Initial commit
This commit is contained in:
989
Torque/SDK/engine/game/fx/precipitation.cc
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989
Torque/SDK/engine/game/fx/precipitation.cc
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//-----------------------------------------------------------------------------
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// Torque Game Engine
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// Copyright (C) GarageGames.com, Inc.
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//-----------------------------------------------------------------------------
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#include "game/fx/precipitation.h"
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#include "dgl/dgl.h"
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#include "math/mathIO.h"
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#include "console/consoleTypes.h"
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#include "sceneGraph/sceneGraph.h"
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#include "sceneGraph/sceneState.h"
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#include "terrain/sky.h"
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#include "game/gameConnection.h"
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#include "game/player.h"
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#include "core/bitStream.h"
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#include "platform/profiler.h"
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static const U32 dropHitMask = TerrainObjectType |
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InteriorObjectType |
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WaterObjectType |
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StaticShapeObjectType |
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StaticTSObjectType;
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IMPLEMENT_CO_NETOBJECT_V1(Precipitation);
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IMPLEMENT_CO_DATABLOCK_V1(PrecipitationData);
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//----------------------------------------------------------
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// PrecipitationData
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//----------------------------------------------------------
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PrecipitationData::PrecipitationData()
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{
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soundProfile = NULL;
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soundProfileId = 0;
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mDropName = StringTable->insert("");
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mSplashName = StringTable->insert("");
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mDropSize = 0.5;
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mSplashSize = 0.5;
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mUseTrueBillboards = true;
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mSplashMS = 250;
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}
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IMPLEMENT_CONSOLETYPE(PrecipitationData)
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IMPLEMENT_GETDATATYPE(PrecipitationData)
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IMPLEMENT_SETDATATYPE(PrecipitationData)
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void PrecipitationData::initPersistFields()
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{
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Parent::initPersistFields();
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addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, PrecipitationData));
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addField("dropTexture", TypeFilename, Offset(mDropName, PrecipitationData));
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addField("splashTexture", TypeFilename, Offset(mSplashName, PrecipitationData));
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addField("dropSize", TypeF32, Offset(mDropSize, PrecipitationData));
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addField("splashSize", TypeF32, Offset(mSplashSize, PrecipitationData));
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addField("splashMS", TypeS32, Offset(mSplashMS, PrecipitationData));
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addField("useTrueBillboards", TypeBool, Offset(mUseTrueBillboards, PrecipitationData));
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}
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bool PrecipitationData::onAdd()
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{
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if (Parent::onAdd() == false)
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return false;
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if (!soundProfile && soundProfileId != 0)
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if (Sim::findObject(soundProfileId, soundProfile) == false)
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Con::errorf(ConsoleLogEntry::General, "Error, unable to load sound profile for precipitation datablock");
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return true;
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}
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void PrecipitationData::packData(BitStream* stream)
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{
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Parent::packData(stream);
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if (stream->writeFlag(soundProfile != NULL))
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stream->writeRangedU32(soundProfile->getId(), DataBlockObjectIdFirst,
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DataBlockObjectIdLast);
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stream->writeString(mDropName);
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stream->writeString(mSplashName);
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stream->write(mDropSize);
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stream->write(mSplashSize);
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stream->write(mSplashMS);
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stream->writeFlag(mUseTrueBillboards);
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}
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void PrecipitationData::unpackData(BitStream* stream)
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{
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Parent::unpackData(stream);
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if (stream->readFlag())
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soundProfileId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
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else
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soundProfileId = 0;
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mDropName = stream->readSTString();
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mSplashName = stream->readSTString();
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stream->read(&mDropSize);
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stream->read(&mSplashSize);
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stream->read(&mSplashMS);
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mUseTrueBillboards = stream->readFlag();
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}
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//----------------------------------------------------------
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// Precipitation!
