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