Changeset 9006 in orxonox.OLD for trunk/src/lib
- Timestamp:
- Jul 2, 2006, 2:11:59 PM (18 years ago)
- Location:
- trunk/src/lib
- Files:
-
- 2 deleted
- 11 edited
- 2 copied
Legend:
- Unmodified
- Added
- Removed
-
trunk/src/lib/graphics/Makefile.am
r8751 r9006 29 29 effects/snow_effect.cc \ 30 30 effects/cloud_effect.cc \ 31 effects/light ening_effect.cc \31 effects/lightning_effect.cc \ 32 32 effects/lense_flare.cc 33 33 … … 58 58 effects/snow_effect.h \ 59 59 effects/cloud_effect.h \ 60 effects/light ening_effect.h \60 effects/lightning_effect.h \ 61 61 effects/lense_flare.h 62 62 -
trunk/src/lib/graphics/effects/cloud_effect.cc
r8793 r9006 1 1 /* 2 2 orxonox - the future of 3D-vertical-scrollers 3 3 4 4 Copyright (C) 2004 orx 5 5 6 6 This program is free software; you can redistribute it and/or modify 7 7 it under the terms of the GNU General Public License as published by 8 8 the Free Software Foundation; either version 2, or (at your option) 9 9 any later version. 10 10 11 11 ### File Specific: 12 12 main-programmer: hdavid, amaechler 13 13 14 14 INSPIRED BY http://www.codesampler.com/usersrc/usersrc_6.htm#oglu_sky_dome_shader 15 15 */ … … 26 26 #include "shader.h" 27 27 #include "shell_command.h" 28 #include "t_animation.h" 29 #include "script_class.h" 28 30 29 31 #include "parser/tinyxml/tinyxml.h" 30 32 31 Vector CloudEffect::cloudColor; 32 Vector CloudEffect::skyColor; 33 Vector CloudEffect::newCloudColor; 34 Vector CloudEffect::newSkyColor; 33 Vector CloudEffect::cloudColor; 34 Vector CloudEffect::skyColor; 35 Vector CloudEffect::newCloudColor; 36 Vector CloudEffect::newSkyColor; 37 38 bool CloudEffect::fadeSky; 39 bool CloudEffect::fadeCloud; 40 float CloudEffect::fadeTime; 41 bool CloudEffect::flashSkyActivate; 42 float CloudEffect::localTimer; 43 float CloudEffect::flashTime; 35 44 36 45 using namespace std; … … 38 47 SHELL_COMMAND(activate, CloudEffect, activateCloud); 39 48 SHELL_COMMAND(deactivate, CloudEffect, deactivateCloud); 49 SHELL_COMMAND(skyColor, CloudEffect, shellSkyColor); 50 SHELL_COMMAND(cloudColor, CloudEffect, shellCloudColor); 51 52 53 CREATE_SCRIPTABLE_CLASS(CloudEffect, CL_CLOUD_EFFECT, 54 addMethod("skyColor", ExecutorLua4<CloudEffect,float,float,float,float>(&CloudEffect::shellSkyColor)) 55 ->addMethod("cloudColor", ExecutorLua4<CloudEffect,float,float,float,float>(&CloudEffect::shellCloudColor)) 56 ); 57 40 58 41 59 CREATE_FACTORY(CloudEffect, CL_CLOUD_EFFECT); 42 60 43 CloudEffect::CloudEffect(const TiXmlElement* root) 44 { 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(); 54 } 55 56 CloudEffect::~CloudEffect() 57 { 58 this->deactivate(); 59 60 if (glIsTexture(noise3DTexName)) 61 glDeleteTextures(1, &noise3DTexName); 62 63 delete shader; 64 } 65 66 67 void CloudEffect::init() 68 { 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"); 107 108 this->shader->activateShader(); 109 110 Shader::Uniform(shader, "Noise").set(0); 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"); 115 116 this->shader->deactivateShader(); 117 118 this->skydome->setShader(shader); 119 } 120 121 122 void CloudEffect::loadParams(const TiXmlElement* root) 123 { 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); 140 } 141 142 143 void CloudEffect::activate() 144 { 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; 157 } 158 159 void CloudEffect::deactivate() 160 { 161 PRINTF(0)("Deactivating CloudEffect\n"); 162 163 this->cloudActivate = false; 164 } 165 166 void CloudEffect::draw() const 167 {} 168 169 void CloudEffect::tick (float dt) 170 { 171 if (this->cloudActivate) 172 { 173 this->offsetZ += 0.05 * dt * this->animationSpeed; 61 CloudEffect::CloudEffect(const TiXmlElement* root) { 62 this->setClassID(CL_CLOUD_EFFECT, "CloudEffect"); 63 64 this->init(); 65 66 if (root != NULL) 67 this->loadParams(root); 68 69 if(cloudActivate) 70 this->activate(); 71 } 72 73 CloudEffect::~CloudEffect() { 74 this->deactivate(); 75 76 if (glIsTexture(noise3DTexName)) 77 glDeleteTextures(1, &noise3DTexName); 78 79 delete shader; 80 } 81 82 83 void CloudEffect::init() { 84 PRINTF(0)("Initializing CloudEffect\n"); 85 86 // default values 87 this->offsetZ = 0; 88 this->animationSpeed = 2; 89 this->scale = 0.0004f; 90 this->atmosphericRadius = 4000; 91 this->planetRadius = 1500; 92 this->divs = 15; 93 fadeSky = false; 94 fadeCloud = false; 95 96 flashSkyActivate = false; 97 localTimer = 0; 98 flashTime = 0; 99 100 skyColor = Vector(0.0f, 0.0f, 0.8f); 101 cloudColor = Vector(0.8f, 0.8f, 0.8f); 102 newSkyColor = skyColor; 103 newCloudColor = cloudColor; 104 105 this->noise3DTexSize = 128; 106 this->noise3DTexName = 0; 107 108 this->make3DNoiseTexture(); 109 110 glGenTextures(1, &noise3DTexName); 111 glBindTexture(GL_TEXTURE_3D, noise3DTexName); 112 113 glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_REPEAT); 114 glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_REPEAT); 115 glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_REPEAT); 116 glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); 117 glTexParameterf(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); 118 119 glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 120 noise3DTexSize, noise3DTexSize, noise3DTexSize, 121 0, GL_RGBA, GL_UNSIGNED_BYTE, noise3DTexPtr); 122 123 this->skydome = new Skydome(); 124 this->skydome->setTexture(noise3DTexName); 125 126 this->shader = new Shader(ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.vert", 127 ResourceManager::getInstance()->getDataDir() + "/shaders/cloud.frag"); 174 128 175 129 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 //} 190 130 131 Shader::Uniform(shader, "Noise").set(0); 132 133 this->offset = new Shader::Uniform(shader, "Offset"); 134 this->skycolor = new Shader::Uniform(shader, "SkyColor"); 135 this->cloudcolor = new Shader::Uniform(shader, "CloudColor"); 136 191 137 this->shader->deactivateShader(); 192 } 193 } 194 195 196 void CloudEffect::changeSkyColor(Vector color) 197 { 198 newSkyColor = color; 199 } 200 201 202 void CloudEffect::changeCloudColor(Vector color) 203 { 204 newCloudColor = color; 205 } 206 207 208 void 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) 138 139 this->skydome->setShader(shader); 140 } 141 142 143 void CloudEffect::loadParams(const TiXmlElement* root) { 144 WeatherEffect::loadParams(root); 145 146 LoadParam(root, "speed", this, CloudEffect, setAnimationSpeed); 147 LoadParam(root, "scale", this, CloudEffect, setCloudScale); 148 LoadParam(root, "cloudcolor", this, CloudEffect, setCloudColor); 149 LoadParam(root, "skycolor", this, CloudEffect, setSkyColor); 150 151 LoadParam(root, "planetRadius", this, CloudEffect, setPlanetRadius); 152 LoadParam(root, "atmosphericRadius", this, CloudEffect, setAtmosphericRadius); 153 LoadParam(root, "divisions", this, CloudEffect, setDivisions); 154 155 LOAD_PARAM_START_CYCLE(root, element); 233 156 { 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); 157 LoadParam_CYCLE(element, "option", this, CloudEffect, setCloudOption); 158 } 159 LOAD_PARAM_END_CYCLE(element); 160 } 161 162 163 void CloudEffect::activate() { 164 PRINTF(0)( "Activating\n"); 165 166 // Can only be set after the loadParams call 167 this->shader->activateShader(); 168 Shader::Uniform(shader, "Scale").set(this->scale); 169 this->skycolor->set 170 (skyColor.x, skyColor.y, skyColor.z); 171 this->cloudcolor->set 172 (cloudColor.x, cloudColor.y, cloudColor.z); 173 this->shader->deactivateShader(); 174 175 this->skydome->generateSkyPlane(this->divs, this->planetRadius, this->atmosphericRadius, 1, 1); 176 this->skydome->activate(); 177 178 this->cloudActivate = true; 179 } 180 181 void CloudEffect::deactivate() { 182 PRINTF(0)("Deactivating CloudEffect\n"); 183 184 this->skydome->deactivate(); 185 this->cloudActivate = false; 186 } 187 188 void CloudEffect::draw() const {} 189 190 void CloudEffect::tick (float dt) { 191 192 if (this->cloudActivate) { 193 194 localTimer += dt; 195 196 this->offsetZ += 0.05 * dt * this->animationSpeed; 197 198 this->shader->activateShader(); 199 this->offset->set(0.0f, 0.0f, offsetZ); 200 201 if (flashSkyActivate) { 202 203 this->skycolor->set(1, 1, 1); 204 PRINTF(0)("SkyColor set to white\n"); 205 206 if (localTimer > flashTime) { 207 flashSkyActivate = false; 208 this->skycolor->set(this->skyColor.x, this->skyColor.y, this->skyColor.z); 209 PRINTF(0)("SkyColor reset\n"); 210 } 211 212 } else { 213 214 if(cloudColor != newCloudColor) { 215 216 if(fadeCloud) { 217 218 this->cloudColorFadeX = new tAnimation<CloudEffect>(this, &CloudEffect::setColorCloudX); 219 this->cloudColorFadeX->setInfinity(ANIM_INF_CONSTANT); 220 this->cloudColorFadeY = new tAnimation<CloudEffect>(this, &CloudEffect::setColorCloudY); 221 this->cloudColorFadeY->setInfinity(ANIM_INF_CONSTANT); 222 this->cloudColorFadeZ = new tAnimation<CloudEffect>(this, &CloudEffect::setColorCloudZ); 223 this->cloudColorFadeZ->setInfinity(ANIM_INF_CONSTANT); 224 225 this->cloudColorFadeX->addKeyFrame(cloudColor.x, fadeTime, ANIM_LINEAR); 226 this->cloudColorFadeX->addKeyFrame(newCloudColor.x, 0, ANIM_LINEAR); 227 228 this->cloudColorFadeY->addKeyFrame(cloudColor.y, fadeTime, ANIM_LINEAR); 229 this->cloudColorFadeY->addKeyFrame(newCloudColor.y, 0, ANIM_LINEAR); 230 231 this->cloudColorFadeZ->addKeyFrame(cloudColor.z, fadeTime, ANIM_LINEAR); 232 this->cloudColorFadeZ->addKeyFrame(newCloudColor.z, 0, ANIM_LINEAR); 233 234 fadeCloud = false; 235 236 this->cloudColorFadeX->replay(); 237 this->cloudColorFadeY->replay(); 238 this->cloudColorFadeZ->replay(); 239 } 240 241 this->cloudcolor->set(this->cloudColor.x, this->cloudColor.y, this->cloudColor.z); 242 } 243 244 if(skyColor != newSkyColor) { 245 246 if(fadeSky) { 247 248 this->skyColorFadeX = new tAnimation<CloudEffect>(this, &CloudEffect::setColorSkyX); 249 this->skyColorFadeX->setInfinity(ANIM_INF_CONSTANT); 250 this->skyColorFadeY = new tAnimation<CloudEffect>(this, &CloudEffect::setColorSkyY); 251 this->skyColorFadeY->setInfinity(ANIM_INF_CONSTANT); 252 this->skyColorFadeZ = new tAnimation<CloudEffect>(this, &CloudEffect::setColorSkyZ); 253 this->skyColorFadeZ->setInfinity(ANIM_INF_CONSTANT); 254 255 this->skyColorFadeX->addKeyFrame(skyColor.x, fadeTime, ANIM_LINEAR); 256 