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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 GarageGames, LLC
- //
- // Permission is hereby granted, free of charge, to any person obtaining a copy
- // of this software and associated documentation files (the "Software"), to
- // deal in the Software without restriction, including without limitation the
- // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
- // sell copies of the Software, and to permit persons to whom the Software is
- // furnished to do so, subject to the following conditions:
- //
- // The above copyright notice and this permission notice shall be included in
- // all copies or substantial portions of the Software.
- //
- // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
- // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
- // IN THE SOFTWARE.
- //-----------------------------------------------------------------------------
- #include "platform/platform.h"
- #include "T3D/fx/precipitation.h"
- #include "math/mathIO.h"
- #include "console/consoleTypes.h"
- #include "console/typeValidators.h"
- #include "scene/sceneManager.h"
- #include "scene/sceneRenderState.h"
- #include "lighting/lightInfo.h"
- #include "lighting/lightManager.h"
- #include "materials/shaderData.h"
- #include "T3D/gameBase/gameConnection.h"
- #include "T3D/player.h"
- #include "core/stream/bitStream.h"
- #include "platform/profiler.h"
- #include "renderInstance/renderPassManager.h"
- #include "sfx/sfxSystem.h"
- #include "sfx/sfxTrack.h"
- #include "sfx/sfxSource.h"
- #include "sfx/sfxTypes.h"
- #include "console/engineAPI.h"
- #include "particleEmitter.h"
- static const U32 dropHitMask =
- TerrainObjectType |
- WaterObjectType |
- StaticShapeObjectType;
- IMPLEMENT_CO_NETOBJECT_V1(Precipitation);
- IMPLEMENT_CO_DATABLOCK_V1(PrecipitationData);
- ConsoleDocClass( Precipitation,
- "@brief Defines a precipitation based storm (rain, snow, etc).\n\n"
- "The Precipitation effect works by creating many 'drops' within a fixed size "
- "box. This box can be configured to move around with the camera (to simulate "
- "level-wide precipitation), or to remain in a fixed position (to simulate "
- "localized precipitation). When #followCam is true, the box containing the "
- "droplets can be thought of as centered on the camera then pushed slightly "
- "forward in the direction the camera is facing so most of the box is in "
- "front of the camera (allowing more drops to be visible on screen at once).\n\n"
- "The effect can also be configured to create a small 'splash' whenever a drop "
- "hits another world object.\n\n"
- "@tsexample\n"
- "// The following is added to a level file (.mis) by the World Editor\n"
- "new Precipitation( TheRain )\n"
- "{\n"
- " dropSize = \"0.5\";\n"
- " splashSize = \"0.5\";\n"
- " splashMS = \"250\";\n"
- " animateSplashes = \"1\";\n"
- " dropAnimateMS = \"0\";\n"
- " fadeDist = \"0\";\n"
- " fadeDistEnd = \"0\";\n"
- " useTrueBillboards = \"0\";\n"
- " useLighting = \"0\";\n"
- " glowIntensity = \"0 0 0 0\";\n"
- " reflect = \"0\";\n"
- " rotateWithCamVel = \"1\";\n"
- " doCollision = \"1\";\n"
- " hitPlayers = \"0\";\n"
- " hitVehicles = \"0\";\n"
- " followCam = \"1\";\n"
- " useWind = \"0\";\n"
- " minSpeed = \"1.5\";\n"
- " maxSpeed = \"2\";\n"
- " minMass = \"0.75\";\n"
- " maxMass = \"0.85\";\n"
- " useTurbulence = \"0\";\n"
- " maxTurbulence = \"0.1\";\n"
- " turbulenceSpeed = \"0.2\";\n"
- " numDrops = \"1024\";\n"
- " boxWidth = \"200\";\n"
- " boxHeight = \"100\";\n"
- " dataBlock = \"HeavyRain\";\n"
- "};\n"
- "@endtsexample\n"
- "@ingroup FX\n"
- "@ingroup Atmosphere\n"
- "@see PrecipitationData\n"
- );
- ConsoleDocClass( PrecipitationData,
- "@brief Defines the droplets used in a storm (raindrops, snowflakes, etc).\n\n"
- "@tsexample\n"
- "datablock PrecipitationData( HeavyRain )\n"
- "{\n"
- " soundProfile = \"HeavyRainSound\";\n"
- " dropTexture = \"art/environment/precipitation/rain\";\n"
- " splashTexture = \"art/environment/precipitation/water_splash\";\n"
- " dropsPerSide = 4;\n"
- " splashesPerSide = 2;\n"
- "};\n"
- "@endtsexample\n"
- "@ingroup FX\n"
- "@ingroup Atmosphere\n"
- "@see Precipitation\n"
- );
- //----------------------------------------------------------
- // PrecipitationData
- //----------------------------------------------------------
- PrecipitationData::PrecipitationData()
- {
- INIT_ASSET(Sound);
- INIT_ASSET(Drop);
- mDropShaderName = StringTable->EmptyString();
- INIT_ASSET(Splash);
- mSplashShaderName = StringTable->EmptyString();
- mDropsPerSide = 4;
- mSplashesPerSide = 2;
- }
- void PrecipitationData::initPersistFields()
- {
- docsURL;
- INITPERSISTFIELD_SOUNDASSET(Sound, PrecipitationData, "Looping SFXProfile effect to play while Precipitation is active.");
- addProtectedField( "dropTexture", TypeFilename, Offset(mDropName, PrecipitationData), &_setDropData, &defaultProtectedGetFn,
- "@brief Texture filename for drop particles.\n\n"
- "The drop texture can contain several different drop sub-textures "
- "arranged in a grid. There must be the same number of rows as columns. A "
- "random frame will be chosen for each drop.", AbstractClassRep::FIELD_HideInInspectors );
-
- INITPERSISTFIELD_IMAGEASSET(Drop, PrecipitationData, "@brief Texture for drop particles.\n\n"
- "The drop texture can contain several different drop sub-textures "
- "arranged in a grid. There must be the same number of rows as columns. A "
- "random frame will be chosen for each drop.");
- addField( "dropShader", TypeString, Offset(mDropShaderName, PrecipitationData),
- "The name of the shader used for raindrops." );
-
- addProtectedField("splashTexture", TypeFilename, Offset(mSplashName, PrecipitationData), &_setSplashData, &defaultProtectedGetFn,
- "@brief Texture filename for splash particles.\n\n"
- "The splash texture can contain several different splash sub-textures "
- "arranged in a grid. There must be the same number of rows as columns. A "
- "random frame will be chosen for each splash.", AbstractClassRep::FIELD_HideInInspectors);
- INITPERSISTFIELD_IMAGEASSET(Splash, PrecipitationData, "@brief Texture for splash particles.\n\n"
- "The splash texture can contain several different splash sub-textures "
- "arranged in a grid. There must be the same number of rows as columns. A "
- "random frame will be chosen for each splash.");
- addField( "splashShader", TypeString, Offset(mSplashShaderName, PrecipitationData),
- "The name of the shader used for splashes." );
- addField( "dropsPerSide", TypeS32, Offset(mDropsPerSide, PrecipitationData),
- "@brief How many rows and columns are in the raindrop texture.\n\n"
- "For example, if the texture has 16 raindrops arranged in a grid, this "
- "field should be set to 4." );
- addField( "splashesPerSide", TypeS32, Offset(mSplashesPerSide, PrecipitationData),
- "@brief How many rows and columns are in the splash texture.\n\n"
- "For example, if the texture has 9 splashes arranged in a grid, this "
- "field should be set to 3." );
- Parent::initPersistFields();
- }
- bool PrecipitationData::preload( bool server, String &errorStr )
- {
- if( Parent::preload( server, errorStr) == false)
- return false;
- if (!server)
- {
- if (getSound() != StringTable->EmptyString())
- {
- _setSound(getSound());
- if (!getSoundProfile())
- Con::errorf(ConsoleLogEntry::General, "SplashData::preload: Cant get an sfxProfile for splash.");
- }
- }
- return true;
- }
- void PrecipitationData::packData(BitStream* stream)
- {
- Parent::packData(stream);
- PACKDATA_ASSET(Sound);
- PACKDATA_ASSET(Drop);
- stream->writeString(mDropShaderName);
- PACKDATA_ASSET(Splash);
- stream->writeString(mSplashShaderName);
- stream->write(mDropsPerSide);
- stream->write(mSplashesPerSide);
- }
- void PrecipitationData::unpackData(BitStream* stream)
- {
- Parent::unpackData(stream);
- UNPACKDATA_ASSET(Sound);
- UNPACKDATA_ASSET(Drop);
- mDropShaderName = stream->readSTString();
- UNPACKDATA_ASSET(Splash);
- mSplashShaderName = stream->readSTString();
- stream->read(&mDropsPerSide);
- stream->read(&mSplashesPerSide);
- }
- //----------------------------------------------------------
- // Precipitation!
