| 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 "class_id_DEPRECATED.h" | 
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| 27 |  | 
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| 28 | ObjectListDefinitionID(SpriteParticles, CL_SPRITE_PARTICLES); | 
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| 29 | CREATE_FACTORY(SpriteParticles); | 
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| 30 |  | 
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| 31 | SHELL_COMMAND(texture, SpriteParticles, setMaterialTexture) | 
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| 32 |     ->defaultValues("maps/evil-flower.png"); | 
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| 33 |  | 
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| 34 |  | 
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| 35 |  | 
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| 36 | /** | 
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| 37 |  *  standard constructor | 
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| 38 |  * @param maxCount the Count of particles in the System | 
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| 39 |  * @param type The Type of the SpriteParticles | 
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| 40 | */ | 
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| 41 | SpriteParticles::SpriteParticles (unsigned int maxCount) | 
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| 42 |   : ParticleSystem(maxCount) | 
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| 43 | { | 
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| 44 |   this->init(); | 
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| 45 | } | 
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| 46 |  | 
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| 47 | /** | 
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| 48 |  * @brief creates a Particle System out of a XML-element | 
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| 49 |  * @param root: the XML-element to load from | 
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| 50 |  */ | 
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| 51 | SpriteParticles::SpriteParticles(const TiXmlElement* root) | 
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| 52 | { | 
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| 53 |   this->init(); | 
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| 54 |   if (root != NULL) | 
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| 55 |     this->loadParams(root); | 
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| 56 | } | 
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| 57 |  | 
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| 58 | /** | 
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| 59 |  *  standard deconstructor | 
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| 60 | */ | 
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| 61 | SpriteParticles::~SpriteParticles() | 
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| 62 | { } | 
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| 63 |  | 
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| 64 | /** | 
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| 65 |  * @brief initializes the SpriteParticles with default values | 
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| 66 | */ | 
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| 67 | void SpriteParticles::init() | 
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| 68 | { | 
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| 69 |   this->registerObject(this, SpriteParticles::_objectList); | 
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| 70 |  | 
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| 71 |   this->material.setDiffuseMap("maps/radial-trans-noise.png"); | 
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| 72 | } | 
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| 73 |  | 
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| 74 |  | 
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| 75 | /** | 
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| 76 |  * loads Parameters from a TiXmlElement | 
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| 77 |  * @param root the XML-element to load from. | 
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| 78 |  */ | 
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| 79 | void SpriteParticles::loadParams(const TiXmlElement* root) | 
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| 80 | { | 
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| 81 |   ParticleSystem::loadParams(root); | 
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| 82 |  | 
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| 83 |   LoadParam(root, "texture", this, SpriteParticles, setMaterialTexture); | 
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| 84 | } | 
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| 85 |  | 
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| 86 | /** | 
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| 87 |  * @brief sets the Texutre that is placed onto the particles | 
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| 88 |  * @param textureFile the Texture to load onto these SpriteParticles | 
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| 89 |  */ | 
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| 90 | void SpriteParticles::setMaterialTexture(const std::string& textureFile) | 
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| 91 | { | 
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| 92 |   this->material.setDiffuseMap(textureFile); | 
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| 93 | } | 
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| 94 |  | 
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| 95 | /** | 
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| 96 |  * @brief draws all the Particles of this System | 
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| 97 |  * | 
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| 98 |  * The Cases in this Function all do the same: | 
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| 99 |  * Drawing all the particles with the appropriate Type. | 
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| 100 |  * This is just the fastest Way to do this, but will most likely be changed in the future. | 
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| 101 |  */ | 
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| 102 | void SpriteParticles::draw() const | 
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| 103 | { | 
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| 104 |  | 
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| 105 |   Particle* drawPart = particles; | 
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| 106 |   this->material.select(); | 
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| 107 |  | 
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| 108 |   GLboolean checkLight = false; | 
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| 109 |   glGetBooleanv(GL_LIGHTING, &checkLight); | 
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| 110 |   glPushAttrib(GL_LIGHTING_BIT); | 
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| 111 |   if (checkLight == GL_TRUE) | 
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| 112 |     glDisable(GL_LIGHTING); | 
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| 113 |  | 
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| 114 |   glDepthMask(GL_FALSE); | 
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| 115 |   /* | 
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| 116 |   glClearDepth(1.0); | 
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| 117 |   glDepthFunc(GL_LEQUAL); | 
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| 118 |   glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); | 
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| 119 |   glEnable(GL_BLEND); | 
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| 120 |   glAlphaFunc(GL_GREATER,0.1); | 
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| 121 |   glEnable(GL_ALPHA_TEST); | 
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| 122 |   glEnable(GL_TEXTURE_2D); | 
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| 123 |   glEnable(GL_CULL_FACE); | 
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| 124 |   */ | 
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| 125 |   //glDepthMask(GL_FALSE); | 
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| 126 | //glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); | 
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| 127 |  | 
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| 128 |   glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); | 
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| 129 |  | 
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| 130 |  | 
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| 131 |   while (likely(drawPart != NULL)) | 
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| 132 |   { | 
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| 133 |     glColor4fv(drawPart->color); | 
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| 134 |     //! @todo implement a faster code for the look-at Camera algorithm. | 
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| 135 |  | 
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| 136 |     const PNode* camera = State::getCameraNode();  //!< @todo MUST be different | 
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| 137 |     Vector cameraPos = camera->getAbsCoor(); | 
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| 138 |     Vector cameraTargetPos = State::getCameraTargetNode()->getAbsCoor(); | 
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| 139 |     Vector view = cameraTargetPos - cameraPos; | 
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| 140 |     Vector up = Vector(0, 1, 0); | 
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| 141 |     up = camera->getAbsDir().apply(up); | 
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| 142 |     Vector h = up.cross(view); | 
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| 143 |     Vector v = h.cross(view); | 
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| 144 |     h.normalize(); | 
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| 145 |     v.normalize(); | 
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| 146 |     v *= .5 * drawPart->radius; | 
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| 147 |     h *= .5 * drawPart->radius; | 
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| 148 |  | 
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| 149 |     glBegin(GL_TRIANGLE_STRIP); | 
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| 150 |     glTexCoord2i(1, 1); | 
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| 151 |     glVertex3f(drawPart->position.x - h.x - v.x, | 
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| 152 |                drawPart->position.y - h.y - v.y, | 
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| 153 |                drawPart->position.z - h.z - v.z); | 
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| 154 |     glTexCoord2i(0, 1); | 
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| 155 |     glVertex3f(drawPart->position.x - h.x + v.x, | 
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| 156 |                drawPart->position.y - h.y + v.y, | 
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| 157 |                drawPart->position.z - h.z + v.z); | 
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| 158 |     glTexCoord2i(1, 0); | 
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| 159 |     glVertex3f(drawPart->position.x + h.x - v.x, | 
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| 160 |                drawPart->position.y + h.y - v.y, | 
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| 161 |                drawPart->position.z + h.z - v.z); | 
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| 162 |     glTexCoord2i(0, 0); | 
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| 163 |     glVertex3f(drawPart->position.x + h.x + v.x, | 
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| 164 |                drawPart->position.y + h.y + v.y, | 
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| 165 |                drawPart->position.z + h.z + v.z); | 
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| 166 |  | 
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| 167 |     glEnd(); | 
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| 168 |  | 
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| 169 |     drawPart = drawPart->next; | 
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| 170 |   } | 
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| 171 |   glDepthMask(GL_TRUE); | 
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| 172 |   glPopAttrib(); | 
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| 173 | } | 
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