| 1 | /* | 
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| 2 |   orxonox - the future of 3D-vertical-scrollers | 
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| 3 |  | 
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| 4 |   Copyright (C) 2004 orx | 
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| 5 |  | 
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| 6 |   This program is free software; you can redistribute it and/or modify | 
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| 7 |   it under the terms of the GNU General Public License as published by | 
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| 8 |   the Free Software Foundation; either version 2, or (at your option) | 
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| 9 |   any later version. | 
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| 10 |  | 
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| 11 | ### File Specific: | 
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| 12 |   main-programmer: hdavid, amaechler | 
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| 13 | */ | 
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| 14 |  | 
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| 15 | #define DEBUG_SPECIAL_MODULE DEBUG_MODULE_GRAPHICS | 
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| 16 |  | 
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| 17 | #include "rain_effect.h" | 
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| 18 |  | 
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| 19 | #include "util/loading/load_param.h" | 
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| 20 | #include "util/loading/factory.h" | 
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| 21 | #include "sound/resource_sound_buffer.h" | 
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| 22 |  | 
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| 23 | #include "glincl.h" | 
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| 24 | #include "p_node.h" | 
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| 25 | #include "state.h" | 
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| 26 | #include "particles/spark_particles.h" | 
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| 27 | #include "particles/plane_emitter.h" | 
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| 28 | #include "shell_command.h" | 
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| 29 | #include "light.h" | 
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| 30 | #include "cloud_effect.h" | 
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| 31 | #include "script_class.h" | 
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| 32 | #include "debug.h" | 
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| 33 |  | 
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| 34 |  | 
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| 35 |  | 
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| 36 | ObjectListDefinition(RainEffect); | 
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| 37 |  | 
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| 38 | // Define shell commands | 
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| 39 | //SHELL_COMMAND(activate, RainEffect, activateRain); | 
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| 40 | //SHELL_COMMAND(deactivate, RainEffect, deactivateRain); | 
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| 41 | SHELL_COMMAND(startraining, RainEffect, startRaining); | 
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| 42 | SHELL_COMMAND(stopraining, RainEffect, stopRaining); | 
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| 43 |  | 
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| 44 |  | 
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| 45 |  | 
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| 46 | CREATE_SCRIPTABLE_CLASS(RainEffect, | 
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| 47 |                         addMethod("startRaining", Executor0<RainEffect, lua_State*>(&RainEffect::startRaining)) | 
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| 48 |                             ->addMethod("stopRaining", Executor0<RainEffect, lua_State*>(&RainEffect::stopRaining)) | 
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| 49 |                             ->addMethod("activate", Executor0<RainEffect, lua_State*>(&RainEffect::activate)) | 
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| 50 |                             ->addMethod("deactivate", Executor0<RainEffect, lua_State*>(&RainEffect::deactivate)) | 
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| 51 |                        ); | 
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| 52 |  | 
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| 53 | CREATE_FACTORY(RainEffect); | 
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| 54 |  | 
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| 55 | /** | 
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| 56 |  * @brief standard constructor | 
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| 57 |  */ | 
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| 58 | RainEffect::RainEffect(const TiXmlElement* root) { | 
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| 59 |   this->registerObject(this, RainEffect::_objectList); | 
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| 60 |     this->init(); | 
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| 61 |  | 
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| 62 |     if (root != NULL) | 
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| 63 |         this->loadParams(root); | 
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| 64 |  | 
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| 65 |     //load rain sound | 
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| 66 |     this->rainBuffer = OrxSound::ResourceSoundBuffer("sounds/atmosphere/rain.wav"); | 
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| 67 |  | 
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| 68 |     //load wind sound | 
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| 69 |     if (this->rainWindForce != 0) { | 
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| 70 |       this->windBuffer = OrxSound::ResourceSoundBuffer("sounds/atmosphere/wind.wav"); | 
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| 71 |     } | 
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| 72 |  | 
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| 73 |     if(rainActivate) { | 
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| 74 |         this->activate(); | 
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| 75 |         RainEffect::rainParticles->precache((int)this->rainLife * 2); | 
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| 76 |     } | 
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| 77 | } | 
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| 78 |  | 
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| 79 | /** | 
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| 80 |  * @brief standard deconstructor | 
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| 81 |  */ | 
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| 82 | RainEffect::~RainEffect() { | 
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| 83 |     this->deactivate(); | 
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| 84 | } | 
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| 85 |  | 
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| 86 | /** | 
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| 87 |  * @brief initalizes the rain effect with default values | 
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| 88 |  */ | 
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| 89 | void RainEffect::init() { | 
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| 90 |  | 
