1 | /* |
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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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10 | |
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11 | ### File Specific: |
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12 | main-programmer: Benjamin Grauer |
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13 | co-programmer: ... |
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14 | */ |
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15 | |
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16 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS |
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17 | |
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18 | #include "sprite_particles.h" |
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19 | |
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20 | #include "util/loading/load_param.h" |
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21 | #include "util/loading/factory.h" |
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22 | #include "material.h" |
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23 | #include "state.h" |
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24 | #include "shell_command.h" |
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25 | |
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26 | #include "parser/tinyxml/tinyxml.h" |
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27 | #include <algorithm> |
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28 | |
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29 | |
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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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33 | ->defaultValues("maps/evil-flower.png"); |
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34 | |
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35 | using namespace std; |
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36 | |
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37 | /** |
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38 | * standard constructor |
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39 | * @param maxCount the Count of particles in the System |
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40 | * @param type The Type of the SpriteParticles |
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41 | */ |
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42 | SpriteParticles::SpriteParticles (unsigned int maxCount) |
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43 | : ParticleSystem(maxCount) |
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44 | { |
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45 | this->init(); |
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46 | } |
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47 | |
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48 | /** |
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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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51 | */ |
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52 | SpriteParticles::SpriteParticles(const TiXmlElement* root) |
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53 | { |
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54 | this->init(); |
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55 | if (root != NULL) |
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56 | this->loadParams(root); |
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57 | } |
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58 | |
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59 | /** |
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60 | * standard deconstructor |
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61 | */ |
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62 | SpriteParticles::~SpriteParticles() |
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63 | { } |
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64 | |
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65 | /** |
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66 | * @brief initializes the SpriteParticles with default values |
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67 | */ |
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68 | void SpriteParticles::init() |
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69 | { |
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70 | this->setClassID(CL_SPRITE_PARTICLES, "SpriteParticles"); |
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71 | |
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72 | this->material.setDiffuseMap("maps/radial-trans-noise.png"); |
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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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80 | void SpriteParticles::loadParams(const TiXmlElement* root) |
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81 | { |
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82 | ParticleSystem::loadParams(root); |
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83 | |
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84 | LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture); |
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85 | } |
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86 | |
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87 | /** |
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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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91 | void SpriteParticles::setMaterialTexture(const char* textureFile) |
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92 | { |
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93 | this->material.setDiffuseMap(textureFile); |
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94 | } |
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95 | |
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96 | /** |
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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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102 | */ |
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103 | void SpriteParticles::draw() const |
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104 | { |
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105 | |
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106 | Particle* drawPart = particles; |
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107 | this->material.select(); |
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108 | |
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109 | GLboolean checkLight = false; |
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110 | glGetBooleanv(GL_LIGHTING, &checkLight); |
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111 | glPushAttrib(GL_LIGHTING_BIT); |
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112 | if (checkLight == GL_TRUE) |
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113 | glDisable(GL_LIGHTING); |
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114 | |
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115 | glDepthMask(GL_FALSE); |
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116 | /* |
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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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125 | */ |
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126 | //glDepthMask(GL_FALSE); |
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127 | //glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); |
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128 | |
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129 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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130 | |
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131 | |
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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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136 | |
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137 | const PNode* camera = State::getCameraNode(); //!< @todo MUST be different |
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138 | Vector cameraPos = camera->getAbsCoor(); |
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139 | Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor(); |
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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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149 | |
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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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167 | |
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168 | glEnd(); |
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169 | |
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170 | drawPart = drawPart->next; |
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171 | } |
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172 | glDepthMask(GL_TRUE); |
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173 | glPopAttrib(); |
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174 | } |
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