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source: orxonox.OLD/branches/terrain.older/src/lib/graphics/effects/rain_effect.cc @ 10765

Last change on this file since 10765 was 9112, checked in by bensch, 18 years ago

merged the mountain-lake back here

File size: 10.8 KB
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1/*
2  orxonox - the future of 3D-vertical-scrollers
3
4  Copyright (C) 2004 orx
5
6  This program is free software; you can redistribute it and/or modify
7  it under the terms of the GNU General Public License as published by
8  the Free Software Foundation; either version 2, or (at your option)
9  any later version.
10
11### File Specific:
12  main-programmer: hdavid, amaechler
13*/
14
15#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS
16
17#include "rain_effect.h"
18
19#include "util/loading/load_param.h"
20#include "util/loading/factory.h"
21#include "util/loading/resource_manager.h"
22
23#include "glincl.h"
24#include "p_node.h"
25#include "state.h"
26#include "spark_particles.h"
27#include "plane_emitter.h"
28#include "shell_command.h"
29#include "light.h"
30#include "cloud_effect.h"
31#include "script_class.h"
32
33#include "parser/tinyxml/tinyxml.h"
34
35// Define shell commands
36SHELL_COMMAND(activate, RainEffect, activateRain);
37SHELL_COMMAND(deactivate, RainEffect, deactivateRain);
38SHELL_COMMAND(startraining, RainEffect, startRaining);
39SHELL_COMMAND(stopraining, RainEffect, stopRaining);
40
41using namespace std;
42
43CREATE_SCRIPTABLE_CLASS(RainEffect, CL_RAIN_EFFECT,
44                        addMethod("startRaining", ExecutorLua0<RainEffect>(&RainEffect::startRaining))
45                            ->addMethod("stopRaining", ExecutorLua0<RainEffect>(&RainEffect::stopRaining))
46                            ->addMethod("activate", ExecutorLua0<RainEffect>(&RainEffect::activate))
47                            ->addMethod("deactivate", ExecutorLua0<RainEffect>(&RainEffect::deactivate))
48                       );
49
50CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
51
52/**
53 * @brief standard constructor
54 */
55RainEffect::RainEffect(const TiXmlElement* root) {
56    this->setClassID(CL_RAIN_EFFECT, "RainEffect");
57
58    this->init();
59
60    if (root != NULL)
61        this->loadParams(root);
62
63    //load rain sound
64    if (this->rainBuffer != NULL)
65        ResourceManager::getInstance()->unload(this->rainBuffer);
66    this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV);
67
68    //load wind sound
69    if (this->rainWindForce != 0) {
70        if (this->windBuffer != NULL)
71            ResourceManager::getInstance()->unload(this->windBuffer);
72        this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/wind.wav", WAV);
73    }
74
75    if(rainActivate) {
76        this->activate();
77        RainEffect::rainParticles->precache((int)this->rainLife * 2);
78    }
79}
80
81/**
82 * @brief standard deconstructor
83 */
84RainEffect::~RainEffect() {
85    this->deactivate();
86
87    if (this->rainBuffer != NULL)
88        ResourceManager::getInstance()->unload(this->rainBuffer);
89
90    if (this->windBuffer != NULL)
91        ResourceManager::getInstance()->unload(this->windBuffer);
92}
93
94/**
95 * @brief initalizes the rain effect with default values
96 */
97void RainEffect::init() {
98    //Default values
99    this->rainActivate = false;
100    this->rainFadeInActivate = false;
101    this->rainFadeOutActivate = false;
102
103    this->rainMove = false;
104    this->rainCoord = Vector(500, 500, 500);
105    this->rainSize = Vector2D(1000, 1000);
106    this->rainRate = 4000;
107    this->rainVelocity = -300;
108    this->rainLife = 4;
109    this->rainWindForce  = 0;
110    this->rainFadeInDuration = 10;
111    this->rainFadeOutDuration = 10;
112
113    this->cloudColor = Vector(0.6f, 0.6f, 0.6f);
114    this->skyColor = Vector(0.0f, 0.0f, 0.0f);
115
116    this->rainMaxParticles = this->rainRate * this->rainLife;
117    this->localTimer = 0;
118    this->soundRainVolume = 0.3f;
119    this->emitter = new PlaneEmitter(this->rainSize);
120
121}
122
123/**
124 * @brief loads the rain effect parameters.
125 * @param root: the XML-Element to load the data from
126 */
127void RainEffect::loadParams(const TiXmlElement* root) {
128    WeatherEffect::loadParams(root);
129
130    LoadParam(root, "coord", this, RainEffect, setRainCoord);
131    LoadParam(root, "size", this, RainEffect, setRainSize);
132    LoadParam(root, "rate", this, RainEffect, setRainRate);
133    LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
134    LoadParam(root, "life", this, RainEffect, setRainLife);
135    LoadParam(root, "wind", this, RainEffect, setRainWind);
136    LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn);
137    LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut);
138    LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor);
139    LoadParam(root, "skycolor", this, RainEffect, setSkyColor);
140
141    LOAD_PARAM_START_CYCLE(root, element);
142    {
143        LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
144    }
145    LOAD_PARAM_END_CYCLE(element);
146}
147
148SparkParticles* RainEffect::rainParticles = NULL;
149
150/**
151 * @brief activates the rain effect
152 */
153void RainEffect::activate() {
154    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" );
155
156    this->rainActivate = true;
157
158    if (unlikely(RainEffect::rainParticles == NULL)) {
159        RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
160        RainEffect::rainParticles->setName("RainParticles");
161        RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
162        RainEffect::rainParticles->setRadius(0, 0.03);
163        RainEffect::rainParticles->setRadius(0.2, 0.02);
