engine/game/precipitation.cc
2024-01-07 04:36:33 +00:00

981 lines
32 KiB
C++

//-----------------------------------------------------------------------------
// V12 Engine
//
// Copyright (c) 2001 GarageGames.Com
// Portions Copyright (c) 2001 by Sierra Online, Inc.
//-----------------------------------------------------------------------------
#include "console/consoleTypes.h"
#include "dgl/dgl.h"
#include "audio/audioDataBlock.h"
#include "sceneGraph/sceneGraph.h"
#include "sceneGraph/sceneState.h"
#include "game/precipitation.h"
#include "game/gameConnection.h"
#include "Math/mathIO.h"
#include "game/player.h"
#include "terrain/Sky.h"
#define DML_DIR "textures/"
#define COLOR_OFFSET 0.25
bool Precipitation::smPrecipitationOn = true;
bool Precipitation::smPrecipitationPause = false;
IMPLEMENT_CO_NETOBJECT_V1(Precipitation);
IMPLEMENT_CO_DATABLOCK_V1(PrecipitationData);
namespace {
MRandomLCG sgRandom(0xdeadbeef);
} // namespace {}
//----------------------------------------------------------------------------
//--------------------------------------
PrecipitationData::PrecipitationData()
{
soundProfile = NULL;
soundProfileId = 0;
mType = 0;
mMaxSize = 1.0f;
mMaterialListName = NULL;
mSizeX = 1.0;
mSizeY = 1.0;
}
IMPLEMENT_GETDATATYPE(PrecipitationData)
IMPLEMENT_SETDATATYPE(PrecipitationData)
void PrecipitationData::initPersistFields()
{
Parent::initPersistFields();
Con::registerType(TypeGameBaseDataPtr, sizeof(PrecipitationData*),
REF_GETDATATYPE(PrecipitationData),
REF_SETDATATYPE(PrecipitationData));
addField("soundProfile", TypeAudioProfilePtr, Offset(soundProfile, PrecipitationData));
addField("type", TypeS32, Offset(mType, PrecipitationData));
addField("maxSize", TypeF32, Offset(mMaxSize, PrecipitationData));
addField("materialList", TypeString, Offset(mMaterialListName,PrecipitationData));
addField("sizeX", TypeF32, Offset(mSizeX, PrecipitationData));
addField("sizeY", TypeF32, Offset(mSizeY, PrecipitationData));
/////////////////////////
//JohnA Will remove
// Used to tweak the precipitation
/////////////////////////
addField("movingBoxPer", TypeF32, Offset(tMoveingBoxPer, PrecipitationData));
addField("divHeightVal", TypeF32, Offset(tDivHeightVal, PrecipitationData));
addField("sizeBigBox", TypeF32, Offset(tSizeBigBox, PrecipitationData));
addField("topBoxSpeed", TypeF32, Offset(tTopBoxSpeed, PrecipitationData));
addField("frontBoxSpeed", TypeF32, Offset(tFrontBoxSpeed, PrecipitationData));
addField("topBoxDrawPer", TypeF32, Offset(tTopBoxDrawPer, PrecipitationData));
addField("bottomDrawHeight", TypeF32, Offset(tBottomDrawHeight, PrecipitationData));
addField("skipIfPer", TypeF32, Offset(tSkipIfPer, PrecipitationData));
addField("bottomSpeedPer", TypeF32, Offset(tBottomSpeedPer, PrecipitationData));
addField("FrontSpeedPer", TypeF32, Offset(tFrontSpeedPer, PrecipitationData));
addField("FrontRadiusPer", TypeF32, Offset(tFrontRadiusPer, PrecipitationData));
/////////////////////////
}
bool PrecipitationData::onAdd()
{
if (Parent::onAdd() == false)
return false;
if (!soundProfile && soundProfileId != 0)
if (Sim::findObject(soundProfileId, soundProfile) == false)
Con::errorf(ConsoleLogEntry::General, "Error, unable to load sound profile for precipitation datablock");
