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Changeset 8793 in orxonox.OLD for trunk/src/lib


Ignore:
Timestamp:
Jun 26, 2006, 3:36:16 PM (19 years ago)
Author:
patrick
Message:

trunk: merged the weather engine branche to the trunk

Location:
trunk/src/lib
Files:
13 edited

Legend:

Unmodified
Added
Removed
  • trunk/src/lib/graphics/effects/cloud_effect.cc

    r8495 r8793  
    11/*
    2         orxonox - the future of 3D-vertical-scrollers
    3 
    4         Copyright (C) 2004 orx
    5 
    6         This program is free software; you can redistribute it and/or modify
    7         it under the terms of the GNU General Public License as published by
    8         the Free Software Foundation; either version 2, or (at your option)
    9         any later version.
    10 
     2  orxonox - the future of 3D-vertical-scrollers
     3 
     4  Copyright (C) 2004 orx
     5 
     6  This program is free software; you can redistribute it and/or modify
     7  it under the terms of the GNU General Public License as published by
     8  the Free Software Foundation; either version 2, or (at your option)
     9  any later version.
     10 
    1111### File Specific:
    12         main-programmer: hdavid, amaechler
    13 
    14         INSPIRED BY http://www.codesampler.com/usersrc/usersrc_6.htm#oglu_sky_dome_shader
     12  main-programmer: hdavid, amaechler
     13 
     14  INSPIRED BY http://www.codesampler.com/usersrc/usersrc_6.htm#oglu_sky_dome_shader
    1515*/
    1616
     
    2222
    2323#include "material.h"
    24 #include <math.h>
    2524#include "state.h"
    2625#include "p_node.h"
     
    3029#include "parser/tinyxml/tinyxml.h"
    3130
     31Vector  CloudEffect::cloudColor;
     32Vector  CloudEffect::skyColor;
     33Vector  CloudEffect::newCloudColor;
     34Vector  CloudEffect::newSkyColor;
    3235
    3336using namespace std;
     
    4043CloudEffect::CloudEffect(const TiXmlElement* root)
    4144{
    42         this->setClassID(CL_CLOUD_EFFECT, "CloudEffect");
    43 //  this->toList(OM_ENVIRON);
    44 
    45         this->init();
    46 
    47         if (root != NULL)
    48                 this->loadParams(root);
    49 
    50         //if(cloudActivate)
    51                 this->activate();
     45  this->setClassID(CL_CLOUD_EFFECT, "CloudEffect");
     46
     47  this->init();
     48
     49  if (root != NULL)
     50    this->loadParams(root);
     51
     52  if(cloudActivate)
     53    this->activate();
    5254}
    5355
    5456CloudEffect::~CloudEffect()
    5557{
    56         this->deactivate();
     58  this->deactivate();
     59
     60  if (glIsTexture(noise3DTexName))
     61    glDeleteTextures(1, &noise3DTexName);
     62
     63  delete shader;
    5764}
    5865
     
    6067void CloudEffect::init()
    6168{
    62         PRINTF(0)("Initializing CloudEffect\n");
    63  
    64     /// initialization of the texture coords, speeds etc...
    65 /*  this->move = 0.0f;
    66   this->g_WaterUV = 35.0f;
    67   this->kNormalMapScale = 0.25f;
    68   this->g_WaterFlow = 0.0015f;*/
    69  
    70   cloudMaterial.setDiffuseMap("pictures/sky/cloud1.jpg", GL_TEXTURE_2D, 0);
    71 
    72   shader = new Shader(ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.vert",
    73                       ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.frag");
    74  
     69  PRINTF(0)("Initializing CloudEffect\n");
     70
     71  this->offsetZ = 0;
     72  this->animationSpeed = 2;
     73  this->scale = 0.0004f;
     74  this->atmosphericRadius = 4000;
     75  this->planetRadius = 1500;
     76  this->divs = 50;
     77
     78  skyColor = Vector(0.0f, 0.0f, 0.8f);
     79  cloudColor = Vector(0.8f, 0.8f, 0.8f);
     80  newSkyColor = skyColor;
     81  newCloudColor = cloudColor;
     82  this->fadeTime = 3;
     83
     84  this->noise3DTexSize = 128;
     85  this->noise3DTexName = 0;
     86
     87  this->make3DNoiseTexture();
     88
     89  glGenTextures(1, &noise3DTexName);
     90  glBindTexture(GL_TEXTURE_3D, noise3DTexName);
     91
     92  glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT);
     93  glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT);
     94  glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT);
     95  glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
     96  glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
     97
     98  glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA,
     99               noise3DTexSize, noise3DTexSize, noise3DTexSize,
     100               0, GL_RGBA, GL_UNSIGNED_BYTE, noise3DTexPtr);
     101
     102  this->skydome = new Skydome();
     103  this->skydome->setTexture(noise3DTexName);
     104
     105  this->shader = new Shader(ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.vert",
     106                            ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.frag");
     107
    75108  this->shader->activateShader();
    76109
    77110  Shader::Uniform(shader, "Noise").set(0);
    78   Shader::Uniform(shader, "SkyColor").set(0.0f, 0.0f, 0.8f);
    79   Shader::Uniform(shader, "CloudColor").set(0.8f, 0.8f, 0.8f);
    80  
    81   // Change: Have to be updated each frame!like camerpos in mapped_water.cc
    82   Shader::Uniform(shader, "Offset").set(0.0f, 0.0f, 0.0f);
    83  
    84   Shader::Uniform(shader, "LightPos").set(100.0f, 100.0f, 100.0f);
    85   Shader::Uniform(shader, "Scale").set(1.0f);
    86  
     111
     112  this->offset = new Shader::Uniform(shader, "Offset");
     113  this->skycolor = new Shader::Uniform(shader, "SkyColor");
     114  this->cloudcolor = new Shader::Uniform(shader, "CloudColor");
     115
    87116  this->shader->deactivateShader();
     117
     118  this->skydome->setShader(shader);
    88119}
    89120
     
    91122void CloudEffect::loadParams(const TiXmlElement* root)
    92123{
    93         WeatherEffect::loadParams(root);
    94 
    95         // LoadParam(root, "speed", this, CloudEffect, setCloudAnimation);
    96         // LoadParam(root, "texture", this, CloudEffect, setCloudTexture);
    97   /*
    98         LOAD_PARAM_START_CYCLE(root, element);
    99         {
    100                 LoadParam_CYCLE(element, "option", this, CloudEffect, setCloudOption);
    101         }
    102   LOAD_PARAM_END_CYCLE(element);*/
     124  WeatherEffect::loadParams(root);
     125
     126  LoadParam(root, "speed", this, CloudEffect, setAnimationSpeed);
     127  LoadParam(root, "scale", this, CloudEffect, setCloudScale);
     128  LoadParam(root, "cloudcolor", this, CloudEffect, setCloudColor);
     129  LoadParam(root, "skycolor", this, CloudEffect, setSkyColor);
     130
     131  LoadParam(root, "planetRadius", this, CloudEffect, setPlanetRadius);
     132  LoadParam(root, "atmosphericRadius", this, CloudEffect, setAtmosphericRadius);
     133  LoadParam(root, "divisions", this, CloudEffect, setDivisions);
     134
     135  LOAD_PARAM_START_CYCLE(root, element);
     136  {
     137    LoadParam_CYCLE(element, "option", this, CloudEffect, setCloudOption);
     138  }
     139  LOAD_PARAM_END_CYCLE(element);
    103140}
    104141
     