this->skyColorFadeX->addKeyFrame(newSkyColor.x, 0, ANIM_LINEAR); 257 258 this->skyColorFadeY->addKeyFrame(skyColor.y, fadeTime, ANIM_LINEAR); 259 this->skyColorFadeY->addKeyFrame(newSkyColor.y, 0, ANIM_LINEAR); 260 261 this->skyColorFadeZ->addKeyFrame(skyColor.z, fadeTime, ANIM_LINEAR); 262 this->skyColorFadeZ->addKeyFrame(newSkyColor.z, 0, ANIM_LINEAR); 263 264 fadeSky = false; 265 266 this->skyColorFadeX->replay(); 267 this->skyColorFadeY->replay(); 268 this->skyColorFadeZ->replay(); 269 } 270 271 this->skycolor->set(this->skyColor.x, this->skyColor.y, this->skyColor.z); 272 } 241 273 } 242 } 243 } 244 } 245 } 246 247 void 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 } 283 284 void CloudEffect::SetNoiseFrequency( int frequency) 285 { 286 start = 1; 287 B = frequency; 288 BM = B-1; 289 } 290 291 double 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 } 341 342 void 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 } 350 351 void 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 } 360 274 275 this->shader->deactivateShader(); 276 } 277 } 278 279 280 void CloudEffect::setColorSkyX(float color) { 281 skyColor.x = color; 282 } 283 void CloudEffect::setColorSkyY(float color) { 284 skyColor.y = color; 285 } 286 void CloudEffect::setColorSkyZ(float color) { 287 skyColor.z = color; 288 } 289 void CloudEffect::setColorCloudX(float color) { 290 cloudColor.x = color; 291 } 292 void CloudEffect::setColorCloudY(float color) { 293 cloudColor.y = color; 294 } 295 void CloudEffect::setColorCloudZ(float color) { 296 cloudColor.z = color; 297 } 298 299 void CloudEffect::changeSkyColor(Vector color, float time) { 300 newSkyColor = color; 301 fadeSky = true; 302 fadeTime = time; 303 } 304 305 306 void CloudEffect::changeCloudColor(Vector color, float time) { 307 newCloudColor = color; 308 fadeCloud = true; 309 fadeTime = time; 310 } 311 312 void CloudEffect::shellSkyColor(float colorX, float colorY, float colorZ, float time) { 313 changeSkyColor( Vector(colorX, colorY, colorZ), time); 314 } 315 316 void CloudEffect::shellCloudColor(float colorX, float colorY, float colorZ, float time) { 317 changeCloudColor( Vector(colorX, colorY, colorZ), time); 318 } 319 320 void CloudEffect::flashSky( float time ) { 321 322 flashSkyActivate = true; 323 localTimer = 0; 324 flashTime = time; 325 326 } 327 328 329 330 void CloudEffect::make3DNoiseTexture() { 331 int f, i, j, k, inc; 332 int startFrequency = 4; 333 int numOctaves = 4; 334 double ni[3]; 335 double inci, incj, inck; 336 int frequency = startFrequency; 337 GLubyte *ptr; 338 double amp = 0.5; 339 340 if ((noise3DTexPtr = (GLubyte *) malloc(noise3DTexSize * 341 noise3DTexSize * 342 noise3DTexSize * 4)) == NULL) 343 PRINTF(0)("ERROR: Could not allocate 3D noise texture\n"); 344 345 for (f=0, inc=0; f < numOctaves; 346 ++f, frequency *= 2, ++inc, amp *= 0.5) { 347 SetNoiseFrequency(frequency); 348 ptr = noise3DTexPtr; 349 ni[0] = ni[1] = ni[2] = 0; 350 351 inci = 1.0 / (noise3DTexSize / frequency); 352 for (i=0; i<noise3DTexSize; ++i, ni[0] += inci) { 353 incj = 1.0 / (noise3DTexSize / frequency); 354 for (j=0; j<noise3DTexSize; ++j, ni[1] += incj) { 355 inck = 1.0 / (noise3DTexSize / frequency); 356 for (k=0; k<noise3DTexSize; ++k, ni[2] += inck, ptr+= 4) { 357 *(ptr+inc) = (GLubyte) (((noise3(ni)+1.0) * amp)*128.0); 358 } 359 } 360 } 361 } 362 } 363 364 void CloudEffect::initNoise() { 365 int i, j, k; 366 367 srand(30757); 368 for (i = 0 ; i < B ; i++) { 369 p[i] = i; 370 g1[i] = (double)((rand() % (B + B)) - B) / B; 371 372 for (j = 0 ; j < 2 ; j++) 373 g2[i][j] = (double)((rand() % (B + B)) - B) / B; 374 normalize2(g2[i]); 375 376 for (j = 0 ; j < 3 ; j++) 377 g3[i][j] = (double)((rand() % (B + B)) - B) / B; 378 normalize3(g3[i]); 379 } 380 381 while (--i) { 382 k = p[i]; 383 p[i] = p[j = rand() % B]; 384 p[j] = k; 385 } 386 387 for (i = 0 ; i < B + 2 ; i++) { 388 p[B + i] = p[i]; 389 g1[B + i] = g1[i]; 390 for (j = 0 ; j < 2 ; j++) 391 g2[B + i][j] = g2[i][j]; 392 for (j = 0 ; j < 3 ; j++) 393 g3[B + i][j] = g3[i][j]; 394 } 395 } 396 397 void CloudEffect::SetNoiseFrequency( int frequency) { 398 start = 1; 399 B = frequency; 400 BM = B-1; 401 } 402 403 double CloudEffect::noise3( double vec[3]) { 404 int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; 405 double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; 406 int i, j; 407 408 if (start) { 409 start = 0; 410 initNoise(); 411 } 412 413 setup(0, bx0,bx1, rx0,rx1); 414 setup(1, by0,by1, ry0,ry1); 415 setup(2, bz0,bz1, rz0,rz1); 416 417 i = p[ bx0 ]; 418 j = p[ bx1 ]; 419 420 b00 = p[ i + by0 ]; 421 b10 = p[ j + by0 ]; 422 b01 = p[ i + by1 ]; 423 b11 = p[ j + by1 ]; 424 425 t = s_curve(rx0); 426 sy = s_curve(ry0); 427 sz = s_curve(rz0); 428 429 q = g3[ b00 + bz0 ] ; 430 u = at3(rx0,ry0,rz0); 431 q = g3[ b10 + bz0 ] ; 432 v = at3(rx1,ry0,rz0); 433 a = lerp(t, u, v); 434 435 q = g3[ b01 + bz0 ] ; 436 u = at3(rx0,ry1,rz0); 437 q = g3[ b11 + bz0 ] ; 438 v = at3(rx1,ry1,rz0); 439 b = lerp(t, u, v); 440 441 c = lerp(sy, a, b); 442 443 q = g3[ b00 + bz1 ] ; 444 u = at3(rx0,ry0,rz1); 445 q = g3[ b10 + bz1 ] ; 446 v = at3(rx1,ry0,rz1); 447 a = lerp(t, u, v); 448 449 q = g3[ b01 + bz1 ] ; 450 u = at3(rx0,ry1,rz1); 451 q = g3[ b11 + bz1 ] ; 452 v = at3(rx1,ry1,rz1); 453 b = lerp(t, u, v); 454 455 d = lerp(sy, a, b); 456 457 return lerp(sz, c, d); 458 } 459 460 void CloudEffect::normalize2( double v[2]) { 461 double s; 462 463 s = sqrt(v[0] * v[0] + v[1] * v[1]); 464 v[0] = v[0] / s; 465 v[1] = v[1] / s; 466 } 467 468 void CloudEffect::normalize3( double v[3]) { 469 double s; 470 471 s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); 472 v[0] = v[0] / s; 473 v[1] = v[1] / s; 474 v[2] = v[2] / s; 475 } 476 -