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| 91 |     this->rainParticles = NULL; | 
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| 92 |     this->emitter = NULL; | 
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| 93 |     this->lightMan = NULL; | 
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| 94 |  | 
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| 95 |     //Default values | 
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| 96 |     this->rainActivate = false; | 
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| 97 |     this->rainFadeInActivate = false; | 
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| 98 |     this->rainFadeOutActivate = false; | 
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| 99 |  | 
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| 100 |     this->rainMove = false; | 
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| 101 |     this->rainCoord = Vector(500, 500, 500); | 
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| 102 |     this->rainSize = Vector2D(1000, 1000); | 
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| 103 |     this->rainRate = 4000; | 
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| 104 |     this->rainVelocity = -300; | 
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| 105 |     this->rainLife = 4; | 
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| 106 |     this->rainWindForce  = 0; | 
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| 107 |     this->rainFadeInDuration = 10; | 
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| 108 |     this->rainFadeOutDuration = 10; | 
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| 109 |  | 
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| 110 |     this->cloudColor = Vector(0.6f, 0.6f, 0.6f); | 
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| 111 |     this->skyColor = Vector(0.0f, 0.0f, 0.0f); | 
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| 112 |  | 
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| 113 |     this->rainMaxParticles = this->rainRate * this->rainLife; | 
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| 114 |     this->localTimer = 0; | 
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| 115 |     this->soundRainVolume = 0.3f; | 
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| 116 |     this->emitter = new PlaneEmitter(this->rainSize); | 
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| 117 |  | 
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| 118 |     lightMan = LightManager::getInstance(); | 
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| 119 | } | 
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| 120 |  | 
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| 121 | /** | 
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| 122 |  * @brief loads the rain effect parameters. | 
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| 123 |  * @param root: the XML-Element to load the data from | 
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| 124 |  */ | 
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| 125 | void RainEffect::loadParams(const TiXmlElement* root) { | 
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| 126 |     WeatherEffect::loadParams(root); | 
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| 127 |  | 
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| 128 |     LoadParam(root, "coord", this, RainEffect, setRainCoord); | 
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| 129 |     LoadParam(root, "size", this, RainEffect, setRainSize); | 
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| 130 |     LoadParam(root, "rate", this, RainEffect, setRainRate); | 
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| 131 |     LoadParam(root, "velocity", this, RainEffect, setRainVelocity); | 
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| 132 |     LoadParam(root, "life", this, RainEffect, setRainLife); | 
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| 133 |     LoadParam(root, "wind", this, RainEffect, setRainWind); | 
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| 134 |     LoadParam(root, "fadeinduration", this, RainEffect, setRainFadeIn); | 
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| 135 |     LoadParam(root, "fadeoutduration", this, RainEffect, setRainFadeOut); | 
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| 136 |     LoadParam(root, "cloudcolor", this, RainEffect, setCloudColor); | 
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| 137 |     LoadParam(root, "skycolor", this, RainEffect, setSkyColor); | 
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| 138 |  | 
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| 139 |     LOAD_PARAM_START_CYCLE(root, element); | 
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| 140 |     { | 
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| 141 |         LoadParam_CYCLE(element, "option", this, RainEffect, setRainOption); | 
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| 142 |     } | 
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| 143 |     LOAD_PARAM_END_CYCLE(element); | 
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| 144 | } | 
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| 145 |  | 
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| 146 | SparkParticles* RainEffect::rainParticles = NULL; | 
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| 147 |  | 
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| 148 | /** | 
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| 149 |  * @brief activates the rain effect | 
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| 150 |  */ | 
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| 151 | void RainEffect::activate() { | 
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| 152 |     PRINTF(3)( "Activating RainEffect, coord: %f, %f, %f, size: %f, %f, rate: %f, velocity: %f, moveRain: %s\n", this->rainCoord.x, this->rainCoord.y, this->rainCoord.z, this->rainSize.x, this-> rainSize.y, this->rainRate, this->rainVelocity, this->rainMove ? "true" : "false" ); | 
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| 153 |  | 
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| 154 |     this->rainActivate = true; | 
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| 155 |  | 
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| 156 |     if (unlikely(RainEffect::rainParticles == NULL)) { | 
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| 157 |         RainEffect::rainParticles = new SparkParticles((int) this->rainMaxParticles); | 
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| 158 |         RainEffect::rainParticles->setName("RainParticles"); | 
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| 159 |         RainEffect::rainParticles->setLifeSpan(this->rainLife, 2); | 
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| 160 |         RainEffect::rainParticles->setRadius(0, 0.03); | 
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| 161 |         RainEffect::rainParticles->setRadius(0.2, 0.02); | 
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| 162 |         RainEffect::rainParticles->setRadius(1, 0.01); | 
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| 163 |         RainEffect::rainParticles->setColor(0, 0.3, 0.3, 0.5, 0.2);   // grey blue 1 | 
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| 164 |         RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2); // grey blue 2 | 
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| 165 |         RainEffect::rainParticles->setColor(1, 0.7, 0.7, 0.7, 0.2);   // light grey | 
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| 166 |     } | 
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| 167 |  | 
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| 168 |     this->emitter->setSystem(RainEffect::rainParticles); | 
