- Timestamp:
- Jun 15, 2006, 3:59:39 PM (18 years ago)
- Location:
- branches/atmospheric_engine/src/lib
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/atmospheric_engine/src/lib/collision_reaction/collision_handle.cc
r8190 r8474 93 93 94 94 // add element 95 PRINTF(0)("addTarget: %i \n", target);95 //PRINTF(0)("addTarget: %i \n", target); 96 96 this->targetList.push_back(target); 97 97 } -
branches/atmospheric_engine/src/lib/graphics/effects/cloud_effect.cc
r8455 r8474 21 21 #include "util/loading/resource_manager.h" 22 22 23 #include "glincl.h"24 23 #include "material.h" 25 24 #include <math.h> … … 31 30 #include "parser/tinyxml/tinyxml.h" 32 31 33 #include "sglmodel.h"34 32 35 33 using namespace std; … … 43 41 { 44 42 this->setClassID(CL_CLOUD_EFFECT, "CloudEffect"); 43 // this->toList(OM_ENVIRON); 45 44 46 45 this->init(); … … 49 48 this->loadParams(root); 50 49 51 if(cloudActivate)50 //if(cloudActivate) 52 51 this->activate(); 53 52 } … … 56 55 { 57 56 this->deactivate(); 58 59 delete this->cloudMaterial;60 61 cloudModel.Delete();62 Shader::unload(this->cloudShader);63 64 57 } 65 58 … … 67 60 void CloudEffect::init() 68 61 { 69 PRINTF(1)("Initializing CloudEffect\n"); 62 PRINTF(0)("Initializing CloudEffect\n"); 63 64 /// initialization of the texture coords, speeds etc... 65 /* this->move = 0.0f; 66 this->g_WaterUV = 35.0f; 67 this->kNormalMapScale = 0.25f; 68 this->g_WaterFlow = 0.0015f;*/ 69 70 cloudMaterial.setDiffuseMap("pictures/sky/cloud1.jpg", GL_TEXTURE_2D, 0); 70 71 71 // Default values 72 this->cloudActivate = false; 73 this->cloudTint[4] = ( 0.9f, 0.7f, 0.7f, 1.0f ); 74 this->cloudScroll = 1.0f; 75 this->time = 0.0f; 76 //g_cloud_texture = 0; 72 shader = new Shader(ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.vert", 73 ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.frag"); 74 75 this->shader->activateShader(); 77 76 78 this->cloudTexture = "pictures/sky/cloud1.jpg"; 79 80 // cloudModel.Load(ResourceManager::getInstance()->getDataDir() + "/models/cloud.sgl"); 81 // cloudModel.Unitize(); 82 83 // Get the bounding box of the sky dome 84 float bbox[3] = {0}; 85 cloudModel.GetDimensions(bbox[0], bbox[1], bbox[2]); 86 87 // Load Shaders 88 this->cloudShader = new Shader( ResourceManager::getInstance()->getDataDir() + "/shaders/sky.vert", ResourceManager::getInstance()->getDataDir() +"/shaders/sky.frag"); 89 90 // Tell the shader the bounding box of the sky dome 91 this->cloudShader->bindShader("bbox", bbox, 4); 92 93 // Initialze Cloud Material 94 this->cloudMaterial = new Material("Sky"); 95 this->cloudMaterial->setIllum(3); 96 this->cloudMaterial->setAmbient(1.0, 1.0, 1.0); 97 this->cloudMaterial->setDiffuseMap(this->cloudTexture); 98 77 Shader::Uniform(shader, "Noise").set(0); 78 Shader::Uniform(shader, "SkyColor").set(0.0f, 0.0f, 0.8f); 79 Shader::Uniform(shader, "CloudColor").set(0.8f, 0.8f, 0.8f); 80 81 // Change: Have to be updated each frame!like camerpos in mapped_water.cc 82 Shader::Uniform(shader, "Offset").set(0.0f, 0.0f, 0.0f); 83 84 Shader::Uniform(shader, "LightPos").set(100.0f, 100.0f, 100.0f); 85 Shader::Uniform(shader, "Scale").set(1.0f); 86 87 this->shader->deactivateShader(); 99 88 } 100 89 … … 106 95 // LoadParam(root, "speed", this, CloudEffect, setCloudAnimation); 107 96 // LoadParam(root, "texture", this, CloudEffect, setCloudTexture); 108 97 /* 109 98 LOAD_PARAM_START_CYCLE(root, element); 110 99 { 111 100 LoadParam_CYCLE(element, "option", this, CloudEffect, setCloudOption); 112 101 } 113 LOAD_PARAM_END_CYCLE(element); 102 LOAD_PARAM_END_CYCLE(element);*/ 114 103 } 115 104 … … 117 106 void CloudEffect::activate() 118 107 { 119 PRINTF(0)( "Activating CloudEffect with Material %s\n", this->cloudTexture.c_str());108 PRINTF(0)( "Activating\n"); 120 109 121 this->cloudActivate = true;110 // this->cloudActivate = true; 122 111 } 123 112 … … 126 115 PRINTF(0)("Deactivating CloudEffect\n"); 127 116 128 this->cloudActivate = false;117 // this->cloudActivate = false; 129 118 } 130 119 131 120 void CloudEffect::draw() const 132 121 { 133 if (!this->cloudActivate)134 return;122 //if (!this->cloudActivate) 123 // return; 135 124 136 // glMatrixMode(GL_MODELVIEW); 137 // glPushMatrix(); 138 // 139 // // Move sphere along