/* 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: hdavid, amaechler */ #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS #include "rain_effect.h" #include "util/loading/load_param.h" #include "util/loading/factory.h" #include "util/loading/resource_manager.h" #include "glincl.h" #include "p_node.h" #include "state.h" #include "spark_particles.h" #include "plane_emitter.h" #include "shell_command.h" #include "light.h" #include "cloud_effect.h" #include "script_class.h" #include "parser/tinyxml/tinyxml.h" // Define shell commands SHELL_COMMAND(activate, RainEffect, activateRain); SHELL_COMMAND(deactivate, RainEffect, deactivateRain); SHELL_COMMAND(startraining, RainEffect, startRaining); SHELL_COMMAND(stopraining, RainEffect, stopRaining); using namespace std; CREATE_SCRIPTABLE_CLASS(RainEffect, CL_RAIN_EFFECT, addMethod("startRaining", ExecutorLua0(&RainEffect::startRaining)) ->addMethod("stopRaining", ExecutorLua0(&RainEffect::stopRaining)) ->addMethod("activate", ExecutorLua0(&RainEffect::activate)) ->addMethod("deactivate", ExecutorLua0(&RainEffect::deactivate)) ); CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT); /** * @brief standard constructor */ RainEffect::RainEffect(const TiXmlElement* root) { this->setClassID(CL_RAIN_EFFECT, "RainEffect"); this->init(); if (root != NULL) this->loadParams(root); //load rain sound if (this->rainBuffer != NULL) ResourceManager::getInstance()->unload(this->rainBuffer); this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV); //load wind sound if (this->rainWindForce != 0) { if (this->windBuffer != NULL) ResourceManager::getInstance()->unload(this->windBuffer); this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/wind.wav", WAV); } if(rainActivate) { this->activate(); RainEffect::rainParticles->precache((int)this->rainLife * 2); } } /** * @brief standard deconstructor */ RainEffect::~RainEffect() { this->deactivate(); if (this->rainBuffer != NULL) ResourceManager::getInstance()->unload(this->rainBuffer); if (this->windBuffer != NULL) ResourceManager::getInstance()->unload(this->windBuffer); } /** * @brief initalizes the rain effect with default values */ void RainEffect::init() { //Default values this->rainActivate = false; this->rainFadeInActivate = false; this->rainFadeOutActivate = false; this->rainMove = false; this->rainCoord = Vector(500, 500, 500); this->rainSize = Vector2D(1000, 1000); this->rainRate = 4000; this->rainVelocity = -300; this->rainLife = 4; this->rainWindForce = 0; this->rainFadeInDuration = 10; this->rainFadeOutDuration = 10; this->cloudColor = Vector(0.6f, 0.6f, 0.6f); this->skyColor = Vector(0.0f, 0.0f, 0.0f); this->rainMaxParticles = this->rainRate * this->rainLife; this->localTimer = 0; this->soundRainVolume = 0.3f; this->emitter = new PlaneEmitter(this->rainSize); } /** * @brief loads the rain effect parameters. * @param root: the XML-Element to load the data from */ void RainEffect::loadParams(const TiXmlElement* root) { WeatherEffect::loadParams(root); LoadParam(root, "coord", this, RainEffect, setRainCoord); LoadParam(root, "size", this, RainEffect, setRainSize); LoadParam(root, "rate", this, RainEffect, setRainRate); LoadParam(root, "velocity", this, RainEffect, setRainVelocity); LoadParam(root, "life", this, RainEffect, setRainLife); LoadParam(root, "wind", this, RainEffect, setRainWind); LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn); LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut); LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor); LoadParam(root, "skycolor", this, RainEffect, setSkyColor); LOAD_PARAM_START_CYCLE(root, element); { LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption); } LOAD_PARAM_END_CYCLE(element); } SparkParticles* RainEffect::rainParticles = NULL; /** * @brief activates the rain effect */ void RainEffect::activate() { PRINTF(3)( "Activating RainEffect, coord: %f, %f, %f, size: %f, %f, rate: %f, velocity: %f, moveRain: %s\n", this->rainCoord.x, this->rainCoord.y, this->rainCoord.z, this->rainSize.x, this-> rainSize.y, this->rainRate, this->rainVelocity, this->rainMove ? "true" : "false" ); this->rainActivate = true; if (unlikely(RainEffect::rainParticles == NULL)) { RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles); RainEffect::rainParticles->setName("RainParticles"); RainEffect::rainParticles->setLifeSpan(this->rainLife, 