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//----------------------------------------------------------
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Precipitation::Precipitation()
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{
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mTypeMask |= ProjectileObjectType;
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mNetFlags.set(Ghostable|ScopeAlways);
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mDropHead = NULL;
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mSplashHead = NULL;
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mNumDrops = 5000;
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mPercentage = 1.0;
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mMinSpeed = 1.5;
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mMaxSpeed = 2.0;
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mBoxWidth = 200;
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mBoxHeight = 100;
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mMinMass = 0.75;
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mMaxMass = 0.85;
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mMaxTurbulence = 0.1;
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mTurbulenceSpeed = 0.2;
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mUseTurbulence = false;
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mRotateWithCamVel = true;
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mDoCollision = true;
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mStormData.valid = false;
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mStormData.startPct = 0;
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mStormData.endPct = 0;
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mStormData.startTime = 0;
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mStormData.totalTime = 0;
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mAudioHandle = 0;
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mDropHandle = TextureHandle();
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mSplashHandle = TextureHandle();
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U32 count = 0;
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for (U32 v = 0; v < DROPS_PER_SIDE; v++)
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{
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const F32 y1 = (F32) v / DROPS_PER_SIDE;
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const F32 y2 = (F32)(v+1) / DROPS_PER_SIDE;
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for (U32 u = 0; u < DROPS_PER_SIDE; u++)
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{
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const F32 x1 = (F32) u / DROPS_PER_SIDE;
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const F32 x2 = (F32)(u+1) / DROPS_PER_SIDE;
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texCoords[4*count+0].x = x1;
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texCoords[4*count+0].y = y1;
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texCoords[4*count+1].x = x2;
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texCoords[4*count+1].y = y1;
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texCoords[4*count+2].x = x2;
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texCoords[4*count+2].y = y2;
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texCoords[4*count+3].x = x1;
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texCoords[4*count+3].y = y2;
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count++;
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}
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}
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count = 0;
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for (U32 v = 0; v < FRAMES_PER_SIDE; v++)
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{
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const F32 y1 = (F32) v / FRAMES_PER_SIDE;
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const F32 y2 = (F32)(v+1) / FRAMES_PER_SIDE;
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for (U32 u = 0; u < FRAMES_PER_SIDE; u++)
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{
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const F32 x1 = (F32) u / FRAMES_PER_SIDE;
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const F32 x2 = (F32)(u+1) / FRAMES_PER_SIDE;
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splashCoords[4*count+0].x = x1;
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splashCoords[4*count+0].y = y1;
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splashCoords[4*count+1].x = x2;
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splashCoords[4*count+1].y = y1;
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splashCoords[4*count+2].x = x2;
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splashCoords[4*count+2].y = y2;
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splashCoords[4*count+3].x = x1;
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splashCoords[4*count+3].y = y2;
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count++;
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}
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}
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}
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Precipitation::~Precipitation()
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{
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}
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void Precipitation::inspectPostApply()
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{
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if (isClientObject())
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fillDropList();
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setMaskBits(DataMask);
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}
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//--------------------------------------------------------------------------
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// Console stuff...
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//--------------------------------------------------------------------------
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void Precipitation::initPersistFields()
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{
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Parent::initPersistFields();
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addGroup("Movement");
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addField("minSpeed", TypeF32, Offset(mMinSpeed, Precipitation));
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addField("maxSpeed", TypeF32, Offset(mMaxSpeed, Precipitation));
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addField("minMass", TypeF32, Offset(mMinMass, Precipitation));
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addField("maxMass", TypeF32, Offset(mMaxMass, Precipitation));
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endGroup("Movement");
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addGroup("Turbulence");
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addField("maxTurbulence", TypeF32, Offset(mMaxTurbulence, Precipitation));
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addField("turbulenceSpeed", TypeF32, Offset(mTurbulenceSpeed, Precipitation));
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addField("rotateWithCamVel", TypeBool, Offset(mRotateWithCamVel, Precipitation));
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addField("useTurbulence", TypeBool, Offset(mUseTurbulence, Precipitation));
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endGroup("Turbulence");
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addField("numDrops", TypeS32, Offset(mNumDrops, Precipitation));
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addField("boxWidth", TypeF32, Offset(mBoxWidth, Precipitation));
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addField("boxHeight", TypeF32, Offset(mBoxHeight, Precipitation));
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addField("doCollision", TypeBool, Offset(mDoCollision, Precipitation));
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}
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//-----------------------------------
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// Console methods...