trunk/src/lib/graphics/effects/cloud_effect.h
r8793 r9006 1 1 /** 2 2 * @file cloud_effect.h 3 * Create sclouds3 * Create clouds 4 4 */ 5 5 … … 32 32 #define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] ) 33 33 34 // FORWARD DECLARATION 35 template <class T> 36 class tAnimation; 34 37 35 class CloudEffect : public WeatherEffect 36 { 38 class CloudEffect : public WeatherEffect { 39 37 40 public: 38 CloudEffect(const TiXmlElement* root = NULL);39 virtual ~CloudEffect();40 41 41 virtual void loadParams(const TiXmlElement* root); 42 CloudEffect(const TiXmlElement* root = NULL); 43 virtual ~CloudEffect(); 42 44 43 virtual void init();45 virtual void loadParams(const TiXmlElement* root); 44 46 45 virtual void activate(); 46 virtual void deactivate(); 47 virtual void init(); 47 48 48 inline void activateCloud()49 { this->activate(); }49 virtual void activate(); 50 virtual void deactivate(); 50 51 51 inline void deactivateCloud() 52 { this->deactivate(); } 52 void activateCloud() { 53 this->activate(); 54 } 55 void deactivateCloud() { 56 this->deactivate(); 57 } 53 58 54 inline void setCloudOption(const std::string& option) 55 { 56 if (option == "activate") 57 this->cloudActivate = true; 58 } 59 void setCloudOption(const std::string& option) { 60 if (option == "activate") 61 this->cloudActivate = true; 62 } 59 63 60 inline void setAnimationSpeed(float speed) 61 { this->animationSpeed = speed; } 64 void setAnimationSpeed(float speed) { 65 this->animationSpeed = speed; 66 } 62 67 63 inline void setCloudScale(float scale) 64 { this->scale = scale; } 68 void setCloudScale(float scale) { 69 this->scale = scale; 70 } 65 71 66 inline void setCloudColor(float colorX, float colorY, float colorZ) 67 { this->cloudColor = Vector(colorX, colorY, colorZ); } 72 void setCloudColor(float colorX, float colorY, float colorZ) { 73 this->cloudColor = Vector(colorX, colorY, colorZ); 74 } 68 75 69 inline void setSkyColor(float colorX, float colorY, float colorZ) 70 { this->skyColor = Vector(colorX, colorY, colorZ); } 76 void setSkyColor(float colorX, float colorY, float colorZ) { 77 this->skyColor = Vector(colorX, colorY, colorZ); 78 } 71 79 72 inline void setPlanetRadius(float planetRadius) 73 { this->planetRadius = planetRadius; } 80 void setPlanetRadius(float planetRadius) { 81 this->planetRadius = planetRadius; 82 } 74 83 75 inline void setAtmosphericRadius(float atmosphericRadius) 76 { this->atmosphericRadius = atmosphericRadius; } 84 void setAtmosphericRadius(float atmosphericRadius) { 85 this->atmosphericRadius = atmosphericRadius; 86 } 77 87 78 inline void setDivisions(int divs) 79 { this->divs = divs; } 88 void setDivisions(int divs) { 89 this->divs = divs; 90 } 80 91 81 virtual void draw() const;82 virtual void tick(float dt);92 virtual void draw() const; 93 virtual void tick(float dt); 83 94 84 static void changeSkyColor(Vector color); 85 static void changeCloudColor(Vector color); 86 87 static Vector cloudColor; 88 static Vector skyColor; 95 static void changeSkyColor(Vector color, float time); 96 static void changeCloudColor(Vector color, float time); 89 97 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]);98 void setColorSkyX(float color); 99 void setColorSkyY(float color); 100 void setColorSkyZ(float color); 101 void setColorCloudX(float color); 102 void setColorCloudY(float color); 103 void setColorCloudZ(float color); 96 104 97 void generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, 98 float hTile, float vTile); 105 static Vector cloudColor; 106 static Vector skyColor; 107 108 void make3DNoiseTexture(); 109 void initNoise(); 110 void SetNoiseFrequency(int frequency); 111 double noise3(double vec[3]); 112 void normalize2(double v[2]); 113 void normalize3(double v[3]); 114 115 void generateSkyPlane(int divisions, float planetRadius, float atmosphereRadius, 116 float hTile, float vTile); 117 118 void shellSkyColor(float colorX, float colorY, float colorZ, float time); 119 void shellCloudColor(float colorX, float colorY, float colorZ, float time); 120 121 static void flashSky(float time); 122 99 123 private: 100 124 101 bool cloudActivate; 102 float animationSpeed; 103 float fadeTime; 104 105 static Vector newSkyColor; 106 static Vector newCloudColor; 125 bool cloudActivate; 126 float animationSpeed; 107 127 108 // Material cloudMaterial;109 Skydome* skydome;128 static Vector newSkyColor; 129 static Vector newCloudColor; 110 130 111 // 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; 131 // Material