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| 169 |     this->emitter->setRelCoor(this->rainCoord); | 
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| 170 |     this->emitter->setEmissionRate(this->rainRate); | 
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| 171 |     this->emitter->setEmissionVelocity(this->rainVelocity); | 
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| 172 |     this->emitter->setSpread(this->rainWindForce / 50, 0.2); | 
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| 173 |  | 
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| 174 |     // play rain sound and loop it | 
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| 175 |     this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); | 
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| 176 |  | 
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| 177 |     // if there's wind, play wind sound | 
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| 178 |     if (this->rainWindForce > 0) | 
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| 179 |         this->soundSource.play(this->windBuffer, 0.1f * this->rainWindForce, true); | 
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| 180 |  | 
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| 181 |     // Store cloud- and sky color before the rain; | 
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| 182 |     this->oldCloudColor = CloudEffect::cloudColor; | 
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| 183 |     this->oldSkyColor   = CloudEffect::skyColor; | 
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| 184 |  | 
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| 185 |     // If we're not fading, change color immediately | 
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| 186 |     if (!this->rainFadeInActivate || !this->rainFadeOutActivate) { | 
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| 187 |         CloudEffect::changeCloudColor(this->cloudColor, 0.2); | 
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| 188 |         CloudEffect::changeSkyColor(this->skyColor, 0.2); | 
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| 189 |     } | 
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| 190 |  | 
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| 191 |     //lightMan->setAmbientColor(.1,.1,.1); | 
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| 192 | } | 
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| 193 |  | 
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| 194 | /** | 
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| 195 |  * @brief deactivates the rain effect | 
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| 196 |  */ | 
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| 197 | void RainEffect::deactivate() { | 
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| 198 |     PRINTF(3)("Deactivating RainEffect\n"); | 
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| 199 |  | 
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| 200 |     this->rainActivate = false; | 
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| 201 |     this->rainFadeInActivate = false; | 
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| 202 |     this->rainFadeOutActivate = false; | 
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| 203 |  | 
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| 204 |     //if(this->emitter) | 
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| 205 |     //  this->emitter->setSystem(NULL); | 
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| 206 |     //this->hideRain(); | 
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| 207 |  | 
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| 208 |     // Stop Sound | 
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| 209 |     this->soundSource.stop(); | 
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| 210 |  | 
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| 211 |     // Restore the old cloud- and sky color | 
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| 212 |     CloudEffect::changeCloudColor(this->oldCloudColor, 0.2); | 
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| 213 |     CloudEffect::changeSkyColor(this->oldSkyColor, 0.2); | 
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| 214 | } | 
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| 215 |  | 
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| 216 | /** | 
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| 217 |  * @brief ticks the rain effect | 
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| 218 |  * @param dt: tick float | 
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| 219 |  */ | 
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| 220 | void RainEffect::tick (float dt) { | 
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| 221 |     if (!this->rainActivate) | 
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| 222 |         return; | 
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| 223 |  | 
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| 224 |     if (this->rainMove) { | 
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| 225 |         this->rainCoord = State::getCameraNode()->getAbsCoor(); | 
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| 226 |         this->emitter->setRelCoor(this->rainCoord.x , this->rainCoord.y+800, this->rainCoord.z); | 
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| 227 |     } | 
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| 228 |  | 
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| 229 |     if (this->rainFadeInActivate) { | 
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| 230 |         PRINTF(4)("tick fading IN RainEffect\n"); | 
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| 231 |  | 
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| 232 |         this->localTimer += dt; | 
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| 233 |         float progress = this->localTimer / this->rainFadeInDuration; | 
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| 234 |  | 
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| 235 |         // use alpha in color to fade in rain | 
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| 236 |         RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 | 
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| 237 |         RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 | 
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| 238 |         RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey | 
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| 239 |  | 
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| 240 |         // increase radius for more "heavy" rain | 
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| 241 |         RainEffect::rainParticles->setRadius(0, 0.03 * progress); | 
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| 242 |         RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); | 
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| 243 |         RainEffect::rainParticles->setRadius(1, 0.01 * progress); | 
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| 244 |  | 
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| 245 |         // increase sound volume | 
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| 246 |         if (progress > 0.5) { | 
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| 247 |           if (!this->soundSource.isPlaying()) | 
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| 248 |             this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); | 
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| 249 |           this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress * 2 - 0.5); | 
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| 250 |         } | 