- //----------------------------------------------------------
- Precipitation::Precipitation()
- {
- mTypeMask |= ProjectileObjectType;
- mDataBlock = NULL;
- mTexCoords = NULL;
- mSplashCoords = NULL;
- mDropShader = NULL;
- mDropHandle = NULL;
- mSplashShader = NULL;
- mSplashHandle = NULL;
- mDropHead = NULL;
- mSplashHead = NULL;
- mNumDrops = 1024;
- mPercentage = 1.0;
- mMinSpeed = 1.5;
- mMaxSpeed = 2.0;
- mFollowCam = true;
- mLastRenderFrame = 0;
- mDropHitMask = 0;
- mDropSize = 0.5;
- mSplashSize = 0.5;
- mUseTrueBillboards = false;
- mSplashMS = 250;
- mAnimateSplashes = true;
- mDropAnimateMS = 0;
- mUseLighting = false;
- mGlowIntensity = LinearColorF( 0,0,0,0 );
- mReflect = false;
- mUseWind = false;
- mBoxWidth = 200;
- mBoxHeight = 100;
- mFadeDistance = 0;
- mFadeDistanceEnd = 0;
- mMinMass = 0.75f;
- mMaxMass = 0.85f;
- mMaxTurbulence = 0.1f;
- mTurbulenceSpeed = 0.2f;
- mUseTurbulence = false;
- mRotateWithCamVel = true;
- mDoCollision = true;
- mDropHitPlayers = false;
- mDropHitVehicles = false;
- mStormData.valid = false;
- mStormData.startPct = 0;
- mStormData.endPct = 0;
- mStormData.startTime = 0;
- mStormData.totalTime = 0;
- mTurbulenceData.valid = false;
- mTurbulenceData.startTime = 0;
- mTurbulenceData.totalTime = 0;
- mTurbulenceData.startMax = 0;
- mTurbulenceData.startSpeed = 0;
- mTurbulenceData.endMax = 0;
- mTurbulenceData.endSpeed = 0;
- mAmbientSound = NULL;
- mDropShaderModelViewSC = NULL;
- mDropShaderFadeStartEndSC = NULL;
- mDropShaderCameraPosSC = NULL;
- mDropShaderAmbientSC = NULL;
- mSplashShaderModelViewSC = NULL;
- mSplashShaderFadeStartEndSC = NULL;
- mSplashShaderCameraPosSC = NULL;
- mSplashShaderAmbientSC = NULL;
- mMaxVBDrops = 5000;
- }
- Precipitation::~Precipitation()
- {
- SAFE_DELETE_ARRAY(mTexCoords);
- SAFE_DELETE_ARRAY(mSplashCoords);
- }
- void Precipitation::inspectPostApply()
- {
- if (mFollowCam)
- {
- setGlobalBounds();
- }
- else
- {
- mObjBox.minExtents = -Point3F(mBoxWidth/2, mBoxWidth/2, mBoxHeight/2);
- mObjBox.maxExtents = Point3F(mBoxWidth/2, mBoxWidth/2, mBoxHeight/2);
- }
- resetWorldBox();
- setMaskBits(DataMask);
- }
- void Precipitation::setTransform(const MatrixF & mat)
- {
- Parent::setTransform(mat);
- setMaskBits(TransformMask);
- }
- //--------------------------------------------------------------------------
- // Console stuff...
- //--------------------------------------------------------------------------
- IRangeValidator ValidNumDropsRange(1, 100000);
- void Precipitation::initPersistFields()
- {
- docsURL;
- addGroup("Precipitation");
- addFieldV( "numDrops", TypeS32, Offset(mNumDrops, Precipitation), &ValidNumDropsRange,
- "@brief Maximum number of drops allowed to exist in the precipitation "
- "box at any one time.\n\n"
- "The actual number of drops in the effect depends on the current "
- "percentage, which can change over time using modifyStorm()." );
- addField( "boxWidth", TypeF32, Offset(mBoxWidth, Precipitation),
- "Width and depth (horizontal dimensions) of the precipitation box." );
- addField( "boxHeight", TypeF32, Offset(mBoxHeight, Precipitation),
- "Height (vertical dimension) of the precipitation box." );
- endGroup("Precipitation");
- addGroup("Rendering");
- addField( "dropSize", TypeF32, Offset(mDropSize, Precipitation),
- "Size of each drop of precipitation. This will scale the texture." );
- addField( "splashSize", TypeF32, Offset(mSplashSize, Precipitation),
- "Size of each splash animation when a drop collides with another surface." );
- addField( "splashMS", TypeS32, Offset(mSplashMS, Precipitation),
- "Lifetime of splashes in milliseconds." );
- addField( "animateSplashes", TypeBool, Offset(mAnimateSplashes, Precipitation),
- "Set to true to enable splash animations when drops collide with other surfaces." );
- addField( "dropAnimateMS", TypeS32, Offset(mDropAnimateMS, Precipitation),
- "@brief Length (in milliseconds) to display each drop frame.\n\n"
- "If #dropAnimateMS <= 0, drops select a single random frame at creation "
- "that does not change throughout the drop's lifetime. If #dropAnimateMS "
- "> 0, each drop cycles through the the available frames in the drop "
- "texture at the given rate." );
- addField( "fadeDist", TypeF32, Offset(mFadeDistance, Precipitation),
- "The distance at which drops begin to fade out." );
- addField( "fadeDistEnd", TypeF32, Offset(mFadeDistanceEnd, Precipitation),
- "The distance at which drops are completely faded out." );
- addField( "useTrueBillboards", TypeBool, Offset(mUseTrueBillboards, Precipitation),
- "Set to true to make drops true (non axis-aligned) billboards." );
- addField( "useLighting", TypeBool, Offset(mUseLighting, Precipitation),
- "Set to true to enable shading of the drops and splashes by the sun color." );
- addField( "glowIntensity", TypeColorF, Offset(mGlowIntensity, Precipitation),
- "Set to 0 to disable the glow or or use it to control the intensity of each channel." );
- addField( "reflect", TypeBool, Offset(mReflect, Precipitation),
- "@brief This enables precipitation rendering during reflection passes.\n\n"
- "@note This is expensive." );
- addField( "rotateWithCamVel", TypeBool, Offset(mRotateWithCamVel, Precipitation),
- "Set to true to include the camera velocity when calculating drop "
- "rotation speed." );
- endGroup("Rendering");
- addGroup("Collision");
- addField( "doCollision", TypeBool, Offset(mDoCollision, Precipitation),
- "@brief Allow drops to collide with world objects.\n\n"
- "If #animateSplashes is true, drops that collide with another object "
- "will produce a simple splash animation.\n"
- "@note This can be expensive as each drop will perform a raycast when "
- "it is created to determine where it will hit." );
- addField( "hitPlayers", TypeBool, Offset(mDropHitPlayers, Precipitation),
- "Allow drops to collide with Player objects; only valid if #doCollision is true." );
- addField( "hitVehicles", TypeBool, Offset(mDropHitVehicles, Precipitation),
- "Allow drops to collide with Vehicle objects; only valid if #doCollision is true." );
- endGroup("Collision");
- addGroup("Movement");
- addField( "followCam", TypeBool, Offset(mFollowCam, Precipitation),
