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Changeset 8771 in orxonox.OLD for branches/atmospheric_engine


Ignore:
Timestamp:
Jun 24, 2006, 3:35:07 PM (18 years ago)
Author:
amaechler
Message:

branches/atmospheric_engine: rainsound fade working and comments

Location:
branches/atmospheric_engine/src/lib
Files:
7 edited

Legend:

Unmodified
Added
Removed
  • branches/atmospheric_engine/src/lib/graphics/effects/cloud_effect.h

    r8733 r8771  
    11/**
    2 * @file cloud_effect.h
     2 * @file cloud_effect.h
     3 * Creates clouds
    34*/
    45
  • branches/atmospheric_engine/src/lib/graphics/effects/fog_effect.cc

    r8734 r8771  
    2020#include "shell_command.h"
    2121
     22// Define shell commands
    2223SHELL_COMMAND(activate, FogEffect, activateFog);
    2324SHELL_COMMAND(deactivate, FogEffect, deactivateFog);
     
    2526SHELL_COMMAND(fadeout, FogEffect, fadeOutFog);
    2627
    27 // TODO: Fix fades
    28 
    2928using namespace std;
    3029
    3130CREATE_FACTORY(FogEffect, CL_FOG_EFFECT);
    3231
     32/**
     33 * @brief standard constructor
     34 */
    3335FogEffect::FogEffect(const TiXmlElement* root) {
    3436    this->setClassID(CL_FOG_EFFECT, "FogEffect");
    3537
     38    // Initialize values
    3639    this->init();
    3740
     41    // Load XML params
    3842    if (root != NULL)
    3943        this->loadParams(root);
    4044
     45    // Activate fog, if chosen to be activated by default
    4146    if (this->fogActivate)
    4247        this->activate();
    4348}
    4449
    45 
     50/**
     51 * @brief standard destructor
     52 */
    4653FogEffect::~FogEffect() {
    4754    this->deactivate();
    4855}
    4956
    50 
     57/**
     58 * @brief initalizes the fog effect with default values
     59 */
     60void FogEffect::init() {
     61    // default values
     62  this->fogMode = GL_LINEAR;
     63  this->fogDensity = 0.005;
     64  this->fogStart = 0;
     65  this->fogEnd = 300;
     66  this->colorVector = Vector(0.6, 0.0, 0.0);
     67
     68    // init variables
     69  this->fogFadeInDuration = 0;
     70  this->fogFadeOutDuration = 0;
     71  this->fogFadeDensity = 0;
     72  this->fogFadeEnd = 0;
     73
     74  this->localTimer = 0;
     75  this->fogActivate = false;
     76  this->fogFadeInActivate = false;
     77  this->fogFadeOutActivate = false;
     78}
     79
     80/**
     81 * @brief loads the fog effect parameters.
     82 * @param root: the XML-Element to load the data from
     83 */
    5184void FogEffect::loadParams(const TiXmlElement* root) {
    5285    WeatherEffect::loadParams(root);
    5386
    54     LoadParam(root, "mode", this, FogEffect, setFogMode);
    55     LoadParam(root, "density", this, FogEffect, setFogDensity);
    56     LoadParam(root, "range", this, FogEffect, setFogRange);
    57     LoadParam(root, "color", this, FogEffect, setFogColor);
    58     LoadParam(root, "fadeinduration", this, FogEffect, setFogFadeIn);
    59     LoadParam(root, "fadeoutduration", this, FogEffect, setFogFadeOut);
     87    LoadParam(root, "mode", this, FogEffect, setFogMode).describe("fog mode (linear, exponential)");;
     88    LoadParam(root, "density", this, FogEffect, setFogDensity).describe("fog density if exp. fog");;
     89    LoadParam(root, "range", this, FogEffect, setFogRange).describe("fog range: start, end");;
     90    LoadParam(root, "color", this, FogEffect, setFogColor).describe("fog color: r,g,b");;
     91    LoadParam(root, "fadeinduration", this, FogEffect, setFogFadeIn).describe("duration of the fade in");;
     92    LoadParam(root, "fadeoutduration", this, FogEffect, setFogFadeOut).describe("duration of the fade out");;
    6093
    6194    LOAD_PARAM_START_CYCLE(root, element);
    6295    {
    63         LoadParam_CYCLE(element, "option", this, FogEffect, setFogOption);
     96      LoadParam_CYCLE(element, "option", this, FogEffect, setFogOption).describe("sets a fog option: activate");;
    6497    }
    6598    LOAD_PARAM_END_CYCLE(element);
    6699}
    67100
    68 void FogEffect::init() {
    69     // default values
    70     this->fogMode = GL_LINEAR;
    71     this->fogDensity = 0.005;
    72     this->fogStart = 0;
    73     this->fogEnd = 300;
    74     this->colorVector = Vector(0.6, 0.0, 0.0);
    75 
    76     // init variables
    77     this->fogFadeInDuration = 0;
    78     this->fogFadeOutDuration = 0;
    79     this->fogFadeDensity = 0;
    80     this->fogFadeEnd = 0;
    81 
    82     this->localTimer = 0;
    83     this->fogActivate = false;
    84     this->fogFadeInActivate = false;
    85     this->fogFadeOutActivate = false;
    86 
    87 }
    88 
    89 
     101/**
     102 * @brief activates the fog effect
     103 */
    90104void FogEffect::activate() {
    91105    PRINTF(0)( "Activating FogEffect\n");
     
