00001
00002
00003 #ifndef EFFECTTEST_H
00004 #define EFFECTTEST_H
00005
00006
00007 #include "AABB.h"
00008 #include "CoreEngine.h"
00009 #include "DayNightCycle.h"
00010 #include "Light.h"
00011 #include "MathUtils.h"
00012 #include "RenderableObject.h"
00013 #include "Renderer.h"
00014 #include "Sprite.h"
00015 #include "Texture.h"
00016 #include "TextureDatabase.h"
00017 #include "Vector3f.h"
00018 #include "World.h"
00019
00020
00021 namespace pge {
00022
00023
00024 class EffectTest : public IRenderableObject {
00025
00026 public:
00027
00028
00029
00030
00031
00033 EffectTest(void) {
00034 initLights();
00035
00036 m_timePassed = 0;
00037
00038 m_direction0 = Vector3f(1.0f, 0.0f, 0.0f);
00039 m_direction1 = Vector3f(0.0f, 1.0f, 0.0f);
00040 m_direction2 = Vector3f(-1.0f, 0.0f, 0.0f);
00041
00042 m_boundingBox = NULL;
00043 }
00044
00045
00046
00047
00048
00049
00050
00052 virtual ~EffectTest(void) {
00053 }
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064 bool init(void) {
00065 return true;
00066 }
00067
00068
00069
00070
00071
00072 void render(void) {
00073 if(DayNightCycle::getInstance()->getDayNightCycle() <= 0.1f) {
00074 m_sprite0->render();
00075 m_sprite1->render();
00076 m_sprite2->render();
00077 }
00078 }
00079
00080
00081
00082
00083
00084 void timer(unsigned int delay) {
00085 if(DayNightCycle::getInstance()->getDayNightCycle() <= 0.1f) {
00086
00087
00088
00089 float velocity = 0.1f;
00090
00091
00092 if(m_timePassed >= 400) {
00093 float maxChange = 0.5f;
00094
00095 Vector3f dirChange0 = Vector3f(mathutils::random(-maxChange, maxChange),
00096 mathutils::random(-maxChange, maxChange), mathutils::random(-maxChange, maxChange));
00097
00098 Vector3f dirChange1 = Vector3f(mathutils::random(-maxChange, maxChange),
00099 mathutils::random(-maxChange, maxChange), mathutils::random(-maxChange, maxChange));
00100
00101 Vector3f dirChange2 = Vector3f(mathutils::random(-maxChange, maxChange),
00102 mathutils::random(-maxChange, maxChange), mathutils::random(-maxChange, maxChange));
00103
00104 m_direction0 = m_direction0 + dirChange0;
00105 m_direction0.normalize();
00106
00107 m_direction1 = m_direction1 + dirChange1;
00108 m_direction1.normalize();
00109
00110 m_direction2 = m_direction2 + dirChange2;
00111 m_direction2.normalize();
00112
00113 m_timePassed = 0;
00114 }
00115 m_timePassed += delay;
00116
00117
00118 if(!m_boundingBox->isPointInside(m_light0->m_position)) {
00119 m_direction0 = m_direction0 * -1.0f;
00120 }
00121 if(!m_boundingBox->isPointInside(m_light1->m_position)) {
00122 m_direction1 = m_direction0 * -1.0f;
00123 }
00124 if(!m_boundingBox->isPointInside(m_light2->m_position)) {
00125 m_direction2 = m_direction0 * -1.0f;
00126 }
00127
00128 m_light0->m_position.m_v[0] = m_light0->m_position.m_v[0] + (m_direction0.m_v[0] * velocity);
00129 m_light0->m_position.m_v[1] = m_light0->m_position.m_v[1] + (m_direction0.m_v[1] * velocity);
