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| 2 | |
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| 3 | /* |
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| 4 | orxonox - the future of 3D-vertical-scrollers |
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| 5 | |
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| 6 | Copyright (C) 2004 orx |
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| 7 | |
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| 8 | This program is free software; you can redistribute it and/or modify |
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| 9 | it under the terms of the GNU General Public License as published by |
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| 10 | the Free Software Foundation; either version 2, or (at your option) |
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| 11 | any later version. |
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| 12 | |
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| 13 | ### File Specific: |
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| 14 | main-programmer: Patrick Boenzli |
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| 15 | */ |
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| 16 | |
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| 17 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS |
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| 18 | |
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| 19 | #include "lense_flare.h" |
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| 20 | |
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| 21 | #include "util/loading/load_param.h" |
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| 22 | #include "util/loading/factory.h" |
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| 23 | |
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| 24 | #include "glincl.h" |
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| 25 | #include "texture.h" |
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| 26 | |
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| 27 | #include "light.h" |
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| 28 | #include "state.h" |
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| 29 | |
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| 30 | #include "render2D/billboard.h" |
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| 31 | |
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| 32 | #include "light.h" |
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| 33 | #include "camera.h" |
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| 34 | |
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| 35 | |
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| 36 | using namespace std; |
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| 37 | |
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| 38 | |
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| 39 | CREATE_FACTORY(LenseFlare, CL_LENSE_FLARE); |
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| 40 | |
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| 41 | |
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| 42 | /** |
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| 43 | * default constructor |
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| 44 | * @param root The XML-element to load the LenseFlare from |
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| 45 | */ |
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| 46 | LenseFlare::LenseFlare(const TiXmlElement* root) |
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| 47 | { |
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| 48 | this->setClassID(CL_LENSE_FLARE, "LenseFlare"); |
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| 49 | |
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| 50 | this->flareMatrix = new float[14]; |
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| 51 | /* length image scale */ |
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| 52 | this->flareMatrix[0] = 1.0f; this->flareMatrix[1] = 1.0f; |
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| 53 | this->flareMatrix[2] = 0.5f; this->flareMatrix[3] = 0.5f; |
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| 54 | this->flareMatrix[4] = 0.33f; this->flareMatrix[5] = 0.25f; |
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| 55 | this->flareMatrix[6] = 0.125f; this->flareMatrix[7] = 1.0f; |
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| 56 | this->flareMatrix[8] = -0.5f; this->flareMatrix[9] = 0.5f; |
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| 57 | this->flareMatrix[10] = -0.25f; this->flareMatrix[11] = 0.15f; |
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| 58 | this->flareMatrix[12] = -1.82f; this->flareMatrix[13] = 0.25f; |
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| 59 | |
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| 60 | this->lightSource = (LightManager::getInstance())->getLight(0); |
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| 61 | PRINTF(0)("light is: %p\n", this->lightSource); |
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| 62 | |
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| 63 | this->isVisible = true; |
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| 64 | |
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| 65 | if (root != NULL) |
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| 66 | { |
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| 67 | this->loadParams(root); |
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| 68 | this->activate(); |
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| 69 | } |
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| 70 | |
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| 71 | this->setSourceVisibility(false); |
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| 72 | this->isVisible = true; |
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| 73 | |
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| 74 | } |
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| 75 | |
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| 76 | |
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| 77 | /** |
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| 78 | * destroys a LenseFlare |
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| 79 | */ |
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| 80 | LenseFlare::~LenseFlare() |
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| 81 | { |
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| 82 | std::vector<Billboard*>::iterator it; |
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| 83 | for( it = flares.begin(); it != flares.end(); it++) |
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| 84 | delete (*it); |
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| 85 | } |
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| 86 | |
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| 87 | |
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| 88 | /** |
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| 89 | * @param root The XML-element to load the LenseFlare from |
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| 90 | */ |
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| 91 | void LenseFlare::loadParams(const TiXmlElement* root) |
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| 92 | { |
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| 93 | GraphicsEffect::loadParams(root); |
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| 94 | |
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| 95 | LOAD_PARAM_START_CYCLE(root, element); |
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| 96 | { |
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| 97 | LoadParam_CYCLE(element, "add-flare-texture", this, LenseFlare, addFlare) |
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| 98 | .describe("adds a lensflare texture to the engine"); |
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| 99 | } |
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| 100 | LOAD_PARAM_END_CYCLE(element); |
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| 101 | } |
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| 102 | |
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| 103 | |
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| 104 | /** |
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| 105 | * initializes the fog effect |
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| 106 | */ |
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| 107 | bool LenseFlare::init() |
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| 108 | {} |
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| 109 | |
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| 110 | |
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| 111 | /** |
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| 112 | * activates the fog effect |
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| 113 | */ |
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| 114 | bool LenseFlare::activate() |
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| 115 | { |
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| 116 | this->bActivated = true; |
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| 117 | } |
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| 118 | |
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| 119 | |
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| 120 | /** |
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| 121 | * deactivates the fog effect |
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| 122 | */ |
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| 123 | bool LenseFlare::deactivate() |
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| 124 | { |
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| 125 | this->bActivated = false; |
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| 126 | } |
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| 127 | |
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| 128 | |
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| 129 | /** |
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| 130 | * converts a gl mode char to a GLint |