cloudMaterial; 132 Skydome* skydome; 121 133 122 // NOISE STUFF 123 int noise3DTexSize; 124 GLuint noise3DTexName; 125 GLubyte *noise3DTexPtr; 134 tAnimation<CloudEffect>* skyColorFadeX; 135 tAnimation<CloudEffect>* skyColorFadeY; 136 tAnimation<CloudEffect>* skyColorFadeZ; 137 tAnimation<CloudEffect>* cloudColorFadeX; 138 tAnimation<CloudEffect>* cloudColorFadeY; 139 tAnimation<CloudEffect>* cloudColorFadeZ; 140 static bool fadeSky; 141 static bool fadeCloud; 142 static float fadeTime; 126 143 127 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]; 144 // SHADER STUFF 145 Shader* shader; 146 Shader::Uniform* offset; 147 Shader::Uniform* skycolor; 148 Shader::Uniform* cloudcolor; 149 float offsetZ; 150 float scale; 151 float planetRadius; 152 float atmosphericRadius; 153 int divs; 131 154 132 int start; 133 int B; 134 int BM; 155 // NOISE STUFF 156 int noise3DTexSize; 157 GLuint noise3DTexName; 158 GLubyte *noise3DTexPtr; 159 160 int p[MAXB + MAXB + 2]; 161 double g3[MAXB + MAXB + 2][3]; 162 double g2[MAXB + MAXB + 2][2]; 163 double g1[MAXB + MAXB + 2]; 164 165 int start; 166 int B; 167 int BM; 168 169 static bool flashSkyActivate; 170 static float localTimer; 171 static float flashTime; 172 135 173 }; 136 174 -
trunk/src/lib/graphics/effects/fog_effect.cc
r8793 r9006 103 103 */ 104 104 void FogEffect::activate() { 105 PRINTF( 0)( "Activating FogEffect\n");105 PRINTF(3)( "Activating FogEffect\n"); 106 106 107 107 // init fogGL … … 123 123 */ 124 124 void FogEffect::deactivate() { 125 PRINTF( 0)("Deactivating FogEffect\n");125 PRINTF(3)("Deactivating FogEffect\n"); 126 126 127 127 this->fogFadeInActivate = false; -
trunk/src/lib/graphics/effects/lense_flare.cc
r8619 r9006 64 64 65 65 this->lightSource = (LightManager::getInstance())->getLight(0); 66 PRINTF( 0)("light is: %p\n", this->lightSource);66 PRINTF(4)("light is: %p\n", this->lightSource); 67 67 68 68 if (root != NULL) { -
trunk/src/lib/graphics/effects/rain_effect.cc
r8793 r9006 1 1 /* 2 2 orxonox - the future of 3D-vertical-scrollers 3 3 4 4 Copyright (C) 2004 orx 5 5 6 6 This program is free software; you can redistribute it and/or modify 7 7 it under the terms of the GNU General Public License as published by 8 8 the Free Software Foundation; either version 2, or (at your option) 9 9 any later version. 10 10 11 11 ### File Specific: 12 12 main-programmer: hdavid, amaechler 13 13 */ 14 15 #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS 14 16 15 17 #include "rain_effect.h" … … 43 45 * @brief standard constructor 44 46 */ 45 RainEffect::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 { 47 RainEffect::RainEffect(const TiXmlElement* root) { 48 this->setClassID(CL_RAIN_EFFECT, "RainEffect"); 49 50 this->init(); 51 52 if (root != NULL) 53 this->loadParams(root); 54 55 //load rain sound 56 if (this->rainBuffer != NULL) 57 ResourceManager::getInstance()->unload(this->rainBuffer); 58 this->rainBuffer = (OrxSound::SoundBuffer*)ResourceManager::getInstance()->load("sound/atmosphere/rain.wav", WAV); 59 60 //load wind sound 61 if (this->rainWindForce != 0) { 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 this->activate(); 69 RainEffect::rainParticles->precache((int)this->rainLife * 2); 70 } 71 } 72 73 /** 74 * @brief standard deconstructor 75 */ 76 RainEffect::~RainEffect() { 77 this->deactivate(); 78 79 if (this->rainBuffer != NULL) 80 ResourceManager::getInstance()->unload(this->rainBuffer); 81 62 82 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 */ 77 RainEffect::~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); 83 ResourceManager::getInstance()->unload(this->windBuffer); 86 84 } 87 85 … … 89 87 * @brief initalizes the rain effect with default values 90 88 */ 91 void RainEffect::init() 92 { 93 //Default values94 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(); 89 void RainEffect::init() { 90 //Default values 91 this->rainActivate = false; 92 this->rainFadeInActivate = false; 93 this->rainFadeOutActivate = false; 94 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 = 10; 103 this->rainFadeOutDuration = 10; 104 105 this->cloudColor = Vector(0.6f, 0.6f, 0.6f); 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); 112 115 113 } 116 114 … … 119 117 * @param root: the XML-Element to load the data from 120 118 */ 121 void 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); 119 void RainEffect::loadParams(const TiXmlElement* root) { 120 WeatherEffect::loadParams(root); 121 122 LoadParam(root, "coord", this, RainEffect, setRainCoord); 123 LoadParam(root, "size", this, RainEffect, setRainSize); 124 LoadParam(root, "rate", this, RainEffect, setRainRate); 125 LoadParam(root, "velocity", this, RainEffect, setRainVelocity); 126 LoadParam(root, "life", this, RainEffect, setRainLife); 127 LoadParam(root, "wind", this, RainEffect, setRainWind); 128 LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn); 129 LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut); 130 LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor); 131 LoadParam(root, "skycolor", this, RainEffect, setSkyColor); 132 133 