00130 m_light0->m_position.m_v[2] = m_light0->m_position.m_v[2] + (m_direction0.m_v[2] * velocity);
00131
00132 m_light1->m_position.m_v[0] = m_light1->m_position.m_v[0] + (m_direction1.m_v[0] * velocity);
00133 m_light1->m_position.m_v[1] = m_light1->m_position.m_v[1] + (m_direction1.m_v[1] * velocity);
00134 m_light1->m_position.m_v[2] = m_light1->m_position.m_v[2] + (m_direction1.m_v[2] * velocity);
00135
00136 m_light2->m_position.m_v[0] = m_light2->m_position.m_v[0] + (m_direction2.m_v[0] * velocity);
00137 m_light2->m_position.m_v[1] = m_light2->m_position.m_v[1] + (m_direction2.m_v[1] * velocity);
00138 m_light2->m_position.m_v[2] = m_light2->m_position.m_v[2] + (m_direction2.m_v[2] * velocity);
00139
00140 m_sprite0->setCenter(Vector3f(m_light0->m_position));
00141 m_sprite1->setCenter(Vector3f(m_light1->m_position));
00142 m_sprite2->setCenter(Vector3f(m_light2->m_position));
00143 }
00144 }
00145
00146
00147
00148
00149
00150 void setBoundingBox(AABB *aabb) {
00151 m_boundingBox = aabb;
00152 }
00153
00154
00155 private:
00156
00157
00158
00159
00160
00161
00162
00163
00164 void initLights(void) {
00165
00166
00167
00168 Vector4f lightStartPosition = Vector4f(0.0f, 10.0f, 0.0f, 1.0f);
00169 World *world = NULL;
00170 Texture *texture = NULL;
00171
00172
00173
00174 world = CoreEngine::getInstance()->getCurrentWorld();
00175
00176
00177 m_light0 = new Light();
00178 m_light1 = new Light();
00179 m_light2 = new Light();
00180
00181
00182 m_light0->m_position = lightStartPosition;
00183 m_light0->m_diffuse = Vector4f(1.0f, 0.0f, 0.0f, 1.0f);
00184
00185
00186 m_light1->m_position = lightStartPosition;
00187 m_light1->m_diffuse = Vector4f(0.0f, 1.0f, 0.0f, 1.0f);
00188
00189
00190 m_light2->m_position = lightStartPosition;
00191 m_light2->m_diffuse = Vector4f(0.0f, 0.0f, 1.0f, 1.0f);
00192
00193 m_sprite0 = new Sprite(Vector3f(m_light0->m_position), 1.0f);
00194 m_sprite1 = new Sprite(Vector3f(m_light1->m_position), 1.0f);
00195 m_sprite2 = new Sprite(Vector3f(m_light2->m_position), 1.0f);
00196
00197 texture = TextureDatabase::getInstance()->addTexture("waterparticle_0.tga");
00198
00199 m_sprite0->setTexture(texture);
00200 m_sprite1->setTexture(texture);
00201 m_sprite2->setTexture(texture);
00202
00203 m_sprite0->setColor(Vector4f(1.0f, 0.0f, 0.0f, 1.0f));
00204 m_sprite1->setColor(Vector4f(0.0f, 1.0f, 0.0f, 1.0f));
00205 m_sprite2->setColor(Vector4f(0.0f, 0.0f, 1.0f, 1.0f));
00206
00207 world->addLight(m_light0);
00208 world->addLight(m_light1);
00209 world->addLight(m_light2);
00210 }
00211
00212
00213
00214
00215
00216
00217
00218 Sprite *m_sprite0;
00219 Sprite *m_sprite1;
00220 Sprite *m_sprite2;
00221
00222 Light *m_light0;
00223 Light *m_light1;
00224 Light *m_light2;
00225
00226 Vector3f m_direction0;
00227 Vector3f m_direction1;
00228 Vector3f m_direction2;
00229
00230 unsigned int m_timePassed;
00231
00232 AABB *m_boundingBox;
00233 };
00234 };
00235
00236 #endif