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source: orxonox.OLD/branches/terrain/src/lib/graphics/effects/rain_effect.cc @ 8569

Last change on this file since 8569 was 8255, checked in by bensch, 19 years ago

merged the atmos back with command: https://svn.orxonox.net/orxonox/branches/atmospheric_engine

File size: 6.4 KB
Line 
1/*
2orxonox - the future of 3D-vertical-scrollers
3
4Copyright (C) 2004 orx
5
6This program is free software; you can redistribute it and/or modify
7it under the terms of the GNU General Public License as published by
8the Free Software Foundation; either version 2, or (at your option)
9any later version.
10
11### File Specific:
12main-programmer: hdavid, amaechler
13*/
14
15#include "rain_effect.h"
16
17#include "util/loading/load_param.h"
18#include "util/loading/factory.h"
19#include "util/loading/resource_manager.h"
20
21#include "glincl.h"
22#include "p_node.h"
23#include "state.h"
24#include "spark_particles.h"
25#include "plane_emitter.h"
26#include "shell_command.h"
27#include "light.h"
28
29#include "parser/tinyxml/tinyxml.h"
30
31SHELL_COMMAND(activate, RainEffect, activateRain);
32SHELL_COMMAND(deactivate, RainEffect, deactivateRain);
33
34SHELL_COMMAND(startRaining, RainEffect, startRaining);
35
36using namespace std;
37
38CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
39
40// TODO: Dim Light with Rain, Finish preCaching, check out if multiple rain emitters work,  Think about what happens with building poss. to hang movewithcam off, benchmark, possible to activate lightening, turn off visibility when in a building, variable emitter size depending on playable, also rain velocity
41
42RainEffect::RainEffect(const TiXmlElement* root)
43{
44        this->setClassID(CL_RAIN_EFFECT, "RainEffect");
45
46        this->init();
47
48        if (root != NULL)
49                this->loadParams(root);
50
51        //load rain sound
52        if (this->rainBuffer != NULL)
53                ResourceManager::getInstance()->unload(this->rainBuffer);
54        this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/rain.wav", WAV);
55
56        //load wind sound
57        if (this->rainWindForce != 0) {
58                if (this->windBuffer != NULL)
59                        ResourceManager::getInstance()->unload(this->windBuffer);
60                this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/wind.wav", WAV);
61        }
62
63        if(rainActivate)
64                this->activate();
65}
66
67RainEffect::~RainEffect()
68{
69        this->deactivate();
70
71        if (this->rainBuffer != NULL)
72                ResourceManager::getInstance()->unload(this->rainBuffer);
73
74        if (this->windBuffer != NULL)
75                ResourceManager::getInstance()->unload(this->windBuffer);
76}
77
78void RainEffect::loadParams(const TiXmlElement* root)
79{
80        WeatherEffect::loadParams(root);
81
82        LoadParam(root, "coord", this, RainEffect, setRainCoord);
83        LoadParam(root, "size", this, RainEffect, setRainSize);
84        LoadParam(root, "rate", this, RainEffect, setRainRate);
85        LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
86        LoadParam(root, "life", this, RainEffect, setRainLife);
87        LoadParam(root, "wind", this, RainEffect, setRainWind);
88        LoadParam(root, "startraining", this, RainEffect, setRainStart);
89
90        LOAD_PARAM_START_CYCLE(root, element);
91        {
92                LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
93        }
94        LOAD_PARAM_END_CYCLE(element);
95
96}
97
98
99bool RainEffect::init()
100{
101        //Default values
102        this->rainActivate = false;
103        this->rainMove = false;
104        this->rainCoord = Vector(500, 500, 500);
105        this->rainSize = Vector2D(1000, 1000);
106        this->rainRate = 3000;
107        this->rainVelocity = -300;
108        this->rainLife = 4;
109        this->rainMaxParticles = this->rainRate * this->rainLife;
110        this->rainWindForce  = 0;
111        this->rainStartDuration = 0;
112        this->localTimer = 0;
113        this->soundRainVolume = 0.8f;
114
115        this->emitter = new PlaneEmitter(this->rainSize);
116
117        lightMan = LightManager::getInstance();
118        this->rainAmbient = lightMan->getAmbientColor();
119}
120
121
122SparkParticles* RainEffect::rainParticles = NULL;
123
124bool RainEffect::activate()
125{
126        PRINTF(0)( "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" );
127
128        this->rainActivate = true;
129
130        if (unlikely(RainEffect::rainParticles == NULL))
131        {
132                RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
133                RainEffect::rainParticles->setName("RainParticles");
134                RainEffect::rainParticles->precache((int)this->rainLife);
135                RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
136                RainEffect::rainParticles->setRadius(0, 0.03);
137                RainEffect::rainParticles->setRadius(0.2, 0.02);
138                RainEffect::rainParticles->setRadius(1, 0.01);
139                RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2);     // grey blue 1
140                RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2);   // grey blue 2
141                RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2);     // light grey
142        }
143
144        this->emitter->setSystem(RainEffect::rainParticles);
145
146        this->emitter->setRelCoor(this->rainCoord);
147
148        this->emitter->setEmissionRate(this->rainRate);
149        this->emitter->setEmissionVelocity(this->rainVelocity);
150
151        this->emitter->setSpread(this->rainWindForce / 50, 0.2);
152       
153        this->soundSource.loop(this->rainBuffer, this->soundRainVolume);
154        if (this->rainWindForce != 0) this->soundSource.loop(this->windBuffer, 0.1f * this->rainWindForce);
155
156        lightMan->setAmbientColor(.1,.1,.1);
157}
158
159
160bool RainEffect::deactivate()
161{
162        PRINTF(0)("Deactivating RainEffect\n");
163       
164        this->rainActivate = false;
165        this->emitter->setSystem(NULL);
166
167        // Stop Sound
168        this->soundSource.stop();
169
170        // Restore Light Ambient
171        lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient);
172}
173
174void RainEffect::tick (float dt)
175{
176        if (!this->rainActivate)
177                return;
178               
179        if (this->rainMove) {
180                this->rainCoord = State::getCameraNode()->getAbsCoor();
181                this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z);
182        }
183
184        if (this->rainStartDuration != 0 && this->localTimer < this->rainStartDuration) {
185                this->localTimer += dt;
186                float progress = this->localTimer / this->rainStartDuration;
187
188                // Dim Light
189                lightMan->setAmbientColor(1.1 - progress, 1.1 - progress, 1.1 - progress);
190
191                // use alpha in color to fade in
192                RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
193                RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
194                RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
195
196                // increase radius for more "heavy" rain
197                RainEffect::rainParticles->setRadius(0, 0.03 * progress);
198                RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
199                RainEffect::rainParticles->setRadius(1, 0.01 * progress);
200
201                // increase sound volume
202                // this->soundSource.fadein(this->rainBuffer, 10);
203        }
204       
205}
206
207void RainEffect::startRaining() {
208
209        if (this->rainActivate)
210                this->deactivate();
211
212        this->rainStartDuration = 10;
213        this->localTimer = 0;
214        this->activate();
215
216}
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