    103117
    104118    glEnable(GL_FOG);
    105 
    106 }
    107 
    108 
     119}
     120
     121/**
     122 * @brief deactivates the fog effect
     123 */
    109124void FogEffect::deactivate() {
    110125    PRINTF(0)("Deactivating FogEffect\n");
     
    115130
    116131    glDisable(GL_FOG);
    117 
    118 }
    119 
     132}
     133
     134/**
     135 * @brief draws the fog effect
     136 */
    120137void FogEffect::draw() const {
    121138
     
    123140        return;
    124141
    125     // If Fog Fade
     142    // If fog is fading
    126143    if ( this->fogFadeInActivate || this->fogFadeOutActivate ) {
    127144        if ( this->fogMode == GL_LINEAR)
     
    132149}
    133150
     151/**
     152 * @brief ticks the fog effect
     153 * @param dt: tick float
     154 */
    134155void FogEffect::tick(float dt) {
    135156
     
    137158        return;
    138159
     160    // If fog is fading in
    139161    if ( this->fogFadeInActivate ) {
    140162        this->localTimer += dt;
     
    149171    }
    150172
     173    // If fog is fading out
    151174    if ( this->fogFadeOutActivate ) {
    152175        this->localTimer += dt;
     
    162185}
    163186
     187/**
     188 * @brief fades the fog in
     189 */
    164190void FogEffect::fadeInFog() {
    165191
     
    183209    // set FogFadeIn activate
    184210    this->fogFadeInActivate = true;
    185 
    186 }
    187 
    188 
     211}
     212
     213/**
     214 * @brief fades the fog out
     215 */
    189216void FogEffect::fadeOutFog() {
    190217
     
    205232    // Reset local timer
    206233    this->localTimer = 0;
    207 
    208 }
    209 
     234}
     235
  • branches/atmospheric_engine/src/lib/graphics/effects/fog_effect.h

    r8716 r8771  
    11/**
    2 * @file fog_effect.h
     2 * @file fog_effect.h
     3 * Generates simple openGL fog
    34*/
    45
     
    1011#include "vector.h"
    1112
    12 class FogEffect : public WeatherEffect {
     13class FogEffect : public WeatherEffect
     14{
    1315public:
    14     FogEffect(const TiXmlElement* root = NULL);
    15     virtual ~FogEffect();
     16  FogEffect(const TiXmlElement* root = NULL);
     17  virtual ~FogEffect();
    1618
    17     virtual void loadParams(const TiXmlElement* root);
     19  virtual void loadParams(const TiXmlElement* root);
    1820
    19     virtual void init();
     21  virtual void init();
    2022
    21     virtual void activate();
    22     virtual void deactivate();
     23  virtual void activate();
     24  virtual void deactivate();
    2325
    24     void activateFog() {
    25         this->activate();
    26     }
    27     void deactivateFog() {
    28         this->deactivate();
    29     }
     26  void activateFog()
     27  {
     28    this->activate();
     29  }
    3030
    31     virtual void draw() const;
    32     virtual void tick(float dt);
     31  void deactivateFog()
     32  {
     33    this->deactivate();
     34  }
    3335
    34     inline void setFogMode(const std::string& mode) {
    35         this->fogMode = this->stringToFogMode(mode);
    36     }
    37     inline void setFogDensity(float density) {
    38         this->fogDensity = density;
    39     }
    40     inline void setFogRange(float start, float end) {
    41         this->fogStart = start;
    42         this->fogEnd = end;
    43     }
    44     inline void setFogColor(float r, float g, float b) {
    45         this->colorVector = Vector(r, g, b);
    46     }
    47     inline void setFogFadeIn(float fadein) {
    48         this->fogFadeInDuration = fadein;
    49     }
    50     inline void setFogFadeOut(float fadeout) {
    51         this->fogFadeOutDuration = fadeout;
    52     }
     36  virtual void draw() const;
     37  virtual void tick(float dt);
    5338
    54     inline void setFogOption(const std::string& option) {
    55         if (option == "activate")
    56             this->fogActivate = true;
    57     }
     39  inline void setFogMode(const std::string& mode)
     40  {
     41    this->fogMode = this->stringToFogMode(mode);
     42  }
    5843
    59     void fadeInFog();
    60     void fadeOutFog();
     44  inline void setFogDensity(float density)
     45  {
     46    this->fogDensity = density;
     47  }
     48
     49  inline void setFogRange(float start, float end)
     50  {
     51    this->fogStart = start;
     52    this->fogEnd = end;
     53  }
     54
     55  inline void setFogColor(float r, float g, float b)
     56  {
     57    this->colorVector = Vector(r, g, b);
     58  }
     59
     60  inline void setFogFadeIn(float fadein)
     61  {
     62    this->fogFadeInDuration = fadein;
     63  }
     64
     65  inline void setFogFadeOut(float fadeout)
     66  {
     67    this->fogFadeOutDuration = fadeout;
     68  }
     69
     70  inline void setFogOption(const std::string& option)
     71  {
     72    if (option == "activate")
     73      this->fogActivate = true;
     74  }
     75
     76  void fadeInFog();
     77  void fadeOutFog();
    6178
    6279
    6380private:
    64     inline GLint stringToFogMode(const std::string& mode) {
    65         if(mode == "GL_LINEAR")
    66             return GL_LINEAR;
    67         else if(mode == "GL_EXP")
    68             return GL_EXP;
    69         else if(mode == "GL_EXP2" )
    70             return GL_EXP2;
    71         else
    72             return -1;
    73     }
     81  inline GLint stringToFogMode(const std::string& mode)
     82  {
     83    if(mode == "GL_LINEAR")
     84      return GL_LINEAR;
     85    else if(mode == "GL_EXP")
     86      return GL_EXP;
     87    else if(mode == "GL_EXP2" )
     88      return GL_EXP2;
     89    else
     90      return -1;
     91  }
    7492
    75     bool          fogActivate;
     93  bool          fogActivate;
    7694
    77     bool          fogFadeInActivate;
    78     bool          fogFadeOutActivate;
     95  bool          fogFadeInActivate;
     96  bool          fogFadeOutActivate;
    7997
    80     GLfloat       fogFadeInDuration;
    81     GLfloat       fogFadeOutDuration;
     98  GLfloat       fogFadeInDuration;
     99  GLfloat       fogFadeOutDuration;
    82100
    83     float         localTimer;
     101  GLint         fogMode;
     102  GLfloat       fogDensity;
     103  GLfloat       fogFadeDensity;
    84104
    85     GLint         fogMode;
    86     GLfloat       fogDensity;
    87     GLfloat       fogFadeDensity;
     105  GLfloat       fogStart;
     106  GLfloat       fogEnd;
     107  GLfloat       fogFadeEnd;
    88108
    89     GLfloat       fogStart;
    90     GLfloat       fogEnd;
    91     GLfloat       fogFadeEnd;
    92 
    93     Vector        colorVector;
     109  Vector        colorVector;
     110  float         localTimer;
    94111};
    95112
    96 
    97113#endif  /* _FOG_EFFECT */
  • branches/atmospheric_engine/src/lib/graphics/effects/rain_effect.cc