if (mSizeX <= 0.0f || mSizeX > 20.0f) {
Con::warnf(ConsoleLogEntry::General, "PrecipitationData(%s)::onAdd: sizeX must be in the range [0 >, 20]", getName());
mSizeX = 1.0;
}
if (mSizeY <= 0.0f || mSizeY > 20.0f) {
Con::warnf(ConsoleLogEntry::General, "PrecipitationData(%s)::onAdd: sizeY must be in the range [0 >, 20]", getName());
mSizeY = 1.0;
}
return true;
}
void PrecipitationData::packData(BitStream* stream)
{
Parent::packData(stream);
if (stream->writeFlag(soundProfile != NULL))
stream->writeRangedU32(soundProfile->getId(), DataBlockObjectIdFirst,
DataBlockObjectIdLast);
stream->write(mType);
stream->write(mMaxSize);
stream->writeString(mMaterialListName);
stream->write(mSizeX);
stream->write(mSizeY);
/////////////////////////
//JohnA Will remove
// Used to tweak the precipitation
/////////////////////////
stream->write(tMoveingBoxPer);
stream->write(tDivHeightVal);
stream->write(tSizeBigBox);
stream->write(tTopBoxSpeed);
stream->write(tFrontBoxSpeed);
stream->write(tTopBoxDrawPer);
stream->write(tBottomDrawHeight);
stream->write(tSkipIfPer);
stream->write(tBottomSpeedPer);
stream->write(tFrontSpeedPer);
stream->write(tFrontRadiusPer);
/////////////////////////
}
void PrecipitationData::unpackData(BitStream* stream)
{
Parent::unpackData(stream);
if (stream->readFlag())
soundProfileId = stream->readRangedU32(DataBlockObjectIdFirst, DataBlockObjectIdLast);
else
soundProfileId = 0;
stream->read(&mType);
stream->read(&mMaxSize);
mMaterialListName = stream->readSTString();
stream->read(&mSizeX);
stream->read(&mSizeY);
/////////////////////////
//JohnA Will remove
// Used to tweak the precipitation
/////////////////////////
stream->read(&tMoveingBoxPer);
stream->read(&tDivHeightVal);
stream->read(&tSizeBigBox);
stream->read(&tTopBoxSpeed);
stream->read(&tFrontBoxSpeed);
stream->read(&tTopBoxDrawPer);
stream->read(&tBottomDrawHeight);
stream->read(&tSkipIfPer);
stream->read(&tBottomSpeedPer);
stream->read(&tFrontSpeedPer);
stream->read(&tFrontRadiusPer);
/////////////////////////
}
//--------------------------------------------------------------------------
//--------------------------------------
Precipitation::Precipitation()
{
mTypeMask |= ProjectileObjectType;
mNetFlags.set(ScopeAlways);
mNumDrops = 0;
mCurrentTime = 0;
mAudioHandle = 0;
mPercentage = 1.0f;
mFirstTime = true;
mStormData.lastTime = 0.0f;
mStormData.endPercentage = -1.0f;
mStormData.time = 0.0f;
mStormData.speed = 0.0f;
mStormData.state = done;
mStormData.numDrops = 0.0f;
mStormData.currentTime = 0.0f;
mStormPrecipitationOn = true;
mLastPos.set(0.0f, 0.0f, 0.0f);
mRandomHeight = false;
mAverageSpeed = 0.0f;
mLastHeight = 0.0f;
mShiftPrecip.set(0.0f, 0.0f, 0.0f);
mColorCount = 0;
for(S32 x = 0; x < MAX_NUM_COLOR; ++x)
mColor[x].set(-1.0f, 0.0f, 0.0f);
mMinVelocity = -1.0f;
mMaxVelocity = -1.0f;
mOffset.set(0.0f, 0.0f, 1.0f);
mOffsetSpeed = 0.25f;
mMaxDrops = -1;
mRadius = -1;
}
Precipitation::~Precipitation()
{
}
void Precipitation::inspectPostApply()
{
setMaskBits(InitMask);
}
//--------------------------------------------------------------------------
void Precipitation::initPersistFields()
{
Parent::initPersistFields();
addField("percentage", TypeF32, Offset(mPercentage, Precipitation));