LOAD_PARAM_START_CYCLE(root, element); 134 { 135 LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption); 136 } 137 LOAD_PARAM_END_CYCLE(element); 141 138 } 142 139 … … 146 143 * @brief activates the rain effect 147 144 */ 148 void 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); 145 void RainEffect::activate() { 146 PRINTF(3)( "Activating RainEffect, coord: %f, %f, %f, size: %f, %f, rate: %f, velocity: %f, moveRain: %s\n", this->rainCoord.x, this->rainCoord.y, this->rainCoord.z, this->rainSize.x, this-> rainSize.y, this->rainRate, this->rainVelocity, this->rainMove ? "true" : "false" ); 147 148 this->rainActivate = true; 149 150 if (unlikely(RainEffect::rainParticles == NULL)) { 151 RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles); 152 RainEffect::rainParticles->setName("RainParticles"); 153 RainEffect::rainParticles->setLifeSpan(this->rainLife, 2); 154 RainEffect::rainParticles->setRadius(0, 0.03); 155 RainEffect::rainParticles->setRadius(0.2, 0.02); 156 RainEffect::rainParticles->setRadius(1, 0.01); 157 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2); // grey blue 1 158 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2 159 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2); // light grey 160 } 161 162 this->emitter->setSystem(RainEffect::rainParticles); 163 this->emitter->setRelCoor(this->rainCoord); 164 this->emitter->setEmissionRate(this->rainRate); 165 this->emitter->setEmissionVelocity(this->rainVelocity); 166 this->emitter->setSpread(this->rainWindForce / 50, 0.2); 167 168 // play rain sound and loop it 169 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 170 171 // if there's wind, play wind sound 172 if (this->rainWindForce > 0) 173 this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true); 174 175 // Store cloud- and sky color before the rain; 176 this->oldCloudColor = CloudEffect::cloudColor; 177 this->oldSkyColor = CloudEffect::skyColor; 178 179 // If we're not fading, change color immediately 180 if (!this->rainFadeInActivate || !this->rainFadeOutActivate) { 181 CloudEffect::changeCloudColor(this->cloudColor, 0); 182 CloudEffect::changeSkyColor(this->skyColor, 0); 183 } 191 184 } 192 185 … … 194 187 * @brief deactivates the rain effect 195 188 */ 196 void RainEffect::deactivate() 197 { 198 PRINTF(0)("Deactivating RainEffect\n"); 199 200 this->rainActivate = false;201 this->emitter->setSystem(NULL);202 203 // Stop Sound204 this->soundSource.stop(); 205 206 // Restore Light Ambient207 lightMan->setAmbientColor(this->rainAmbient, this->rainAmbient, this->rainAmbient); 208 209 CloudEffect::changeCloudColor(this->oldCloudColor);210 CloudEffect::changeSkyColor(this->oldSkyColor);189 void RainEffect::deactivate() { 190 PRINTF(3)("Deactivating RainEffect\n"); 191 192 this->rainActivate = false; 193 this->rainFadeInActivate = false; 194 this->rainFadeOutActivate = false; 195 196 this->emitter->setSystem(NULL); 197 198 // Stop Sound 199 this->soundSource.stop(); 200 201 // Restore the old cloud- and sky color 202 CloudEffect::changeCloudColor(this->oldCloudColor, 0); 203 CloudEffect::changeSkyColor(this->oldSkyColor, 0); 211 204 } 212 205 … … 215 208 * @param dt: tick float 216 209 */ 217 void 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 } 210 void RainEffect::tick (float dt) { 211 if (!this->rainActivate) 212 return; 213 214 if (this->rainMove) { 215 this->rainCoord = State::getCameraNode()->getAbsCoor(); 216 this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z); 217 } 218 219 if (this->rainFadeInActivate) { 220 PRINTF(4)("tick fading IN RainEffect\n"); 221 222 this->localTimer += dt; 223 float progress = this->localTimer / this->rainFadeInDuration; 224 225 // use alpha in color to fade in rain 226 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 227 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 228 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey 229 230 // increase radius for more "heavy" rain 231 RainEffect::rainParticles->setRadius(0, 0.03 * progress); 232 RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); 233 RainEffect::rainParticles->setRadius(1, 0.01 * progress); 234 235 // increase sound volume 236 if (!this->soundSource.isPlaying()) 237 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 238 this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); 239 240 if (progress >= 1) 241 this->rainFadeInActivate = false; 242 } 243 244 if (this->rainFadeOutActivate) { 245 PRINTF(4)("tick fading OUT RainEffect\n"); 246 247 this->localTimer += dt; 248 float progress = 1 - (this->localTimer / this->rainFadeOutDuration); 249 250 // use alpha in color to fade out 251 RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 252 RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 253 RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2 * progress); // light grey 254 255 // decrease radius 256 RainEffect::rainParticles->setRadius(0, 0.03 * progress); 257 RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); 258 RainEffect::rainParticles->setRadius(1, 0.01 * progress); 259 260 // decrease sound volume 261 if (!this->soundSource.isPlaying()) 262 this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); 263 this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); 264 265 if (progress <= 0) { 266 PRINTF(4)("tick fading OUT RainEffect COMPLETED! Deactivating...