    r8734 r8771  
    11/*
    22  orxonox - the future of 3D-vertical-scrollers
    3 
     3 
    44  Copyright (C) 2004 orx
    5 
     5 
    66  This program is free software; you can redistribute it and/or modify
    77  it under the terms of the GNU General Public License as published by
    88  the Free Software Foundation; either version 2, or (at your option)
    99  any later version.
    10 
     10 
    1111### File Specific:
    1212  main-programmer: hdavid, amaechler
     
    2929#include "parser/tinyxml/tinyxml.h"
    3030
     31// Define shell commands
    3132SHELL_COMMAND(activate, RainEffect, activateRain);
    3233SHELL_COMMAND(deactivate, RainEffect, deactivateRain);
     
    3839CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
    3940
    40 /* TODO:
    41   - test multiple rain emitters <-- doesn't work
    42   - Think about what happens with building poss. to hang movewithcam off
    43   - Possible to activate lightening
    44   - turn off visibility when in a building
    45   - variable emitter size depending on playable
     41/**
     42 * @brief standard constructor
     43 */
     44RainEffect::RainEffect(const TiXmlElement* root)
     45{
     46  this->setClassID(CL_RAIN_EFFECT, "RainEffect");
     47
     48  this->init();
     49
     50  if (root != NULL)
     51    this->loadParams(root);
     52
     53  //load rain sound
     54  if (this->rainBuffer != NULL)
     55    ResourceManager::getInstance()->unload(this->rainBuffer);
     56  this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV);
     57
     58  //load wind sound
     59  if (this->rainWindForce != 0)
     60  {
     61    if (this->windBuffer != NULL)
     62      ResourceManager::getInstance()->unload(this->windBuffer);
     63    this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/wind.wav", WAV);
     64  }
     65
     66  if(rainActivate)
     67  {
     68    this->activate();
     69    RainEffect::rainParticles->precache((int)this->rainLife * 2);
     70  }
     71}
     72
     73/**
     74 * @brief standard deconstructor
     75 */
     76RainEffect::~RainEffect()
     77{
     78  this->deactivate();
     79
     80  if (this->rainBuffer != NULL)
     81    ResourceManager::getInstance()->unload(this->rainBuffer);
     82
     83  if (this->windBuffer != NULL)
     84    ResourceManager::getInstance()->unload(this->windBuffer);
     85}
     86
     87/**
     88 * @brief initalizes the rain effect with default values
     89 */
     90void RainEffect::init()
     91{
     92  //Default values
     93  this->rainActivate = false;
     94  this->rainMove = false;
     95  this->rainCoord = Vector(500, 500, 500);
     96  this->rainSize = Vector2D(1000, 1000);
     97  this->rainRate = 4000;
     98  this->rainVelocity = -300;
     99  this->rainLife = 4;
     100  this->rainWindForce  = 0;
     101  this->rainFadeInDuration = 0;
     102  this->rainFadeOutDuration = 0;
     103
     104  this->rainMaxParticles = this->rainRate * this->rainLife;
     105  this->localTimer = 0;
     106  this->soundRainVolume = 0.3f;
     107  this->emitter = new PlaneEmitter(this->rainSize);
     108
     109  lightMan = LightManager::getInstance();
     110  this->rainAmbient = lightMan->getAmbientColor();
     111}
     112
     113/**
     114 * @brief loads the rain effect parameters.
     115 * @param root: the XML-Element to load the data from
     116 */
     117void RainEffect::loadParams(const TiXmlElement* root)
     118{
     119  WeatherEffect::loadParams(root);
     120
     121  LoadParam(root, "coord", this, RainEffect, setRainCoord);
     122  LoadParam(root, "size", this, RainEffect, setRainSize);
     123  LoadParam(root, "rate", this, RainEffect, setRainRate);
     124  LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
     125  LoadParam(root, "life", this, RainEffect, setRainLife);
     126  LoadParam(root, "wind", this, RainEffect, setRainWind);
     127  LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn);
     128  LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut);
     129
     130  LOAD_PARAM_START_CYCLE(root, element);
     131  {
     132    LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
     133  }
     134  LOAD_PARAM_END_CYCLE(element);
     135}
     136
     137SparkParticles* RainEffect::rainParticles = NULL;
     138
     139/**
     140 * @brief activates the rain effect
     141 */
     142void RainEffect::activate()
     143{
     144  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" );
     145
     146  this->rainActivate = true;
     147
     148  if (unlikely(RainEffect::rainParticles == NULL))
     149  {
     150    RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
     151    RainEffect::rainParticles->setName("RainParticles");
     152    RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
     153    RainEffect::rainParticles->setRadius(0, 0.03);
     154    RainEffect::rainParticles->setRadius(0.2, 0.02);
     155    RainEffect::rainParticles->setRadius(1, 0.01);
     156    RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1
     157    RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2
     158    RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey
     159  }
     160
     161  this->emitter->setSystem(RainEffect::rainParticles);
     162
     163  this->emitter->setRelCoor(this->rainCoord);
     164
     165  this->emitter->setEmissionRate(this->rainRate);
     166  this->emitter->setEmissionVelocity(this->rainVelocity);
     167
     168  this->emitter->setSpread(this->rainWindForce / 50, 0.2);
     169
     170  // plays the rain sound and loops it
     171  this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
     172
     173  // if there is wind, play the wind sound
     174  if (this->rainWindForce != 0)
     175    this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true);
     176
     177  if (this->rainFadeInDuration == 0)
     178    lightMan->setAmbientColor(.1,.1,.1);
     179}
     180
     181/**
     182 * @brief deactivates the rain effect
     183 */
     184void RainEffect::deactivate()
     185{