- "@brief Controls whether the Precipitation system follows the camera "
- "or remains where it is first placed in the scene.\n\n"
- "Set to true to make it seem like it is raining everywhere in the "
- "level (ie. the Player will always be in the rain). Set to false "
- "to have a single area affected by rain (ie. the Player can move in "
- "and out of the rainy area)." );
- addField( "useWind", TypeBool, Offset(mUseWind, Precipitation),
- "Controls whether drops are affected by wind.\n"
- "@see ForestWindEmitter" );
- addField( "minSpeed", TypeF32, Offset(mMinSpeed, Precipitation),
- "@brief Minimum speed at which a drop will fall.\n\n"
- "On creation, the drop will be assigned a random speed between #minSpeed "
- "and #maxSpeed." );
- addField( "maxSpeed", TypeF32, Offset(mMaxSpeed, Precipitation),
- "@brief Maximum speed at which a drop will fall.\n\n"
- "On creation, the drop will be assigned a random speed between #minSpeed "
- "and #maxSpeed." );
- addField( "minMass", TypeF32, Offset(mMinMass, Precipitation),
- "@brief Minimum mass of a drop.\n\n"
- "Drop mass determines how strongly the drop is affected by wind and "
- "turbulence. On creation, the drop will be assigned a random speed "
- "between #minMass and #minMass." );
- addField( "maxMass", TypeF32, Offset(mMaxMass, Precipitation),
- "@brief Maximum mass of a drop.\n\n"
- "Drop mass determines how strongly the drop is affected by wind and "
- "turbulence. On creation, the drop will be assigned a random speed "
- "between #minMass and #minMass." );
- endGroup("Movement");
- addGroup("Turbulence");
- addField( "useTurbulence", TypeBool, Offset(mUseTurbulence, Precipitation),
- "Check to enable turbulence. This causes precipitation drops to spiral "
- "while falling." );
- addField( "maxTurbulence", TypeF32, Offset(mMaxTurbulence, Precipitation),
- "Radius at which precipitation drops spiral when turbulence is enabled." );
- addField( "turbulenceSpeed", TypeF32, Offset(mTurbulenceSpeed, Precipitation),
- "Speed at which precipitation drops spiral when turbulence is enabled." );
- endGroup("Turbulence");
- Parent::initPersistFields();
- }
- //-----------------------------------
- // Console methods...
- DefineEngineMethod(Precipitation, setPercentage, void, (F32 percentage), (1.0f),
- "Sets the maximum number of drops in the effect, as a percentage of #numDrops.\n"
- "The change occurs instantly (use modifyStorm() to change the number of drops "
- "over a period of time.\n"
- "@param percentage New maximum number of drops value (as a percentage of "
- "#numDrops). Valid range is 0-1.\n"
- "@tsexample\n"
- "%percentage = 0.5; // The percentage, from 0 to 1, of the maximum drops to display\n"
- "%precipitation.setPercentage( %percentage );\n"
- "@endtsexample\n"
- "@see modifyStorm\n" )
- {
- object->setPercentage(percentage);
- }
- DefineEngineMethod(Precipitation, modifyStorm, void, (F32 percentage, F32 seconds), (1.0f, 5.0f),
- "Smoothly change the maximum number of drops in the effect (from current "
- "value to #numDrops * @a percentage).\n"
- "This method can be used to simulate a storm building or fading in intensity "
- "as the number of drops in the Precipitation box changes.\n"
- "@param percentage New maximum number of drops value (as a percentage of "
- "#numDrops). Valid range is 0-1.\n"
- "@param seconds Length of time (in seconds) over which to increase the drops "
- "percentage value. Set to 0 to change instantly.\n"
- "@tsexample\n"
- "%percentage = 0.5; // The percentage, from 0 to 1, of the maximum drops to display\n"
- "%seconds = 5.0; // The length of time over which to make the change.\n"
- "%precipitation.modifyStorm( %percentage, %seconds );\n"
- "@endtsexample\n" )
- {
- object->modifyStorm(percentage, S32(seconds * 1000.0f));
- }
- DefineEngineMethod(Precipitation, setTurbulence, void, (F32 max, F32 speed, F32 seconds), (1.0f, 5.0f, 5.0f),
- "Smoothly change the turbulence parameters over a period of time.\n"
- "@param max New #maxTurbulence value. Set to 0 to disable turbulence.\n"
- "@param speed New #turbulenceSpeed value.\n"
- "@param seconds Length of time (in seconds) over which to interpolate the "
- "turbulence settings. Set to 0 to change instantly.\n"
- "@tsexample\n"
- "%turbulence = 0.5; // Set the new turbulence value. Set to 0 to disable turbulence.\n"
- "%speed = 5.0; // The new speed of the turbulance effect.\n"
- "%seconds = 5.0; // The length of time over which to make the change.\n"
- "%precipitation.setTurbulence( %turbulence, %speed, %seconds );\n"
- "@endtsexample\n" )
- {
- object->setTurbulence( max, speed, S32(seconds * 1000.0f));
- }
- //--------------------------------------------------------------------------
- // Backend
- //--------------------------------------------------------------------------
- bool Precipitation::onAdd()
- {
- if(!Parent::onAdd())
- return false;
- if (mFollowCam)
- {
- setGlobalBounds();
- }
- else
- {
- mObjBox.minExtents = -Point3F(mBoxWidth/2, mBoxWidth/2, mBoxHeight/2);
- mObjBox.maxExtents = Point3F(mBoxWidth/2, mBoxWidth/2, mBoxHeight/2);
- }
- resetWorldBox();
- if (isClientObject())
- {
- fillDropList();
- initRenderObjects();
- initMaterials();
- }
- addToScene();
- return true;
- }
- void Precipitation::onRemove()
- {
- removeFromScene();
- Parent::onRemove();
- SFX_DELETE( mAmbientSound );
- if (isClientObject())
- killDropList();
- }
- bool Precipitation::onNewDataBlock( GameBaseData *dptr, bool reload )
- {
- mDataBlock = dynamic_cast<PrecipitationData*>( dptr );
- if ( !mDataBlock || !Parent::onNewDataBlock( dptr, reload ) )
- return false;
- if (isClientObject())
- {
- SFX_DELETE( mAmbientSound );
- if ( mDataBlock->getSoundProfile())
- {
- mAmbientSound = SFX->createSource(mDataBlock->getSoundProfile(), &getTransform() );
- if ( mAmbientSound )
- mAmbientSound->play();
- }
- initRenderObjects();
- initMaterials();
- }
- scriptOnNewDataBlock();
- return true;
- }
- void Precipitation::initMaterials()
- {
- AssertFatal(isClientObject(), "Precipitation is setting materials on the server - BAD!");
- if(!mDataBlock)
- return;
- PrecipitationData *pd = (PrecipitationData*)mDataBlock;
- mDropHandle = NULL;
- mSplashHandle = NULL;