addField("color1", TypeColorF, Offset(mColor[0], Precipitation));
addField("color2", TypeColorF, Offset(mColor[1], Precipitation));
addField("color3", TypeColorF, Offset(mColor[2], Precipitation));
addField("offsetSpeed", TypeF32, Offset(mOffsetSpeed, Precipitation));
addField("minVelocity", TypeF32, Offset(mMinVelocity, Precipitation));
addField("maxVelocity", TypeF32, Offset(mMaxVelocity, Precipitation));
addField("maxNumDrops", TypeS32, Offset(mMaxDrops, Precipitation));
addField("maxRadius", TypeS32, Offset(mRadius, Precipitation));
}
void cSetPercentage(SimObject *obj, S32, const char **argv)
{
Precipitation *ctrl = static_cast<Precipitation*>(obj);
ctrl->setPercentage(dAtof(argv[2]));
}
static void cSetupStorm(SimObject *obj, S32, const char **argv)
{
Precipitation *ctrl = static_cast<Precipitation*>(obj);
ctrl->setupStorm(dAtof(argv[2]), dAtof(argv[3]));
}
static void cStormShow(SimObject *obj, S32, const char **argv)
{
Precipitation *ctrl = static_cast<Precipitation*>(obj);
ctrl->stormShow(dAtob(argv[2]));
}
void Precipitation::consoleInit()
{
Con::addVariable("$pref::precipitationOn", TypeBool, &smPrecipitationOn);
Con::addVariable("$pref::prePause", TypeBool, &smPrecipitationPause);
Con::addCommand("Precipitation", "setPercentage", cSetPercentage, "precipitation.setPercentage(percentage <1.0 to 0.0>)", 3, 3);
Con::addCommand("Precipitation", "stormPrecipitation", cSetupStorm, "precipitation.stormPrecipitation(Percentage <0 to 1>, Time<sec>)", 4, 4);
Con::addCommand("Precipitation", "stormShow", cStormShow, "precipitation.stormShow(bool)",3, 3);
}
//--------------------------------------------------------------------------
bool Precipitation::onAdd()
{
if(!Parent::onAdd())
return false;
if (mPercentage > 1.0f || mPercentage < 0.0f) {
Con::warnf(ConsoleLogEntry::General, "Precipitation::onAdd - Percentage is invalid. <= 1.0 or >= 0.0 ");
mPercentage = 1.0f;
}
if (isClientObject()) {
mRandomHeight = true;
for (U32 i = 0; i < mMaxDrops; i++)
mFallingObj[i].notValid = true;
if(mDataBlock->mMaterialListName[0])
loadDml();
if (mDataBlock->soundProfile && smPrecipitationOn)
mAudioHandle = alxPlay(mDataBlock->soundProfile, &getTransform() );
mNumDrops = mMaxDrops * mPercentage;
mStormData.numDrops = mNumDrops;
setupTexCoords();
}
else
assignName("Precipitation");
mObjBox.min.set(-1e6, -1e6, -1e6);
mObjBox.max.set( 1e6, 1e6, 1e6);
resetWorldBox();
addToScene();
setDefaultValues();
return true;
}
void Precipitation::setDefaultValues()
{
mColorCount = 0;
for(S32 x = 0; x < MAX_NUM_COLOR; ++x)
if(mColor[x].red >= 0.0f)
mColorCount++;
else
break;
if(mColorCount == 0)
{
if(mDataBlock->mType == 0)
mColor[0].set(0.6, 0.6, 0.6);
else if(mDataBlock->mType == 1)
mColor[0].set(1.0, 1.0, 1.0);
else
mColor[0].set(0.9, 0.8, 0.5);
mColorCount = 1;
}
if(mMinVelocity == -1.0f)
{
if(mDataBlock->mType == 0)
mMinVelocity = 1.25f;
else if(mDataBlock->mType == 1)
mMinVelocity = 0.25f;
else
mMinVelocity = 0.25f;
}
if(mMaxVelocity == -1.0f)
{
if(mDataBlock->mType == 0)
mMaxVelocity = 4.0f;
else if(mDataBlock->mType == 1)
mMaxVelocity = 1.5f;
else
mMaxVelocity = 1.0f;
}
if(mRadius == -1.0f)
{
if(mDataBlock->mType == 0)
mRadius = 80;
else if(mDataBlock->mType == 1)
mRadius = 125;