     186  PRINTF(0)("Deactivating RainEffect\n");
     187
     188  this->rainActivate = false;
     189  this->emitter->setSystem(NULL);
     190
     191  // Stop Sound
     192  this->soundSource.stop();
     193
     194  // Restore Light Ambient
     195  lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient);
     196}
     197
     198/**
     199 * @brief ticks the rain effect
     200 * @param dt: tick float
     201 */
     202void RainEffect::tick (float dt)
     203{
     204  if (!this->rainActivate)
     205    return;
     206
     207  if (this->rainMove)
     208  {
     209    this->rainCoord = State::getCameraNode()->getAbsCoor();
     210    this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z);
     211  }
     212
     213  if (this->rainFadeInDuration != 0 && this->localTimer < this->rainFadeInDuration)
     214  {
     215    this->localTimer += dt;
     216    float progress = this->localTimer / this->rainFadeInDuration;
     217
     218    // Dim Light
     219    lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
     220
     221    // use alpha in color to fade in
     222    RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
     223    RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
     224    RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
     225
     226    // increase radius for more "heavy" rain
     227    RainEffect::rainParticles->setRadius(0, 0.03 * progress);
     228    RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
     229    RainEffect::rainParticles->setRadius(1, 0.01 * progress);
     230
     231    // increase sound volume
     232    if (!this->soundSource.isPlaying())
     233      this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
     234
     235    this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
     236  }
     237  else if ( this->rainFadeOutDuration != 0 )
     238  {
     239    if ( this->localTimer < this->rainFadeOutDuration )
     240    {
     241      this->localTimer += dt;
     242      float progress = 1 - (this->localTimer / this->rainFadeOutDuration);
     243
     244      // Fade In Light
     245      lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
     246
     247      // use alpha in color to fade out
     248      RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
     249      RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
     250      RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
     251
     252      // decrease radius
     253      RainEffect::rainParticles->setRadius(0, 0.03 * progress);
     254      RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
     255      RainEffect::rainParticles->setRadius(1, 0.01 * progress);
     256
     257      // decrease sound volume
     258      if (!this->soundSource.isPlaying())
     259        this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
     260
     261      this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
     262    }
     263    else
     264      this->deactivate();
     265  }
     266}
     267
     268/**
     269 * @brief starts raining slowly
    46270*/
    47 
    48 RainEffect::RainEffect(const TiXmlElement* root) {
    49     this->setClassID(CL_RAIN_EFFECT, "RainEffect");
    50 
    51     this->init();
    52 
    53     if (root != NULL)
    54         this->loadParams(root);
    55 
    56     //load rain sound
    57     if (this->rainBuffer != NULL)
    58         ResourceManager::getInstance()->unload(this->rainBuffer);
    59     this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV);
    60 
    61     //load wind sound
    62     if (this->rainWindForce != 0) {
    63         if (this->windBuffer != NULL)
    64             ResourceManager::getInstance()->unload(this->windBuffer);
    65         this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/wind.wav", WAV);
    66     }
    67 
    68     if(rainActivate) {
    69         this->activate();
    70         RainEffect::rainParticles->precache((int)this->rainLife * 5); // TODO: Figure out the correct value
    71     }
    72 }
    73 
    74 RainEffect::~RainEffect() {
     271void RainEffect::startRaining()
     272{
     273
     274  if (this->rainActivate)
    75275    this->deactivate();
    76276
    77     if (this->rainBuffer != NULL)
    78         ResourceManager::getInstance()->unload(this->rainBuffer);
    79 
    80     if (this->windBuffer != NULL)
    81         ResourceManager::getInstance()->unload(this->windBuffer);
    82 }
    83 
    84 void RainEffect::loadParams(const TiXmlElement* root) {
    85     WeatherEffect::loadParams(root);
    86 
    87     LoadParam(root, "coord", this, RainEffect, setRainCoord);
    88     LoadParam(root, "size", this, RainEffect, setRainSize);
    89     LoadParam(root, "rate", this, RainEffect, setRainRate);
    90     LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
    91     LoadParam(root, "life", this, RainEffect, setRainLife);
    92     LoadParam(root, "wind", this, RainEffect, setRainWind);
    93     LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn);
    94     LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut);
    95 
    96     LOAD_PARAM_START_CYCLE(root, element);
    97     {
    98         LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
    99     }
    100     LOAD_PARAM_END_CYCLE(element);
    101 
    102 }
    103 
    104 
    105 void RainEffect::init() {
    106     //Default values
    107     this->rainActivate = false;
    108     this->rainMove = false;
    109     this->rainCoord = Vector(500, 500, 500);
    110     this->rainSize = Vector2D(1000, 1000);
    111     this->rainRate = 4000;
    112     this->rainVelocity = -300;
    113     this->rainLife = 4;
    114     this->rainMaxParticles = this->rainRate * this->rainLife;
    115     this->rainWindForce  = 0;
    116     this->rainFadeInDuration = 0;
    117     this->rainFadeOutDuration = 0;
    118     this->localTimer = 0;
    119     this->soundRainVolume = 0.3f;
    120 
    121     this->emitter = new PlaneEmitter(this->rainSize);
    122 
    123     lightMan = LightManager::getInstance();