- mDropShader = NULL;
- mSplashShader = NULL;
- if(pd->mDrop.isNull())
- Con::warnf("Precipitation::initMaterials - failed to locate texture '%s'!", pd->getDrop());
- else
- mDropHandle = pd->mDrop;
- if ( dStrlen(pd->mDropShaderName) > 0 )
- {
- ShaderData *shaderData;
- if ( Sim::findObject( pd->mDropShaderName, shaderData ) )
- mDropShader = shaderData->getShader();
- if( !mDropShader )
- Con::warnf( "Precipitation::initMaterials - could not find shader '%s'!", pd->mDropShaderName );
- else
- {
- mDropShaderConsts = mDropShader->allocConstBuffer();
- mDropShaderModelViewSC = mDropShader->getShaderConstHandle("$modelView");
- mDropShaderFadeStartEndSC = mDropShader->getShaderConstHandle("$fadeStartEnd");
- mDropShaderCameraPosSC = mDropShader->getShaderConstHandle("$cameraPos");
- mDropShaderAmbientSC = mDropShader->getShaderConstHandle("$ambient");
- }
- }
- if (pd->mSplash.isNull())
- Con::warnf("Precipitation::initMaterials - failed to locate texture '%s'!", pd->getSplash());
- else
- mSplashHandle = pd->mSplash;
- if ( dStrlen(pd->mSplashShaderName) > 0 )
- {
- ShaderData *shaderData;
- if ( Sim::findObject( pd->mSplashShaderName, shaderData ) )
- mSplashShader = shaderData->getShader();
- if( !mSplashShader )
- Con::warnf( "Precipitation::initMaterials - could not find shader '%s'!", pd->mSplashShaderName );
- else
- {
- mSplashShaderConsts = mSplashShader->allocConstBuffer();
- mSplashShaderModelViewSC = mSplashShader->getShaderConstHandle("$modelView");
- mSplashShaderFadeStartEndSC = mSplashShader->getShaderConstHandle("$fadeStartEnd");
- mSplashShaderCameraPosSC = mSplashShader->getShaderConstHandle("$cameraPos");
- mSplashShaderAmbientSC = mSplashShader->getShaderConstHandle("$ambient");
- }
- }
- }
- U32 Precipitation::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
- {
- Parent::packUpdate(con, mask, stream);
- if (stream->writeFlag( !mFollowCam && mask & TransformMask))
- stream->writeAffineTransform(mObjToWorld);
- if (stream->writeFlag(mask & DataMask))
- {
- stream->write(mDropSize);
- stream->write(mSplashSize);
- stream->write(mSplashMS);
- stream->write(mDropAnimateMS);
- stream->write(mNumDrops);
- stream->write(mMinSpeed);
- stream->write(mMaxSpeed);
- stream->write(mBoxWidth);
- stream->write(mBoxHeight);
- stream->write(mMinMass);
- stream->write(mMaxMass);
- stream->write(mMaxTurbulence);
- stream->write(mTurbulenceSpeed);
- stream->write(mFadeDistance);
- stream->write(mFadeDistanceEnd);
- stream->write(mGlowIntensity.red);
- stream->write(mGlowIntensity.green);
- stream->write(mGlowIntensity.blue);
- stream->write(mGlowIntensity.alpha);
- stream->writeFlag(mReflect);
- stream->writeFlag(mRotateWithCamVel);
- stream->writeFlag(mDoCollision);
- stream->writeFlag(mDropHitPlayers);
- stream->writeFlag(mDropHitVehicles);
- stream->writeFlag(mUseTrueBillboards);
- stream->writeFlag(mUseTurbulence);
- stream->writeFlag(mUseLighting);
- stream->writeFlag(mUseWind);
- stream->writeFlag(mFollowCam);
- stream->writeFlag(mAnimateSplashes);
- }
- if (stream->writeFlag(!(mask & DataMask) && (mask & TurbulenceMask)))
- {
- stream->write(mTurbulenceData.endMax);
- stream->write(mTurbulenceData.endSpeed);
- stream->write(mTurbulenceData.totalTime);
- }
- if (stream->writeFlag(mask & PercentageMask))
- {
- stream->write(mPercentage);
- }
- if (stream->writeFlag(!(mask & ~(DataMask | PercentageMask | StormMask)) && (mask & StormMask)))
- {
- stream->write(mStormData.endPct);
- stream->write(mStormData.totalTime);
- }
- return 0;
- }
- void Precipitation::unpackUpdate(NetConnection* con, BitStream* stream)
- {
- Parent::unpackUpdate(con, stream);
- if (stream->readFlag())
- {
- MatrixF mat;
- stream->readAffineTransform(&mat);
- Parent::setTransform(mat);
- }
- U32 oldDrops = U32(mNumDrops * mPercentage);
- if (stream->readFlag())
- {
- stream->read(&mDropSize);
- stream->read(&mSplashSize);
- stream->read(&mSplashMS);
- stream->read(&mDropAnimateMS);
- stream->read(&mNumDrops);
- stream->read(&mMinSpeed);
- stream->read(&mMaxSpeed);
- stream->read(&mBoxWidth);
- stream->read(&mBoxHeight);
- stream->read(&mMinMass);
- stream->read(&mMaxMass);
- stream->read(&mMaxTurbulence);
- stream->read(&mTurbulenceSpeed);
- stream->read(&mFadeDistance);
- stream->read(&mFadeDistanceEnd);
- stream->read(&mGlowIntensity.red);
- stream->read(&mGlowIntensity.green);
- stream->read(&mGlowIntensity.blue);
- stream->read(&mGlowIntensity.alpha);
- mReflect = stream->readFlag();
- mRotateWithCamVel = stream->readFlag();
- mDoCollision = stream->readFlag();
- mDropHitPlayers = stream->readFlag();
- mDropHitVehicles = stream->readFlag();
- mUseTrueBillboards = stream->readFlag();
- mUseTurbulence = stream->readFlag();
- mUseLighting = stream->readFlag();
- mUseWind = stream->readFlag();
- mFollowCam = stream->readFlag();
- mAnimateSplashes = stream->readFlag();
- mDropHitMask = dropHitMask |
- ( mDropHitPlayers ? PlayerObjectType : 0 ) |
- ( mDropHitVehicles ? VehicleObjectType : 0 );
- mTurbulenceData.valid = false;
- }
- if (stream->readFlag())
- {
- F32 max, speed;
- U32 ms;
- stream->read(&max);
- stream->read(&speed);
- stream->read(&ms);
- setTurbulence( max, speed, ms );
- }
- if (stream->readFlag())
- {
- F32 pct;
- stream->read(&pct);
- setPercentage(pct);
- }
- if (stream->readFlag())
- {
- F32 pct;
- U32 time;
- stream->read(&pct);
- stream->read(&time);
- modifyStorm(pct, time);
- }
- AssertFatal(isClientObject(), "Precipitation::unpackUpdate() should only be called on the client!");
- U32 newDrops = U32(mNumDrops * mPercentage);
- if (oldDrops != newDrops)
- {
- fillDropList();
- initRenderObjects();
- }
- if (mFollowCam)
- {
- setGlobalBounds();
- }
- else
- {
- mObjBox.minExtents = -Point3F(mBoxWidth/2, mBoxWidth/2, mBoxHeight/2);
- mObjBox.maxExtents = Point3F(mBoxWidth/2, mBoxWidth/2, mBoxHeight/2);
- }
- resetWorldBox();
- }
- //--------------------------------------------------------------------------
- // Support functions
- //--------------------------------------------------------------------------
- VectorF Precipitation::getWindVelocity()
- {
- // The WindManager happens to set global-wind velocity here, it is not just for particles.