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| 131 | * @param mode the mode character |
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| 132 | */ |
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| 133 | GLint LenseFlare::stringToFogMode(const std::string& mode) |
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| 134 | {} |
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| 135 | |
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| 136 | |
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| 137 | /** |
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| 138 | * adds a texture flare |
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| 139 | * @param textureName the name of the flare texture |
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| 140 | * |
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| 141 | * 1st: Texture of the Sun/Light source itself |
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| 142 | * 2nd: Texture of the fist halo |
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| 143 | * 3rd: Texture of small burst |
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| 144 | * 4th: Texture of the second halo |
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| 145 | * 5th: Texutre of the second burst |
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| 146 | * 6th: Texture of the third halo |
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| 147 | * 7th: Texture of the third burst |
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| 148 | */ |
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| 149 | void LenseFlare::addFlare(const std::string& textureName) |
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| 150 | { |
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| 151 | if( this->flares.size() > LF_MAX_FLARES) |
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| 152 | { |
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| 153 | PRINTF(2)("You tried to add more than %i lense flares, ignoring\n", LF_MAX_FLARES); |
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| 154 | return; |
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| 155 | } |
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| 156 | |
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| 157 | Billboard* bb = new Billboard(NULL); |
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| 158 | bb->setTexture(textureName); |
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| 159 | bb->setSize(50, 50); |
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| 160 | this->flares.push_back(bb); |
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| 161 | PRINTF(4)("Added a Lenseflare Billboard with texture %s\n", textureName.c_str()); |
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| 162 | |
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| 163 | // the first flare belongs to the light source |
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| 164 | if( this->flares.size() == 1 && this->lightSource != NULL) |
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| 165 | { |
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| 166 | bb->setBindNode(static_cast<PNode*>(this->lightSource)); |
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| 167 | bb->setVisibility(true); |
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| 168 | } |
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| 169 | PRINTF(4)("Finished adding\n"); |
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| 170 | } |
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| 171 | |
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| 172 | |
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| 173 | void LenseFlare::setSourceVisibility(bool visibility) |
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| 174 | { |
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| 175 | if (this->isVisible == visibility) |
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| 176 | return; |
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| 177 | |
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| 178 | float dist = this->frustumPlane.distancePoint(this->lightSource->getAbsCoor()); |
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| 179 | PRINTF(0)("dist: %f\n", dist); |
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| 180 | std::vector<Billboard*>::const_iterator it; |
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| 181 | for(it = flares.begin(); it != flares.end(); it++) |
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| 182 | (*it)->setVisibility(visibility); |
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| 183 | this->isVisible = visibility; |
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| 184 | } |
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| 185 | |
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| 186 | |
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| 187 | /** |
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| 188 | * tick the effect |
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| 189 | */ |
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| 190 | void LenseFlare::tick(float dt) |
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| 191 | { |
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| 192 | if( unlikely(!this->bActivated || this->flares.size() == 0)) |
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| 193 | return; |
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| 194 | |
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| 195 | // refetch light source information if needed |
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| 196 | if( unlikely( this->lightSource == NULL)) |
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| 197 | { |
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| 198 | this->lightSource = (LightManager::getInstance())->getLight(0); |
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| 199 | if( this->flares.size() > 0) |
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| 200 | this->flares[0]->setBindNode(static_cast<PNode*>(this->lightSource)); |
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| 201 | } |
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| 202 | |
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| 203 | //set the frustum plane |
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| 204 | |
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| 205 | this->frustumPlane = State::getCamera()->getViewFrustum(); |
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| 206 | |
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| 207 | if (State::getCamera()->distance(lightSource) < 0) |
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| 208 | this->setSourceVisibility(false); |
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| 209 | else |
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| 210 | this->setSourceVisibility(true); |
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| 211 | |
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| 212 | |
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| 213 | // always update the screen center, it could be, that the window is resized |
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| 214 | this->screenCenter = Vector(State::getResX()/2.0f, State::getResY()/2.0f, 0.0f); |
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| 215 | |
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| 216 | // flare vector is the direction from the center to the light source |
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| 217 | this->flareVector = this->flares[0]->getAbsCoor2D() - this->screenCenter; |
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| 218 | this->flareVector.z = 0.0f; |
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| 219 | this->distance = this->flareVector.len(); |
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| 220 | this->flareVector.normalize(); |
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| 221 | |
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| 222 | // now calculate the new coordinates of the billboards |
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| 223 | std::vector<Billboard*>::iterator it; |
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| 224 | int i; |
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| 225 | for( it = flares.begin(), i = 0; it != flares.end(); it++, i++) |
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| 226 | { |
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| 227 | // set the new position |
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| 228 | if( i == 0) |
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| 229 | continue; |
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| 230 | |
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| 231 | (*it)->setAbsCoor2D( this->screenCenter + this->flareVector * this->flareMatrix[i * 2] * this->distance); |
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| 232 | (*it)->setSize2D(50.0f * this->flareMatrix[i * 2 + 1], 50.0f * this->flareMatrix[i * 2 + 1]); |
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| 233 | PRINTF(5)("Tick flare %i @ (%f, %f)\n", i, (*it)->getAbsCoor2D().x, (*it)->getAbsCoor2D().y); |
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| 234 | // tick them |
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| 235 | (*it)->tick(dt); |
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| 236 | } |
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| 237 | } |
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| 238 | |
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| 239 | |
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| 240 | /** |
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| 241 | * draws the LenseFlares |
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| 242 | */ |
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| 243 | void LenseFlare::draw() const |
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| 244 | { |
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| 245 | if( !this->bActivated) |
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| 246 | return; |
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| 247 | } |
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