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 "sound/resource_sound_buffer.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 "particles/spark_particles.h" |
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27 | #include "particles/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 | #include "script_class.h" |
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32 | #include "debug.h" |
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33 | |
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34 | #include "class_id_DEPRECATED.h" |
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35 | |
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36 | ObjectListDefinitionID(RainEffect, CL_RAIN_EFFECT); |
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37 | |
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38 | // Define shell commands |
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39 | //SHELL_COMMAND(activate, RainEffect, activateRain); |
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40 | //SHELL_COMMAND(deactivate, RainEffect, deactivateRain); |
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41 | SHELL_COMMAND(startraining, RainEffect, startRaining); |
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42 | SHELL_COMMAND(stopraining, RainEffect, stopRaining); |
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43 | |
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44 | |
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45 | |
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46 | CREATE_SCRIPTABLE_CLASS(RainEffect, |
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47 | addMethod("startRaining", Executor0<RainEffect, lua_State*>(&RainEffect::startRaining)) |
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48 | ->addMethod("stopRaining", Executor0<RainEffect, lua_State*>(&RainEffect::stopRaining)) |
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49 | ->addMethod("activate", Executor0<RainEffect, lua_State*>(&RainEffect::activate)) |
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50 | ->addMethod("deactivate", Executor0<RainEffect, lua_State*>(&RainEffect::deactivate)) |
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51 | ); |
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52 | |
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53 | CREATE_FACTORY(RainEffect); |
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54 | |
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55 | /** |
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56 | * @brief standard constructor |
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57 | */ |
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58 | RainEffect::RainEffect(const TiXmlElement* root) { |
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59 | this->registerObject(this, RainEffect::_objectList); |
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60 | this->init(); |
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61 | |
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62 | if (root != NULL) |
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63 | this->loadParams(root); |
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64 | |
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65 | //load rain sound |
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66 | this->rainBuffer = OrxSound::ResourceSoundBuffer("sound/atmosphere/rain.wav"); |
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67 | |
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68 | //load wind sound |
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69 | if (this->rainWindForce != 0) { |
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70 | this->windBuffer = OrxSound::ResourceSoundBuffer("sound/atmosphere/wind.wav"); |
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71 | } |
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72 | |
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73 | if(rainActivate) { |
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74 | this->activate(); |
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75 | RainEffect::rainParticles->precache((int)this->rainLife * 2); |
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76 | } |
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77 | } |
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78 | |
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79 | /** |
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80 | * @brief standard deconstructor |
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81 | */ |
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82 | RainEffect::~RainEffect() { |
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83 | this->deactivate(); |
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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 | |
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91 | this->rainParticles = NULL; |
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92 | this->emitter = NULL; |
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93 | this->lightMan = NULL; |
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94 | |
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95 | //Default values |
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96 | this->rainActivate = false; |
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97 | this->rainFadeInActivate = false; |
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98 | this->rainFadeOutActivate = false; |
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99 | |
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100 | this->rainMove = false; |
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101 | this->rainCoord = Vector(500, 500, 500); |
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102 | this->rainSize = Vector2D(1000, 1000); |
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103 | this->rainRate = 4000; |
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104 | this->rainVelocity = -300; |
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105 | this->rainLife = 4; |
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106 | this->rainWindForce = 0; |
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107 | this->rainFadeInDuration = 10; |
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108 | this->rainFadeOutDuration = 10; |
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109 | |
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110 | this->cloudColor = Vector(0.6f, 0.6f, 0.6f); |
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111 | this->skyColor = Vector(0.0f, 0.0f, 0.0f); |
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112 | |
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113 | this->rainMaxParticles = this->rainRate * this->rainLife; |
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114 | this->localTimer = 0; |
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115 | this->soundRainVolume = 0.3f; |
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116 | this->emitter = new PlaneEmitter(this->rainSize); |
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117 | |
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118 | lightMan = LightManager::getInstance(); |
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119 | } |
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120 | |
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121 | /** |
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122 | * @brief loads the rain effect parameters. |
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123 | * @param root: the XML-Element to load the data from |
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124 | */ |
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125 | void RainEffect::loadParams(const TiXmlElement* root) { |
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126 | WeatherEffect::loadParams(root); |
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127 | |
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128 | LoadParam(root, "coord", this, RainEffect, setRainCoord); |
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129 | LoadParam(root, "size", this, RainEffect, setRainSize); |
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130 | LoadParam(root, "rate", this, RainEffect, setRainRate); |
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131 | LoadParam(root, "velocity", this, RainEffect, setRainVelocity); |
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132 | LoadParam(root, "life", this, RainEffect, setRainLife); |
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133 | LoadParam(root, "wind", this, RainEffect, setRainWind); |
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134 | LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn); |