- return mUseWind ? ParticleEmitter::mWindVelocity : Point3F::Zero;
- }
- void Precipitation::fillDropList()
- {
- AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
- F32 density = Con::getFloatVariable("$pref::precipitationDensity", 1.0f);
- U32 newDropCount = (U32)(mNumDrops * mPercentage * density);
- U32 dropCount = 0;
- if (newDropCount == 0)
- killDropList();
- if (mDropHead)
- {
- Raindrop* curr = mDropHead;
- while (curr)
- {
- dropCount++;
- curr = curr->next;
- if (dropCount == newDropCount && curr)
- {
- //delete the remaining drops
- Raindrop* next = curr->next;
- curr->next = NULL;
- while (next)
- {
- Raindrop* last = next;
- next = next->next;
- last->next = NULL;
- destroySplash(last);
- delete last;
- }
- break;
- }
- }
- }
- if (dropCount < newDropCount)
- {
- //move to the end
- Raindrop* curr = mDropHead;
- if (curr)
- {
- while (curr->next)
- curr = curr->next;
- }
- else
- {
- mDropHead = curr = new Raindrop;
- spawnNewDrop(curr);
- dropCount++;
- }
- //and add onto it
- while (dropCount < newDropCount)
- {
- curr->next = new Raindrop;
- curr = curr->next;
- spawnNewDrop(curr);
- dropCount++;
- }
- }
- }
- void Precipitation::initRenderObjects()
- {
- AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
- SAFE_DELETE_ARRAY(mTexCoords);
- SAFE_DELETE_ARRAY(mSplashCoords);
- if (!mDataBlock)
- return;
- mTexCoords = new Point2F[4*mDataBlock->mDropsPerSide*mDataBlock->mDropsPerSide];
- // Setup the texcoords for the drop texture.
- // The order of the coords when animating is...
- //
- // +---+---+---+
- // | 1 | 2 | 3 |
- // |---|---|---+
- // | 4 | 5 | 6 |
- // +---+---+---+
- // | 7 | etc...
- // +---+
- //
- U32 count = 0;
- for (U32 v = 0; v < mDataBlock->mDropsPerSide; v++)
- {
- F32 y1 = (F32) v / mDataBlock->mDropsPerSide;
- F32 y2 = (F32)(v+1) / mDataBlock->mDropsPerSide;
- for (U32 u = 0; u < mDataBlock->mDropsPerSide; u++)
- {
- F32 x1 = (F32) u / mDataBlock->mDropsPerSide;
- F32 x2 = (F32)(u+1) / mDataBlock->mDropsPerSide;
- mTexCoords[4*count+0].x = x1;
- mTexCoords[4*count+0].y = y1;
- mTexCoords[4*count+1].x = x2;
- mTexCoords[4*count+1].y = y1;
- mTexCoords[4*count+2].x = x2;
- mTexCoords[4*count+2].y = y2;
- mTexCoords[4*count+3].x = x1;
- mTexCoords[4*count+3].y = y2;
- count++;
- }
- }
- count = 0;
- mSplashCoords = new Point2F[4*mDataBlock->mSplashesPerSide*mDataBlock->mSplashesPerSide];
- for (U32 v = 0; v < mDataBlock->mSplashesPerSide; v++)
- {
- F32 y1 = (F32) v / mDataBlock->mSplashesPerSide;
- F32 y2 = (F32)(v+1) / mDataBlock->mSplashesPerSide;
- for (U32 u = 0; u < mDataBlock->mSplashesPerSide; u++)
- {
- F32 x1 = (F32) u / mDataBlock->mSplashesPerSide;
- F32 x2 = (F32)(u+1) / mDataBlock->mSplashesPerSide;
- mSplashCoords[4*count+0].x = x1;
- mSplashCoords[4*count+0].y = y1;
- mSplashCoords[4*count+1].x = x2;
- mSplashCoords[4*count+1].y = y1;
- mSplashCoords[4*count+2].x = x2;
- mSplashCoords[4*count+2].y = y2;
- mSplashCoords[4*count+3].x = x1;
- mSplashCoords[4*count+3].y = y2;
- count++;
- }
- }
- // Cap the number of precipitation drops so that we don't blow out the max verts
- mMaxVBDrops = getMin( (U32)mNumDrops, ( GFX->getMaxDynamicVerts() / 4 ) - 1 );
- // If we have no drops then skip allocating anything!
- if ( mMaxVBDrops == 0 )
- return;
- // Create a volitile vertex buffer which
- // we'll lock and fill every frame.
- mRainVB.set(GFX, mMaxVBDrops * 4, GFXBufferTypeDynamic);
- // Init the index buffer for rendering the
- // entire or a partially filled vb.
- mRainIB.set(GFX, mMaxVBDrops * 6, 0, GFXBufferTypeStatic);
- U16 *idxBuff;
- mRainIB.lock(&idxBuff, NULL, 0, 0);
- for( U32 i=0; i < mMaxVBDrops; i++ )
- {
- //
- // The vertex pattern in the VB for each
- // particle is as follows...
- //
- // 0----1
- // |\ |
- // | \ |
- // | \ |
- // | \|
- // 3----2
- //
- // We setup the index order below to ensure
- // sequential, cache friendly, access.
- //
- U32 offset = i * 4;
- idxBuff[i*6+0] = 0 + offset;
- idxBuff[i*6+1] = 1 + offset;
- idxBuff[i*6+2] = 2 + offset;
- idxBuff[i*6+3] = 2 + offset;
- idxBuff[i*6+4] = 3 + offset;
- idxBuff[i*6+5] = 0 + offset;
- }
- mRainIB.unlock();
- }
- void Precipitation::killDropList()
- {
- AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
- Raindrop* curr = mDropHead;
- while (curr)
- {
- Raindrop* next = curr->next;
- delete curr;
- curr = next;
- }
- mDropHead = NULL;
- mSplashHead = NULL;
- }
- void Precipitation::spawnDrop(Raindrop *drop)
- {
- PROFILE_START(PrecipSpawnDrop);
- AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
- drop->velocity = Platform::getRandom() * (mMaxSpeed - mMinSpeed) + mMinSpeed;
- drop->position.x = Platform::getRandom() * mBoxWidth;
- drop->position.y = Platform::getRandom() * mBoxWidth;
- // The start time should be randomized so that
- // all the drops are not animating at the same time.