    106143void CloudEffect::activate()
    107144{
    108         PRINTF(0)( "Activating\n");
    109 
    110 //      this->cloudActivate = true;
     145  PRINTF(0)( "Activating\n");
     146
     147  // Can only be set after the loadParams call
     148  this->shader->activateShader();
     149  Shader::Uniform(shader, "Scale").set(this->scale);
     150  this->skycolor->set(skyColor.x, skyColor.y, skyColor.z);
     151  this->cloudcolor->set(cloudColor.x, cloudColor.y, cloudColor.z);
     152  this->shader->deactivateShader();
     153
     154  this->skydome->generateSkyPlane(this->divs, this->planetRadius, this->atmosphericRadius, 1, 1);
     155
     156  this->cloudActivate = true;
    111157}
    112158
    113159void CloudEffect::deactivate()
    114160{
    115         PRINTF(0)("Deactivating CloudEffect\n");
    116 
    117 //      this->cloudActivate = false;
     161  PRINTF(0)("Deactivating CloudEffect\n");
     162
     163  this->cloudActivate = false;
    118164}
    119165
    120166void CloudEffect::draw() const
    121 {
    122         //if (!this->cloudActivate)
    123         //      return;
    124 
    125   //glMatrixMode(GL_MODELVIEW);
    126   //glColor4f(1,1,1,1);
    127   glPushMatrix();
    128   //glTranslatef(0,this->waterHeight,0);
    129 
    130   cloudMaterial.unselect();
    131   cloudMaterial.select();
    132 
    133   this->shader->activateShader();
    134 
    135 
    136   glBegin(GL_QUADS);
    137  
    138   glTexCoord2f(1.0f, 1.0f); glVertex3f(0.0f, 0.0f,  0.0f);
    139   glTexCoord2f(0.0f, 1.0f); glVertex3f( 0.0f, 0.0f,  100.0f);
    140   glTexCoord2f(0.0f, 0.0f); glVertex3f( 100.0f, 0.0f,  100.0f);
    141   glTexCoord2f(1.0f, 0.0f); glVertex3f(100.0f, 0.0f,  0.0f);
    142  
    143   glEnd();
    144 
    145   this->shader->deactivateShader();
    146 
    147   cloudMaterial.unselect();
    148 
    149   glPopMatrix();
    150 
    151 }
     167  {}
    152168
    153169void CloudEffect::tick (float dt)
    154170{
    155         //if (!this->cloudActivate)
    156         //      return;
    157 }
    158 
     171  if (this->cloudActivate)
     172  {
     173    this->offsetZ += 0.05 * dt * this->animationSpeed;
     174
     175    this->shader->activateShader();
     176    this->offset->set(0.0f, 0.0f, offsetZ);
     177   
     178    //if(cloudColor != newCloudColor)
     179    //{
     180      // TODO: fade from cloudColor to newCloudColor
     181      cloudColor = newCloudColor;
     182      this->cloudcolor->set(this->cloudColor.x, this->cloudColor.y, this->cloudColor.z);
     183    //}
     184    //if(cloudColor != newCloudColor)
     185    //{
     186      // TODO: fade from skyColor to newSkyColor
     187      skyColor = newSkyColor;
     188      this->skycolor->set(this->skyColor.x, this->skyColor.y, this->skyColor.z);
     189    //}
     190   
     191    this->shader->deactivateShader();
     192  }
     193}
     194
     195
     196void CloudEffect::changeSkyColor(Vector color)
     197{
     198  newSkyColor = color;
     199}
     200
     201
     202void CloudEffect::changeCloudColor(Vector color)
     203{
     204  newCloudColor = color;
     205}
     206
     207
     208void CloudEffect::make3DNoiseTexture()
     209{
     210  int f, i, j, k, inc;
     211  int startFrequency = 4;
     212  int numOctaves = 4;
     213  double ni[3];
     214  double inci, incj, inck;
     215  int frequency = startFrequency;
     216  GLubyte *ptr;
     217  double amp = 0.5;
     218
     219  if ((noise3DTexPtr = (GLubyte *) malloc(noise3DTexSize *
     220                                          noise3DTexSize *
     221                                          noise3DTexSize * 4)) == NULL)
     222    PRINTF(0)("ERROR: Could not allocate 3D noise texture\n");
     223
     224  for (f=0, inc=0; f < numOctaves;
     225       ++f, frequency *= 2, ++inc, amp *= 0.5)
     226  {
     227    SetNoiseFrequency(frequency);
     228    ptr = noise3DTexPtr;
     229    ni[0] = ni[1] = ni[2] = 0;
     230
     231    inci = 1.0 / (noise3DTexSize / frequency);
     232    for (i=0; i<noise3DTexSize; ++i, ni[0] += inci)
     233    {
     234      incj = 1.0 / (noise3DTexSize / frequency);
     235      for (j=0; j<noise3DTexSize; ++j, ni[1] += incj)
     236      {
     237        inck = 1.0 / (noise3DTexSize / frequency);
     238        for (k=0; k<noise3DTexSize; ++k, ni[2] += inck, ptr+= 4)
     239        {
     240          *(ptr+inc) = (GLubyte) (((noise3(ni)+1.0) * amp)*128.0);
     241        }
     242      }
     243    }
     244  }
     245}
     246
     247void CloudEffect::initNoise()
     248{
     249  int i, j, k;
     250
     251  srand(30757);
     252  for (i = 0 ; i < B ; i++)
     253  {
     254    p[i] = i;
     255    g1[i] = (double)((rand() % (B + B)) - B) / B;
     256
     257    for (j = 0 ; j < 2 ; j++)
     258      g2[i][j] = (double)((rand() % (B + B)) - B) / B;
     259    normalize2(g2[i]);
     260
     261    for (j = 0 ; j < 3 ; j++)
     262      g3[i][j] = (double)((rand() % (B + B)) - B) / B;
     263    normalize3(g3[i]);
     264  }
     265
     266  while (--i)
     267  {
     268    k = p[i];
     269    p[i] = p[j = rand() % B];
     270    p[j] = k;
     271  }
     272
     273  for (i = 0 ; i < B + 2 ; i++)
     274  {
     275    p[B + i] = p[i];
     276    g1[B + i] = g1[i];
     277    for (j = 0 ; j < 2 ; j++)
     278      g2[B + i][j] = g2[i][j];
     279    for (j = 0 ; j < 3 ; j++)
     280      g3[B + i][j] = g3[i][j];
     281  }
     282}
     283
     284void CloudEffect::SetNoiseFrequency( int frequency)
     285{
     286  start = 1;
     287  B = frequency;
     288  BM = B-1;
     289}
     290
     291double CloudEffect::noise3( double vec[3])
     292{
     293  int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
     294  double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
     295  int i, j;
     296
     297  if (start)
     298  {
     299    start = 0;
     300    initNoise();
     301  }
     302
     303  setup(0, bx0,bx1, rx0,rx1);
     304  setup(1, by0,by1, ry0,ry1);
     305  setup(2, bz0,bz1, rz0,rz1);
     306
     307  i = p[ bx0 ];
     308  j = p[ bx1 ];
     309
     310  b00 = p[ i + by0 ];
     311  b10 = p[ j + by0 ];
     312  b01 = p[ i + by1 ];
     313  b11 = p[ j + by1 ];
     314
     315  t  = s_curve(rx0);
     316  sy = s_curve(ry0);
     317  sz = s_curve(rz0);
     318
     319  q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
     320  q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
     321  a = lerp(t, u, v);
     322
     323  q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
     324  q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
     325  b = lerp(t, u, v);
     326
     327  c = lerp(sy, a, b);
     328
     329  q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
     330  q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
     331  a = lerp(t, u, v);
     332
     333  q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
     334  q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
     335  b = lerp(t, u, v);
     336
     337  d = lerp(sy, a, b);
     338
     339  return lerp(sz, c, d);
     340}
     341
     342void CloudEffect::normalize2( double v[2])
     343{
     344  double s;
     345
     346  s = sqrt(v[0] * v[0] + v[1] * v[1]);
     347  v[0] = v[0] / s;
     348  v[1] = v[1] / s;
     349}
     350
     351void CloudEffect::normalize3( double v[3])
     352{
     353  double s;
     354
     355  s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
     356  v[0] = v[0] / s;
     357  v[1] = v[1] / s;
     358  v[2] = v[2] / s;
     359}
     360
  • trunk/src/lib/graphics/effects/cloud_effect.h

    r8495 r8793  
    11/**
    2 * @file cloud_effect.h
     2 * @file cloud_effect.h
     3 * Creates clouds
    34*/
    45
     
