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/*
   render/renderext.cc
   This file is part of the Osirion project and is distributed under
   the terms of the GNU General Public License version 2
*/

#include <sstream>
#include <iomanip>

#include "math/functions.h"
#include "core/range.h"
#include "model/model.h"
#include "render/renderext.h"
#include "render/render.h"
#include "render/textures.h"
#include "sys/sys.h"

namespace render
{

RenderExt::RenderExt(core::Entity *entity) : core::Extension(core::Extension::Render, entity)
{
	state_visible = false;
	state_detailvisible = false;
	state_fuzz = math::randomf();

	//state_engine_trail_offset = 0;

	if (!entity->model() && entity->modelname().size()) {
		entity->set_modelname(entity->modelname());
		if (!entity->model())
			entity->set_modelname("");
	}

	if (entity->model()) {
		model::Model *model = entity->model();

		for (model::Model::Lights::iterator lit = model->lights().begin(); lit != model->lights().end(); lit++) {
			model::Light *light = (*lit);

			// load light texture
			std::stringstream flarename;
			flarename << "textures/fx/flare" << std::setfill('0') << std::setw(2) << light->flare();
			light->set_texture(Textures::load(flarename.str()));
		}

		for (model::Model::Flares::iterator flit = model->flares().begin(); flit != model->flares().end(); flit++) {
			model::Flare *flare = (*flit);

			// load flare texture
			std::stringstream flarename;
			flarename << "textures/fx/flare" << std::setfill('0') << std::setw(2) << flare->flare();
			flare->set_texture(Textures::load(flarename.str()));
		}

		for (model::Model::ParticleSystems::iterator pit = model->particles().begin(); pit != model->particles().end(); pit++) {
			model::Particles *particlesystem = (*pit);

			// load particle systems
			ParticleScript *script = ParticleScript::load(particlesystem->script());
			if (script) {
				if (script->type() == render::ParticleScript::Trail) {
					Trail *trail = new Trail(script, entity, particlesystem);
					state_particles.push_back(trail);
				} else if (script->type() == render::ParticleScript::Jet) {
					Jet *jet = new Jet(script, entity, particlesystem);
					state_particles.push_back(jet);
				} else if (script->type() == render::ParticleScript::Spray) {
					Spray *spray = new Spray(script, entity, particlesystem);
					state_particles.push_back(spray);
				} else if (script->type() == render::ParticleScript::Flame) {
					Flame *flame = new Flame(script, entity, particlesystem);
					state_particles.push_back(flame);
				}
			}
		}

	} else if (entity->type() == core::Entity::Globe) {
		core::EntityGlobe *globe = static_cast<core::EntityGlobe *>(entity);

		// load globe textures
		if (!globe->render_texture && globe->texture().size()) {
			std::stringstream texname;
			texname << "textures/" << globe->texture();
			globe->render_texture = Textures::load(texname.str());
			if (!globe->render_texture)
				globe->entity_texture.clear();
		}
	}
}

RenderExt::~RenderExt()
{
	for (ParticleSystems::iterator it = state_particles.begin(); it != state_particles.end(); it++) {
		delete(*it);
	}
	state_particles.clear();
}

void RenderExt::frame(float elapsed)
{
	state_distance = math::distance(Camera::eye(), entity()->location());

	state_visible = entity()->visible();
	state_detailvisible = false;
	state_behind = false;

	if (!state_visible)
		return;

	if ((entity()->type() == core::Entity::Controlable)) {
		if (static_cast<core::EntityDynamic *>(entity())->state() == core::Entity::Docked) {
			state_visible = false;
			return;
		}
	}

	if (!entity()->model())
		return;

	if (distance() < core::range::fxdistance) {
		// entity within detail range
		state_visible = true;
		state_detailvisible = true;

	} else if (distance() < core::range::maxdistance) {

		// funky radius factor
		float r = entity()->model()->radius();
		math::clamp(r, entity()->model()->radius(), core::range::maxdistance / core::range::fxdistance);

		if (distance() < core::range::fxdistance * r) {
			// entity within drawing distance, outside detail range
			state_visible = true;
			state_detailvisible = false;

		} else {
			// entity within drawing distance, outside detail range
			state_visible = true;
			state_detailvisible = false;
		}

	} else {
		// entity out of range
		state_visible = false;
		state_detailvisible = false;
		return;
	}

	if (math::dotproduct(Camera::axis().forward(), entity()->location() + Camera::axis().forward() * entity()->radius() - Camera::eye()) < 0.0f) {
		state_behind = true;
	}



}

} // namespace render