- drop->animStartTime = (SimTime)(Platform::getVirtualMilliseconds() * Platform::getRandom());
- if (mDropAnimateMS <= 0 && mDataBlock)
- drop->texCoordIndex = (U32)(Platform::getRandom() * ((F32)mDataBlock->mDropsPerSide*mDataBlock->mDropsPerSide - 0.5));
- drop->valid = true;
- drop->time = Platform::getRandom() * M_2PI;
- drop->mass = Platform::getRandom() * (mMaxMass - mMinMass) + mMinMass;
- PROFILE_END();
- }
- void Precipitation::spawnNewDrop(Raindrop *drop)
- {
- AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
- spawnDrop(drop);
- drop->position.z = Platform::getRandom() * mBoxHeight - (mBoxHeight / 2);
- }
- void Precipitation::wrapDrop(Raindrop *drop, const Box3F &box, const U32 currTime, const VectorF &windVel)
- {
- //could probably be slightly optimized to get rid of the while loops
- if (drop->position.z < box.minExtents.z)
- {
- spawnDrop(drop);
- drop->position.x += box.minExtents.x;
- drop->position.y += box.minExtents.y;
- while (drop->position.z < box.minExtents.z)
- drop->position.z += mBoxHeight;
- findDropCutoff(drop, box, windVel);
- }
- else if (drop->position.z > box.maxExtents.z)
- {
- while (drop->position.z > box.maxExtents.z)
- drop->position.z -= mBoxHeight;
- findDropCutoff(drop, box, windVel);
- }
- else if (drop->position.x < box.minExtents.x)
- {
- while (drop->position.x < box.minExtents.x)
- drop->position.x += mBoxWidth;
- findDropCutoff(drop, box, windVel);
- }
- else if (drop->position.x > box.maxExtents.x)
- {
- while (drop->position.x > box.maxExtents.x)
- drop->position.x -= mBoxWidth;
- findDropCutoff(drop, box, windVel);
- }
- else if (drop->position.y < box.minExtents.y)
- {
- while (drop->position.y < box.minExtents.y)
- drop->position.y += mBoxWidth;
- findDropCutoff(drop, box, windVel);
- }
- else if (drop->position.y > box.maxExtents.y)
- {
- while (drop->position.y > box.maxExtents.y)
- drop->position.y -= mBoxWidth;
- findDropCutoff(drop, box, windVel);
- }
- }
- void Precipitation::findDropCutoff(Raindrop *drop, const Box3F &box, const VectorF &windVel)
- {
- PROFILE_START(PrecipFindDropCutoff);
- AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
- if (mDoCollision)
- {
- VectorF velocity = windVel / drop->mass - VectorF(0, 0, drop->velocity);
- velocity.normalize();
- Point3F end = drop->position + 100 * velocity;
- Point3F start = drop->position - (mFollowCam ? 500.0f : 0.0f) * velocity;
- if (!mFollowCam)
- {
- mObjToWorld.mulP(start);
- mObjToWorld.mulP(end);
- }
- // Look for a collision... make sure we don't
- // collide with backfaces.
- RayInfo rInfo;
- if (getContainer()->castRay(start, end, mDropHitMask, &rInfo))
- {
- // TODO: Add check to filter out hits on backfaces.
- if (!mFollowCam)
- mWorldToObj.mulP(rInfo.point);
- 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)
- {
- if (!mDataBlock)
- return;
- 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();
- if (!mAnimateSplashes)
- drop->texCoordIndex = (U32)(Platform::getRandom() * ((F32)mDataBlock->mSplashesPerSide*mDataBlock->mSplashesPerSide - 0.5));
- PROFILE_END();
- }
- void Precipitation::destroySplash(Raindrop *drop)
- {
- PROFILE_START(PrecipDestroySplash);
- if (drop == mSplashHead)
- {
- mSplashHead = mSplashHead->nextSplashDrop;
- }
- 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 = mClampF(pct, 0, 1);
- mStormData.valid = false;
- if (isServerObject())
- {
- setMaskBits(PercentageMask);
- }
- }
- void Precipitation::modifyStorm(F32 pct, U32 ms)
- {
- if ( ms == 0 )
- {
- setPercentage( pct );
- return;
- }
- 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::setTurbulence(F32 max, F32 speed, U32 ms)
- {
- if ( ms == 0 && !isServerObject() )
- {
- mUseTurbulence = max > 0;
- mMaxTurbulence = max;
- mTurbulenceSpeed = speed;
- return;
- }
- mTurbulenceData.endMax = max;
- mTurbulenceData.endSpeed = speed;
- mTurbulenceData.totalTime = ms;
- if (isServerObject())
- {
- setMaskBits(TurbulenceMask);
- return;
- }
- mTurbulenceData.startTime = Platform::getVirtualMilliseconds();
- mTurbulenceData.startMax = mMaxTurbulence;
- mTurbulenceData.startSpeed = mTurbulenceSpeed;
- mTurbulenceData.valid = true;
- }
- void Precipitation::interpolateTick(F32 delta)
- {
- AssertFatal(isClientObject(), "Precipitation is doing stuff on the server - BAD!");
- // If we're not being seen then the simulation
- // is paused and we don't need any interpolation.
- if (mLastRenderFrame != ShapeBase::sLastRenderFrame)
- return;
- PROFILE_START(PrecipInterpolate);
- const F32 dt = 1-delta;
- const VectorF windVel = dt * getWindVelocity();
- const F32 turbSpeed = dt * mTurbulenceSpeed;
- Raindrop* curr = mDropHead;
- VectorF turbulence;
- F32 renderTime;
- while (curr)
- {
- if (!curr->valid || !curr->toRender)
- {
- curr = curr->next;
- continue;
- }
- if (mUseTurbulence)
- {
- renderTime = curr->time + turbSpeed;
- turbulence.x = windVel.x + ( mSin(renderTime) * mMaxTurbulence );
- turbulence.y = windVel.y + ( mCos(renderTime) * mMaxTurbulence );
- turbulence.z = windVel.z;
- curr->renderPosition = curr->position + turbulence / curr->mass;
- }
- else
- curr->renderPosition = curr->position + windVel / 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() || mDataBlock == NULL || isHidden())
- return;
- const U32 currTime = Platform::getVirtualMilliseconds();
- // Update the storm if necessary
- if (mStormData.valid)
- {
- F32 t = (currTime - mStormData.startTime) / (F32)mStormData.totalTime;
- if (t >= 1)
- {
- mPercentage = mStormData.endPct;
- mStormData.valid = false;
- }
- else
- mPercentage = mStormData.startPct * (1-t) + mStormData.endPct * t;
- fillDropList();
- }
- // Do we need to update the turbulence?
- if ( mTurbulenceData.valid )
- {
- F32 t = (currTime - mTurbulenceData.startTime) / (F32)mTurbulenceData.totalTime;
- if (t >= 1)
- {
- mMaxTurbulence = mTurbulenceData.endMax;
- mTurbulenceSpeed = mTurbulenceData.endSpeed;
- mTurbulenceData.valid = false;
- }
- else
- {
- mMaxTurbulence = mTurbulenceData.startMax * (1-t) + mTurbulenceData.endMax * t;
- mTurbulenceSpeed = mTurbulenceData.startSpeed * (1-t) + mTurbulenceData.endSpeed * t;
- }
- mUseTurbulence = mMaxTurbulence > 0;
- }
- // If we're not being seen then pause the
- // simulation. Precip is generally noisy
- // enough that no one should notice.