    1112#include "sound_source.h"
    1213
    13 #include "world_entity.h"
     14#include "skydome.h"
    1415#include "material.h"
    1516#include "shader.h"
    1617
    17 class CloudEffect : public WeatherEffect {
    18 public:
    19     CloudEffect(const TiXmlElement* root = NULL);
    20     virtual ~CloudEffect();
     18#define MAXB 0x100
     19#define N 0x1000
     20#define NP 12   /* 2^N */
     21#define NM 0xfff
    2122
    22     virtual void loadParams(const TiXmlElement* root);
    23 
    24     virtual void init();
    25 
    26     virtual void activate();
    27     virtual void deactivate();
    28 
    29     inline void activateCloud() {
    30         this->activate();
    31     }
    32     inline void deactivateCloud() {
    33         this->deactivate();
    34     }
    35 
    36     virtual void draw() const;
    37     virtual void tick(float dt);
    38 
    39     /*inline void setCloudOption(const std::string& option) {
    40         if (option == "activate")
    41     this->cloudActivate = true;
    42 }*/
     23#define s_curve(t) ( t * t * (3. - 2. * t) )
     24#define lerp(t, a, b) ( a + t * (b - a) )
     25#define setup(i,b0,b1,r0,r1)\
     26        t = vec[i] + N;\
     27        b0 = ((int)t) & BM;\
     28        b1 = (b0+1) & BM;\
     29        r0 = t - (int)t;\
     30        r1 = r0 - 1.;
     31#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
     32#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
    4333
    4434
     35class CloudEffect : public WeatherEffect
     36{
     37public:
     38  CloudEffect(const TiXmlElement* root = NULL);
     39  virtual ~CloudEffect();
     40
     41  virtual void loadParams(const TiXmlElement* root);
     42
     43  virtual void init();
     44
     45  virtual void activate();
     46  virtual void deactivate();
     47
     48  inline void activateCloud()
     49  { this->activate(); }
     50
     51  inline void deactivateCloud()
     52  { this->deactivate(); }
     53
     54  inline void setCloudOption(const std::string& option)
     55  {
     56    if (option == "activate")
     57      this->cloudActivate = true;
     58  }
     59
     60  inline void setAnimationSpeed(float speed)
     61{ this->animationSpeed = speed; }
     62
     63  inline void setCloudScale(float scale)
     64  { this->scale = scale; }
     65
     66  inline void setCloudColor(float colorX, float colorY, float colorZ)
     67  { this->cloudColor = Vector(colorX, colorY, colorZ); }
     68
     69  inline void setSkyColor(float colorX, float colorY, float colorZ)
     70  { this->skyColor = Vector(colorX, colorY, colorZ); }
     71
     72  inline void setPlanetRadius(float planetRadius)
     73  { this->planetRadius = planetRadius; }
     74
     75  inline void setAtmosphericRadius(float atmosphericRadius)
     76  { this->atmosphericRadius = atmosphericRadius; }
     77
     78  inline void setDivisions(int divs)
     79  { this->divs = divs; }
     80
     81  virtual void draw() const;
     82  virtual void tick(float dt);
     83
     84  static void changeSkyColor(Vector color);
     85  static void changeCloudColor(Vector color);
     86 
     87  static Vector    cloudColor;
     88  static Vector    skyColor;
     89
     90  void make3DNoiseTexture();
     91  void initNoise();
     92  void SetNoiseFrequency(int frequency);
     93  double noise3(double vec[3]);
     94  void normalize2(double v[2]);
     95  void normalize3(double v[3]);
     96
     97  void generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius,
     98                        float hTile, float vTile);
    4599private:
    46     //void initialize(char* fileName);
    47100
    48     //bool        cloudActivate;
     101  bool             cloudActivate;
     102  float            animationSpeed;
     103  float            fadeTime;
     104 
     105  static Vector           newSkyColor;
     106  static Vector           newCloudColor;
    49107
    50     Material                 cloudMaterial;
    51     Shader*                 shader;
     108  // Material                 cloudMaterial;
     109  Skydome*         skydome;
     110
     111  // SHADER STUFF
     112  Shader*          shader;
     113  Shader::Uniform* offset;
     114  Shader::Uniform* skycolor;
     115  Shader::Uniform* cloudcolor;
     116  float            offsetZ;
     117  float            scale;
     118  float            planetRadius;
     119  float            atmosphericRadius;
     120  int              divs;
     121
     122  // NOISE STUFF
     123  int              noise3DTexSize;
     124  GLuint           noise3DTexName;
     125  GLubyte          *noise3DTexPtr;
     126
     127  int              p[MAXB + MAXB + 2];
     128  double           g3[MAXB + MAXB + 2][3];
     129  double           g2[MAXB + MAXB + 2][2];
     130  double           g1[MAXB + MAXB + 2];
     131
     132  int              start;
     133  int              B;
     134  int              BM;
    52135};
    53136
  • trunk/src/lib/graphics/effects/fog_effect.cc

    r8495 r8793  
    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 = 0.03;
    72     this->fogStart = 0;
    73     this->fogEnd = 50;
    74     this->colorVector = Vector(0.3, 0.3, 0.3);
    75 
    76     // init variables
    77     this->fogFadeInDuration = 0;
    78     this->fogFadeOutDuration = 0;
    79     this->fogFadeDensity = 0;
    80     this->localTimer = 0;
    81     this->fogActivate = false;
    82     this->fogFadeInActivate = false;
    83     this->fogFadeOutActivate = false;
    84 
    85 }
    86 
    87 
     101/**
     102 * @brief activates the fog effect
     103 */
    88104void FogEffect::activate() {
    89     PRINTF(0)( "Enabling FogEffect, mode: %i, density: %f, start: %f, end: %f, color %f, %f, %f\n", this->fogMode, this->fogDensity, this->fogStart, this->fogEnd, this->colorVector.x, this->colorVector.y, this->colorVector.z);
    90 
    91     this->fogActivate = true;
    92 
     105    PRINTF(0)( "Activating FogEffect\n");
     106
     107    // init fogGL
    93108    GLfloat fogColor[4] = { colorVector.x, colorVector.y, colorVector.z, 1.0};
    94109    glFogi(GL_FOG_MODE, this->fogMode);
     
    99114    glFogf(GL_FOG_END, this->fogEnd);
    100115
     116    this->fogActivate = true;
     117
    101118    glEnable(GL_FOG);
    102 
    103 }
    104 
    105 
     119}
     120
     121/**
     122 * @brief deactivates the fog effect
     123 */
    106124void FogEffect::deactivate() {
    107125    PRINTF(0)("Deactivating FogEffect\n");
     
    112130
    113131    glDisable(GL_FOG);
    114 
    115 }
    116 
     132}
     133
     134/**
     135 * @brief draws the fog effect
     136 */
    117137void FogEffect::draw() const {
    118138
     
    120140        return;
    121141
    122     // If Fog Fade
    123     if ( this->fogFadeInActivate || this->fogFadeOutActivate )
    124         glFogf(GL_FOG_DENSITY, this->fogFadeDensity);
    125 
    126 }
    127 
     142    // If fog is fading
     143    if ( this->fogFadeInActivate || this->fogFadeOutActivate ) {
     144        if ( this->fogMode == GL_LINEAR)
     145            glFogf(GL_FOG_END, this->fogFadeEnd);
     146        else
     147            glFogf(GL_FOG_DENSITY, this->fogFadeDensity);
     148    }
     149}
     150
     151/**
     152 * @brief ticks the fog effect
     153 * @param dt: tick float
     154 */
    128155void FogEffect::tick(float dt) {
     156
    129157    if (!this->fogActivate)
    130158        return;
    131159
     160    // If fog is fading in
    132161    if ( this->fogFadeInActivate ) {
    133162        this->localTimer += dt;
    134         this->fogFadeDensity = ( this->localTimer / this->fogFadeInDuration ) * this->fogDensity;
    135 
    136         if ( this->localTimer >= this->fogFadeOutDuration )
     163
     164        if ( this->fogMode == GL_LINEAR)
     165          this->fogFadeEnd = 2000 * (1 - ( this->localTimer / this->fogFadeInDuration )) + this->fogEnd;
     166        else
     167            this->fogFadeDensity = ( this->localTimer / this->fogFadeInDuration ) * this->fogDensity;
     168
     169        if ( this->localTimer >= this->fogFadeInDuration )
    137170            this->fogFadeInActivate = false;
    138171    }
    139172
     173    // If fog is fading out
    140174    if ( this->fogFadeOutActivate ) {
    141175        this->localTimer += dt;
    142         this->fogFadeDensity = 1 - (( this->localTimer / this->fogFadeInDuration ) * this->fogDensity);
     176
     177        if ( this->fogMode == GL_LINEAR)
     178          this->fogFadeEnd = 2000 * ( this->localTimer / this->fogFadeInDuration ) + this->fogEnd;
     179        else
     180            this->fogFadeDensity = 1 - (( this->localTimer / this->fogFadeInDuration ) * this->fogDensity);
    143181
    144182        if ( this->localTimer >= this->fogFadeOutDuration )
     
    147185}
    148186
     187/**
     188 * @brief fades the fog in
     189 */
    149190void FogEffect::fadeInFog() {
    150191
     
    163204    this->localTimer = 0;
    164205
     206    // Activate Fog
     207    this->activate();
     208
    165209    // set FogFadeIn activate
    166210    this->fogFadeInActivate = true;
    167 
    168     // Activate Fog
    169     this->activate();
    170 
    171 }
    172 
    173 
     211}
     212
     213/**
     214 * @brief fades the fog out
     215 */
    174216void FogEffect::fadeOutFog() {
    175217
     
    190232    // Reset local timer
    191233    this->localTimer = 0;
    192 
    193 }
    194 
    195 
    196 GLint FogEffect::stringToFogMode(const std::string& mode) {
    197     if(mode == "GL_LINEAR")
    198         return GL_LINEAR;
    199     else if(mode == "GL_EXP")
    200         return GL_EXP;
    201     else if(mode == "GL_EXP2" )
    202         return GL_EXP2;
    203     else
    204         return -1;
    205 }
    206 
    207 
     234}
     235
  • trunk/src/lib/graphics/effects/fog_effect.h

    r8495 r8793  
    11/**
    2 * @file fog_effect.h
     2 * @file fog_effect.h
     3 * Generates simple openGL fog
    34*/
    45
     