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| 251 |  | 
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| 252 |         if (progress >= 1) | 
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| 253 |             this->rainFadeInActivate = false; | 
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| 254 |  | 
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| 255 |         lightMan->setAmbientColor(1-progress, 1-progress, 1-progress); | 
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| 256 |     } | 
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| 257 |  | 
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| 258 |     if (this->rainFadeOutActivate) { | 
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| 259 |         PRINTF(4)("tick fading OUT RainEffect\n"); | 
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| 260 |  | 
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| 261 |         this->localTimer += dt; | 
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| 262 |         float progress = 1 - (this->localTimer / this->rainFadeOutDuration); | 
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| 263 |  | 
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| 264 |         // use alpha in color to fade out | 
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| 265 |         RainEffect::rainParticles->setColor(0,   0.3, 0.3, 0.5, 0.2 * progress); // grey blue 1 | 
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| 266 |         RainEffect::rainParticles->setColor(0.5, 0.4, 0.4, 0.5, 0.2 * progress); // grey blue 2 | 
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| 267 |         RainEffect::rainParticles->setColor(1,   0.7, 0.7, 0.7, 0.2 * progress); // light grey | 
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| 268 |  | 
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| 269 |         // decrease radius | 
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| 270 |         RainEffect::rainParticles->setRadius(0, 0.03 * progress); | 
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| 271 |         RainEffect::rainParticles->setRadius(0.2, 0.02 * progress); | 
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| 272 |         RainEffect::rainParticles->setRadius(1, 0.01 * progress); | 
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| 273 |  | 
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| 274 |         // decrease sound volume | 
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| 275 |         if (!this->soundSource.isPlaying()) | 
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| 276 |             this->soundSource.play(this->rainBuffer, this->soundRainVolume, true); | 
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| 277 |         this->soundSource.gain(this->rainBuffer, this->soundRainVolume * progress); | 
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| 278 |  | 
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| 279 |         if (progress <= 0) { | 
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| 280 |             PRINTF(4)("tick fading OUT RainEffect COMPLETED! Deactivating...\n"); | 
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| 281 |             this->rainFadeOutActivate = false; | 
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| 282 |             this->deactivate(); | 
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| 283 |         } | 
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| 284 |         lightMan->setAmbientColor(1-progress, 1-progress, 1-progress); | 
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| 285 |     } | 
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| 286 | } | 
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| 287 |  | 
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| 288 | /** | 
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| 289 |  * @brief starts raining slowly | 
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| 290 | */ | 
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| 291 | void RainEffect::startRaining() { | 
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| 292 |     PRINTF(4)("startRaining function;\n"); | 
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| 293 |  | 
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| 294 |     // If it is already raining, do nothing | 
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| 295 |     if (this->rainActivate) | 
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| 296 |         return; | 
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| 297 |  | 
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| 298 |     this->localTimer = 0; | 
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| 299 |     this->rainFadeInActivate = true; | 
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| 300 |  | 
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| 301 |     PRINTF(4)("startRaining function complete; fadedur: %f\n", this->rainFadeInDuration); | 
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| 302 |     this->activate(); | 
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| 303 |  | 
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| 304 |     CloudEffect::changeCloudColor(this->cloudColor, this->rainFadeInDuration); | 
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| 305 |     CloudEffect::changeSkyColor(this->skyColor, this->rainFadeInDuration); | 
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| 306 | } | 
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| 307 |  | 
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| 308 | /** | 
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| 309 |  * @brief stops raining slowly | 
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| 310 |  */ | 
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| 311 | void RainEffect::stopRaining() { | 
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| 312 |     PRINTF(4)("stopRaining function;\n"); | 
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| 313 |  | 
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| 314 |     // If it is not raining, do nothing | 
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| 315 |     if (!this->rainActivate) | 
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| 316 |         return; | 
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| 317 |  | 
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| 318 |     this->localTimer = 0; | 
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| 319 |     this->rainFadeOutActivate = true; | 
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| 320 |  | 
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| 321 |     PRINTF(4)("stopRaining function completed; fadedur: %f\n", this->rainFadeOutDuration); | 
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| 322 |  | 
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| 323 |     CloudEffect::changeCloudColor(this->oldCloudColor, this->rainFadeOutDuration); | 
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| 324 |     CloudEffect::changeSkyColor(this->oldSkyColor, this->rainFadeOutDuration); | 
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| 325 | } | 
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| 326 |  | 
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| 327 | /** | 
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| 328 |  * @brief hides the rain | 
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| 329 |  */ | 
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| 330 | void RainEffect::hideRain() { | 
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| 331 |     RainEffect::rainParticles->setColor(0, 0,0,0, 0); | 
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| 332 |     RainEffect::rainParticles->setColor(0, 0,0,0, 0); | 
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| 333 | } | 
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