else
mRadius = 80;
}
if(mMaxDrops > MAX_NUM_DROPS || mMaxDrops < 0)
mMaxDrops = MAX_NUM_DROPS;
}
U32 Precipitation::packUpdate(NetConnection* con, U32 mask, BitStream* stream)
{
Parent::packUpdate(con, mask, stream);
if(stream->writeFlag(mask & InitMask))
{
stream->write(mPercentage);
stream->write(mColorCount);
for(S32 x = 0; x < mColorCount; ++x)
stream->write(mColor[x]);
stream->write(mOffsetSpeed);
stream->write(mMinVelocity);
stream->write(mMaxVelocity);
stream->write(mMaxDrops);
stream->write(mRadius);
if(stream->writeFlag((mStormData.currentTime / 32.0f) < mStormData.time))
{
stream->write(mStormData.currentTime);
stream->write(mStormData.endPercentage);
stream->write(mStormData.time);
}
}
if(stream->writeFlag(mask & StormShowMask))
stream->write(mStormPrecipitationOn);
if(stream->writeFlag(mask & StormMask))
{
stream->write(mStormData.endPercentage);
stream->write(mStormData.time);
mStormData.currentTime = 0.0f;
}
if(stream->writeFlag(mask & PercentageMask))
stream->write(mPercentage);
return 0;
}
void Precipitation::unpackUpdate(NetConnection* con, BitStream* stream)
{
Parent::unpackUpdate(con, stream);
if(stream->readFlag())
{
stream->read(&mPercentage);
stream->read(&mColorCount);
for(S32 x = 0; x < mColorCount; ++x)
stream->read(&mColor[x]);
stream->read(&mOffsetSpeed);
stream->read(&mMinVelocity);
stream->read(&mMaxVelocity);
stream->read(&mMaxDrops);
stream->read(&mRadius);
if(stream->readFlag())
{
stream->read(&mStormData.currentTime);
stream->read(&mStormData.endPercentage);
stream->read(&mStormData.time);
F32 percentage = mStormData.endPercentage;
mStormData.speed = (percentage - mPercentage) / (mStormData.time * 32.0f);
mStormData.endPercentage = percentage;
mStormData.state = (mPercentage > percentage) ? out : in;
mPercentage += (mStormData.state == in) ? mStormData.speed * mStormData.currentTime :
-mStormData.speed * mStormData.currentTime;
mStormPrecipitationOn = true;
}
}
if(stream->readFlag())
{
stream->read(&mStormPrecipitationOn);
if(!mStormPrecipitationOn)
mPercentage = 0.0f;
}
if(stream->readFlag())
{
stream->read(&mStormData.endPercentage);
stream->read(&mStormData.time);
if(mStormData.time)
startStorm();
}
if(stream->readFlag())
{
stream->read(&mPercentage);
mNumDrops = mMaxDrops * mPercentage;
}
}
void Precipitation::onRemove()
{
removeFromScene();
Parent::onRemove();
}
bool Precipitation::onNewDataBlock(GameBaseData* dptr)
{
mDataBlock = dynamic_cast<PrecipitationData*>(dptr);
if (!mDataBlock || !Parent::onNewDataBlock(dptr))
return false;
setDefaultValues();
mAverageSpeed = ((mMinVelocity + mMaxVelocity) / 2.0f) * 0.65f;
scriptOnNewDataBlock();
return true;
}
void Precipitation::loadDml()
{
S32 x;
char dmlName[256];
mNumTextures = 0;
dStrcpy(dmlName, DML_DIR);
dStrcat(dmlName, mDataBlock->mMaterialListName);
Stream *stream = ResourceManager->openStream(dmlName);
if(stream)
{
mMaterialList.read(*stream);
ResourceManager->closeStream(stream);
mMaterialList.load();
for(x = 0; x < mMaterialList.size(); ++x, ++mNumTextures)
mTextures[x] = mMaterialList.getMaterial(x);
}
}
//--------------------------------------------------------------------------
bool Precipitation::prepRenderImage(SceneState* state, const U32 stateKey,