- if (mLastRenderFrame != ShapeBase::sLastRenderFrame)
- return;
- //we need to update positions and do some collision here
- GameConnection* conn = GameConnection::getConnectionToServer();
- if (!conn)
- return; //need connection to server
- ShapeBase* camObj = dynamic_cast<ShapeBase*>(conn->getCameraObject());
- if (!camObj)
- return;
- PROFILE_START(PrecipProcess);
- MatrixF camMat;
- camObj->getEyeTransform(&camMat);
- const F32 camFov = camObj->getCameraFov();
- Point3F camPos, camDir;
- Box3F box;
- if (mFollowCam)
- {
- camMat.getColumn(3, &camPos);
- box = Box3F(camPos.x - mBoxWidth / 2, camPos.y - mBoxWidth / 2, camPos.z - mBoxHeight / 2,
- camPos.x + mBoxWidth / 2, camPos.y + mBoxWidth / 2, camPos.z + mBoxHeight / 2);
- camMat.getColumn(1, &camDir);
- camDir.normalize();
- }
- else
- {
- box = mObjBox;
- camMat.getColumn(3, &camPos);
- mWorldToObj.mulP(camPos);
- camMat.getColumn(1, &camDir);
- camDir.normalize();
- mWorldToObj.mulV(camDir);
- }
- const VectorF windVel = getWindVelocity();
- const F32 fovDot = camFov / 180;
- Raindrop* curr = mDropHead;
- //offset the renderbox in the direction of the camera direction
- //in order to have more of the drops actually rendered
- if (mFollowCam)
- {
- box.minExtents.x += camDir.x * mBoxWidth / 4;
- box.maxExtents.x += camDir.x * mBoxWidth / 4;
- box.minExtents.y += camDir.y * mBoxWidth / 4;
- box.maxExtents.y += camDir.y * mBoxWidth / 4;
- box.minExtents.z += camDir.z * mBoxHeight / 4;
- box.maxExtents.z += camDir.z * mBoxHeight / 4;
- }
- VectorF lookVec;
- F32 pct;
- const S32 dropCount = mDataBlock->mDropsPerSide*mDataBlock->mDropsPerSide;
- while (curr)
- {
- // Update the position. This happens even if this
- // is a splash so that the drop respawns when it wraps
- // around to the top again.
- if (mUseTurbulence)
- curr->time += mTurbulenceSpeed;
- curr->position += windVel / curr->mass;
- curr->position.z -= curr->velocity;
- // Wrap the drop if it reaches an edge of the box.
- wrapDrop(curr, box, currTime, windVel);
- // Did the drop pass below the hit position?
- if (curr->valid && curr->position.z < curr->hitPos.z)
- {
- // If this drop was to hit a player or vehicle double
- // check to see if the object has moved out of the way.
- // This keeps us from leaving phantom trails of splashes
- // behind a moving player/vehicle.
- if (curr->hitType & (PlayerObjectType | VehicleObjectType))
- {
- findDropCutoff(curr, box, windVel);
- if (curr->position.z > curr->hitPos.z)
- goto NO_SPLASH; // Ugly, yet simple.
- }
- // The drop is dead.
- curr->valid = false;
- // Convert the drop into a splash or let it
- // wrap around and respawn in wrapDrop().
- if (mSplashMS > 0)
- createSplash(curr);
- // So ugly... yet simple.
- NO_SPLASH:;
- }
- // We do not do cull individual drops when we're not
- // following as it is usually a tight box and all of
- // the particles are in view.
- if (!mFollowCam)
- curr->toRender = true;
- else
- {
- lookVec = curr->position - camPos;
- curr->toRender = mDot(lookVec, camDir) > fovDot;
- }
- // Do we need to animate the drop?
- if (curr->valid && mDropAnimateMS > 0 && curr->toRender)
- {
- pct = (F32)(currTime - curr->animStartTime) / mDropAnimateMS;
- pct = mFmod(pct, 1);
- curr->texCoordIndex = (U32)(dropCount * pct);
- }
- curr = curr->next;
- }
- //update splashes
- curr = mSplashHead;
- Raindrop *next;
- const S32 splashCount = mDataBlock->mSplashesPerSide * mDataBlock->mSplashesPerSide;
- while (curr)
- {
- pct = (F32)(currTime - curr->animStartTime) / mSplashMS;
- if (pct >= 1.0f)
- {
- next = curr->nextSplashDrop;
- destroySplash(curr);
- curr = next;
- continue;
- }
- if (mAnimateSplashes)
- curr->texCoordIndex = (U32)(splashCount * pct);
- curr = curr->nextSplashDrop;
- }
- PROFILE_END_NAMED(PrecipProcess);
- }
- //--------------------------------------------------------------------------
- // Rendering
- //--------------------------------------------------------------------------
- void Precipitation::prepRenderImage(SceneRenderState* state)
- {
- PROFILE_SCOPE(Precipitation_prepRenderImage);
- // We we have no drops then skip rendering
- // and don't bother with the sound.
- if (mMaxVBDrops == 0)
- return;
- // We do nothing if we're not supposed to be reflected.
- if ( state->isReflectPass() && !mReflect )
- return;
- // This should be sufficient for most objects that don't manage zones, and
- // don't need to return a specialized RenderImage...
- ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
- ri->renderDelegate.bind(this, &Precipitation::renderObject);
- ri->type = RenderPassManager::RIT_Foliage;
- state->getRenderPass()->addInst( ri );
- }
- void Precipitation::renderObject(ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance* overrideMat)
- {
- if (overrideMat)
- return;
- GameConnection* conn = GameConnection::getConnectionToServer();
- if (!conn)
- return; //need connection to server
- ShapeBase* camObj = dynamic_cast<ShapeBase*>(conn->getCameraObject());
- if (!camObj)
- return; // need camera object
- PROFILE_START(PrecipRender);
- GFX->pushWorldMatrix();
- MatrixF world = GFX->getWorldMatrix();
- MatrixF proj = GFX->getProjectionMatrix();
- if (!mFollowCam)
- {
- world.mul( getRenderTransform() );
- world.scale( getScale() );
- GFX->setWorldMatrix( world );
- }
- proj.mul(world);
- //GFX2 doesn't require transpose?
- //proj.transpose();
- Point3F camPos = state->getCameraPosition();
- VectorF camVel = camObj->getVelocity();
- if (!mFollowCam)
- {
- getRenderWorldTransform().mulP(camPos);
- getRenderWorldTransform().mulV(camVel);
- }
- const VectorF windVel = getWindVelocity();
- const bool useBillboards = mUseTrueBillboards;
- const F32 dropSize = mDropSize;
- Point3F pos;
- VectorF orthoDir, velocity, right, up, rightUp(0.0f, 0.0f, 0.0f), leftUp(0.0f, 0.0f, 0.0f);
- F32 distance = 0;
- GFXVertexPCT* vertPtr = NULL;
- const Point2F *tc;
- // Do this here and we won't have to in the loop!
- if (useBillboards)
- {
- MatrixF camMat = state->getCameraTransform();
- camMat.inverse();
- camMat.getRow(0,&right);
- camMat.getRow(2,&up);
- if (!mFollowCam)
- {
- mWorldToObj.mulV(right);
- mWorldToObj.mulV(up);
- }
- right.normalize();
- up.normalize();
- right *= mDropSize;
- up *= mDropSize;
- rightUp = right + up;
- leftUp = -right + up;
- }
- // We pass the sunlight as a constant to the
- // shader. Once the lighting and shadow systems
- // are added into TSE we can expand this to include
- // the N nearest lights to the camera + the ambient.
- LinearColorF ambient( 1, 1, 1 );
- if ( mUseLighting )
- {
- const LightInfo *sunlight = LIGHTMGR->getSpecialLight(LightManager::slSunLightType);
- ambient = sunlight->getColor();
- }
- if ( mGlowIntensity.red > 0 ||
- mGlowIntensity.green > 0 ||
- mGlowIntensity.blue > 0 )
- {
- ambient *= mGlowIntensity;
- }
- // Setup render state
- if (mDefaultSB.isNull())
- {
- GFXStateBlockDesc desc;
- desc.zWriteEnable = false;
- desc.setAlphaTest(true, GFXCmpGreaterEqual, 1);
- desc.setBlend(true, GFXBlendSrcAlpha, GFXBlendInvSrcAlpha);
- mDefaultSB = GFX->createStateBlock(desc);
- desc.samplersDefined = true;
- mDistantSB = GFX->createStateBlock(desc);
- }
- GFX->setStateBlock(mDefaultSB);
- // Everything is rendered from these buffers.