    67#define _FOG_EFFECT
    78
    8 
    99#include "weather_effect.h"
    1010#include "glincl.h"
    1111#include "vector.h"
    1212
    13 class FogEffect : public WeatherEffect {
     13class FogEffect : public WeatherEffect
     14{
    1415public:
    15     FogEffect(const TiXmlElement* root = NULL);
    16     virtual ~FogEffect();
     16  FogEffect(const TiXmlElement* root = NULL);
     17  virtual ~FogEffect();
    1718
    18     virtual void loadParams(const TiXmlElement* root);
     19  virtual void loadParams(const TiXmlElement* root);
    1920
    20     virtual void init();
     21  virtual void init();
    2122
    22     virtual void activate();
    23     virtual void deactivate();
     23  virtual void activate();
     24  virtual void deactivate();
    2425
    25     void activateFog() {
    26         this->activate();
    27     }
    28     void deactivateFog() {
    29         this->deactivate();
    30     }
     26  void activateFog()
     27  {
     28    this->activate();
     29  }
    3130
    32     virtual void draw() const;
    33     virtual void tick(float dt);
     31  void deactivateFog()
     32  {
     33    this->deactivate();
     34  }
    3435
    35     inline void setFogMode(const std::string& mode) {
    36         this->fogMode = this->stringToFogMode(mode);
    37     }
    38     inline void setFogDensity(float density) {
    39         this->fogDensity = density;
    40     }
    41     inline void setFogRange(float start, float end) {
    42         this->fogStart = start;
    43         this->fogEnd = end;
    44     }
    45     inline void setFogColor(float r, float g, float b) {
    46         this->colorVector = Vector(r, g, b);
    47     }
    48     inline void setFogFadeIn(float fadein) {
    49         this->fogFadeInDuration = fadein;
    50     }
    51     inline void setFogFadeOut(float fadeout) {
    52         this->fogFadeOutDuration = fadeout;
    53     }
     36  virtual void draw() const;
     37  virtual void tick(float dt);
    5438
    55     inline void setFogOption(const std::string& option) {
    56         if (option == "activate")
    57             this->fogActivate = true;
    58     }
     39  inline void setFogMode(const std::string& mode)
     40  {
     41    this->fogMode = this->stringToFogMode(mode);
     42  }
    5943
    60     void fadeInFog();
    61     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();
    6278
    6379
    6480private:
    65     GLint stringToFogMode(const std::string& mode);
     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  }
    6692
    67     bool          fogActivate;
     93  bool          fogActivate;
    6894
    69     bool          fogFadeInActivate;
    70     bool          fogFadeOutActivate;
     95  bool          fogFadeInActivate;
     96  bool          fogFadeOutActivate;
    7197
    72     GLfloat       fogFadeInDuration;
    73     GLfloat       fogFadeOutDuration;
     98  GLfloat       fogFadeInDuration;
     99  GLfloat       fogFadeOutDuration;
    74100
    75     float         localTimer;
     101  GLint         fogMode;
     102  GLfloat       fogDensity;
     103  GLfloat       fogFadeDensity;
    76104
    77     GLint         fogMode;
    78     GLfloat       fogDensity;
    79     GLfloat       fogFadeDensity;
     105  GLfloat       fogStart;
     106  GLfloat       fogEnd;
     107  GLfloat       fogFadeEnd;
    80108
    81     GLfloat       fogStart;
    82     GLfloat       fogEnd;
    83     Vector        colorVector;
     109  Vector        colorVector;
     110  float         localTimer;
    84111};
    85112
    86 
    87113#endif  /* _FOG_EFFECT */
  • trunk/src/lib/graphics/effects/lightening_effect.cc

    r8495 r8793  
    1616
    1717#include "state.h"
     18
    1819#include "util/loading/load_param.h"
    1920#include "util/loading/factory.h"
     21#include "util/loading/resource_manager.h"
     22
    2023#include "effects/billboard.h"
    2124
     
    3336CREATE_FACTORY(LighteningEffect, CL_LIGHTENING_EFFECT);
    3437
    35 // TODO: FIx Lightening with Fog enabled
    36 
    3738LighteningEffect::LighteningEffect(const TiXmlElement* root)
    3839{
    39         this->setClassID(CL_LIGHTENING_EFFECT, "LighteningEffect");
    40 
    41         this->init();
    42 
    43         if (root != NULL)
    44                 this->loadParams(root);
    45 
    46         if(this->lighteningActivate)
    47                 this->activate();
     40  this->setClassID(CL_LIGHTENING_EFFECT, "LighteningEffect");
     41
     42  this->init();
     43
     44  if (root != NULL)
     45    this->loadParams(root);
     46
     47  if(this->lighteningActivate)
     48    this->activate();
    4849}
    4950
    5051LighteningEffect::~LighteningEffect()
    5152{
    52         this->deactivate();
     53  this->deactivate();
    5354}
    5455
    5556void LighteningEffect::loadParams(const TiXmlElement* root)
    5657{
    57         WeatherEffect::loadParams(root);
    58 
    59         LoadParam(root, "coord", this, LighteningEffect, coord);
    60         LoadParam(root, "frequency", this, LighteningEffect, setFlashFrequency);
    61         LoadParam(root, "const-time", this, LighteningEffect, setFlashConstTime);
    62         LoadParam(root, "rising-time", this, LighteningEffect, setFlashRisingTime);
    63         LoadParam(root, "size", this, LighteningEffect, setFlashSize);
    64         LoadParam(root, "seed", this, LighteningEffect, setFlashSeed);
    65 
    66         LOAD_PARAM_START_CYCLE(root, element);
    67         {
    68                 LoadParam_CYCLE(element, "option", this, LighteningEffect, setLighteningOption);
    69         }
    70         LOAD_PARAM_END_CYCLE(element);
     58  WeatherEffect::loadParams(root);
     59
     60  LoadParam(root, "coord", this, LighteningEffect, coord);
     61  LoadParam(root, "frequency", this, LighteningEffect, setFlashFrequency);
     62  LoadParam(root, "const-time", this, LighteningEffect, setFlashConstTime);
     63  LoadParam(root, "rising-time", this, LighteningEffect, setFlashRisingTime);
     64  LoadParam(root, "size", this, LighteningEffect, setFlashSize);
     65  LoadParam(root, "seed", this, LighteningEffect, setFlashSeed);
     66
     67  LOAD_PARAM_START_CYCLE(root, element);
     68  {
     69    LoadParam_CYCLE(element, "option", this, LighteningEffect, setLighteningOption);
     70  }
     71  LOAD_PARAM_END_CYCLE(element);
    7172}
    7273
     
    7475void LighteningEffect::init()
    7576{
    76         //default values
    77         this->lighteningActivate = false;
    78 
    79         this->time = 0.0;
    80         this->flashFrequency = 4.0f;
    81         this->mainFrequency = 4.0f;
    82         this->flashConstTime = 0.1f;
    83         this->flashRisingTime = 0.03f;
    84 
    85         this->width = 700.0f;
    86         this->height = 250.0f;
    87         this->seedWidth = 50.0f;
    88         this->seedHeight = 50.0f;
    89         this->bNewCoordinate = false;
     77  //default values
     78  this->lighteningActivate = false;
     79
     80  this->flashFrequency = 4.0f;
     81  this->flashFrequencyBase = 4.0f;
     82  this->flashFrequencySeed = 2.0f;
     83
     84  this->flashHoldTime = 0.1f;
     85  this->flashRisingTime = 0.03f;
     86
     87  this->seedX = 500.f;
     88  this->seedZ = 1000.0f;
     89
     90  this->width = 700.0f;
     91  this->height = 250.0f;
     92  this->seedWidth = 50.0f;
     93  this->seedHeight = 50.0f;
     94
    9095  this->lighteningMove = false;
    9196
    92         this->seedX = 500.f;
    93         this->seedZ = 1000.0f;
    94         this->seedTime = 2.0f;
    95 
    96   this->mainPosX = 3000;
     97  this->mainPosX = 1200;
    9798  this->mainPosY = 900;
    9899  this->mainPosZ = 0;
    99100
    100         // initialize lightening textures
    101         this->billboard[0] = new Billboard(NULL);
    102         this->billboard[0]->setTexture("maps/lightning_bolt1.png");
    103         this->billboard[0]->setSize(this->width, this->height);
    104         this->billboard[0]->setVisibiliy(false);
    105 
    106         this->billboard[1] = new Billboard(NULL);
    107         this->billboard[1]->setTexture("maps/lightning_bolt2.png");
    108         this->billboard[1]->setSize(this->width, this->height);
    109         this->billboard[1]->setVisibiliy(false);
    110 
    111         this->billboard[2] = new Billboard(NULL);
    112         this->billboard[2]->setTexture("maps/lightning_bolt3.png");
    113         this->billboard[2]->setSize(this->width, this->height);
    114         this->billboard[2]->setVisibiliy(false);
    115 
    116         this->billboard[3] = new Billboard(NULL);
    117         this->billboard[3]->setTexture("maps/lightning_bolt4.png");
    118         this->billboard[3]->setSize(this->width, this->height);
    119         this->billboard[3]->setVisibiliy(false);
    120 
    121         if (this->lighteningMove) {
    122                 this->cameraCoor = State::getCameraNode()->getAbsCoor();
    123                 this->billboard[0]->setAbsCoor(this->cameraCoor.x+3000,900,this->cameraCoor.z+0);
    124                 this->billboard[1]->setAbsCoor(this->cameraCoor.x+3000,900,this->cameraCoor.z+0);
    125                 this->billboard[2]->setAbsCoor(this->cameraCoor.x+3000,900,this->cameraCoor.z+0);
    126                 this->billboard[3]->setAbsCoor(this->cameraCoor.x+3000,900,this->cameraCoor.z+0);
    127         } else {
    128                 this->billboard[0]->setAbsCoor(3000,900,0);
    129                 this->billboard[1]->setAbsCoor(3000,900,0);
    130                 this->billboard[2]->setAbsCoor(3000,900,0);
    131                 this->billboard[3]->setAbsCoor(3000,900,0);
    132         }
    133 
    134         this->flashLight = new Light();
    135         this->flashLight->setDiffuseColor(0,0,0);
    136         this->flashLight->setSpecularColor(0,0,0);
    137 
    138         /*
    139         this->soundSource = NULL;
    140         this->thunderBuffer = NULL;
    141 
    142         this->soundSource.setSourceNode(this);
    143 
    144         //load sound
    145         if (this->thunderBuffer != NULL)
    146         ResourceManager::getInstance()->unload(this->thunderBuffer);
    147         this->thunderBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/thunder.wav", WAV);*/
     101  this->time = 0.0;
     102
     103  // initialize lightening textures
     104  this->billboard[0] = new Billboard(NULL);
     105  this->billboard[0]->setTexture("maps/lightning_bolt1.png");
     106  this->billboard[0]->setSize(this->width, this->height);
     107  this->billboard[0]->setVisibiliy(false);
     108
     109  this->billboard[1] = new Billboard(NULL);
     110  this->billboard[1]->setTexture("maps/lightning_bolt2.png");
     111  this->billboard[1]->setSize(this->width, this->height);
     112  this->billboard[1]->setVisibiliy(false);
     113
     114  this->billboard[2] = new Billboard(NULL);
     115  this->billboard[2]->setTexture("maps/lightning_bolt3.png");
     116  this->billboard[2]->setSize(this->width, this->height);
     117  this->billboard[2]->setVisibiliy(false);
     118
     119  this->billboard[3] = new Billboard(NULL);
     120  this->billboard[3]->setTexture("maps/lightning_bolt4.png");
     121  this->billboard[3]->setSize(this->width, this->height);
     122  this->billboard[3]->setVisibiliy(false);
     123
     124  if (this->lighteningMove)
     125  {
     126    this->cameraCoor = State::getCameraNode()->getAbsCoor();
     127    this->billboard[0]->setAbsCoor(this->cameraCoor.x+1200,900,this->cameraCoor.z+0);
     128    this->billboard[1]->setAbsCoor(this->cameraCoor.x+1200,900,this->cameraCoor.z+0);
     129    this->billboard[2]->setAbsCoor(this->cameraCoor.x+1200,900,this->cameraCoor.z+0);
     130    this->billboard[3]->setAbsCoor(this->cameraCoor.x+1200,900,this->cameraCoor.z+0);
     131  }
     132  else
     133  {
     134    this->billboard[0]->setAbsCoor(1200,900,0);
     135    this->billboard[1]->setAbsCoor(1200,900,0);
     136    this->billboard[2]->setAbsCoor(1200,900,0);
     137    this->billboard[3]->setAbsCoor(1200,900,0);
     138  }
     139
     140  this->flashLight = new Light();
     141  this->flashLight->setDiffuseColor(0,0,0);
     142  this->flashLight->setSpecularColor(0,0,0);
     143
     144  //load sound
     145  if (this->thunderBuffer != NULL)
     146    ResourceManager::getInstance()->unload(this->thunderBuffer);
     147  this->thunderBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/thunder.wav", WAV);
    148148
    149149}
     