const U32 /*startZone*/, const bool /*modifyBaseState*/)
{
if (!smPrecipitationOn)
{
if (mAudioHandle)
{
alxStop(mAudioHandle);
mAudioHandle = 0;
}
return false;
}
else
{
if(!mStormPrecipitationOn)
return false;
if (!mAudioHandle && mDataBlock->soundProfile)
mAudioHandle = alxPlay(mDataBlock->soundProfile, &getTransform());
}
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);
}
return false;
}
void Precipitation::renderObject(SceneState* state, SceneRenderImage*)
{
if(smPrecipitationOn)
{
if(!mStormPrecipitationOn)
return;
}
else
return;
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on entry");
state->mModelview.getRow(0,&mRotX);
state->mModelview.getRow(2,&mRotZ);
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();
if(mStormData.state != done)
updateStorm();
if(mDataBlock->mType == 0 || mDataBlock->mType == 1)
renderPrecip(state->getCameraPosition());
else if(mDataBlock->mType == 2)
renderSand();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
dglSetViewport(viewport);
mFirstTime = false;
AssertFatal(dglIsInCanonicalState(), "Error, GL not in canonical state on exit");
}
//--------------------------------------------------------------------------
void Precipitation::advanceTime(F32 dt)
{
if(!mFirstTime)
mCurrentTime += dt;
}
void Precipitation::renderPrecip(Point3F camPos)
{
Point3F point[4];
F32 coordX, coordY;
F32 xRadius, yRadius;
mRotX *= mDataBlock->mSizeX;
mRotZ *= mDataBlock->mSizeY;
Point2F value;
F32 renderPer = 1.0f, minSpeed = 0.0f;
F32 theRadius, curZVelocity = 0.0f;
F32 height, speed, radVal;
F32 random1, random2, random3;
mOffsetVal.set(0.0f, 0.0f);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glAlphaFunc(GL_GREATER, 0.1f);
glBindTexture(GL_TEXTURE_2D,mTextures[0].getGLName());
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
calcVelocityBox(camPos, curZVelocity, renderPer);
if(curZVelocity < 0.0f)
{
if(mDataBlock->mType == 0)
minSpeed = ((mCurrentTime - mLastRenderTime) / (1.0f / curZVelocity)) - mMinVelocity;
}
glBegin(GL_QUADS);
{
for(S32 x=0; x < mNumDrops; ++x)
{
if(mStormData.numDrops > x || mFallingObj[x].stillFalling)
{
speed = mFallingObj[x].speed;
if(smPrecipitationPause)
speed = 0;
else if(minSpeed < 0.0f)
speed = (mFallingObj[x].speed > minSpeed) ? minSpeed : mFallingObj[x].speed;
mFallingObj[x].curPos.set((mFallingObj[x].curPos.x + mShiftPrecip.x) + (mFallingObj[x].offset.x * speed),
(mFallingObj[x].curPos.y + mShiftPrecip.y) + (mFallingObj[x].offset.y * speed),
(mFallingObj[x].curPos.z + mShiftPrecip.z) + speed);
if(mFallingObj[x].notValid || !mBox.isContained(mFallingObj[x].curPos))
{
if(mStormData.numDrops > x)
{
xRadius = mRadius * ((mOffsetVal.x > 0.0f) ? 1.0f - mOffsetVal.x : 1.0f + mOffsetVal.x);
yRadius = mRadius * ((mOffsetVal.y > 0.0f) ? 1.0f - mOffsetVal.y : 1.0f + mOffsetVal.y);
theRadius = (xRadius > yRadius) ? yRadius : xRadius;
random1 = Platform::getRandom();
random2 = Platform::getRandom();
random3 = Platform::getRandom();
value.set( Platform::getRandom() * 2.0f - 1.0f, Platform::getRandom() * 2.0f - 1.0f);
value.normalize();
mFallingObj[x].speed = -mMinVelocity + (-(mMaxVelocity - mMinVelocity) * random3);
if(random1 > (1.0f - renderPer) || (Platform::getRandom() < mDataBlock->tTopBoxDrawPer && renderPer < - 0.4))