- GFX->setPrimitiveBuffer(mRainIB);
- GFX->setVertexBuffer(mRainVB);
- // Set the constants used by the shaders.
- if (mDropShader)
- {
- Point2F fadeStartEnd( mFadeDistance, mFadeDistanceEnd );
- mDropShaderConsts->setSafe(mDropShaderModelViewSC, proj);
- mDropShaderConsts->setSafe(mDropShaderFadeStartEndSC, fadeStartEnd);
- mDropShaderConsts->setSafe(mDropShaderCameraPosSC, camPos);
- mDropShaderConsts->setSafe(mDropShaderAmbientSC, Point3F(ambient.red, ambient.green, ambient.blue));
- }
- if (mSplashShader)
- {
- Point2F fadeStartEnd( mFadeDistance, mFadeDistanceEnd );
- mSplashShaderConsts->setSafe(mSplashShaderModelViewSC, proj);
- mSplashShaderConsts->setSafe(mSplashShaderFadeStartEndSC, fadeStartEnd);
- mSplashShaderConsts->setSafe(mSplashShaderCameraPosSC, camPos);
- mSplashShaderConsts->setSafe(mSplashShaderAmbientSC, Point3F(ambient.red, ambient.green, ambient.blue));
- }
- // Time to render the drops...
- const Raindrop *curr = mDropHead;
- U32 vertCount = 0;
- GFX->setTexture(0, mDropHandle);
- // Use the shader or setup the pipeline
- // for fixed function rendering.
- if (mDropShader)
- {
- GFX->setShader( mDropShader );
- GFX->setShaderConstBuffer( mDropShaderConsts );
- }
- else
- {
- GFX->setupGenericShaders(GFXDevice::GSTexture);
- // We don't support distance fade or lighting without shaders.
- GFX->setStateBlock(mDistantSB);
- }
- while (curr)
- {
- // Skip ones that are not drops (hit something and
- // may have been converted into a splash) or they
- // are behind the camera.
- if (!curr->valid || !curr->toRender)
- {
- curr = curr->next;
- continue;
- }
- pos = curr->renderPosition;
- // two forms of billboards - true billboards (which we set
- // above outside this loop) or axis-aligned with velocity
- // (this codeblock) the axis-aligned billboards are aligned
- // with the velocity of the raindrop, and tilted slightly
- // towards the camera
- if (!useBillboards)
- {
- orthoDir = camPos - pos;
- distance = orthoDir.len();
- // Inline the normalize so we don't
- // calculate the ortho len twice.
- if (distance > 0.0)
- orthoDir *= 1.0f / distance;
- else
- orthoDir.set( 0, 0, 1 );
- velocity = windVel / curr->mass;
- // We do not optimize this for the "still" case
- // because its not a typical scenario.
- if (mRotateWithCamVel)
- velocity -= camVel / (distance > 2.0f ? distance : 2.0f) * 0.3f;
- velocity.z -= curr->velocity;
- velocity.normalize();
- right = mCross(-velocity, orthoDir);
- right.normalize();
- up = mCross(orthoDir, right) * 0.5 - velocity * 0.5;
- up.normalize();
- right *= dropSize;
- up *= dropSize;
- rightUp = right + up;
- leftUp = -right + up;
- }
- // Do we need to relock the buffer?
- if ( !vertPtr )
- vertPtr = mRainVB.lock();
- if(!vertPtr) return;
- // Set the proper texture coords... (it's fun!)
- tc = &mTexCoords[4*curr->texCoordIndex];
- vertPtr->point = pos + leftUp;
- vertPtr->texCoord = *tc;
- tc++;
- vertPtr++;
- vertPtr->point = pos + rightUp;
- vertPtr->texCoord = *tc;
- tc++;
- vertPtr++;
- vertPtr->point = pos - leftUp;
- vertPtr->texCoord = *tc;
- tc++;
- vertPtr++;
- vertPtr->point = pos - rightUp;
- vertPtr->texCoord = *tc;
- tc++;
- vertPtr++;
- // Do we need to render to clear the buffer?
- vertCount += 4;
- if ( (vertCount + 4) >= mRainVB->mNumVerts ) {
- mRainVB.unlock();
- GFX->drawIndexedPrimitive(GFXTriangleList, 0, 0, vertCount, 0, vertCount / 2);
- vertPtr = NULL;
- vertCount = 0;
- }
- curr = curr->next;
- }
- // Do we have stuff left to render?
- if ( vertCount > 0 ) {
- mRainVB.unlock();
- GFX->drawIndexedPrimitive(GFXTriangleList, 0, 0, vertCount, 0, vertCount / 2);
- vertCount = 0;
- vertPtr = NULL;
- }
- // Setup the billboard for the splashes.
- MatrixF camMat = state->getCameraTransform();
- camMat.inverse();
- camMat.getRow(0, &right);
- camMat.getRow(2, &up);
- if (!mFollowCam)
- {
- mWorldToObj.mulV(right);
- mWorldToObj.mulV(up);
- }
- right.normalize();
- up.normalize();
- right *= mSplashSize;
- up *= mSplashSize;
- rightUp = right + up;
- leftUp = -right + up;
- // Render the visible splashes.
- curr = mSplashHead;
- GFX->setTexture(0, mSplashHandle);
- if (mSplashShader)
- {
- GFX->setShader( mSplashShader );
- GFX->setShaderConstBuffer(mSplashShaderConsts);
- }
- else
- GFX->setupGenericShaders(GFXDevice::GSTexture);
- while (curr)
- {
- if (!curr->toRender)
- {
- curr = curr->nextSplashDrop;
- continue;
- }
- pos = curr->hitPos;
- tc = &mSplashCoords[4*curr->texCoordIndex];
- // Do we need to relock the buffer?
- if ( !vertPtr )
- vertPtr = mRainVB.lock();
- if(!vertPtr) return;
- vertPtr->point = pos + leftUp;
- vertPtr->texCoord = *tc;
- tc++;
- vertPtr++;
- vertPtr->point = pos + rightUp;
- vertPtr->texCoord = *tc;
- tc++;
- vertPtr++;
- vertPtr->point = pos - leftUp;
- vertPtr->texCoord = *tc;
- tc++;
- vertPtr++;
- vertPtr->point = pos - rightUp;
- vertPtr->texCoord = *tc;
- tc++;
- vertPtr++;
- // Do we need to flush the buffer by rendering?
- vertCount += 4;
- if ( (vertCount + 4) >= mRainVB->mNumVerts ) {
- mRainVB.unlock();
- GFX->drawIndexedPrimitive(GFXTriangleList, 0, 0, vertCount, 0, vertCount / 2);
- vertPtr = NULL;
- vertCount = 0;
- }
- curr = curr->nextSplashDrop;
- }
- // Do we have stuff left to render?
- if ( vertCount > 0 ) {
- mRainVB.unlock();
- GFX->drawIndexedPrimitive(GFXTriangleList, 0, 0, vertCount, 0, vertCount / 2);
- }
- mLastRenderFrame = ShapeBase::sLastRenderFrame;
- GFX->popWorldMatrix();
- PROFILE_END();
- }
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