    151151void LighteningEffect::coord(float x, float y, float z)
    152152{
    153         if (this->lighteningMove) {
    154                 this->cameraCoor = State::getCameraNode()->getAbsCoor();
    155                 this->billboard[0]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
    156                 this->billboard[1]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
    157                 this->billboard[2]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
    158                 this->billboard[3]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
    159         } else {
    160                 this->billboard[0]->setAbsCoor(x, y, z);
    161                 this->billboard[1]->setAbsCoor(x, y, z);
    162                 this->billboard[2]->setAbsCoor(x, y, z);
    163                 this->billboard[3]->setAbsCoor(x, y, z);
    164         }
    165 
    166         this->mainPosX = x;
    167         this->mainPosY = y;
    168         this->mainPosZ = z;
     153  if (this->lighteningMove)
     154  {
     155    this->cameraCoor = State::getCameraNode()->getAbsCoor();
     156    this->billboard[0]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
     157    this->billboard[1]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
     158    this->billboard[2]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
     159    this->billboard[3]->setAbsCoor(this->cameraCoor.x+x, y, this->cameraCoor.z+z);
     160  }
     161  else
     162  {
     163    this->billboard[0]->setAbsCoor(x, y, z);
     164    this->billboard[1]->setAbsCoor(x, y, z);
     165    this->billboard[2]->setAbsCoor(x, y, z);
     166    this->billboard[3]->setAbsCoor(x, y, z);
     167  }
     168
     169  this->mainPosX = x;
     170  this->mainPosY = y;
     171  this->mainPosZ = z;
    169172}
    170173
     
    172175void LighteningEffect::setFlashSize(float width, float height, float seedWidth, float seedHeight)
    173176{
    174         this->width = width;
    175         this->height = height;
    176         this->seedWidth = seedWidth;
    177         this->seedHeight = seedHeight;
    178 
    179         this->billboard[0]->setSize(this->width, this->height);
    180         this->billboard[1]->setSize(this->width, this->height);
    181         this->billboard[2]->setSize(this->width, this->height);
    182         this->billboard[3]->setSize(this->width, this->height);
     177  this->width = width;
     178  this->height = height;
     179  this->seedWidth = seedWidth;
     180  this->seedHeight = seedHeight;
     181
     182  this->billboard[0]->setSize(this->width, this->height);
     183  this->billboard[1]->setSize(this->width, this->height);
     184  this->billboard[2]->setSize(this->width, this->height);
     185  this->billboard[3]->setSize(this->width, this->height);
    183186}
    184187
     
    186189void LighteningEffect::activate()
    187190{
    188         PRINTF(0)( "Activating LighteningEffect\n" );
    189         this->lighteningActivate = true;
    190 
    191         this->time = 0;
     191  PRINTF(0)( "Activating LighteningEffect\n" );
     192  this->lighteningActivate = true;
     193
     194  this->time = 0;
    192195}
    193196
     
