 | */ |
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[6621] | 52 | SpriteParticles::SpriteParticles(const TiXmlElement* root) |
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[4602] | 53 | { |
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| 54 | this->init(); |
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[6623] | 55 | if (root != NULL) |
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| 56 | this->loadParams(root); |
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[4602] | 57 | } |
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[1853] | 58 | |
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[3245] | 59 | /** |
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[4836] | 60 | * standard deconstructor |
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[3245] | 61 | */ |
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[6621] | 62 | SpriteParticles::~SpriteParticles() |
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[6653] | 63 | { } |
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[4123] | 64 | |
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[3945] | 65 | /** |
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[6621] | 66 | * @brief initializes the SpriteParticles with default values |
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[4602] | 67 | */ |
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[6621] | 68 | void SpriteParticles::init() |
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[4602] | 69 | { |
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[6621] | 70 | this->setClassID(CL_SPRITE_PARTICLES, "SpriteParticles"); |
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[4602] | 71 | |
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[6626] | 72 | this->material.setDiffuseMap("maps/radial-trans-noise.png"); |
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[4602] | 73 | } |
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| 74 | |
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| 75 | |
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| 76 | /** |
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| 77 | * loads Parameters from a TiXmlElement |
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| 78 | * @param root the XML-element to load from. |
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| 79 | */ |
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[6621] | 80 | void SpriteParticles::loadParams(const TiXmlElement* root) |
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[4602] | 81 | { |
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[6623] | 82 | ParticleSystem::loadParams(root); |
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[4602] | 83 | |
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[6621] | 84 | LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture); |
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[4602] | 85 | } |
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[4727] | 86 | |
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[4478] | 87 | /** |
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[6626] | 88 | * @brief sets the Texutre that is placed onto the particles |
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| 89 | * @param textureFile the Texture to load onto these SpriteParticles |
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| 90 | */ |
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[6621] | 91 | void SpriteParticles::setMaterialTexture(const char* textureFile) |
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[5446] | 92 | { |
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[6621] | 93 | this->material.setDiffuseMap(textureFile); |
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[5446] | 94 | } |
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| 95 | |
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[3938] | 96 | /** |
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[6621] | 97 | * @brief draws all the Particles of this System |
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| 98 | * |
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| 99 | * The Cases in this Function all do the same: |
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| 100 | * Drawing all the particles with the appropriate Type. |
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| 101 | * This is just the fastest Way to do this, but will most likely be changed in the future. |
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[4338] | 102 | */ |
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[6621] | 103 | void SpriteParticles::draw() const |
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[4338] | 104 | { |
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| 105 | |
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[4176] | 106 | Particle* drawPart = particles; |
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[6799] | 107 | this->material.select(); |
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[4597] | 108 | |
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[6628] | 109 | GLboolean checkLight = false; |
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| 110 | glGetBooleanv(GL_LIGHTING, &checkLight); |
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[6846] | 111 | glPushAttrib(GL_LIGHTING_BIT); |
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[6729] | 112 | if (checkLight == GL_TRUE) |
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| 113 | glDisable(GL_LIGHTING); |
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[6812] | 114 | |
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| 115 | glDepthMask(GL_FALSE); |
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| 116 | /* |
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[6799] | 117 | glClearDepth(1.0); |
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| 118 | glDepthFunc(GL_LEQUAL); |
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| 119 | glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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| 120 | glEnable(GL_BLEND); |
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| 121 | glAlphaFunc(GL_GREATER,0.1); |
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| 122 | glEnable(GL_ALPHA_TEST); |
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| 123 | glEnable(GL_TEXTURE_2D); |
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| 124 | glEnable(GL_CULL_FACE); |
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[6812] | 125 | */ |
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[6799] | 126 | //glDepthMask(GL_FALSE); |
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| 127 | //glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); |
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[4338] | 128 | |
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[6729] | 129 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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[4338] | 130 | |
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[4597] | 131 | |
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[6621] | 132 | while (likely(drawPart != NULL)) |
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| 133 | { |
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| 134 | glColor4fv(drawPart->color); |
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| 135 | //! @todo implement a faster code for the look-at Camera algorithm. |
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[4338] | 136 | |
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[7014] | 137 | const PNode* camera = State::getCameraNode(); //!< @todo MUST be different |
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[6621] | 138 | Vector cameraPos = camera->getAbsCoor(); |
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[7014] | 139 | Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor(); |
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[6621] | 140 | Vector view = cameraTargetPos - cameraPos; |
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| 141 | Vector up = Vector(0, 1, 0); |
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| 142 | up = camera->getAbsDir().apply(up); |
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| 143 | Vector h = up.cross(view); |
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| 144 | Vector v = h.cross(view); |
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| 145 | h.normalize(); |
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| 146 | v.normalize(); |
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| 147 | v *= .5 * drawPart->radius; |
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| 148 | h *= .5 * drawPart->radius; |
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[4338] | 149 | |
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[6621] | 150 | glBegin(GL_TRIANGLE_STRIP); |
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| 151 | glTexCoord2i(1, 1); |
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| 152 | glVertex3f(drawPart->position.x - h.x - v.x, |
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| 153 | drawPart->position.y - h.y - v.y, |
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| 154 | drawPart->position.z - h.z - v.z); |
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| 155 | glTexCoord2i(0, 1); |
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| 156 | glVertex3f(drawPart->position.x - h.x + v.x, |
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| 157 | drawPart->position.y - h.y + v.y, |
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| 158 | drawPart->position.z - h.z + v.z); |
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| 159 | glTexCoord2i(1, 0); |
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| 160 | glVertex3f(drawPart->position.x + h.x - v.x, |
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| 161 | drawPart->position.y + h.y - v.y, |
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| 162 | drawPart->position.z + h.z - v.z); |
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| 163 | glTexCoord2i(0, 0); |
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| 164 | glVertex3f(drawPart->position.x + h.x + v.x, |
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| 165 | drawPart->position.y + h.y + v.y, |
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| 166 | drawPart->position.z + h.z + v.z); |
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[4338] | 167 | |
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[6621] | 168 | glEnd(); |
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[4597] | 169 | |
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[6621] | 170 | drawPart = drawPart->next; |
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[4663] | 171 | } |
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[6812] | 172 | glDepthMask(GL_TRUE); |
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[4176] | 173 | glPopAttrib(); |
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[3932] | 174 | } |
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