{
//Start Drop on top of box
if(renderPer < -0.4)
mFallingObj[x].speed *= mDataBlock->tFrontSpeedPer * 2.5f;
if(mRandomHeight)
height = (mBox.max.z - 5.0f) * (Platform::getRandom() * 2.0f - 1.0f);// + Platform::getRandom() * 30;
else
height = mBox.max.z - 5.0f;
mFallingObj[x].dropType = 1;
radVal = theRadius * mClampF(((random2 < 0.2f) ? random3 : random2),
0.01f, 1.0f);
}
else if(random1 > (0.0f - renderPer))
{
//Start Drop on side of box
height = random3 * mBox.max.z;
radVal = theRadius * mDataBlock->tFrontRadiusPer;
mFallingObj[x].speed *= mDataBlock->tFrontSpeedPer;
mFallingObj[x].dropType = 2;
}
else
{
//Start Drop on bottom of box
height = mBox.min.z + mDataBlock->tBottomDrawHeight;
mFallingObj[x].dropType = 3;
radVal = theRadius * random3;
mFallingObj[x].speed *= mDataBlock->tBottomSpeedPer;
}
value *= radVal;
mFallingObj[x].colorIndex = (S32)(mCeil(mColorCount * random2) - 1.0f);
mFallingObj[x].startPos.set(camPos.x + mNewCenter.x + value.x, camPos.y + mNewCenter.y + value.y, height);
mFallingObj[x].curPos = mFallingObj[x].startPos;
mFallingObj[x].startDiff = mFallingObj[x].startPos.z - camPos.z + 20;
mFallingObj[x].offset = mOffset;
mFallingObj[x].texIndex = (S32)(mCeil((NUM_TEXTURES - 1) * getRandomVal()) - 1.0f);
mFallingObj[x].stillFalling = true;
mFallingObj[x].notValid = false;
}
else
{
mFallingObj[x].stillFalling = false;
}
}
if(mFallingObj[x].stillFalling)// && mBox.isContained(mFallingObj[x].curPos))
{
coordX = mTexCoord[mFallingObj[x].texIndex].x;
coordY = mTexCoord[mFallingObj[x].texIndex].y;
point[1] = mFallingObj[x].curPos + mRotX - mRotZ;
point[2] = mFallingObj[x].curPos - mRotX - mRotZ;
if( mDataBlock->mType == 1 )
{
point[0] = mFallingObj[x].curPos + mRotX + mRotZ;
point[3] = mFallingObj[x].curPos - mRotX + mRotZ;
}
else
{
point[0].set(point[1].x + (mFallingObj[x].offset.x * mDataBlock->mSizeY * 2), point[1].y + (mFallingObj[x].offset.y * mDataBlock->mSizeY * 2), point[1].z + (mFallingObj[x].offset.z * mDataBlock->mSizeY * 2));
point[3].set(point[2].x + (mFallingObj[x].offset.x * mDataBlock->mSizeY * 2), point[2].y + (mFallingObj[x].offset.y * mDataBlock->mSizeY * 2), point[2].z + (mFallingObj[x].offset.z * mDataBlock->mSizeY * 2));
}
if(mFallingObj[x].dropType == 1)
{
F32 alphaVal = 1.0f - ((mFallingObj[x].curPos.z - camPos.z) / mFallingObj[x].startDiff);
glColor4f(mColor[mFallingObj[x].colorIndex].red,
mColor[mFallingObj[x].colorIndex].green,
mColor[mFallingObj[x].colorIndex].blue,
alphaVal);
}
else
glColor4f(mColor[mFallingObj[x].colorIndex].red,
mColor[mFallingObj[x].colorIndex].green,
mColor[mFallingObj[x].colorIndex].blue,
1.0f);
glTexCoord2f(coordX, coordY);
glVertex3f(point[0].x, point[0].y, point[0].z);
glTexCoord2f(coordX, coordY + 0.25);
glVertex3f(point[1].x, point[1].y, point[1].z);
glTexCoord2f(coordX + 0.25, coordY + 0.25);
glVertex3f(point[2].x, point[2].y, point[2].z);
glTexCoord2f(coordX + 0.25, coordY);
glVertex3f(point[3].x, point[3].y, point[3].z);
}
}
}
}
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_ALPHA_TEST);
glDisable(GL_BLEND);
mLastRenderTime = mCurrentTime;
mRandomHeight = false;
}
void Precipitation::renderSand()
{
Point3F objPos;
F32 dt, modVal;
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