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135 | LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut); |
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136 | LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor); |
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137 | LoadParam(root, "skycolor", this, RainEffect, setSkyColor); |
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138 | |
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139 | LOAD_PARAM_START_CYCLE(root, element); |
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140 | { |
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141 | LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption); |
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142 | } |
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143 | LOAD_PARAM_END_CYCLE(element); |
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144 | } |
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145 | |
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146 | SparkParticles* RainEffect::rainParticles = NULL; |
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147 | |
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148 | /** |
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149 | * @brief activates the rain effect |
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150 | */ |
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151 | void RainEffect::activate() { |
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152 | 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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153 | |
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154 | this->rainActivate = true; |
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155 | |
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156 | if (unlikely(RainEffect::rainParticles == NULL)) { |
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157 | RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles); |
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158 | RainEffect::rainParticles->setName("RainParticles"); |
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159 | RainEffect::rainParticles->setLifeSpan(this->rainLife, 2); |
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160 | RainEffect::rainParticles->setRadius(0, 0.03); |
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161 | RainEffect::rainParticles->setRadius(0.2, 0.02); |
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162 | RainEffect::rainParticles->setRadius(1, 0.01); |
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163 | RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1 |
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164 | RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2 |
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165 | RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey |
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166 | } |
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167 | |
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168 | this->emitter->setSystem(RainEffect::rainParticles); |
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169 | this->emitter->setRelCoor(this->rainCoord); |
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170 | this->emitter->setEmissionRate(this->rainRate); |
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171 | this->emitter->setEmissionVelocity(this->rainVelocity); |
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172 | this->emitter->setSpread(this->rainWindForce / 50, 0.2); |
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173 | |
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174 | // play rain sound and loop it |
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175 | this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); |
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176 | |
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177 | // if there's wind, play wind sound |
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178 | if (this->rainWindForce > 0) |
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179 | this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true); |
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180 | |
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181 | // Store cloud- and sky color before the rain; |
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182 | this->oldCloudColor = CloudEffect::cloudColor; |
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183 | this->oldSkyColor = CloudEffect::skyColor; |
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184 | |
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185 | // If we're not fading, change color immediately |
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186 | if (!this->rainFadeInActivate || !this->rainFadeOutActivate) { |
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187 | CloudEffect::changeCloudColor(this->cloudColor, 0.2); |
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188 | CloudEffect::changeSkyColor(this->skyColor, 0.2); |
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189 | } |
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190 | |
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191 | //lightMan->setAmbientColor(.1,.1,.1); |
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192 | } |
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193 | |
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194 | /** |
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195 | * @brief deactivates the rain effect |
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196 | */ |
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197 | void RainEffect::deactivate() { |
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198 | PRINTF(3)("Deactivating RainEffect\n"); |
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199 | |
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200 | this->rainActivate = false; |
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201 | this->rainFadeInActivate = false; |
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202 | this->rainFadeOutActivate = false; |
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203 | |
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204 | //if(this->emitter) |
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205 | // this->emitter->setSystem(NULL); |
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206 | //this->hideRain(); |
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207 | |
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208 | // Stop Sound |
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209 | this->soundSource.stop(); |
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210 | |
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211 | // Restore the old cloud- and sky color |
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212 | CloudEffect::changeCloudColor(this->oldCloudColor, 0.2); |
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213 | CloudEffect::changeSkyColor(this->oldSkyColor, 0.2); |
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214 | } |
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215 | |
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216 | /** |
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217 | * @brief ticks the rain effect |
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218 | * @param dt: tick float |
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219 | */ |
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220 | void RainEffect::tick (float dt) { |
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221 | if (!this->rainActivate) |
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222 | return; |
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223 | |
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224 | if (this->rainMove) { |
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225 | this->rainCoord = State::getCameraNode()->getAbsCoor(); |
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226 | this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z); |
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227 | } |
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228 | |
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229 | if (this->rainFadeInActivate) { |
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230 | PRINTF(4)("tick fading IN RainEffect\n"); |
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231 | |
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232 | this->localTimer += dt; |
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233 | float progress = this->localTimer / this->rainFadeInDuration; |
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234 | |