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ConsoleMethod(Precipitation, setPercentange, void, 3, 3, "precipitation.setPercentage(percentage <0.0 to 1.0>)")
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{
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object->setPercentage(dAtof(argv[2]));
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}
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ConsoleMethod(Precipitation, modifyStorm, void, 4, 4, "precipitation.modifyStorm(Percentage <0 to 1>, Time<sec>)")
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{
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object->modifyStorm(dAtof(argv[2]), dAtof(argv[3]) * 1000);
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}
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//--------------------------------------------------------------------------
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// Backend
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//--------------------------------------------------------------------------
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bool Precipitation::onAdd()
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{
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if(!Parent::onAdd())
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return false;
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if (isClientObject())
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{
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if (mDataBlock->soundProfile)
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mAudioHandle = alxPlay(mDataBlock->soundProfile, &getTransform() );
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fillDropList();
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}
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mObjBox.min.set(-1e6, -1e6, -1e6);
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mObjBox.max.set( 1e6, 1e6, 1e6);
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if (isClientObject())
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{
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mDropHandle = TextureHandle(((PrecipitationData*)mDataBlock)->mDropName, MeshTexture);
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mSplashHandle = TextureHandle(((PrecipitationData*)mDataBlock)->mSplashName, MeshTexture);
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}
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resetWorldBox();
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addToScene();
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return true;
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}
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void Precipitation::onRemove()
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{
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removeFromScene();
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Parent::onRemove();
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if (mAudioHandle)
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alxStop(mAudioHandle);
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mAudioHandle = 0;
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if (isClientObject())
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killDropList();
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}
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bool Precipitation::onNewDataBlock(GameBaseData* dptr)
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{
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mDataBlock = dynamic_cast<PrecipitationData*>(dptr);
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if (!mDataBlock || !Parent::onNewDataBlock(dptr))
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return false;
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if (isClientObject())
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{
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mDropHandle = TextureHandle(((PrecipitationData*)mDataBlock)->mDropName, MeshTexture);
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mSplashHandle = TextureHandle(((PrecipitationData*)mDataBlock)->mSplashName, MeshTexture);
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}
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scriptOnNewDataBlock();
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return true;
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}
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U32 Precipitation::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
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{
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Parent::packUpdate(con, mask, stream);
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if (stream->writeFlag(mask & DataMask))
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{
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stream->write(mNumDrops);
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stream->write(mMinSpeed);
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stream->write(mMaxSpeed);
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stream->write(mBoxWidth);
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stream->write(mBoxHeight);
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stream->write(mMinMass);
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stream->write(mMaxMass);
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stream->write(mMaxTurbulence);
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stream->write(mTurbulenceSpeed);
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stream->writeFlag(mUseTurbulence);
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stream->writeFlag(mRotateWithCamVel);
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stream->writeFlag(mDoCollision);
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}
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if (stream->writeFlag(mask & PercentageMask))
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{
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stream->write(mPercentage);
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}
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if (stream->writeFlag(!(mask & ~(DataMask | PercentageMask | StormMask)) && (mask & StormMask)))
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{
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stream->write(mStormData.endPct);
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stream->write(mStormData.totalTime);
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}
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return 0;
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}
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void Precipitation::unpackUpdate(NetConnection* con, BitStream* stream)
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{
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Parent::unpackUpdate(con, stream);
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U32 oldDrops = mNumDrops * mPercentage;
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if (stream->readFlag())
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{
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stream->read(&mNumDrops);
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stream->read(&mMinSpeed);
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stream->read(&mMaxSpeed);
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stream->read(&mBoxWidth);
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stream->read(&mBoxHeight);
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stream->read(&mMinMass);
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stream->read(&mMaxMass);
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stream->read(&mMaxTurbulence);
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stream->read(&mTurbulenceSpeed);
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mUseTurbulence = stream->readFlag();
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mRotateWithCamVel = stream->readFlag();
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mDoCollision = stream->readFlag();
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}
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if (stream->readFlag())
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{
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stream->read(&mPercentage);
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}
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if (stream->readFlag())
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{
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F32 pct;
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U32 time;
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stream->read(&pct);
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stream->read(&time);
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modifyStorm(pct, time);
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}
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U32 newDrops = mNumDrops * mPercentage;
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if (isClientObject() && oldDrops != newDrops)
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fillDropList();
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}
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//--------------------------------------------------------------------------
