/* orxonox - the future of 3D-vertical-scrollers Copyright (C) 2004 orx This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2, or (at your option) any later version. ### File Specific: main-programmer: Benjamin Grauer co-programmer: ... */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS #include "dot_particles.h" #include "util/loading/load_param.h" #include "util/loading/factory.h" #include "material.h" #include "state.h" #include "class_id_DEPRECATED.h" ObjectListDefinitionID(DotParticles, CL_DOT_PARTICLES); CREATE_FACTORY(DotParticles); /** * standard constructor * @param maxCount the Count of particles in the System * @param type The Type of the DotParticles */ DotParticles::DotParticles (unsigned int maxCount) : ParticleSystem(maxCount) { this->init(); } /** * @brief creates a Particle System out of a XML-element * @param root: the XML-element to load from */ DotParticles::DotParticles(const TiXmlElement* root) { this->init(); if (root != NULL) this->loadParams(root); } /** * standard deconstructor */ DotParticles::~DotParticles() { } /** * @brief initializes the DotParticles with default values */ void DotParticles::init() { this->registerObject(this, DotParticles::_objectList); this->material.setDiffuseMap("maps/radial-trans-noise.png"); } /** * loads Parameters from a TiXmlElement * @param root the XML-element to load from. */ void DotParticles::loadParams(const TiXmlElement* root) { ParticleSystem::loadParams(root); } /** * @brief draws all the Particles of this System * * The Cases in this Function all do the same: * Drawing all the particles with the appropriate Type. * This is just the fastest Way to do this, but will most likely be changed in the future. */ void DotParticles::draw() const { glPushAttrib(GL_ENABLE_BIT); GLboolean checkLight = false; glGetBooleanv(GL_LIGHTING, &checkLight); if (checkLight == GL_TRUE) glDisable(GL_LIGHTING); glMatrixMode(GL_MODELVIEW); glBlendFunc(GL_SRC_ALPHA, GL_DST_ALPHA); Particle* drawPart = particles; //glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_ENV_MODE, GL_MODULATE); glBegin(GL_POINTS); while (likely(drawPart != NULL)) { glColor4fv(drawPart->color); glVertex3f(drawPart->position.x, drawPart->position.y, drawPart->position.z); drawPart = drawPart->next; } glEnd(); glPopAttrib(); }