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source: orxonox.OLD/branches/atmospheric_engine/src/lib/graphics/effects/rain_effect.cc @ 7561

Last change on this file since 7561 was 7561, checked in by amaechler, 18 years ago

branches/atmosphere_engine: rain_effect

File size: 3.0 KB
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1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11### File Specific:
12   main-programmer: hdavid, amaechler
13*/
14
15#include "rain_effect.h"
16
17#include "util/loading/load_param.h"
18#include "util/loading/factory.h"
19
20#include "glincl.h"
21
22using namespace std;
23
24CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
25
26RainEffect::RainEffect(const TiXmlElement* root)
27{
28  this->setClassID(CL_RAIN_EFFECT, "RainEffect");
29
30//   this->rainMode = GL_LINEAR;
31//   this->rainDensity = 0.001f;
32//   this->rainStart = 10.0f;
33//   this->rainEnd = 1000.0f;
34
35  if (root != NULL)
36    this->loadParams(root);
37
38  this->activate();
39}
40
41
42
43RainEffect::~RainEffect()
44{
45  this->deactivate();
46}
47
48
49void RainEffect::loadParams(const TiXmlElement* root)
50{
51  WeatherEffect::loadParams(root);
52
53//   LoadParam(root, "rain-mode", this, RainEffect, setRainMode);
54//   LoadParam(root, "rain-density", this, RainEffect, setRainDensity);
55//   LoadParam(root, "rain-color", this, RainEffect, setRainColor);
56
57
58}
59
60bool RainEffect::init()
61{}
62
63
64
65bool RainEffect::activate()
66{
67//   PRINTF(0)( "Enabling Rain Effect, mode: %i, density: %f, start: %f, end: %f, color %f, %f, %f\n", this->rainMode, this->rainDensity, this->rainStart, this->rainEnd, this->colorVector.x, this->colorVector.y, this->colorVector.z);
68//
69//   glEnable(GL_RAIN);
70//   {
71//     //GLfloat rainColor[4] = {0.7, 0.6, 0.6, 1.0};
72//     GLfloat rainColor[4] = { colorVector.x, colorVector.y, colorVector.z, 1.0};
73//
74//     glRaini(GL_RAIN_MODE, this->rainMode);
75//     glRainfv(GL_RAIN_COLOR, rainColor);
76//     glRainf(GL_RAIN_DENSITY, this->rainDensity);
77//     glHint(GL_RAIN_HINT, GL_DONT_CARE);
78//     glRainf(GL_RAIN_START, this->rainStart);
79//     glRainf(GL_RAIN_END, this->rainEnd);
80//
81//     //glRaini(GL_RAIN_COORDINATE_SOURCE, GL_RAIN_COORDINATE);
82//   }
83//   glClearColor(0.5, 0.5, 0.5, 1.0);
84}
85
86
87bool RainEffect::deactivate()
88{
89  PRINTF(0)("Deactivating Rain Effect\n");
90//      glDisable(GL_RAIN);
91}
92
93void RainEffect::draw()
94{
95  Particle* drawPart = particles;
96
97  glDepthMask(GL_FALSE);
98  glPushAttrib(GL_ENABLE_BIT);
99
100  glDisable(GL_LIGHTING);
101  glDisable(GL_TEXTURE_2D);
102
103  glEnable(GL_LINE_SMOOTH);
104  glEnable(GL_BLEND);
105  glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA);
106
107  glLineWidth(2.0);
108  glBegin(GL_LINES);
109  while (likely(drawPart != NULL))
110  {
111  //    printf("%f %f %f %f\n", drawPart->color[0], drawPart->color[1], drawPart->color[2], drawPart->color[3]);
112    glColor4fv(drawPart->color);
113    glVertex3f(drawPart->position.x,  drawPart->position.y,  drawPart->position.z);
114    glVertex3f(drawPart->position.x - drawPart->velocity.x * drawPart->radius,
115               drawPart->position.y - drawPart->velocity.y * drawPart->radius,
116               drawPart->position.z - drawPart->velocity.z * drawPart->radius);
117    drawPart = drawPart->next;
118  }
119  glEnd();
120
121  glDepthMask(GL_TRUE);
122  glPopAttrib();
123}
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