\n"); 267 this->rainFadeOutActivate = false; 268 this->deactivate(); 269 } 270 } 281 271 } 282 272 … … 284 274 * @brief starts raining slowly 285 275 */ 286 void RainEffect::startRaining() 287 { 288 289 if (this->rainActivate) 290 this->deactivate(); 291 292 if (!this->rainFadeInDuration > 0) 293 this->rainFadeInDuration = 20; 294 295 this->localTimer = 0; 296 297 this->activate(); 276 void RainEffect::startRaining() { 277 PRINTF(4)("startRaining function;\n"); 278 279 // If it is already raining, do nothing 280 if (this->rainActivate) 281 return; 282 283 this->localTimer = 0; 284 this->rainFadeInActivate = true; 285 286 PRINTF(4)("startRaining function complete; fadedur: %f\n", this->rainFadeInDuration); 287 this->activate(); 288 289 CloudEffect::changeCloudColor(this->cloudColor, this->rainFadeInDuration); 290 CloudEffect::changeSkyColor(this->skyColor, this->rainFadeInDuration); 298 291 } 299 292 … … 301 294 * @brief stops raining slowly 302 295 */ 303 void RainEffect::stopRaining() 304 { 305 306 if (!this->rainActivate) 307 this->activate(); 308 309 if (!this->rainFadeOutDuration > 0) 310 this->rainFadeOutDuration = 20; 311 312 this->localTimer = 0; 296 void RainEffect::stopRaining() { 297 PRINTF(4)("stopRaining function;\n"); 298 299 // If it is not raining, do nothing 300 if (!this->rainActivate) 301 return; 302 303 this->localTimer = 0; 304 this->rainFadeOutActivate = true; 305 306 PRINTF(4)("stopRaining function completed; fadedur: %f\n", this->rainFadeOutDuration); 307 308 CloudEffect::changeCloudColor(this->oldCloudColor, this->rainFadeOutDuration); 309 CloudEffect::changeSkyColor(this->oldSkyColor, this->rainFadeOutDuration); 313 310 } 314 311 … … 316 313 * @brief hides the rain 317 314 */ 318 void RainEffect::hideRain() 319 { 320 RainEffect::rainParticles->setColor(0, 0,0,0, 0); 321 RainEffect::rainParticles->setColor(0, 0,0,0, 0); 322 } 315 void RainEffect::hideRain() { 316 RainEffect::rainParticles->setColor(0, 0,0,0, 0); 317 RainEffect::rainParticles->setColor(0, 0,0,0, 0); 318 } -
trunk/src/lib/graphics/effects/rain_effect.h
r8793 r9006 86 86 this->rainFadeOutDuration = fadeout; 87 87 } 88 88 89 89 inline void setCloudColor(float colorX, float colorY, float colorZ) 90 90 { … … 113 113 GLfloat rainFadeInDuration; 114 114 GLfloat rainFadeOutDuration; 115 bool rainFadeInActivate; 116 bool rainFadeOutActivate; 115 117 116 118 Vector rainCoord; … … 130 132 float soundRainVolume; 131 133 132 LightManager* lightMan;133 GLfloat rainAmbient;134 135 134 Vector oldSkyColor; 136 135 Vector oldCloudColor; -
trunk/src/lib/graphics/effects/snow_effect.cc
r8793 r9006 117 117 void SnowEffect::activate() 118 118 { 119 PRINTF( 0)("Activating SnowEffect\n");119 PRINTF(3)("Activating SnowEffect\n"); 120 120 121 121 this->snowActivate = true; … … 149 149 void SnowEffect::deactivate() 150 150 { 151 PRINTF( 0)("Deactivating SnowEffect\n");151 PRINTF(3)("Deactivating SnowEffect\n"); 152 152 153 153 this->snowActivate = false; -
trunk/src/lib/graphics/effects/volfog_effect.cc
r8523 r9006 74 74 75 75 void VolFogEffect::init() { 76 PRINTF( 0)("Initalize VolFogEffect\n");76 PRINTF(3)("Initalize VolFogEffect\n"); 77 77 78 78 // set fog mode … … 108 108 109 109 if (glewInit() == GLEW_OK) 110 PRINTF( 0)("glewInit OK\n");110 PRINTF(4)("glewInit OK\n"); 111 111 else 112 PRINTF( 0)("glewInit failed\n");112 PRINTF(4)("glewInit failed\n"); 113 113 114 114 if (glewGetExtension("GL_EXT_fog_coord")) 115 PRINTF( 0)("GL_EXT_fog_coord extension found\n");115 PRINTF(4)("GL_EXT_fog_coord extension found\n"); 116 116 } 117 117 118 118 119 119 void VolFogEffect::activate() { 120 PRINTF( 0)("Activating VolFogEffect\n");120 PRINTF(3)("Activating VolFogEffect\n"); 121 121 } 122 122 123 123 void VolFogEffect::deactivate() { 124 PRINTF( 0)("Deactivating VolFogEffect\n");124 PRINTF(3)("Deactivating VolFogEffect\n"); 125 125 126 126 glDisable(GL_FOG); -
trunk/src/lib/gui/gl/glgui_handler.cc
r8743 r9006 88 88 void GLGuiHandler::activate() 89 89 { 90 EventHandler::getInstance()->pushState(ES_MENU);90 //EventHandler::getInstance()->pushState(ES_MENU); 91 91 92 92 … … 96 96 void GLGuiHandler::deactivate() 97 97 { 98 EventHandler::getInstance()->popState();98 //EventHandler::getInstance()->popState(); 99 99 100 100 -
trunk/src/lib/util/executor/executor_lua.h