    124     this->rainAmbient = lightMan->getAmbientColor();
    125 }
    126 
    127 
    128 SparkParticles* RainEffect::rainParticles = NULL;
    129 
    130 void RainEffect::activate() {
    131     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" );
    132 
    133     this->rainActivate = true;
    134 
    135     if (unlikely(RainEffect::rainParticles == NULL)) {
    136         RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
    137         RainEffect::rainParticles->setName("RainParticles");
    138         RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
    139         RainEffect::rainParticles->setRadius(0, 0.03);
    140         RainEffect::rainParticles->setRadius(0.2, 0.02);
    141         RainEffect::rainParticles->setRadius(1, 0.01);
    142         RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1
    143         RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2
    144         RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey
    145     }
    146 
    147     this->emitter->setSystem(RainEffect::rainParticles);
    148 
    149     this->emitter->setRelCoor(this->rainCoord);
    150 
    151     this->emitter->setEmissionRate(this->rainRate);
    152     this->emitter->setEmissionVelocity(this->rainVelocity);
    153 
    154     this->emitter->setSpread(this->rainWindForce / 50, 0.2);
    155 
    156     this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
    157 
    158     if (this->rainWindForce != 0)
    159         this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true);
    160 
    161     if (this->rainFadeInDuration == 0)
    162         lightMan->setAmbientColor(.1,.1,.1);
    163 
    164 }
    165 
    166 
    167 void RainEffect::deactivate() {
    168     PRINTF(0)("Deactivating RainEffect\n");
    169 
    170     this->rainActivate = false;
    171     this->emitter->setSystem(NULL);
    172 
    173     // Stop Sound
    174     this->soundSource.stop();
    175 
    176     // Restore Light Ambient
    177     lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient);
    178 
    179 }
    180 
    181 void RainEffect::tick (float dt) {
    182     if (!this->rainActivate)
    183         return;
    184 
    185     if (this->rainMove) {
    186         this->rainCoord = State::getCameraNode()->getAbsCoor();
    187         this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z);
    188     }
    189 
    190     if (this->rainFadeInDuration != 0 && this->localTimer < this->rainFadeInDuration) {
    191         this->localTimer += dt;
    192         float progress = this->localTimer / this->rainFadeInDuration;
    193 
    194         // Dim Light
    195         lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
    196 
    197         // use alpha in color to fade in
    198         RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
    199         RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
    200         RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
    201 
    202         // increase radius for more "heavy" rain
    203         RainEffect::rainParticles->setRadius(0, 0.03 * progress);
    204         RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
    205         RainEffect::rainParticles->setRadius(1, 0.01 * progress);
    206 
    207         // increase sound volume
    208         // this->soundSource.fadein(this->rainBuffer, 10);
    209 
    210     } else if ( this->rainFadeOutDuration != 0 ) {
    211         if ( this->localTimer < this->rainFadeOutDuration ) {
    212             this->localTimer += dt;
    213             float progress = 1 - (this->localTimer / this->rainFadeOutDuration);
    214 
    215             // Fade In Light
    216             lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
    217 
    218             // use alpha in color to fade out
    219             RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
    220             RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
    221             RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
    222 
    223             // decrease radius
    224             RainEffect::rainParticles->setRadius(0, 0.03 * progress);
    225             RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
    226             RainEffect::rainParticles->setRadius(1, 0.01 * progress);
    227 
    228             // decrease sound volume
    229             // this->soundSource.fadeout(this->rainBuffer, 10);
    230 
    231         } else
    232             this->deactivate();
    233     }
    234 
    235 }
    236 
    237 void RainEffect::startRaining() {
    238 
    239     if (this->rainActivate)
    240         this->deactivate();
    241 
    242     if (!this->rainFadeInDuration > 0)
    243         this->rainFadeInDuration = 20;
    244 
    245     this->localTimer = 0;
    246 
     277  if (!this->rainFadeInDuration > 0)
     278    this->rainFadeInDuration = 20;
     279
     280  this->localTimer = 0;
     281
     282  this->activate();
     283}
     284
     285/**
     286 * @brief stops raining slowly
     287 */
     288void RainEffect::stopRaining()
     289{
     290
     291  if (!this->rainActivate)
    247292    this->activate();
    248293
    249 }
    250 
    251 void RainEffect::stopRaining() {
    252 
    253     if (!this->rainActivate)
    254         this->activate();
    255 
    256     if (!this->rainFadeOutDuration > 0)
    257         this->rainFadeOutDuration = 20;
    258 
    259     this->localTimer = 0;
    260 
    261 }
    262 
    263 void RainEffect::hideRain() {
    264 
     294  if (!this->rainFadeOutDuration > 0)
     295    this->rainFadeOutDuration = 20;
     296
     297  this->localTimer = 0;
     298}
     299
     300/**
     301 * @brief hides the rain
     302 */
     303void RainEffect::hideRain()
     304{
    265305  RainEffect::rainParticles->setColor(0, 0,0,0, 0);
    266306  RainEffect::rainParticles->setColor(0, 0,0,0, 0);
    267 
    268 }
     307}
  • branches/atmospheric_engine/src/lib/graphics/effects/rain_effect.h