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// Support functions
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//--------------------------------------------------------------------------
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VectorF Precipitation::getWindVelocity()
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{
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Sky* sky = gClientSceneGraph->getCurrentSky();
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return (sky && sky->mEffectPrecip) ? -sky->getWindVelocity() : VectorF(0,0,0);
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}
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void Precipitation::fillDropList()
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{
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AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
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F32 density = Con::getFloatVariable("$pref::precipitationDensity", 1.0f);
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U32 newDropCount = (U32)(mNumDrops * mPercentage * density);
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U32 dropCount = 0;
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if (mDropHead)
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{
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Raindrop* curr = mDropHead;
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while (curr)
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{
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dropCount++;
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curr = curr->next;
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if (dropCount == newDropCount && curr)
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{
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//delete the remaining drops
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Raindrop* next = curr->next;
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curr->next = NULL;
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while (next)
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{
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Raindrop* last = next;
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next = next->next;
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last->next = NULL;
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destroySplash(last);
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delete last;
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}
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break;
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}
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}
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}
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if (dropCount < newDropCount)
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{
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//move to the end
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Raindrop* curr = mDropHead;
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if (curr)
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{
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while (curr->next)
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curr = curr->next;
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}
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else
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{
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mDropHead = curr = new Raindrop;
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spawnNewDrop(curr);
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dropCount++;
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}
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//and add onto it
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while (dropCount < newDropCount)
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{
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curr->next = new Raindrop;
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curr = curr->next;
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spawnNewDrop(curr);
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dropCount++;
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}
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}
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}
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void Precipitation::killDropList()
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{
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AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
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Raindrop* curr = mDropHead;
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while (curr)
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{
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Raindrop* next = curr->next;
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delete curr;
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curr = next;
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}
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mDropHead = NULL;
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}
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void Precipitation::spawnDrop(Raindrop *drop)
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{
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PROFILE_START(PrecipSpawnDrop);
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AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
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drop->velocity = Platform::getRandom() * (mMaxSpeed - mMinSpeed) + mMinSpeed;
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drop->position.x = Platform::getRandom() * mBoxWidth - (mBoxWidth / 2);
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drop->position.y = Platform::getRandom() * mBoxWidth - (mBoxWidth / 2);
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drop->texCoordIndex = (U32)(Platform::getRandom() * ((F32)DROPS_PER_SIDE*DROPS_PER_SIDE - 0.5));
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drop->valid = true;
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drop->time = Platform::getRandom() * M_2PI;
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drop->mass = Platform::getRandom() * (mMaxMass - mMinMass) + mMinMass;
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PROFILE_END();
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}
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void Precipitation::spawnNewDrop(Raindrop *drop)
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{
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AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
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spawnDrop(drop);
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drop->position.z = Platform::getRandom() * mBoxHeight - (mBoxHeight / 2);
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}
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void Precipitation::findDropCutoff(Raindrop *drop)
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{
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PROFILE_START(PrecipFindDropCutoff);
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AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
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||||
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||||
if (mDoCollision)
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||||
{
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VectorF windVel = getWindVelocity();
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VectorF velocity = windVel / drop->mass - VectorF(0, 0, drop->velocity);
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velocity.normalize();
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||||
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||||
Point3F end = drop->position + 100 * velocity;
|
||||
Point3F start = drop->position - 500 * velocity;
|
||||
|
||||
RayInfo rInfo;
|
||||
if (getContainer()->castRay(start, end, dropHitMask, &rInfo))
|
||||
{
|
||||
drop->hitPos = rInfo.point;
|
||||
drop->hitType = rInfo.object->getTypeMask();
|
||||
}
|
||||
else
|
||||
drop->hitPos = Point3F(0,0,-1000);
|
||||
|
||||
drop->valid = drop->position.z > drop->hitPos.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
drop->hitPos = Point3F(0,0,-1000);
|
||||
drop->valid = true;
|
||||
}
|
||||
PROFILE_END();
|
||||
}
|
||||
|
||||
void Precipitation::createSplash(Raindrop *drop)
|
||||
{
|
||||
PROFILE_START(PrecipCreateSplash);
|
||||
if (drop != mSplashHead && !(drop->nextSplashDrop || drop->prevSplashDrop))
|
||||
{
|
||||
if (!mSplashHead)
|
||||
{
|
||||
mSplashHead = drop;
|
||||
drop->prevSplashDrop = NULL;
|
||||
drop->nextSplashDrop = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
mSplashHead->prevSplashDrop = drop;
|
||||
drop->nextSplashDrop = mSplashHead;
|
||||
drop->prevSplashDrop = NULL;
|
||||
mSplashHead = drop;
|
||||
}
|
||||
}
|
||||
|
||||
drop->animStartTime = Platform::getVirtualMilliseconds();
|
||||
PROFILE_END();
|
||||
}
|
||||
|
||||
void Precipitation::destroySplash(Raindrop *drop)
|
||||
{
|
||||
PROFILE_START(PrecipDestroySplash);
|
||||
if (drop == mSplashHead)
|
||||
{
|
||||
mSplashHead = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Unlink.