for(S32 x=0; x < mNumDrops; ++x)
{
if(mStormData.numDrops > x || mFallingObj[x].stillFalling)
{
mFallingObj[x].offset.x += mOffset.x;
mFallingObj[x].offset.y += mOffset.y;
if(mFallingObj[x].endTime < mCurrentTime)
{
if(mStormData.numDrops > x)
{
modVal = mFmod(mCurrentTime - mFallingObj[x].endTime, mFallingObj[x].endTime - mFallingObj[x].startTime);
mFallingObj[x].startTime = mCurrentTime - modVal;
mFallingObj[x].endTime = (mCurrentTime + ((mMinVelocity * Platform::getRandom())+mMaxVelocity)) - modVal;
mFallingObj[x].size = (mDataBlock->mMaxSize * Platform::getRandom());
mFallingObj[x].offset.set(0.0, 0.0, 0.0);
mFallingObj[x].colorIndex = (S32)(mCeil(mColorCount * Platform::getRandom()) - 1.0f);
mFallingObj[x].stillFalling = true;
}
else
mFallingObj[x].stillFalling = false;
}
dt = (mFallingObj[x].endTime - mCurrentTime) /
(mFallingObj[x].endTime - mFallingObj[x].startTime);
glPointSize(mFallingObj[x].size);
glColor4f(mColor[mFallingObj[x].colorIndex].red, mColor[mFallingObj[x].colorIndex].green, mColor[mFallingObj[x].colorIndex].blue, 1.0f - dt);
objPos = Point3F((mFallingObj[x].startPos.x * mRadius)+mFallingObj[x].offset.x,
(mFallingObj[x].startPos.y * mRadius)+mFallingObj[x].offset.y,
(mFallingObj[x].startPos.z * (dt * mRadius)) - mRadius);
glBegin(GL_POINTS);
glVertex3f(objPos.x, objPos.y, objPos.z);
glEnd();
}
}
glDisable(GL_BLEND);
}
void Precipitation::calcVelocityBox(Point3F camPos, F32 &curZVelocity, F32 &renderPer)
{
GameConnection * con = GameConnection::getServerConnection();
if(!con)
return;
Sky* pSky = mSceneManager->getCurrentSky();
mOffset.set(0.0f, 0.0f, 1.0f);
if (pSky)
if(pSky->mEffectPrecip)
mOffset.set(pSky->mWindDir.x * mOffsetSpeed, pSky->mWindDir.y * mOffsetSpeed, 1.0f);
F32 radZ, speed;
F32 randomVal, bottomHeight;
Player *player = NULL;
mNewCenter.set(mOffset.x * mRadius, mOffset.y * mRadius, 0.0f);
mShiftPrecip.set(0.0f, 0.0f, 0.0f);
if((camPos - mLastPos).len() > mRadius / 2.0f)
mShiftPrecip = camPos - mLastPos;
mLastPos = camPos;
bottomHeight = (camPos.z - (mRadius / mDataBlock->tDivHeightVal));
ShapeBase * conObj = con->getControlObject();
if(conObj->mWaterCoverage)
bottomHeight = conObj->mLiquidHeight + mDataBlock->mSizeY;
player = dynamic_cast<Player*>(conObj);
if(!player)
{
mBox.min.set(camPos.x - mRadius, camPos.y - mRadius, bottomHeight);
mBox.max.set(camPos.x + mRadius, camPos.y + mRadius, camPos.z + (mRadius / mDataBlock->tDivHeightVal));
return;
}
Point3F curVel(player->getVelocity());
F32 percentage = 0.0f;
F32 movePer = mDataBlock->tMoveingBoxPer;
//Calc the offset of the inner box along x and y
if(curVel.x)
{
percentage = curVel.x / 40.0f;
mOffsetVal.x = (curVel.x > 0.0f) ?
(percentage > movePer) ? movePer : percentage :
(percentage < -movePer) ? -movePer : percentage;
}
if(curVel.y)
{
percentage = curVel.y / 40.0f;
mOffsetVal.y = (curVel.y > 0.0f) ?
(percentage > movePer) ? movePer : percentage :
(percentage < -movePer) ? -movePer : percentage;
}
curZVelocity = curVel.z;
speed = Point2F(curVel.x, curVel.y).len();
radZ = mRadius;
if(speed > 1.0f)
{
F32 val = 40.0f / speed;
radZ *= (val > 1.0f) ? 1.0f : (val < MIN_ZRADIUS) ? MIN_ZRADIUS : val;
}
//Move the box up slow... Helps keep snow around the player...