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235 | // use alpha in color to fade in rain |
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236 | RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 |
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237 | RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 |
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238 | RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey |
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239 | |
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240 | // increase radius for more "heavy" rain |
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241 | RainEffect::rainParticles->setRadius(0, 0.03 * progress); |
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242 | RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); |
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243 | RainEffect::rainParticles->setRadius(1, 0.01 * progress); |
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244 | |
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245 | // increase sound volume |
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246 | if (progress > 0.5) { |
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247 | if (!this->soundSource.isPlaying()) |
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248 | this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); |
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249 | this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress * 2 - 0.5); |
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250 | } |
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251 | |
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252 | if (progress >= 1) |
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253 | this->rainFadeInActivate = false; |
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254 | |
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255 | lightMan->setAmbientColor(1-progress, 1-progress, 1-progress); |
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256 | } |
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257 | |
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258 | if (this->rainFadeOutActivate) { |
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259 | PRINTF(4)("tick fading OUT RainEffect\n"); |
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260 | |
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261 | this->localTimer += dt; |
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262 | float progress = 1 - (this->localTimer / this->rainFadeOutDuration); |
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263 | |
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264 | // use alpha in color to fade out |
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265 | RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 |
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266 | RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 |
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267 | RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey |
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268 | |
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269 | // decrease radius |
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270 | RainEffect::rainParticles->setRadius(0, 0.03 * progress); |
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271 | RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); |
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272 | RainEffect::rainParticles->setRadius(1, 0.01 * progress); |
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273 | |
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274 | // decrease sound volume |
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275 | if (!this->soundSource.isPlaying()) |
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276 | this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); |
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277 | this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); |
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278 | |
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279 | if (progress <= 0) { |
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280 | PRINTF(4)("tick fading OUT RainEffect COMPLETED! Deactivating...\n"); |
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281 | this->rainFadeOutActivate = false; |
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282 | this->deactivate(); |
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283 | } |
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284 | lightMan->setAmbientColor(1-progress, 1-progress, 1-progress); |
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285 | } |
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286 | } |
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287 | |
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288 | /** |
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289 | * @brief starts raining slowly |
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290 | */ |
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291 | void RainEffect::startRaining() { |
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292 | PRINTF(4)("startRaining function;\n"); |
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293 | |
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294 | // If it is already raining, do nothing |
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295 | if (this->rainActivate) |
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296 | return; |
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297 | |
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298 | this->localTimer = 0; |
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299 | this->rainFadeInActivate = true; |
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300 | |
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301 | PRINTF(4)("startRaining function complete; fadedur: %f\n", this->rainFadeInDuration); |
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302 | this->activate(); |
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303 | |
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304 | CloudEffect::changeCloudColor(this->cloudColor, this->rainFadeInDuration); |
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305 | CloudEffect::changeSkyColor(this->skyColor, this->rainFadeInDuration); |
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306 | } |
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307 | |
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308 | /** |
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309 | * @brief stops raining slowly |
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310 | */ |
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311 | void RainEffect::stopRaining() { |
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312 | PRINTF(4)("stopRaining function;\n"); |
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313 | |
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314 | // If it is not raining, do nothing |
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315 | if (!this->rainActivate) |
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316 | return; |
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317 | |
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318 | this->localTimer = 0; |
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319 | this->rainFadeOutActivate = true; |
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320 | |
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321 | PRINTF(4)("stopRaining function completed; fadedur: %f\n", this->rainFadeOutDuration); |
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322 | |
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323 | CloudEffect::changeCloudColor(this->oldCloudColor, this->rainFadeOutDuration); |
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324 | CloudEffect::changeSkyColor(this->oldSkyColor, this->rainFadeOutDuration); |
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325 | } |
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326 | |
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327 | /** |
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328 | * @brief hides the rain |
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329 | */ |
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330 | void RainEffect::hideRain() { |
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331 | RainEffect::rainParticles->setColor(0, 0,0,0, 0); |
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332 | RainEffect::rainParticles->setColor(0, 0,0,0, 0); |
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333 | } |
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