|
||||
if (drop->nextSplashDrop)
|
||||
drop->nextSplashDrop->prevSplashDrop = drop->prevSplashDrop;
|
||||
|
||||
if (drop->prevSplashDrop)
|
||||
drop->prevSplashDrop->nextSplashDrop = drop->nextSplashDrop;
|
||||
|
||||
drop->nextSplashDrop = NULL;
|
||||
drop->prevSplashDrop = NULL;
|
||||
}
|
||||
|
||||
PROFILE_END();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Processing
|
||||
//--------------------------------------------------------------------------
|
||||
void Precipitation::setPercentage(F32 pct)
|
||||
{
|
||||
mPercentage = pct;
|
||||
if (isServerObject())
|
||||
setMaskBits(PercentageMask);
|
||||
}
|
||||
|
||||
void Precipitation::modifyStorm(F32 pct, U32 ms)
|
||||
{
|
||||
pct = mClampF(pct, 0, 1);
|
||||
mStormData.endPct = pct;
|
||||
mStormData.totalTime = ms;
|
||||
|
||||
if (isServerObject())
|
||||
{
|
||||
setMaskBits(StormMask);
|
||||
return;
|
||||
}
|
||||
|
||||
mStormData.startTime = Platform::getVirtualMilliseconds();
|
||||
mStormData.startPct = mPercentage;
|
||||
mStormData.valid = true;
|
||||
}
|
||||
|
||||
void Precipitation::interpolateTick(F32 delta)
|
||||
{
|
||||
PROFILE_START(PrecipInterpolate);
|
||||
AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
|
||||
|
||||
Raindrop* curr = mDropHead;
|
||||
|
||||
VectorF windVel = getWindVelocity();
|
||||
F32 dt = 1-delta;
|
||||
|
||||
while (curr)
|
||||
{
|
||||
if (!curr->toRender)
|
||||
{
|
||||
curr = curr->next;
|
||||
continue;
|
||||
}
|
||||
|
||||
VectorF turbulence = dt * windVel;
|
||||
if (mUseTurbulence)
|
||||
{
|
||||
F32 renderTime = curr->time + dt * mTurbulenceSpeed;
|
||||
turbulence += VectorF(mSin(renderTime), mCos(renderTime), 0) * mMaxTurbulence;
|
||||
}
|
||||
|
||||
curr->renderPosition = curr->position + turbulence / curr->mass;
|
||||
curr->renderPosition.z -= dt * curr->velocity;
|
||||
|
||||
curr = curr->next;
|
||||
}
|
||||
PROFILE_END();
|
||||
}
|
||||
|
||||
void Precipitation::processTick(const Move *)
|
||||
{
|
||||
//nothing to do on the server
|
||||
if (isServerObject())
|
||||
return;
|
||||
|
||||
//we need to update positions and do some collision here
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn)
|
||||
return; //need connection to server
|
||||
|
||||
ShapeBase* camObj = conn->getCameraObject();
|
||||
if (!camObj)
|
||||
return;
|
||||
|
||||
PROFILE_START(PrecipProcess);
|
||||
|
||||
//update the storm if necessary
|
||||
if (mStormData.valid)
|
||||
{
|
||||
F32 t = (Platform::getVirtualMilliseconds() - mStormData.startTime) / (F32)mStormData.totalTime;
|
||||
if (t >= 1)
|
||||
{
|
||||
mPercentage = mStormData.endPct;
|
||||
mStormData.valid = false;
|
||||
}
|
||||
else
|
||||
mPercentage = mStormData.startPct * (1-t) + mStormData.endPct * t;
|
||||
fillDropList();
|
||||
}
|
||||
|
||||
MatrixF camMat;
|
||||
camObj->getEyeTransform(&camMat);
|
||||
Point3F camPos, camDir;
|
||||
