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glow.cpp

/***************************************************************************
 *   Copyright (C) 2005 by Peter Müller                                    *
 *   pmueller@cs.tu-berlin.de                                              *
 *   Copyright (C) 2008 by John Stamp <jstamp@users.sourceforge.net>       *
 *                                                                         *
 *   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 of the License, or     *
 *   (at your option) any later version.                                   *
 *                                                                         *
 *   This program is distributed in the hope that it will be useful,       *
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of        *
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the         *
 *   GNU General Public License for more details.                          *
 *                                                                         *
 *   You should have received a copy of the GNU General Public License     *
 *   along with this program; if not, write to the                         *
 *   Free Software Foundation, Inc.,                                       *
 *   51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA            *
 ***************************************************************************/
#include "glow.h"

Glow::Glow(CometenScene* scene, double time, const Vec3f& position, 
           double size, const Vec3f& normal, const Vec4f& _color)
: 
Comet(scene, size/2, position)
{
      done = false;
      texture = scene->textures[T_PARTICLE];
      color = _color;
      
      lifeTime = 1.5;
      startTime = time;
      
      dir = normal;
      Vec3f::generateOrthonormalBasis(dir, up, right);
      calcSize();
}

Glow::~Glow() {
}

void Glow::calcSize() {
      //Plane* plane;
      int i;
      double distance;
      double e = 5.0;
      Vec3f a,b;
            
      for (i = 0; i != scene->getNumPlanes(); i++) {
            const Plane& plane = scene->getPlane(i);
            
            if (dir.dot(plane.N) >= 0.999) {
                  continue;
            }
            
            distance = position.dot(plane.N) - plane.d + e;
            size = clamp<double>(size, 0, distance / abs(plane.N.dot(up)));
            size = clamp<double>(size, 0, distance / abs(plane.N.dot(right)));
      } 
}

void Glow::process(double time, double /*unused*/) {
      double fadeinTime = min<double>(lifeTime/2, 0.125);
      
      if (time < startTime) {
            transparency = 0.0;
      } 
      else if (time < startTime + fadeinTime) {
            // fadein t 0->1
            transparency = (time - startTime) / fadeinTime; 
      }
      else if (time < startTime + lifeTime) {
            // fadeout t 1->0
            transparency = 1 
                  - (time - startTime - fadeinTime) / (lifeTime-fadeinTime);
      }
      else if (time < startTime + fadeinTime) {
            // fadein t 0->1
            transparency = (time - startTime) / fadeinTime;
      }
      else {
            transparency = 0;
            done = true;
      }
}

void Glow::render(const Vec3f& /*unused*/) {
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE);
      glEnable(GL_TEXTURE_2D);
      glBindTexture(GL_TEXTURE_2D, texture);
      
      glPushMatrix();
      
      glTranslatef(position[0], position[1], position[2]);
      glScalef(size, size, size);
      
      glColor4f(color[0], color[1], color[2], color[3] * transparency);
      
      glBegin(GL_QUADS);
      
      glTexCoord2f(0.0, 1.0); 
      glVertex3f((right[0] + up[0]), (right[1] + up[1]), (right[2] + up[2]));
      glTexCoord2f(1.0, 1.0);
      glVertex3f((-right[0] + up[0]), (-right[1] + up[1]), (-right[2] + up[2]));
      glTexCoord2f(1.0, 0.0);
      glVertex3f((-right[0] - up[0]), (-right[1] - up[1]), (-right[2] - up[2]));
      glTexCoord2f(0.0, 0.0);
      glVertex3f((right[0] - up[0]), (right[1] - up[1]), (right[2] - up[2]));
      
      glEnd();
      
      glPopMatrix();    
}

void Glow::destroy(double /*unused*/) {
}

bool Glow::isDestroyed() {
      return true;
}

bool Glow::isDone() {
      return done;
}



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