| 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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