camMat.getColumn(3, &camPos);
|
||||
camMat.getColumn(1, &camDir);
|
||||
camDir.normalize();
|
||||
F32 fovDot = camObj->getCameraFov() / 180;
|
||||
|
||||
Raindrop* curr = mDropHead;
|
||||
|
||||
//make a box
|
||||
Box3F box(camPos.x - mBoxWidth / 2, camPos.y - mBoxWidth / 2, camPos.z - mBoxHeight / 2,
|
||||
camPos.x + mBoxWidth / 2, camPos.y + mBoxWidth / 2, camPos.z + mBoxHeight / 2);
|
||||
|
||||
//offset the renderbox in the direction of the camera direction
|
||||
//in order to have more of the drops actually rendered
|
||||
box.min.x += camDir.x * mBoxWidth / 4;
|
||||
box.max.x += camDir.x * mBoxWidth / 4;
|
||||
box.min.y += camDir.y * mBoxWidth / 4;
|
||||
box.max.y += camDir.y * mBoxWidth / 4;
|
||||
box.min.z += camDir.z * mBoxHeight / 4;
|
||||
box.max.z += camDir.z * mBoxHeight / 4;
|
||||
|
||||
VectorF windVel = getWindVelocity();
|
||||
|
||||
while (curr)
|
||||
{
|
||||
//update position
|
||||
if (mUseTurbulence)
|
||||
curr->time += mTurbulenceSpeed;
|
||||
curr->position += windVel / curr->mass;
|
||||
curr->position.z -= curr->velocity;
|
||||
|
||||
//wrap position
|
||||
wrapDrop(curr, box);
|
||||
|
||||
if (curr->valid)
|
||||
{
|
||||
if (curr->position.z < curr->hitPos.z)
|
||||
{
|
||||
curr->valid = false;
|
||||
|
||||
// Bump back so we don't spawn splashes where they ought not
|
||||
// be. It might be better to revisit this and use the hitPos.
|
||||
curr->position -= windVel / curr->mass;
|
||||
curr->position.z += curr->velocity;
|
||||
|
||||
//do some funky effect thingy for hitting something
|
||||
if (mSplashHandle.getGLName() != 0)
|
||||
createSplash(curr);
|
||||
}
|
||||
}
|
||||
|
||||
//render test
|
||||
VectorF lookVec = curr->position - camPos;
|
||||
curr->toRender = curr->valid ? mDot(lookVec, camDir) > fovDot : false;
|
||||
|
||||
curr = curr->next;
|
||||
}
|
||||
|
||||
//update splashes
|
||||
curr = mSplashHead;
|
||||
U32 currTime = Platform::getVirtualMilliseconds();
|
||||
while (curr)
|
||||
{
|
||||
F32 pct = (F32)(currTime - curr->animStartTime) / mDataBlock->mSplashMS;
|
||||
if (pct >= 1.0f)
|
||||
{
|
||||
Raindrop *next = curr->nextSplashDrop;
|
||||
destroySplash(curr);
|
||||
curr = next;
|
||||
continue;
|
||||
}
|
||||
|
||||
curr->splashIndex = (U32)((FRAMES_PER_SIDE*FRAMES_PER_SIDE) * pct);
|
||||
curr = curr->nextSplashDrop;
|
||||
}
|
||||
PROFILE_END();
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
// Rendering
|
||||
//--------------------------------------------------------------------------
|
||||
bool Precipitation::prepRenderImage(SceneState* state, const U32 stateKey,
|
||||
const U32 /*startZone*/, const bool /*modifyBaseState*/)
|
||||
{
|
||||
if (isLastState(state, stateKey))
|
||||
return false;
|
||||
setLastState(state, stateKey);
|
||||
|
||||
// This should be sufficient for most objects that don't manage zones, and
|
||||
// don't need to return a specialized RenderImage...