    195198void LighteningEffect::deactivate()
    196199{
    197         PRINTF(0)("Deactivating LighteningEffect\n");
    198         this->lighteningActivate = false;
    199 
    200         this->billboard[0]->setVisibiliy(false);
    201         this->billboard[1]->setVisibiliy(false);
    202         this->billboard[2]->setVisibiliy(false);
    203         this->billboard[3]->setVisibiliy(false);
     200  PRINTF(0)("Deactivating LighteningEffect\n");
     201  this->lighteningActivate = false;
     202
     203  this->billboard[0]->setVisibiliy(false);
     204  this->billboard[1]->setVisibiliy(false);
     205  this->billboard[2]->setVisibiliy(false);
     206  this->billboard[3]->setVisibiliy(false);
    204207}
    205208
    206209void LighteningEffect::tick (float dt)
    207210{
    208         if(!lighteningActivate)
    209                 return;
    210 
    211         this->time += dt;
    212 
    213         // TODO: Make random flashing with short light dingsda:)
    214 
    215         if( this->time > this->flashFrequency) {
    216 
    217                 this->billboard[0]->setVisibiliy(true);
    218                 this->time = 0.0f;
    219 
    220                 this->flashLight->setAbsCoor(this->billboard[0]->getAbsCoor().x, this->billboard[0]->getAbsCoor().y, this->billboard[0]->getAbsCoor().z);
    221 
    222                 // flash environmental lightening
    223                 this->flashLight->setDiffuseColor(1,1,1);
    224                 this->flashLight->setSpecularColor(1,1,1);
    225 
    226                 //this->soundSource.play(this->thunderBuffer);
    227 
    228         } else if( this->billboard[3]->isVisible() && this->time > this->flashConstTime) {
    229 
    230                 this->billboard[3]->setVisibiliy(false);
    231                 this->time = 0.0f;
    232                 this->flashLight->setDiffuseColor(0,0,0);
    233                 this->flashLight->setSpecularColor(0,0,0);
    234                 this->bNewCoordinate = true;
    235 
    236         }
    237 
    238         if( this->billboard[2]->isVisible() && this->time > this->flashRisingTime) {
    239 
    240                 this->billboard[2]->setVisibiliy(false);
    241                 this->billboard[3]->setVisibiliy(true);
    242                 // this->flashLight->setDiffuseColor(1,1,1);
    243                 // this->flashLight->setSpecularColor(1,1,1);
    244 
    245         } else if( this->billboard[1]->isVisible() && this->time > this->flashRisingTime*2/3 ) {
    246 
    247                 this->billboard[1]->setVisibiliy(false);
    248                 this->billboard[2]->setVisibiliy(true);
    249                 //this->flashLight->setDiffuseColor(0,0,0);
    250                 //this->flashLight->setSpecularColor(0,0,0);
    251 
    252         } else if( this->billboard[0]->isVisible() && this->time > this->flashRisingTime*1/3 ) {
    253 
    254                 this->billboard[0]->setVisibiliy(false);
    255                 this->billboard[1]->setVisibiliy(true);
    256                 //this->flashLight->setDiffuseColor(1,1,1);
    257                 //this->flashLight->setSpecularColor(1,1,1);
    258 
    259         }
    260 
    261         if( this->bNewCoordinate) {
    262                 float posX, posZ;
    263 
    264                 if(this->lighteningMove) {
    265 
    266                         this->cameraCoor = State::getCameraNode()->getAbsCoor();
    267                         posX = this->mainPosX - this->seedX * (float)rand()/(float)RAND_MAX + this->cameraCoor.x;
    268                         posZ = this->mainPosZ + this->seedZ * (float)rand()/(float)RAND_MAX + this->cameraCoor.z;
    269 
    270                 } else {
    271 
    272                         posX = this->mainPosX - this->seedX * (float)rand()/(float)RAND_MAX;
    273                         posZ = this->mainPosZ + this->seedZ * (float)rand()/(float)RAND_MAX;
    274 
    275                 }
    276 
    277                 this->billboard[0]->setAbsCoor(posX, this->mainPosY, posZ);
    278                 this->billboard[1]->setAbsCoor(posX, this->mainPosY, posZ);
    279                 this->billboard[2]->setAbsCoor(posX, this->mainPosY, posZ);
    280                 this->billboard[3]->setAbsCoor(posX, this->mainPosY, posZ);
    281 
    282                 this->flashFrequency = this->mainFrequency + this->seedTime * (float)rand()/(float)RAND_MAX;
    283 
    284                 float w = this->width + this->seedWidth * (float)rand()/(float)RAND_MAX;
    285                 float h = this->height + this->seedHeight * (float)rand()/(float)RAND_MAX;
    286 
    287                 this->billboard[0]->setSize(w, h);
    288                 this->billboard[1]->setSize(w, h);
    289                 this->billboard[2]->setSize(w, h);
    290                 this->billboard[3]->setSize(w, h);
    291 
    292                 this->bNewCoordinate = false;
    293         }
    294 }
    295 
    296 void LighteningEffect::draw() const
    297 {
    298 }
     211  if(!lighteningActivate)
     212    return;
     213
     214  this->time += dt;
     215
     216  float x;
     217  x = (float)rand()/(float)RAND_MAX;
     218
     219  // TODO: Make random flashing with short light dingsda:)
     220
     221  if( this->time > this->flashFrequency)
     222  {
     223    // Reset timer
     224    this->time = 0.0f;
     225
     226    // Move billboard to start position
     227    this->flashLight->setAbsCoor(this->billboard[0]->getAbsCoor().x, this->billboard[0]->getAbsCoor().y, this->billboard[0]->getAbsCoor().z);
     228
     229    // Start a flash & lightening cycle
     230    this->billboard[0]->setVisibiliy(true);
     231
     232    // Lighten up environment
     233    this->flashLight->setDiffuseColor(1,1,1);
     234    this->flashLight->setSpecularColor(1,1,1);
     235
     236    // Play thunder sound
     237    this->soundSource.play(this->thunderBuffer);
     238  }
     239
     240  if( this->billboard[0]->isVisible() && this->time > this->flashRisingTime*1/3 )
     241  {
     242    this->billboard[0]->setVisibiliy(false);
     243    this->billboard[1]->setVisibiliy(true);
     244  }
     245  else if( this->billboard[1]->isVisible() && this->time > this->flashRisingTime*2/3 )
     246  {
     247    this->billboard[1]->setVisibiliy(false);
     248    this->billboard[2]->setVisibiliy(true);
     249
     250  }
     251  else if( this->billboard[2]->isVisible() && this->time > this->flashRisingTime)
     252  {
     253    this->billboard[2]->setVisibiliy(false);
     254    this->billboard[3]->setVisibiliy(true);
     255  }
     256
     257  if( this->billboard[3]->isVisible() && this->time > this->flashHoldTime)
     258  {
     259    this->billboard[3]->setVisibiliy(false);
     260    this->time = 0.0f;
     261    this->flashLight->setDiffuseColor(0,0,0);
     262    this->flashLight->setSpecularColor(0,0,0);
     263
     264    this->newCoordinates();
     265  }
     266}
     267
     268void LighteningEffect::newCoordinates() {
     269
     270    float posX, posZ;
     271
     272    if(this->lighteningMove)
     273    {
     274
     275      this->cameraCoor = State::getCameraNode()->getAbsCoor();
     276      posX = this->mainPosX - this->seedX * (float)rand()/(float)RAND_MAX + this->cameraCoor.x;
     277      posZ = this->mainPosZ + this->seedZ * (float)rand()/(float)RAND_MAX + this->cameraCoor.z;
     278
     279    }
     280    else
     281    {
     282
     283      posX = this->mainPosX - this->seedX * (float)rand()/(float)RAND_MAX;
     284      posZ = this->mainPosZ + this->seedZ * (float)rand()/(float)RAND_MAX;
     285
     286    }
     287
     288    this->billboard[0]->setAbsCoor(posX, this->mainPosY, posZ);
     289    this->billboard[1]->setAbsCoor(posX, this->mainPosY, posZ);
     290    this->billboard[2]->setAbsCoor(posX, this->mainPosY, posZ);
     291    this->billboard[3]->setAbsCoor(posX, this->mainPosY, posZ);
     292
     293    this->flashFrequency = this->flashFrequencyBase + this->flashFrequencySeed * (float)rand()/(float)RAND_MAX;
     294
     295    float w = this->width + this->seedWidth * (float)rand()/(float)RAND_MAX;
     296    float h = this->height + this->seedHeight * (float)rand()/(float)RAND_MAX;
     297
     298    this->billboard[0]->setSize(w, h);
     299    this->billboard[1]->setSize(w, h);
     300    this->billboard[2]->setSize(w, h);
     301    this->billboard[3]->setSize(w, h);
     302}
  • trunk/src/lib/graphics/effects/lightening_effect.h

    r8495 r8793  
    3333                inline  void deactivateLightening() { this->deactivate(); }
    3434
    35                 virtual void draw() const;
    3635                virtual void tick(float dt);
    37                
     36
    3837                void coord(float x, float y, float z);
    3938                void setFlashSize(float width, float height, float seedWidth, float seedHeight);
    40                
     39
    4140                inline void setLighteningOption(const std::string& option) {
    4241                        if (option == "activate") this->lighteningActivate = true;
     
    4443                }
    4544
    46                 inline void setFlashFrequency(float mainFrequency, float seedTime) {
    47                         this->mainFrequency = mainFrequency;
    48                         this->flashFrequency = mainFrequency;
    49                         this->seedTime = seedTime;
     45                inline void setFlashFrequency(float baseFrequency, float seedTime) {
     46                        this->flashFrequencyBase = baseFrequency;
     47                        this->flashFrequency = baseFrequency;
     48                        this->flashFrequencySeed = seedTime;
    5049                }
    51                
    52                 inline void setFlashConstTime(float flashConstTime) { this->flashConstTime = flashConstTime; }
     50
     51                inline void setFlashConstTime(float holdTime) { this->flashHoldTime = holdTime; }
    5352
    5453                inline void setFlashRisingTime(float flashRisingTime) {
    55                         if(flashRisingTime > this->flashConstTime)
    56                                 this->flashRisingTime = this->flashConstTime/2;
     54                        if(flashRisingTime > this->flashHoldTime)
     55                                this->flashRisingTime = this->flashHoldTime * 0.5;
    5756                        else
    5857                                this->flashRisingTime = flashRisingTime;
    5958                }
    60                
     59
    6160                inline void setFlashSeed(float seedX, float seedZ) {
    6261                        this->seedX = seedX;
    6362                        this->seedZ = seedZ;
    6463                }
    65                
     64
    6665
    6766        private:
     
    6968                bool lighteningActivate;
    7069                bool lighteningMove;
    71                
     70
    7271                float flashFrequency;
    73                 float mainFrequency;
    74                 float flashConstTime;
     72                float flashFrequencyBase;
     73                float flashHoldTime;
    7574                float flashRisingTime;
    76                
     75
    7776                float time;
    78                
    79                 bool  bNewCoordinate;
     77
    8078                float width;
    8179                float height;
    8280                float seedWidth;
    8381                float seedHeight;
    84                
     82
    8583                float seedX;
    8684                float seedZ;
    87                 float seedTime;
    88                
     85                float flashFrequencySeed;
     86
    8987                float mainPosX;
    9088                float mainPosY;
    9189                float mainPosZ;
    92                
     90
     91    void newCoordinates();
     92
    9393                Vector cameraCoor;
    94                
     94
    9595                Light* flashLight;
    96                
    97                 //OrxSound::SoundSource    soundSource;
    98                 //OrxSound::SoundBuffer*   thunderBuffer;
     96
     97                OrxSound::SoundSource    soundSource;
     98                OrxSound::SoundBuffer*   thunderBuffer;
    9999
    100100};
  • trunk/src/lib/graphics/effects/rain_effect.cc

    r8495 r8793  
    11/*
    2 orxonox - the future of 3D-vertical-scrollers
    3 
    4 Copyright (C) 2004 orx
    5 
    6 This program is free software; you can redistribute it and/or modify
    7 it under the terms of the GNU General Public License as published by
    8 the Free Software Foundation; either version 2, or (at your option)
    9 any later version.
    10 
     2  orxonox - the future of 3D-vertical-scrollers
     3 
     4  Copyright (C) 2004 orx
     5 
     6  This program is free software; you can redistribute it and/or modify
     7  it under the terms of the GNU General Public License as published by
     8  the Free Software Foundation; either version 2, or (at your option)
     9  any later version.
     10 
    1111### File Specific:
    12 main-programmer: hdavid, amaechler
     12  main-programmer: hdavid, amaechler
    1313*/
    1414
     