    r8521 r8771  
    11/**
    2 * @file rain_effect.h
     2 * @file rain_effect.h
     3 * Generates rain using the particle engine
    34*/
    45
    56#ifndef _RAIN_EFFECT
    67#define _RAIN_EFFECT
     8
     9#include "weather_effect.h"
    710
    811#include "vector.h"
     
    1619class LightManager;
    1720
    18 #include "weather_effect.h"
    19 
    2021#include "sound_buffer.h"
    2122#include "sound_source.h"
    2223
     24class RainEffect : public WeatherEffect
     25{
     26public:
     27  RainEffect(const TiXmlElement* root = NULL);
     28  virtual ~RainEffect();
    2329
    24 class RainEffect : public WeatherEffect {
    25 public:
    26     RainEffect(const TiXmlElement* root = NULL);
    27     virtual ~RainEffect();
     30  virtual void loadParams(const TiXmlElement* root);
    2831
    29     virtual void loadParams(const TiXmlElement* root);
     32  virtual void init();
    3033
    31     virtual void init();
     34  virtual void activate();
     35  virtual void deactivate();
    3236
    33     virtual void activate();
    34     virtual void deactivate();
     37  inline void activateRain()
     38  {
     39    this->activate();
     40  }
    3541
    36     inline void activateRain() {
    37         this->activate();
    38     }
     42  inline void deactivateRain()
     43  {
     44    this->deactivate();
     45  }
    3946
    40     inline void deactivateRain() {
    41         this->deactivate();
    42     }
     47  virtual void tick(float dt);
    4348
    44     virtual void tick(float dt);
     49  void startRaining();
     50  void stopRaining();
    4551
    46     void startRaining();
    47     void stopRaining();
     52  void hideRain();
    4853
    49     void hideRain();
     54  inline void setRainCoord(float x, float y, float z)
     55  {
     56    this->rainCoord = Vector(x, y, z);
     57  }
     58  inline void setRainSize(float x, float y)
     59  {
     60    this->rainSize = Vector2D(x, y);
     61  }
     62  inline void setRainRate(float rate)
     63  {
     64    this->rainRate = rate;
     65  }
     66  inline void setRainVelocity(float velocity)
     67  {
     68    this->rainVelocity = -velocity;
     69  }
     70  inline void setRainLife(float life)
     71  {
     72    this->rainLife = life;
     73  }
     74  inline void setRainWind(int force)
     75  {
     76    this->rainWindForce = force;
     77  }
    5078
    51     inline void setRainCoord(float x, float y, float z) {
    52         this->rainCoord = Vector(x, y, z);
    53     }
    54     inline void setRainSize(float x, float y) {
    55         this->rainSize = Vector2D(x, y);
    56     }
    57     inline void setRainRate(float rate) {
    58         this->rainRate = rate;
    59     }
    60     inline void setRainVelocity(float velocity) {
    61         this->rainVelocity = -velocity;
    62     }
    63     inline void setRainLife(float life) {
    64         this->rainLife = life;
    65     }
    66     inline void setRainWind(int force) {
    67         this->rainWindForce = force;
    68     }
     79  inline void setRainFadeIn(float fadein)
     80  {
     81    this->rainFadeInDuration = fadein;
     82  }
     83  inline void setRainFadeOut(float fadeout)
     84  {
     85    this->rainFadeOutDuration = fadeout;
     86  }
    6987
    70     inline void setRainFadeIn(float fadein) {
    71         this->rainFadeInDuration = fadein;
    72     }
    73     inline void setRainFadeOut(float fadeout) {
    74         this->rainFadeOutDuration = fadeout;
    75     }
    76 
    77     inline void setRainOption(const std::string& option) {
    78         if (option == "moverain")
    79             this->rainMove = true;
    80         if (option == "activate")
    81             this->rainActivate = true;
    82     }
     88  inline void setRainOption(const std::string& option)
     89  {
     90    if (option == "moverain")
     91      this->rainMove = true;
     92    if (option == "activate")
     93      this->rainActivate = true;
     94  }
    8395
    8496
    8597private:
    86     static SparkParticles*      rainParticles;
    87     ParticleEmitter*            emitter;
     98  static SparkParticles*      rainParticles;
     99  ParticleEmitter*            emitter;
    88100
    89     GLfloat                     rainFadeInDuration;
    90     GLfloat                     rainFadeOutDuration;
    91     float                       localTimer;
     101  float                       localTimer;
    92102
    93     Vector                      rainCoord;
    94     Vector2D                    rainSize;
    95     GLfloat                     rainRate;
    96     GLfloat                     rainVelocity;
    97     GLfloat                     rainLife;
    98     GLfloat                     rainMaxParticles;
    99     int                         rainWindForce;
    100     bool                        rainMove;
    101     bool                        rainActivate;
     103  GLfloat                     rainFadeInDuration;
     104  GLfloat                     rainFadeOutDuration;
    102105
    103     OrxSound::SoundSource       soundSource;
    104     OrxSound::SoundBuffer*      rainBuffer;
    105     OrxSound::SoundBuffer*      windBuffer;
     106  Vector                      rainCoord;
     107  Vector2D                    rainSize;
     108  GLfloat                     rainRate;
     109  GLfloat                     rainVelocity;
     110  GLfloat                     rainLife;
     111  GLfloat                     rainMaxParticles;
     112  int                         rainWindForce;
     113  bool                        rainMove;
     114  bool                        rainActivate;
    106115
    107     float                       soundRainVolume;
     116  OrxSound::SoundSource       soundSource;
     117  OrxSound::SoundBuffer*      rainBuffer;
     118  OrxSound::SoundBuffer*      windBuffer;
    108119
    109     LightManager*               lightMan;
    110     GLfloat                     rainAmbient;
     120  float                       soundRainVolume;
     121
     122  LightManager*               lightMan;
     123  GLfloat                     rainAmbient;
    111124
    112125};
  • branches/atmospheric_engine/src/lib/sound/sound_source.cc

