| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Author: | 
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| 23 |  *      Markus 'atok' Wegmann | 
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| 24 |  *   Co-authors: | 
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| 25 |  *      ... | 
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| 26 |  * | 
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| 27 |  */ | 
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| 28 |  | 
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| 29 | /** | 
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| 30 |  @file | 
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| 31 |   | 
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| 32 |  @brief Implementation of the GodrayShader class. | 
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| 33 |  */ | 
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| 34 |  | 
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| 35 |  | 
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| 36 | #include "GodrayShader.h" | 
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| 37 |  | 
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| 38 | #include "util/Exception.h" | 
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| 39 | #include "core/CoreIncludes.h" | 
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| 40 | #include "core/XMLPort.h" | 
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| 41 |  | 
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| 42 | namespace orxonox | 
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| 43 | { | 
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| 44 |     CreateFactory(GodrayShader); | 
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| 45 |      | 
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| 46 |     GodrayShader::GodrayShader(BaseObject* creator) : BaseObject(creator), globalShader_(creator) | 
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| 47 |     { | 
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| 48 |         RegisterObject(GodrayShader); | 
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| 49 |          | 
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| 50 |         // Default parameters are initialized | 
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| 51 |         this->sunPosition_ = Vector3::Zero; | 
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| 52 |         this->sunColor_ = ColourValue::White; | 
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| 53 |         this->skyColor_ = ColourValue::Black; | 
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| 54 |         this->exposure_ = 1.0f;  | 
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| 55 |         this->decay_ = 0.1f; | 
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| 56 |         this->density_ = 0.7f; | 
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| 57 |          | 
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| 58 |         // Godrays.compositor is getting initialized | 
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| 59 |         this->globalShader_.getMutableShader().setCompositorName("Godrays"); | 
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| 60 |         this->compositor_ = this->globalShader_.getMutableShader().getMutableCompositorInstance(); | 
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| 61 |     } | 
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| 62 |      | 
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| 63 |     GodrayShader::~GodrayShader() | 
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| 64 |     { | 
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| 65 |         this->setVisible(false); | 
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| 66 |     } | 
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| 67 |      | 
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| 68 |     void GodrayShader::tick(float dt) | 
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| 69 |     { | 
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| 70 |         if(this->isVisible()) | 
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| 71 |         { | 
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| 72 |              | 
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| 73 |             //Reset sunPosition in the compositor instance every tick | 
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| 74 |             this->compositor_->getTechnique()->getTargetPass(2) | 
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| 75 |         } | 
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| 76 |     } | 
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| 77 |      | 
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| 78 |     void GodrayShader::XMLPort(Element& xmlelement, XMLPort::Mode mode) | 
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| 79 |     { | 
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| 80 |         SUPER(GodrayShader, XMLPort, xmlelement, mode); | 
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| 81 |          | 
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| 82 |         XMLPortParamTemplate(GodrayShader, "sunColor", setSunColor, getSunColor, xmlelement, mode, const ColourValue&); | 
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| 83 |         XMLPortParamTemplate(GodrayShader, "skyColor", setSkyColor, getSkyColor, xmlelement, mode, const ColourValue&); | 
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| 84 |         XMLPortParamVariable(GodrayShader, "exposure", exposure_, xmlelement, mode); | 
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| 85 |         XMLPortParamVariable(GodrayShader, "decay", decay_, xmlelement, mode); | 
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| 86 |         XMLPortParamVariable(GodrayShader, "density", density_, xmlelement, mode); | 
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| 87 |     } | 
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| 88 |      | 
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| 89 |     void GodrayShader::setWorldEntity(WorldEntity* worldEntity) | 
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| 90 |     { | 
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| 91 |         this->worldEntity_ = worldEntity; | 
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| 92 |         this->setSunPosition(worldEntity->getWorldPosition()); | 
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| 93 |     } | 
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| 94 |      | 
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| 95 |     void GodrayShader::setSunPosition(const Vector3& position) | 
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| 96 |     { | 
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| 97 |         this->sunPosition_ = position; | 
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| 98 |     } | 
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| 99 |     void GodrayShader::setSunColor(const ColourValue& color) | 
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| 100 |     { | 
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| 101 |         this->skyColor_ = color; | 
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| 102 |     } | 
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| 103 |     void GodrayShader::setSkyColor(const ColourValue& color) | 
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| 104 |     { | 
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| 105 |         this->skyColor_ = color; | 
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| 106 |     } | 
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| 107 |     const Vector3& GodrayShader::getSunPosition() const | 
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| 108 |     { | 
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| 109 |         return this->sunPosition_; | 
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| 110 |     } | 
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| 111 |     const ColourValue& GodrayShader::getSunColor() const | 
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| 112 |     { | 
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| 113 |         return this->sunColor_; | 
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| 114 |     } | 
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| 115 |     const ColourValue& GodrayShader::getSkyColor() const | 
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| 116 |     { | 
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| 117 |         return this->skyColor_; | 
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| 118 |     } | 
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| 119 |      | 
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| 120 |     void GodrayShader::changedVisibility() | 
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| 121 |     { | 
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| 122 |         SUPER(GodrayShader, changedVisibility); | 
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| 123 |          | 
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| 124 |         this->globalShader_.setVisible(this->isVisible()); | 
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| 125 |     } | 
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| 126 | } | 
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