|
||||
if (state->isObjectRendered(this)) {
|
||||
SceneRenderImage* image = new SceneRenderImage;
|
||||
image->obj = this;
|
||||
image->isTranslucent = true;
|
||||
image->sortType = SceneRenderImage::EndSort;
|
||||
state->insertRenderImage(image);
|
||||
}
|
||||
|
||||
if (!mAudioHandle && mDataBlock->soundProfile)
|
||||
mAudioHandle = alxPlay(mDataBlock->soundProfile, &getTransform());
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void Precipitation::renderObject(SceneState* state, SceneRenderImage*)
|
||||
{
|
||||
PROFILE_START(PrecipRender);
|
||||
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
|
||||
|
||||
RectI viewport;
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPushMatrix();
|
||||
dglGetViewport(&viewport);
|
||||
|
||||
// Uncomment this if this is a "simple" (non-zone managing) object
|
||||
state->setupObjectProjection(this);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPushMatrix();
|
||||
|
||||
renderPrecip(state);
|
||||
renderSplashes(state);
|
||||
|
||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glPopMatrix();
|
||||
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glPopMatrix();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
dglSetViewport(viewport);
|
||||
|
||||
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
|
||||
PROFILE_END();
|
||||
}
|
||||
|
||||
|
||||
//--------------------------------------------------------------------------
|
||||
void Precipitation::renderPrecip(SceneState *state)
|
||||
{
|
||||
GameConnection* conn = GameConnection::getConnectionToServer();
|
||||
if (!conn)
|
||||
return; //need connection to server
|
||||
|
||||
ShapeBase* camObj = conn->getCameraObject();
|
||||
if (!camObj)
|
||||
return;
|
||||
|
||||
PROFILE_START(PrecipRenderPrecip);
|
||||
|
||||
Point3F camPos = state->getCameraPosition();
|
||||
VectorF camVel = camObj->getVelocity();
|
||||
|
||||
Raindrop *curr = mDropHead;
|
||||
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(GL_FALSE);
|
||||
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||||
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, mDropHandle.getGLName());
|
||||
|
||||
static Point3F verts[4];
|
||||
glVertexPointer(3, GL_FLOAT, 0, verts);
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
glColor3f(1.0, 1.0, 1.0);
|
||||
|
||||
VectorF windVel = getWindVelocity();
|
||||
|
||||
while (curr)
|
||||
{
|
||||
if (!curr->toRender)
|
||||
{
|
||||
curr = curr->next;
|
||||
continue;
|
||||
}
|
||||
|
||||
Point3F pos = curr->renderPosition;
|
||||
VectorF orthoDir = (camPos - pos);
|
||||
|
||||
VectorF velocity = windVel / curr->mass;
|
||||
if (mRotateWithCamVel && camVel != VectorF(0,0,0))
|
||||
{
|
||||
F32 distance = orthoDir.len();
|
||||
velocity -= camVel / (distance > 2 ? distance : 2) * 0.3;
|
||||
}
|
||||
|
||||
velocity.z -= curr->velocity;
|
||||
velocity.normalize();
|
||||
orthoDir.normalize();
|
||||
|
||||
VectorF right;
|
||||
VectorF up;
|
||||
|
||||
// two forms of billboards - true billboards (1st codeblock)
|
||||
// or axis-aligned with velocity (2nd codeblock)
|
||||
// the axis-aligned billboards are aligned with the velocity
|
||||
// of the raindrop, and tilted slightly towards the camera
|
||||
if (mDataBlock->mUseTrueBillboards)
|
||||
{
|
||||
state->mModelview.getRow(0,&right);
|
||||
state->mModelview.getRow(2,&up);
|
||||
right.normalize();
|
||||