2); RainEffect::rainParticles->setRadius(0, 0.03); RainEffect::rainParticles->setRadius(0.2, 0.02); RainEffect::rainParticles->setRadius(1, 0.01); RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey } this->emitter->setSystem(RainEffect::rainParticles); this->emitter->setRelCoor(this->rainCoord); this->emitter->setEmissionRate(this->rainRate); this->emitter->setEmissionVelocity(this->rainVelocity); this->emitter->setSpread(this->rainWindForce / 50, 0.2); // play rain sound and loop it this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); // if there's wind, play wind sound if (this->rainWindForce > 0) this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true); // Store cloud- and sky color before the rain; this->oldCloudColor = CloudEffect::cloudColor; this->oldSkyColor = CloudEffect::skyColor; // If we're not fading, change color immediately if (!this->rainFadeInActivate || !this->rainFadeOutActivate) { CloudEffect::changeCloudColor(this->cloudColor, 0); CloudEffect::changeSkyColor(this->skyColor, 0); } } /** * @brief deactivates the rain effect */ void RainEffect::deactivate() { PRINTF(3)("Deactivating RainEffect\n"); this->rainActivate = false; this->rainFadeInActivate = false; this->rainFadeOutActivate = false; this->emitter->setSystem(NULL); // Stop Sound this->soundSource.stop(); // Restore the old cloud- and sky color CloudEffect::changeCloudColor(this->oldCloudColor, 0); CloudEffect::changeSkyColor(this->oldSkyColor, 0); } /** * @brief ticks the rain effect * @param dt: tick float */ void RainEffect::tick (float dt) { if (!this->rainActivate) return; if (this->rainMove) { this->rainCoord = State::getCameraNode()->getAbsCoor(); this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z); } if (this->rainFadeInActivate) { PRINTF(4)("tick fading IN RainEffect\n"); this->localTimer += dt; float progress = this->localTimer / this->rainFadeInDuration; // use alpha in color to fade in rain RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey // increase radius for more "heavy" rain RainEffect::rainParticles->setRadius(0, 0.03 * progress); RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); RainEffect::rainParticles->setRadius(1, 0.01 * progress); // increase sound volume if (!this->soundSource.isPlaying()) this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); if (progress >= 1) this->rainFadeInActivate = false; } if (this->rainFadeOutActivate) { PRINTF(4)("tick fading OUT RainEffect\n"); this->localTimer += dt; float progress = 1 - (this->localTimer / this->rainFadeOutDuration); // use alpha in color to fade out RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey // decrease radius RainEffect::rainParticles->setRadius(0, 0.03 * progress); RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); RainEffect::rainParticles->setRadius(1, 0.01 * progress); // decrease sound volume if (!this->soundSource.isPlaying()) this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); if (progress <= 0) { PRINTF(4)("tick fading OUT RainEffect COMPLETED! Deactivating...\n"); this->rainFadeOutActivate = false; this->deactivate(); } } } /** * @brief starts raining slowly */ void RainEffect::startRaining() { PRINTF(4)("startRaining function;\n"); // If it is already raining, do nothing if (this->rainActivate) return; this->localTimer = 0; this->rainFadeInActivate = true; PRINTF(4)("startRaining function complete; fadedur: %f\n", this->rainFadeInDuration); this->activate(); CloudEffect::changeCloudColor(this->cloudColor, this->rainFadeInDuration); CloudEffect::changeSkyColor(this->skyColor, this->rainFadeInDuration); } /** * @brief stops raining slowly */ void RainEffect::stopRaining() { PRINTF(4)("stopRaining function;\n"); // If it is not raining, do nothing if (!this->rainActivate) return; this->localTimer = 0; this->rainFadeOutActivate = true; PRINTF(4)("stopRaining function completed; fadedur: %f\n", this->rainFadeOutDuration); CloudEffect::changeCloudColor(this->oldCloudColor, this->rainFadeOutDuration); CloudEffect::changeSkyColor(this->oldSkyColor, this->rainFadeOutDuration); } /** * @brief hides the rain */ void RainEffect::hideRain() { RainEffect::rainParticles->setColor(0, 0,0,0, 0); RainEffect::rainParticles->setColor(0, 0,0,0, 0); }