| 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: hdavid, amaechler |
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| 13 | */ |
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| 14 | |
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| 15 | #include "rain_effect.h" |
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| 16 | |
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| 17 | #include "util/loading/load_param.h" |
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| 18 | #include "util/loading/factory.h" |
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| 19 | |
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| 20 | #include "glincl.h" |
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| 21 | |
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| 22 | // ***** |
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| 23 | |
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| 24 | #include "material.h" |
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| 25 | #include "state.h" |
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| 26 | #include "shell_command.h" |
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| 27 | |
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| 28 | #include "parser/tinyxml/tinyxml.h" |
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| 29 | #include <algorithm> |
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| 30 | |
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| 31 | using namespace std; |
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| 32 | |
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| 33 | CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT); |
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| 34 | |
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| 35 | RainEffect::RainEffect(const TiXmlElement* root) |
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| 36 | { |
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| 37 | this->setClassID(CL_RAIN_EFFECT, "RainEffect"); |
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| 38 | |
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| 39 | // this->rainMode = GL_LINEAR; |
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| 40 | // this->rainDensity = 0.001f; |
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| 41 | // this->rainStart = 10.0f; |
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| 42 | // this->rainEnd = 1000.0f; |
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| 43 | |
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| 44 | if (root != NULL) |
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| 45 | this->loadParams(root); |
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| 46 | |
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| 47 | this->activate(); |
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| 48 | } |
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| 49 | |
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| 50 | |
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| 51 | |
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| 52 | RainEffect::~RainEffect() |
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| 53 | { |
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| 54 | this->deactivate(); |
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| 55 | } |
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| 56 | |
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| 57 | |
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| 58 | void RainEffect::loadParams(const TiXmlElement* root) |
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| 59 | { |
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| 60 | WeatherEffect::loadParams(root); |
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| 61 | |
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| 62 | // LoadParam(root, "rain-mode", this, RainEffect, setRainMode); |
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| 63 | // LoadParam(root, "rain-density", this, RainEffect, setRainDensity); |
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| 64 | // LoadParam(root, "rain-color", this, RainEffect, setRainColor); |
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| 65 | |
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| 66 | |
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| 67 | } |
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| 68 | |
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| 69 | bool RainEffect::init() |
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| 70 | {} |
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| 71 | |
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| 72 | |
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| 73 | |
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| 74 | bool RainEffect::activate() |
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| 75 | { |
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| 76 | // 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); |
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| 77 | // |
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| 78 | // glEnable(GL_RAIN); |
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| 79 | // { |
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| 80 | // //GLfloat rainColor[4] = {0.7, 0.6, 0.6, 1.0}; |
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| 81 | // GLfloat rainColor[4] = { colorVector.x, colorVector.y, colorVector.z, 1.0}; |
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| 82 | // |
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| 83 | // glRaini(GL_RAIN_MODE, this->rainMode); |
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| 84 | // glRainfv(GL_RAIN_COLOR, rainColor); |
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| 85 | // glRainf(GL_RAIN_DENSITY, this->rainDensity); |
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| 86 | // glHint(GL_RAIN_HINT, GL_DONT_CARE); |
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| 87 | // glRainf(GL_RAIN_START, this->rainStart); |
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| 88 | // glRainf(GL_RAIN_END, this->rainEnd); |
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| 89 | // |
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| 90 | // //glRaini(GL_RAIN_COORDINATE_SOURCE, GL_RAIN_COORDINATE); |
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| 91 | // } |
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| 92 | // glClearColor(0.5, 0.5, 0.5, 1.0); |
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| 93 | } |
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| 94 | |
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| 95 | |
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| 96 | bool RainEffect::deactivate() |
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| 97 | { |
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| 98 | PRINTF(0)("Deactivating Rain Effect\n"); |
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| 99 | // glDisable(GL_RAIN); |
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| 100 | } |
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| 101 | |
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| 102 | void RainEffect::draw() const |
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| 103 | { |
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| 104 | // Particle* drawPart = ParticleSystem::particles; |
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| 105 | |
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| 106 | // glDepthMask(GL_FALSE); |
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| 107 | // glPushAttrib(GL_ENABLE_BIT); |
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| 108 | // |
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| 109 | // glDisable(GL_LIGHTING); |
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| 110 | // glDisable(GL_TEXTURE_2D); |
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| 111 | // |
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| 112 | // glEnable(GL_LINE_SMOOTH); |
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| 113 | // glEnable(GL_BLEND); |
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| 114 | // glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); |
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| 115 | // |
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| 116 | // glLineWidth(2.0); |
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| 117 | // glBegin(GL_LINES); |
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| 118 | // while (likely(drawPart != NULL)) |
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| 119 | // { |
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| 120 | // // printf("%f %f %f %f\n", drawPart->color[0], drawPart->color[1], drawPart->color[2], drawPart->color[3]); |
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| 121 | // glColor4fv(drawPart->color); |
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| 122 | // glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); |
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| 123 | // glVertex3f(drawPart->position.x - drawPart->velocity.x * drawPart->radius, |
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| 124 | // drawPart->position.y - drawPart->velocity.y * drawPart->radius, |
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| 125 | // drawPart->position.z - drawPart->velocity.z * drawPart->radius); |
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| 126 | // drawPart = drawPart->next; |
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| 127 | // } |
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| 128 | // glEnd(); |
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| 129 | // |
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| 130 | // glDepthMask(GL_TRUE); |
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| 131 | // glPopAttrib(); |
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| 132 | } |
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