    2626#include "shell_command.h"
    2727#include "light.h"
     28#include "cloud_effect.h"
    2829
    2930#include "parser/tinyxml/tinyxml.h"
    3031
     32// Define shell commands
    3133SHELL_COMMAND(activate, RainEffect, activateRain);
    3234SHELL_COMMAND(deactivate, RainEffect, deactivateRain);
     
    3840CREATE_FACTORY(RainEffect, CL_RAIN_EFFECT);
    3941
    40 /* TODO:
    41   - test multiple rain emitters
    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
     42/**
     43 * @brief standard constructor
     44 */
     45RainEffect::RainEffect(const TiXmlElement* root)
     46{
     47  this->setClassID(CL_RAIN_EFFECT, "RainEffect");
     48
     49  this->init();
     50
     51  if (root != NULL)
     52    this->loadParams(root);
     53
     54  //load rain sound
     55  if (this->rainBuffer != NULL)
     56    ResourceManager::getInstance()->unload(this->rainBuffer);
     57  this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV);
     58
     59  //load wind sound
     60  if (this->rainWindForce != 0)
     61  {
     62    if (this->windBuffer != NULL)
     63      ResourceManager::getInstance()->unload(this->windBuffer);
     64    this->windBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/wind.wav", WAV);
     65  }
     66
     67  if(rainActivate)
     68  {
     69    this->activate();
     70    RainEffect::rainParticles->precache((int)this->rainLife * 2);
     71  }
     72}
     73
     74/**
     75 * @brief standard deconstructor
     76 */
     77RainEffect::~RainEffect()
     78{
     79  this->deactivate();
     80
     81  if (this->rainBuffer != NULL)
     82    ResourceManager::getInstance()->unload(this->rainBuffer);
     83
     84  if (this->windBuffer != NULL)
     85    ResourceManager::getInstance()->unload(this->windBuffer);
     86}
     87
     88/**
     89 * @brief initalizes the rain effect with default values
     90 */
     91void RainEffect::init()
     92{
     93  //Default values
     94  this->rainActivate = false;
     95  this->rainMove = false;
     96  this->rainCoord = Vector(500, 500, 500);
     97  this->rainSize = Vector2D(1000, 1000);
     98  this->rainRate = 4000;
     99  this->rainVelocity = -300;
     100  this->rainLife = 4;
     101  this->rainWindForce  = 0;
     102  this->rainFadeInDuration = 0;
     103  this->rainFadeOutDuration = 0;
     104 
     105  this->cloudColor = Vector(0.8f, 0.8f, 0.8f);
     106  this->skyColor = Vector(0.0f, 0.0f, 0.0f);
     107
     108  this->rainMaxParticles = this->rainRate * this->rainLife;
     109  this->localTimer = 0;
     110  this->soundRainVolume = 0.3f;
     111  this->emitter = new PlaneEmitter(this->rainSize);
     112
     113  lightMan = LightManager::getInstance();
     114  this->rainAmbient = lightMan->getAmbientColor();
     115}
     116
     117/**
     118 * @brief loads the rain effect parameters.
     119 * @param root: the XML-Element to load the data from
     120 */
     121void RainEffect::loadParams(const TiXmlElement* root)
     122{
     123  WeatherEffect::loadParams(root);
     124
     125  LoadParam(root, "coord", this, RainEffect, setRainCoord);
     126  LoadParam(root, "size", this, RainEffect, setRainSize);
     127  LoadParam(root, "rate", this, RainEffect, setRainRate);
     128  LoadParam(root, "velocity", this, RainEffect, setRainVelocity);
     129  LoadParam(root, "life", this, RainEffect, setRainLife);
     130  LoadParam(root, "wind", this, RainEffect, setRainWind);
     131  LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn);
     132  LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut);
     133  LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor);
     134  LoadParam(root, "skycolor", this, RainEffect, setSkyColor);
     135
     136  LOAD_PARAM_START_CYCLE(root, element);
     137  {
     138    LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption);
     139  }
     140  LOAD_PARAM_END_CYCLE(element);
     141}
     142
     143SparkParticles* RainEffect::rainParticles = NULL;
     144
     145/**
     146 * @brief activates the rain effect
     147 */
     148void RainEffect::activate()
     149{
     150  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" );
     151
     152  this->rainActivate = true;
     153
     154  if (unlikely(RainEffect::rainParticles == NULL))
     155  {
     156    RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles);
     157    RainEffect::rainParticles->setName("RainParticles");
     158    RainEffect::rainParticles->setLifeSpan(this->rainLife, 2);
     159    RainEffect::rainParticles->setRadius(0, 0.03);
     160    RainEffect::rainParticles->setRadius(0.2, 0.02);
     161    RainEffect::rainParticles->setRadius(1, 0.01);
     162    RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1
     163    RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2
     164    RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey
     165  }
     166
     167  this->emitter->setSystem(RainEffect::rainParticles);
     168
     169  this->emitter->setRelCoor(this->rainCoord);
     170
     171  this->emitter->setEmissionRate(this->rainRate);
     172  this->emitter->setEmissionVelocity(this->rainVelocity);
     173
     174  this->emitter->setSpread(this->rainWindForce / 50, 0.2);
     175
     176  // plays the rain sound and loops it
     177  this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
     178
     179  // if there is wind, play the wind sound
     180  if (this->rainWindForce != 0)
     181    this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true);
     182
     183  if (this->rainFadeInDuration == 0)
     184    lightMan->setAmbientColor(.1,.1,.1);
     185 
     186  // Change the cloudcolor,skycolor
     187  this->oldCloudColor = CloudEffect::cloudColor;
     188  this->oldSkyColor = CloudEffect::skyColor;
     189  CloudEffect::changeCloudColor(this->cloudColor);
     190  CloudEffect::changeSkyColor(this->skyColor);
     191}
     192
     193/**
     194 * @brief deactivates the rain effect
     195 */
     196void RainEffect::deactivate()
     197{
     198  PRINTF(0)("Deactivating RainEffect\n");
     199
     200  this->rainActivate = false;
     201  this->emitter->setSystem(NULL);
     202
     203  // Stop Sound
     204  this->soundSource.stop();
     205
     206  // Restore Light Ambient
     207  lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient);
     208 
     209  CloudEffect::changeCloudColor(this->oldCloudColor);
     210  CloudEffect::changeSkyColor(this->oldSkyColor);
     211}
     212
     213/**
     214 * @brief ticks the rain effect
     215 * @param dt: tick float
     216 */
     217void RainEffect::tick (float dt)
     218{
     219  if (!this->rainActivate)
     220    return;
     221
     222  if (this->rainMove)
     223  {
     224    this->rainCoord = State::getCameraNode()->getAbsCoor();
     225    this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z);
     226  }
     227
     228  if (this->rainFadeInDuration != 0 && this->localTimer < this->rainFadeInDuration)
     229  {
     230    this->localTimer += dt;
     231    float progress = this->localTimer / this->rainFadeInDuration;
     232
     233    // Dim Light
     234    lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
     235
     236    // use alpha in color to fade in
     237    RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
     238    RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
     239    RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
     240
     241    // increase radius for more "heavy" rain
     242    RainEffect::rainParticles->setRadius(0, 0.03 * progress);
     243    RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
     244    RainEffect::rainParticles->setRadius(1, 0.01 * progress);
     245
     246    // increase sound volume
     247    if (!this->soundSource.isPlaying())
     248      this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
     249
     250    this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
     251  }
     252  else if ( this->rainFadeOutDuration != 0 )
     253  {
     254    if ( this->localTimer < this->rainFadeOutDuration )
     255    {
     256      this->localTimer += dt;
     257      float progress = 1 - (this->localTimer / this->rainFadeOutDuration);
     258
     259      // Fade In Light
     260      lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
     261
     262      // use alpha in color to fade out
     263      RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
     264      RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
     265      RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
     266
     267      // decrease radius
     268      RainEffect::rainParticles->setRadius(0, 0.03 * progress);
     269      RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
     270      RainEffect::rainParticles->setRadius(1, 0.01 * progress);
     271
     272      // decrease sound volume
     273      if (!this->soundSource.isPlaying())
     274        this->soundSource.play(this->rainBuffer, this->soundRainVolume, true);
     275
     276      this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress);
     277    }
     278    else
     279      this->deactivate();
     280  }
     281}
     282
     283/**
     284 * @brief starts raining slowly
    46285*/
    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() {
     286void RainEffect::startRaining()
     287{
     288
     289  if (this->rainActivate)
    75290    this->deactivate();
    76291
    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 = 0.8f;
    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     } else if ( this->rainFadeOutDuration != 0 ) {
    210         if ( this->localTimer < this->rainFadeOutDuration ) {
    211             this->localTimer += dt;
    212             float progress = 1 - (this->localTimer / this->rainFadeOutDuration);
    213 
    214             // Fade In Light
    215             lightMan->setAmbientColor(1 - progress * 0.9, 1 - progress * 0.9, 1 - progress * 0.9);
    216 
    217             // use alpha in color to fade out
    218             RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1
    219             RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2
    220             RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey
    221 
    222             // decrease radius
    223             RainEffect::rainParticles->setRadius(0, 0.03 * progress);
    224             RainEffect::rainParticles->setRadius(0.2, 0.02 * progress);
    225             RainEffect::rainParticles->setRadius(1, 0.01 * progress);
    226 
    227             // decrease sound volume
    228             // this->soundSource.fadeout(this->rainBuffer, 10);
    229         } else
    230             this->deactivate();
    231     }
    232 
    233 }
    234 
    235 void RainEffect::startRaining() {
    236 
    237     if (this->rainActivate)
    238         this->deactivate();
    239 
    240     if (!this->rainFadeInDuration > 0)
    241         this->rainFadeInDuration = 20;
    242 
    243     this->localTimer = 0;
    244 
     292  if (!this->rainFadeInDuration > 0)
     293    this->rainFadeInDuration = 20;
     294
     295  this->localTimer = 0;
     296
     297  this->activate();
     298}
     299
     300/**
     301 * @brief stops raining slowly
     302 */
     303void RainEffect::stopRaining()
     304{
     305
     306  if (!this->rainActivate)
    245307    this->activate();
    246308
    247 }
    248 
    249 void RainEffect::stopRaining() {
    250 
    251     if (!this->rainActivate)
    252         this->activate();
    253 
    254     if (!this->rainFadeOutDuration > 0)
    255         this->rainFadeOutDuration = 20;
    256 
    257     this->localTimer = 0;
    258 
    259 }
     309  if (!this->rainFadeOutDuration > 0)
     310    this->rainFadeOutDuration = 20;
     311
     312  this->localTimer = 0;
     313}
     314
     315/**
     316 * @brief hides the rain
     317 */
     318void RainEffect::hideRain()
     319{
     320  RainEffect::rainParticles->setColor(0, 0,0,0, 0);
     321  RainEffect::rainParticles->setColor(0, 0,0,0, 0);
     322}
  • trunk/src/lib/graphics/effects/rain_effect.h