F32 topHeight = (radZ / mDataBlock->tDivHeightVal);
if(topHeight > mLastHeight && (topHeight - mLastHeight) > 5.0f)
topHeight += 5.0f;
mLastHeight = topHeight;
if(mDataBlock->tSizeBigBox)
{
mBox.min.set(camPos.x - (mRadius - (mRadius * mOffsetVal.x)),
camPos.y - (mRadius - (mRadius * mOffsetVal.y)), bottomHeight);
mBox.max.set(camPos.x + (mRadius + (mRadius * mOffsetVal.x)),
camPos.y + (mRadius + (mRadius * mOffsetVal.y)), camPos.z + topHeight);
}
else
{
mBox.min.set(camPos.x - mRadius, camPos.y - mRadius, camPos.z - (mRadius / mDataBlock->tDivHeightVal));
mBox.max.set(camPos.x + mRadius, camPos.y + mRadius, camPos.z + (mRadius / mDataBlock->tDivHeightVal));
}
speed = Point3F(curVel.x, curVel.y, curVel.z).len();
randomVal = Platform::getRandom();
if(speed < mDataBlock->tTopBoxSpeed)
renderPer = 1.0f;
else if ( speed < mDataBlock->tFrontBoxSpeed )
{
if(randomVal < 0.25)
renderPer = 1.0f;
else
renderPer = (curVel.z / speed) + (1.0f - ((speed - mDataBlock->tTopBoxSpeed)/ (mDataBlock->tFrontBoxSpeed - mDataBlock->tTopBoxSpeed)));
}
else
{
if(randomVal < 0.25)
renderPer = 1.0f;
else
renderPer = curVel.z / speed;
}
if(speed)
curVel.normalize();
else
curVel.set(0.0f, 0.0f, 0.0f);
mNewCenter.set(curVel.x * mAbs(mOffsetVal.x * mRadius), curVel.y * mAbs(mOffsetVal.y * mRadius), curVel.z * mRadius);
if(mAverageSpeed && mOffset.z && (mOffset.x || mOffset.y))
mNewCenter.set(mNewCenter.x + ((mRadius / (mAverageSpeed * mOffset.z)) * mOffset.x),
mNewCenter.y + ((mRadius / (mAverageSpeed * mOffset.z)) * mOffset.y),
0.0f);
}
void Precipitation::setPercentage(F32 newPer)
{
if(newPer <= 1.0f && newPer >= 0.0f)
{
mPercentage = newPer;
mNumDrops = mMaxDrops * mPercentage;
setMaskBits(PercentageMask);
}
}
void Precipitation::stormShow(bool show)
{
mStormPrecipitationOn = show;
setMaskBits(StormShowMask);
}
void Precipitation::setupStorm(F32 percentage, F32 time)
{
mStormData.time = time;
if(mStormData.endPercentage >= 0.0f)
{
mStormData.state = (mStormData.endPercentage > percentage) ? out : in;
mPercentage = mStormData.endPercentage;
}
else
mStormData.state = (mPercentage > percentage) ? out : in;
mStormData.endPercentage = percentage;
setMaskBits(StormMask);
}
void Precipitation::startStorm()
{
F32 percentage = mStormData.endPercentage;
mStormData.speed = (percentage - mPercentage) / (mStormData.time * 32.0f);
mStormData.endPercentage = percentage;
mStormData.state = (mPercentage > percentage) ? out : in;
mStormPrecipitationOn = true;
}
void Precipitation::updateStorm()
{
F32 offset = 1.0f;
U32 currentTime = Sim::getCurrentTime();
if(mStormData.lastTime != 0)
offset = (currentTime - mStormData.lastTime) / 32.0f;
mStormData.lastTime = currentTime;
mPercentage += (mStormData.speed * offset);
if((mStormData.state == in && mPercentage >= mStormData.endPercentage) ||
(mStormData.state == out && mPercentage <= mStormData.endPercentage))
{
mPercentage = mStormData.endPercentage;
mStormData.state = done;
mStormData.lastTime = 0.0f;
}
mStormData.numDrops = mMaxDrops * mPercentage;
}
void Precipitation::processTick(const Move* move)
{
Parent::processTick(move);
mStormData.currentTime++;
}
void Precipitation::setupTexCoords()
{
S32 x, y, numTimes = NUM_TEXTURES / 4;
for(y = 0; y < numTimes ; ++y)
for(x = 0; x < numTimes ; ++x)
mTexCoord[y * numTimes + x].set(x * 0.25f, y * 0.25f);
}
F32 Precipitation::getRandomVal()
{
F32 randVal = Platform::getRandom();
if(randVal > 0.99995f && randVal < 0.99999f)
randVal = 1.01f;
return randVal;
}