    r8495 r8771  
    164164
    165165  /**
    166   * @brief Plays back buffer on this Source with gain
    167   * @param buffer the buffer to play back on this Source
     166   * @brief Plays back buffer on this Source with gain
     167   * @param buffer the buffer to play back on this Source
     168   * @param gain the gain of the sound buffer
    168169  */
    169170  void SoundSource::play(const SoundBuffer* buffer, float gain)
     
    189190      SoundEngine::checkError("Play Source", __LINE__);
    190191  }
    191  
    192    /**
     192
     193  /**
    193194   * @brief Plays back buffer on this Source with gain and looping possibility
    194195   * @param buffer the buffer to play back on this Source
    195     */
     196   *  @param gain the gain of the sound buffer
     197   * @param loop if true, sound gets looped
     198   */
    196199  void SoundSource::play(const SoundBuffer* buffer, float gain, bool loop)
    197200  {
     
    204207    alSourceStop(this->sourceID);
    205208    alSourcei (this->sourceID, AL_BUFFER, buffer->getID());
    206    
     209
    207210    if (loop)
    208         alSourcei (this->sourceID, AL_LOOPING,  AL_TRUE);
     211      alSourcei (this->sourceID, AL_LOOPING,  AL_TRUE);
    209212    else
    210         alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
    211    
     213      alSourcei (this->sourceID, AL_LOOPING,  AL_FALSE);
     214
    212215    alSourcef (this->sourceID, AL_GAIN, gain);
    213216
     