with the camera 140 // Vector r = State::getCameraNode()->getAbsCoor(); 141 // glTranslatef(r.x, r.y, r.z); 142 // 143 // // Sky movement 144 // glRotatef(mover, 0, 0, 1); 145 // 146 // cloudMaterial->select(); 147 // gluSphere(this->sphereObj, this->sphereRadius, 20, 20); 148 // glPopMatrix(); 125 //glMatrixMode(GL_MODELVIEW); 126 //glColor4f(1,1,1,1); 127 glPushMatrix(); 128 //glTranslatef(0,this->waterHeight,0); 149 129 150 // ****** 130 cloudMaterial.unselect(); 131 cloudMaterial.select(); 151 132 152 glMatrixMode(GL_MODELVIEW); 153 glPushMatrix(); 133 this->shader->activateShader(); 154 134 155 // glClearColor(0.0f, 0.0f, 0.0f, 0.0f);156 // glShadeModel(GL_SMOOTH);157 // glEnable(GL_DEPTH_TEST);158 // glEnable(GL_CULL_FACE);159 // glCullFace(GL_BACK);160 // glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);161 135 162 // glLineWidth(3.0f); 136 glBegin(GL_QUADS); 137 138 glTexCoord2f(1.0f, 1.0f); glVertex3f(0.0f, 0.0f, 0.0f); 139 glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.0f, 100.0f); 140 glTexCoord2f(0.0f, 0.0f); glVertex3f( 100.0f, 0.0f, 100.0f); 141 glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0f, 0.0f, 0.0f); 142 143 glEnd(); 163 144 164 static float time = 0.0f; 165 // static vector3f eye = {0.0f, 0.0f, 0.0f}, look = {0.0f, 0.0f, 1.0f}, up = {0.0f, 1.0f, 0.0f}; 145 this->shader->deactivateShader(); 166 146 167 // glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 168 // glLoadIdentity(); 169 // gluLookAt(eye[x], eye[y], eye[z], look[x], look[y], look[z], up[x], up[y], up[z]); 147 cloudMaterial.unselect(); 170 148 171 // Turn off the depth buffer when rendering the background 172 // glDisable(GL_DEPTH_TEST); 173 174 this->cloudShader->activateShader(); 175 176 /* Select the shader program and update parameters. */ 177 /* The "time" parameter controls the cloud scrolling. */ 178 this->cloudShader->bindShader("time", &time, 1); 179 /* The "horizon" parameter controls the sky tinting. */ 180 this->cloudShader->bindShader("horizon", cloudTint, 4); 181 182 glActiveTexture(GL_TEXTURE0 + 0); 183 glActiveTexture(GL_TEXTURE0 + 1); 184 185 // Load the cloud texture 186 //glBindTexture(GL_TEXTURE_2D, g_cloud_texture); 187 this->cloudMaterial->select(); 188 189 // Render the sky dome 190 cloudModel.Render(); 191 192 // Unselect the shader 193 Shader::deactivateShader(); 194 195 /* Turn on the depth buffer when rendering the foreground. */ 196 // glEnable(GL_DEPTH_TEST); 197 198 /* Render the forground, for example, a teapot or bunny. */ 199 // glEnable(GL_LIGHTING); 200 // glColor3f(0.0f, 1.0f, 0.0f); 201 // glBegin(GL_QUADS); 202 // glNormal3f( 0.0f, 1.0f, 0.0f); 203 // glVertex3f( 20.0f, -1.0f, 20.0f); 204 // glVertex3f( 20.0f, -1.0f, -20.0f); 205 // glVertex3f(-20.0f, -1.0f, -20.0f); 206 // glVertex3f(-20.0f, -1.0f, 20.0f); 207 // glEnd(); 208 // glDisable(GL_LIGHTING); 209 210 glPopMatrix(); 149 glPopMatrix(); 211 150 212 151 } … … 214 153 void CloudEffect::tick (float dt) 215 154 { 216 if (!this->cloudActivate) 217 return; 218 219 // Update the timer for scrolling the clouds 220 time = time + ((1.0f / 2000.0f) * cloudScroll); 155 //if (!this->cloudActivate) 156 // return; 221 157 } 222 158 -
branches/atmospheric_engine/src/lib/graphics/effects/cloud_effect.h
r8457 r8474 12 12 13 13 #include "world_entity.h" 14 #include "glincl.h" 15 16 #include "sglmodel.h" 17 18 class Shader; 19 class Material; 20 class Vector; 14 #include "material.h" 15 #include "shader.h" 21 16 22 17 class CloudEffect : public WeatherEffect { … … 42 37 virtual void tick(float dt); 43 38 44 inline void setCloudOption(const std::string& option) {39 /*inline void setCloudOption(const std::string& option) { 45 40 if (option == "activate") 46 47 } 41 this->cloudActivate = true; 42 }*/ 48 43 49 44 50 45 private: 51 void initialize(char* fileName);46 //void initialize(char* fileName); 52 47 53 bool cloudActivate;48 //bool cloudActivate; 54 49 55 Material* cloudMaterial; // A Material for the Sphere. 56 57 std::string cloudTexture; 58 59 Sglmodel_sgl cloudModel; 60 Shader* cloudShader; 61 62 GLfloat cloudTint[4]; 63 GLfloat cloudScroll; 64 65 float time; 66 50 Material cloudMaterial; 51 Shader* shader; 67 52 }; 68 53
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