r8894 r9006 44 44 public: 45 45 /** 46 47 46 * @brief Constructor of a ExecutorXML 47 * @param function a Function to call 48 48 */ 49 49 ExecutorLua0(void(T::*function)()) 50 50 : Executor() 51 51 { 52 52 this->functionPointer = function; … … 91 91 public: 92 92 /** 93 94 93 * @brief Constructor of a ExecutorXML 94 * @param function a Function to call 95 95 */ 96 96 ExecutorLua1(void(T::*function)(type0)) 97 98 { 99 this->functionPointer = function; 100 this->functorType = Executor_Objective | Executor_NoLoadString; 101 } 102 103 /** 104 105 106 97 : Executor(ExecutorParamType<type0>()) 98 { 99 this->functionPointer = function; 100 this->functorType = Executor_Objective | Executor_NoLoadString; 101 } 102 103 /** 104 * @brief executes the Command on BaseObject 105 * @param object the BaseObject to execute this Executor on 106 * @param loadString ignored in this case 107 107 */ 108 108 virtual void operator()(BaseObject* object, const SubString& = SubString()) const … … 120 120 121 121 /** 122 122 * @returns a _new_ Copy of this Executor 123 123 */ 124 124 virtual Executor* clone () const … … 140 140 public: 141 141 /** 142 143 142 * @brief Constructor of a ExecutorXML 143 * @param function a Function to call 144 144 */ 145 145 ExecutorLua2(void(T::*function)(type0, type1)) 146 146 : Executor(ExecutorParamType<type0>(), ExecutorParamType<type1>()) 147 147 { 148 148 this->functionPointer = function; … … 166 166 167 167 (dynamic_cast<T*>(object)->*(functionPointer))( 168 fromLua<type0>(state, 1),169 168 fromLua<type0>(state, 1), 169 fromLua<type1>(state, 2) ); 170 170 } 171 171 … … 217 217 (dynamic_cast<T*>(object)->*(functionPointer))( 218 218 fromLua<type0>(state, 1), 219 220 219 fromLua<type1>(state, 2), 220 fromLua<type2>(state, 3) ); 221 221 } 222 222 … … 268 268 (dynamic_cast<T*>(object)->*(functionPointer))( 269 269 fromLua<type0>(state, 1), 270 271 272 270 fromLua<type1>(state, 2), 271 fromLua<type2>(state, 3), 272 fromLua<type3>(state, 4) ); 273 273 } 274 274 … … 300 300 public: 301 301 /** 302 303 302 * @brief Constructor of a ExecutorXML 303 * @param function a Function to call 304 304 */ 305 305 ExecutorLua0ret(ret (T::*function)()) 306 306 : Executor() 307 307 { 308 308 this->functionPointer = function; … … 329 329 330 330 /** 331 331 * @returns a _new_ Copy of this Executor 332 332 */ 333 333 virtual Executor* clone () const … … 349 349 public: 350 350 /** 351 352 351 * @brief Constructor of a ExecutorXML 352 * @param function a Function to call 353 353 */ 354 354 ExecutorLua1ret(ret (T::*function)(type0)) 355 355 : Executor(ExecutorParamType<type0>()) 356 356 { 357 357 this->functionPointer = function; … … 375 375 376 376 toLua<ret>(state, (dynamic_cast<T*>(object)->*(functionPointer))( 377 377 fromLua<type0>(state, 1))); 378 378 } 379 379 … … 397 397 public: 398 398 /** 399 400 399 * @brief Constructor of a ExecutorXML 400 * @param function a Function to call 401 401 */ 402 402 ExecutorLua2ret(ret (T::*function)(type0, type1)) 403 403 : Executor(ExecutorParamType<type0>(), ExecutorParamType<type1>()) 404 404 { 405 405 this->functionPointer = function; … … 423 423 424 424 toLua<ret>(state, (dynamic_cast<T*>(object)->*(functionPointer))( 425 426 425 fromLua<type0>(state, 1), 426 fromLua<type1>(state, 2) )); 427 427 } 428 428 … … 608 608 ExecutorParamType<type2>(), ExecutorParamType<type3>(), 609 609 ExecutorParamType<type4>(), ExecutorParamType<type5>()) 610 {611 this->functionPointer = function;612 this->functorType = Executor_Objective | Executor_NoLoadString;613 }614 615 /** 616 * @brief executes the Command on BaseObject617 * @param object the BaseObject to execute this Executor on618 * @param loadString ignored in this case619 */ 620 virtual void operator()(BaseObject* object, const SubString& = SubString()) const621 {622 PRINTF(1)("no usefull executor\n");623 }624 625 virtual void operator()(BaseObject* object, int& count, void* values) const626 {627 lua_State* state = (lua_State*)values;628 count = 1;629 630 toLua<ret>(state, (dynamic_cast<T*>(object)->*(functionPointer))(631 fromLua<type0>(state, 1),632 fromLua<type1>(state, 2),633 fromLua<type2>(state, 3),634 fromLua<type3>(state, 4),635 fromLua<type4>(state, 5),636 fromLua<type5>(state, 6) ));637 }638 639 /** 640 * @returns a _new_ Copy of this Executor641 */ 642 virtual Executor* clone () const643 {644 return new ExecutorLua6ret<T, ret, type0, type1, type2, type3, type4, type5>(this->functionPointer);645 }610 { 611 this->functionPointer = function; 612 this->functorType = Executor_Objective | Executor_NoLoadString; 613 } 614 615 /** 616 * @brief executes the Command on BaseObject 617 * @param object the BaseObject to execute this Executor on 618 * @param loadString ignored in this case 619 */ 620 virtual void operator()(BaseObject* object, const SubString& = SubString()) const 621 { 622 PRINTF(1)("no usefull executor\n"); 623 } 624 625 virtual void operator()(BaseObject* object, int& count, void* values) const 626 { 627 lua_State* state = (lua_State*)values; 628 count = 1; 629 630 toLua<ret>(state, (dynamic_cast<T*>(object)->*(functionPointer))( 631 fromLua<type0>(state, 1), 632 fromLua<type1>(state, 2), 633 fromLua<type2>(state, 3), 634 fromLua<type3>(state, 4), 635 fromLua<type4>(state, 5), 636 fromLua<type5>(state, 6) )); 637 } 638 639 /** 640 * @returns a _new_ Copy of this Executor 641 */ 642 virtual Executor* clone () const 643 { 644 return new ExecutorLua6ret<T, ret, type0, type1, type2, type3, type4, type5>(this->functionPointer); 645 } 646 646 private: 647 647 ret (T::*functionPointer)(type0, type1, type2, type3, type4, type5);
Note: See TracChangeset
for help on using the changeset viewer.