    220223    if (DEBUG_LEVEL >= 3)
    221224      SoundEngine::checkError("Play Source", __LINE__);
    222   }
    223 
    224 
    225   /**
    226   * @brief Stops playback of a SoundSource
    227   */
     225  }
     226
     227  /**
     228   * @brief Changes the volume of an (active) buffer
     229   * @param buffer the buffer to play back on this Source
     230   * @param gain the new gain value
     231   */
     232  void SoundSource::gain(const SoundBuffer* buffer, float gain)
     233  {
     234    // alSourcei (this->sourceID, AL_BUFFER, buffer->getID());
     235    alSourcef (this->sourceID, AL_GAIN, gain);
     236  }
     237
     238  /**
     239   * @brief Stops playback of a SoundSource
     240   */
    228241  void SoundSource::stop()
    229242  {
  • branches/atmospheric_engine/src/lib/sound/sound_source.h

    r8495 r8771  
    1414namespace OrxSound
    1515{
    16         class SoundBuffer;
    17         //! A class that represents a SoundSource
    18         class SoundSource : public BaseObject
    19         {
    20                 public:
    21                         SoundSource(const PNode* sourceNode = NULL, const SoundBuffer* buffer = NULL);
    22                         SoundSource(const SoundSource& source);
    23                         SoundSource& operator=(const SoundSource& source);
    24                         bool operator==(const SoundSource& source);
    25                        
    26                         virtual ~SoundSource();
    27                        
    28                         // user interaction
    29                         void play();
    30                         void play(const SoundBuffer* buffer);
    31                         void play(const SoundBuffer* buffer, float gain);
    32       void play(const SoundBuffer* buffer, float gain, bool loop);   
     16  class SoundBuffer;
     17  //! A class that represents a SoundSource
     18  class SoundSource : public BaseObject
     19  {
     20  public:
     21    SoundSource(const PNode* sourceNode = NULL, const SoundBuffer* buffer = NULL);
     22    SoundSource(const SoundSource& source);
     23    SoundSource& operator=(const SoundSource& source);
     24    bool operator==(const SoundSource& source);
    3325
    34                         void stop();
    35                         void pause();
    36                         void rewind();
    37                         void fadein(const SoundBuffer* buffer, ALfloat duration);
    38                        
    39                        
    40                         // development functions
    41                         /** @returns The ID of this Source */
    42                         inline ALuint getID() const { return this->sourceID; };
    43                         /** @returns true, if the Source is Playing */
    44                         inline bool   isPlaying() const { return this->bPlay; };
    45                         void setSourceNode(const PNode* sourceNode);
    46                         /** @returns the SoundBuffer of this Source */
    47                         inline const SoundBuffer* getBuffer() const { return this->buffer; };
    48                         /** @returns the SourceNode of this Source */
    49                         inline const PNode* getNode() const { return this->sourceNode; };
    50                         /** @param resident if the Source is Resident */
    51                         inline void setResident(bool resident) { this->resident = resident; };
    52                         /** @returns true if the alSource is Resident */
    53                         inline bool isResident() const { return this->resident; };
    54                        
    55                         void setRolloffFactor(ALfloat rolloffFactor);
    56                        
    57                         static void resetSource(ALuint sourceID);
    58                
    59                 private:
    60                         bool retrieveSource();
    61                        
    62                 private:
    63                         bool                   bPlay;           //!< If the Source is Playing.
    64                         bool                   resident;        //!< If the alSource should be resident (if true, the alSource will be returned on deletion).
    65                         ALuint                 sourceID;        //!< The ID of the Source
    66                         const SoundBuffer*     buffer;          //!< The buffer to play in this source.
    67                         const PNode*           sourceNode;      //!< The SourceNode representing the position/velocity... of this source.
    68         };
     26    virtual ~SoundSource();
     27
     28    // user interaction
     29    void play();
     30    void play(const SoundBuffer* buffer);
     31    void play(const SoundBuffer* buffer, float gain);
     32    void play(const SoundBuffer* buffer, float gain, bool loop);
     33
     34    void gain(const SoundBuffer* buffer, float gain);
     35
     36    void stop();
     37    void pause();
     38    void rewind();
     39    void fadein(const SoundBuffer* buffer, ALfloat duration);
     40
     41    // development functions
     42    /** @returns The ID of this Source */
     43    inline ALuint getID() const { return this->sourceID; };
     44    /** @returns true, if the Source is Playing */
     45    inline bool isPlaying() const { return this->bPlay; };
     46    void setSourceNode(const PNode* sourceNode);
     47    /** @returns the SoundBuffer of this Source */
     48    inline const SoundBuffer* getBuffer() const { return this->buffer; };
     49    /** @returns the SourceNode of this Source */
     50    inline const PNode* getNode() const { return this->sourceNode; };
     51    /** @param resident if the Source is Resident */
     52    inline void setResident(bool resident) { this->resident = resident; };
     53    /** @returns true if the alSource is Resident */
     54    inline bool isResident() const { return this->resident; };
     55
     56    void setRolloffFactor(ALfloat rolloffFactor);
     57
     58    static void resetSource(ALuint sourceID);
     59
     60  private:
     61    bool                   retrieveSource();
     62
     63  private:
     64    bool                   bPlay;       //!< If the Source is Playing.
     65    bool                   resident;    //!< If the alSource should be resident (if true, the alSource will be returned on deletion).
     66    ALuint                 sourceID;    //!< The ID of the Source
     67    const SoundBuffer*     buffer;      //!< The buffer to play in this source.
     68    const PNode*           sourceNode;  //!< The SourceNode representing the position/velocity... of this source.
     69  };
    6970}
    7071#endif /* _SOUND_SOURCE_H */
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