up.normalize();
|
||||
}
|
||||
else
|
||||
{
|
||||
right = mCross(-velocity, orthoDir);
|
||||
right.normalize();
|
||||
up = mCross(orthoDir, right) * 0.5 - velocity * 0.5;
|
||||
up.normalize();
|
||||
}
|
||||
right *= mDataBlock->mDropSize;
|
||||
up *= mDataBlock->mDropSize;
|
||||
|
||||
verts[0] = pos + right + up;
|
||||
verts[1] = pos - right + up;
|
||||
verts[2] = pos - right - up;
|
||||
verts[3] = pos + right - up;
|
||||
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, &texCoords[4*curr->texCoordIndex]);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
//debug collision render
|
||||
//if (curr->cutoffHeight != -1000)
|
||||
//{
|
||||
// VectorF windVel = getWindVelocity();
|
||||
// VectorF velocity = windVel / curr->mass - VectorF(0, 0, curr->velocity);
|
||||
// velocity.normalize();
|
||||
|
||||
// Point3F start = curr->position;// - 10000 * velocity;
|
||||
// F32 height = start.z - curr->cutoffHeight;
|
||||
// F32 t = height / velocity.z;
|
||||
// Point3F end = start - t * velocity;
|
||||
|
||||
// glDisable(GL_TEXTURE_2D);
|
||||
// glDisable(GL_BLEND);
|
||||
|
||||
// glBegin(GL_LINES);
|
||||
// glColor3f(1.0, 0.0, 0.0);
|
||||
// glVertex3fv(&(start.x));
|
||||
// glColor3f(0.0, 1.0, 0.0);
|
||||
// glVertex3fv(&(end.x));
|
||||
// glEnd();
|
||||
|
||||
// glBegin(GL_TRIANGLE_FAN);
|
||||
// glColor3f(0.0,0.0,1.0);
|
||||
// glVertex3fv(&((end - right + up).x));
|
||||
// glVertex3fv(&((end + right + up).x));
|
||||
// glVertex3fv(&((end + right - up).x));
|
||||
// glVertex3fv(&((end - right - up).x));
|
||||
// glEnd();
|
||||
|
||||
// glEnable(GL_TEXTURE_2D);
|
||||
// glEnable(GL_BLEND);
|
||||
//}
|
||||
//end debug collision render
|
||||
|
||||
curr = curr->next;
|
||||
}
|
||||
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_BLEND);
|
||||
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
|
||||
PROFILE_END();
|
||||
}
|
||||
|
||||
void Precipitation::renderSplashes(SceneState *state)
|
||||
{
|
||||
PROFILE_START(PrecipRenderSplash);
|
||||
|
||||
//setup the billboard
|
||||
VectorF right, up;
|
||||
state->mModelview.getRow(0, &right);
|
||||
state->mModelview.getRow(2, &up);
|
||||
right.normalize();
|
||||
up.normalize();
|
||||
right *= mDataBlock->mSplashSize;
|
||||
up *= mDataBlock->mSplashSize;
|
||||
|
||||
glColor3f(1.0, 1.0, 1.0);
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
glBindTexture(GL_TEXTURE_2D, mSplashHandle.getGLName());
|
||||
glEnable(GL_BLEND);
|
||||
glDepthMask(GL_FALSE);
|
||||
|
||||
glEnableClientState(GL_VERTEX_ARRAY);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
static Point3F verts[4];
|
||||
glVertexPointer(3, GL_FLOAT, 0, verts);
|
||||
|
||||
Raindrop *curr = mSplashHead;
|
||||
while (curr)
|
||||
{
|
||||
verts[0] = curr->hitPos + right + up;
|
||||
verts[1] = curr->hitPos - right + up;
|
||||
verts[2] = curr->hitPos - right - up;
|
||||
verts[3] = curr->hitPos + right - up;
|
||||
|
||||
glTexCoordPointer(2, GL_FLOAT, 0, &splashCoords[4*curr->splashIndex]);
|
||||
|
||||
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
|
||||
|
||||
curr = curr->nextSplashDrop;
|
||||
}
|
||||
glDisableClientState(GL_VERTEX_ARRAY);
|
||||
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glDisable(GL_BLEND);
|
||||
glDepthMask(GL_TRUE);
|
||||
glDisable(GL_TEXTURE_2D);
|
||||
PROFILE_END();
|
||||
}
|
||||
Reference in New Issue
Block a user