164        RainEffect::rainParticles->setRadius(1, 0.01);
165        RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2);   // grey blue 1
166        RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2
167        RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2);   // light grey
168    }
169
170    this->emitter->setSystem(RainEffect::rainParticles);
171    this->emitter->setRelCoor(this->rainCoord);
172    this->emitter->setEmissionRate(this->rainRate);
173    this->emitter->setEmissionVelocity(this->rainVelocity);
174    this->emitter->setSpread(this->rainWindForce / 50, 0.2);
175
176    // play rain sound and loop it
177    this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
178
179    // if there's wind, play wind sound
180    if (this->rainWindForce > 0)
181        this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true);
182
183    // Store cloud- and sky color before the rain;
184    this->oldCloudColor = CloudEffect::cloudColor;
185    this->oldSkyColor   = CloudEffect::skyColor;
186
187    // If we're not fading, change color immediately
188    if (!this->rainFadeInActivate || !this->rainFadeOutActivate) {
189        CloudEffect::changeCloudColor(this->cloudColor, 0);
190        CloudEffect::changeSkyColor(this->skyColor, 0);
191    }
192}
193
194/**
195 * @brief deactivates the rain effect
196 */
197void RainEffect::deactivate() {
198    PRINTF(3)("Deactivating RainEffect\n");
199
200    this->rainActivate = false;
201    this->rainFadeInActivate = false;
202    this->rainFadeOutActivate = false;
203
204    this->emitter->setSystem(NULL);
205
206    // Stop Sound
207    this->soundSource.stop();
208
209    // Restore the old cloud- and sky color
210    CloudEffect::changeCloudColor(this->oldCloudColor, 0);
211    CloudEffect::changeSkyColor(this->oldSkyColor, 0);
212}
213
214/**
215 * @brief ticks the rain effect
216 * @param dt: tick float
217 */
218void RainEffect::tick (float dt) {
219    if (!this->rainActivate)
220        return;
221
222    if (this->rainMove) {
223        this->rainCoord = State::getCameraNode()->getAbsCoor();
224        this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z);
225    }
226
227    if (this->rainFadeInActivate) {
228        PRINTF(4)("tick fading IN RainEffect\n");
229
230        this->localTimer += dt;
231        float progress = this->localTimer / this->rainFadeInDuration;
232
233        // use alpha in color to fade in rain
234        RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
235        RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
236        RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
237
238        // increase radius for more "heavy" rain
239        RainEffect::rainParticles->setRadius(0, 0.03 * progress);
240        RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
241        RainEffect::rainParticles->setRadius(1, 0.01 * progress);
242
243        // increase sound volume
244        if (!this->soundSource.isPlaying())
245            this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
246        this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
247
248        if (progress >= 1)
249            this->rainFadeInActivate = false;
250    }
251
252    if (this->rainFadeOutActivate) {
253        PRINTF(4)("tick fading OUT RainEffect\n");
254
255        this->localTimer += dt;
256        float progress = 1 - (this->localTimer / this->rainFadeOutDuration);
257
258        // use alpha in color to fade out
259        RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
260        RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
261        RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
262
263        // decrease radius
264        RainEffect::rainParticles->setRadius(0, 0.03 * progress);
265        RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
266        RainEffect::rainParticles->setRadius(1, 0.01 * progress);
267
268        // decrease sound volume
269        if (!this->soundSource.isPlaying())
270            this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
271        this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
272
273        if (progress <= 0) {
274            PRINTF(4)("tick fading OUT RainEffect COMPLETED! Deactivating...\n");
275            this->rainFadeOutActivate = false;
276            this->deactivate();
277        }
278    }
279}
280
281/**
282 * @brief starts raining slowly
283*/
284void RainEffect::startRaining() {
285    PRINTF(4)("startRaining function;\n");
286
287    // If it is already raining, do nothing
288    if (this->rainActivate)
289        return;
290
291    this->localTimer = 0;
292    this->rainFadeInActivate = true;
293
294    PRINTF(4)("startRaining function complete; fadedur: %f\n", this->rainFadeInDuration);
295    this->activate();
296
297    CloudEffect::changeCloudColor(this->cloudColor, this->rainFadeInDuration);
298    CloudEffect::changeSkyColor(this->skyColor, this->rainFadeInDuration);
299}
300
301/**
302 * @brief stops raining slowly
303 */
304void RainEffect::stopRaining() {
305    PRINTF(4)("stopRaining function;\n");
306
307    // If it is not raining, do nothing
308    if (!this->rainActivate)
309        return;
310
311    this->localTimer = 0;
312    this->rainFadeOutActivate = true;
313
314    PRINTF(4)("stopRaining function completed; fadedur: %f\n", this->rainFadeOutDuration);
315
316    CloudEffect::changeCloudColor(this->oldCloudColor, this->rainFadeOutDuration);
317    CloudEffect::changeSkyColor(this->oldSkyColor, this->rainFadeOutDuration);
318}
319
320/**
321 * @brief hides the rain
322 */
323void RainEffect::hideRain() {
324    RainEffect::rainParticles->setColor(0, 0,0,0, 0);
325    RainEffect::rainParticles->setColor(0, 0,0,0, 0);
326}
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