    r8495 r8793  
    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"
     
    1518class PlainEmitter;
    1619class LightManager;
    17 
    18 #include "weather_effect.h"
     20class CloudEffect;
    1921
    2022#include "sound_buffer.h"
    2123#include "sound_source.h"
    2224
     25class RainEffect : public WeatherEffect
     26{
     27public:
     28  RainEffect(const TiXmlElement* root = NULL);
     29  virtual ~RainEffect();
    2330
    24 class RainEffect : public WeatherEffect {
    25 public:
    26     RainEffect(const TiXmlElement* root = NULL);
    27     virtual ~RainEffect();
     31  virtual void loadParams(const TiXmlElement* root);
    2832
    29     virtual void loadParams(const TiXmlElement* root);
     33  virtual void init();
    3034
    31     virtual void init();
     35  virtual void activate();
     36  virtual void deactivate();
    3237
    33     virtual void activate();
    34     virtual void deactivate();
     38  inline void activateRain()
     39  {
     40    this->activate();
     41  }
    3542
    36     inline void activateRain() {
    37         this->activate();
    38     }
    39     inline void deactivateRain() {
    40         this->deactivate();
    41     }
     43  inline void deactivateRain()
     44  {
     45    this->deactivate();
     46  }
    4247
    43     virtual void tick(float dt);
     48  virtual void tick(float dt);
    4449
    45     void startRaining();
    46     void stopRaining();
     50  void startRaining();
     51  void stopRaining();
    4752
    48     inline void setRainCoord(float x, float y, float z) {
    49         this->rainCoord = Vector(x, y, z);
    50     }
    51     inline void setRainSize(float x, float y) {
    52         this->rainSize = Vector2D(x, y);
    53     }
    54     inline void setRainRate(float rate) {
    55         this->rainRate = rate;
    56     }
    57     inline void setRainVelocity(float velocity) {
    58         this->rainVelocity = -velocity;
    59     }
    60     inline void setRainLife(float life) {
    61         this->rainLife = life;
    62     }
    63     inline void setRainWind(int force) {
    64         this->rainWindForce = force;
    65     }
     53  void hideRain();
    6654
    67     inline void setRainFadeIn(float fadein) {
    68         this->rainFadeInDuration = fadein;
    69     }
    70     inline void setRainFadeOut(float fadeout) {
    71         this->rainFadeOutDuration = fadeout;
    72     }
     55  inline void setRainCoord(float x, float y, float z)
     56  {
     57    this->rainCoord = Vector(x, y, z);
     58  }
     59  inline void setRainSize(float x, float y)
     60  {
     61    this->rainSize = Vector2D(x, y);
     62  }
     63  inline void setRainRate(float rate)
     64  {
     65    this->rainRate = rate;
     66  }
     67  inline void setRainVelocity(float velocity)
     68  {
     69    this->rainVelocity = -velocity;
     70  }
     71  inline void setRainLife(float life)
     72  {
     73    this->rainLife = life;
     74  }
     75  inline void setRainWind(int force)
     76  {
     77    this->rainWindForce = force;
     78  }
    7379
    74     inline void setRainOption(const std::string& option) {
    75         if (option == "moverain")
    76             this->rainMove = true;
    77         if (option == "activate")
    78             this->rainActivate = true;
    79     }
     80  inline void setRainFadeIn(float fadein)
     81  {
     82    this->rainFadeInDuration = fadein;
     83  }
     84  inline void setRainFadeOut(float fadeout)
     85  {
     86    this->rainFadeOutDuration = fadeout;
     87  }
     88 
     89  inline void setCloudColor(float colorX, float colorY, float colorZ)
     90  {
     91    this->cloudColor = Vector(colorX, colorY, colorZ);
     92  }
     93  inline void setSkyColor(float colorX, float colorY, float colorZ)
     94  {
     95    this->skyColor = Vector(colorX, colorY, colorZ);
     96  }
     97
     98  inline void setRainOption(const std::string& option)
     99  {
     100    if (option == "moverain")
     101      this->rainMove = true;
     102    if (option == "activate")
     103      this->rainActivate = true;
     104  }
    80105
    81106
    82107private:
    83     static SparkParticles*      rainParticles;
    84     ParticleEmitter*            emitter;
     108  static SparkParticles*      rainParticles;
     109  ParticleEmitter*            emitter;
    85110
    86     GLfloat         rainFadeInDuration;
    87     GLfloat         rainFadeOutDuration;
    88     float           localTimer;
     111  float                       localTimer;
    89112
    90     Vector          rainCoord;
    91     Vector2D        rainSize;
    92     GLfloat         rainRate;
    93     GLfloat         rainVelocity;
    94     GLfloat         rainLife;
    95     GLfloat         rainMaxParticles;
    96     int             rainWindForce;
    97     bool            rainMove;
    98     bool            rainActivate;
     113  GLfloat                     rainFadeInDuration;
     114  GLfloat                     rainFadeOutDuration;
    99115
    100     OrxSound::SoundSource     soundSource;
    101     OrxSound::SoundBuffer*      rainBuffer;
    102     OrxSound::SoundBuffer*      windBuffer;
     116  Vector                      rainCoord;
     117  Vector2D                    rainSize;
     118  GLfloat                     rainRate;
     119  GLfloat                     rainVelocity;
     120  GLfloat                     rainLife;
     121  GLfloat                     rainMaxParticles;
     122  int                         rainWindForce;
     123  bool                        rainMove;
     124  bool                        rainActivate;
    103125
    104     float         soundRainVolume;
     126  OrxSound::SoundSource       soundSource;
     127  OrxSound::SoundBuffer*      rainBuffer;
     128  OrxSound::SoundBuffer*      windBuffer;
    105129
    106     LightManager*       lightMan;
    107     GLfloat         rainAmbient;
     130  float                       soundRainVolume;
     131
     132  LightManager*               lightMan;
     133  GLfloat                     rainAmbient;
     134 
     135  Vector oldSkyColor;
     136  Vector oldCloudColor;
     137  Vector skyColor;
     138  Vector cloudColor;
    108139
    109140};
  • trunk/src/lib/graphics/effects/snow_effect.cc

    r8495 r8793  
    5656                this->activate();
    5757    SnowEffect::snowParticles->precache((int) this->snowLife);
    58   } 
     58  }
    5959}
    6060
     
    143143  if (this->snowWindForce != 0)
    144144    this->soundSource.play(this->windBuffer, 0.1f * this->snowWindForce, true);
    145  
     145
    146146}
    147147
  • trunk/src/lib/graphics/effects/sun_effect.cc

    r7836 r8793  
    5656 *  initializes the graphics effect
    5757 */
    58 bool SunEffect::init()
     58void SunEffect::init()
    5959{}
    6060
  • trunk/src/lib/graphics/effects/sun_effect.h

    r7810 r8793  
    11/*!
    22 * @file sun_effect.h
    3  * 
     3 *
    44 */
    55
     
    2020    virtual void loadParams(const TiXmlElement* root);
    2121
    22     virtual bool init();
     22    virtual void init();
    2323
    24     virtual bool activate() = 0;
    25     virtual bool deactivate() = 0;
     24    virtual void activate() = 0;
     25    virtual void deactivate() = 0;
    2626
    2727    virtual void draw() const;
  • trunk/src/lib/sound/sound_source.cc

    r8495 r8793  
    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  {
  • trunk/src/lib/sound/sound_source.h

    r8495 r8793  
    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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