1 | |
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2 | /////////////////////////////////////////////////////////////////////////// |
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3 | // |
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4 | // Realistic rain real-time simulation program |
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5 | // |
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6 | // Pierre Rousseau |
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7 | // |
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8 | /////////////////////////////////////////////////////////////////////////// |
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9 | // |
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10 | // Main camera, and external events (mouse/keyboard) handling |
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11 | // |
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12 | /////////////////////////////////////////////////////////////////////////// |
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13 | |
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14 | |
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15 | |
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16 | #include "RainCloseDropsParticles.h" |
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17 | #include "RainFrameListener.h" |
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18 | #include <OgreHardwarePixelBuffer.h> |
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19 | using namespace std; |
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20 | |
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21 | |
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22 | extern float startPos[3]; |
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23 | |
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24 | // don't go below the ground with this |
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25 | extern RaySceneQuery* raySceneQuery; |
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26 | |
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27 | |
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28 | RainFrameListener::RainFrameListener(RenderWindow* win, Camera* cam, SceneNode* ViewNode, SceneNode* CameraNode, CloseDropsParticles *syst) : ExampleFrameListener(win, cam) |
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29 | { |
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30 | mViewNode = ViewNode; |
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31 | mCameraNode = CameraNode; |
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32 | mRainSystem = syst; |
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33 | timer = 0.0; |
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34 | mWindow->setAutoUpdated(false); |
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35 | |
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36 | Overlay * mRainOverlay = OverlayManager::getSingleton().getByName("RainOverlay"); |
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37 | mRainOverlay->show(); |
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38 | |
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39 | showDebugOverlay(false); // useless as we defined our own overlay |
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40 | } |
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41 | |
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42 | |
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43 | |
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44 | void RainFrameListener::updateStats(void) |
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45 | { |
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46 | static String currFps = "FPS : "; |
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47 | // update stats when necessary |
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48 | try |
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49 | { |
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50 | OverlayElement* guiCurr = OverlayManager::getSingleton().getOverlayElement("RainCurrFps"); |
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51 | |
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52 | const RenderTarget::FrameStats& stats = mWindow->getStatistics(); |
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53 | |
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54 | guiCurr->setCaption(currFps + StringConverter::toString(stats.lastFPS)); |
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55 | } |
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56 | catch(...) |
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57 | { |
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58 | // ignore |
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59 | } |
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60 | } |
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61 | |
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62 | |
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63 | void RainFrameListener::displayMessage(String text) |
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64 | { |
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65 | try |
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66 | { |
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67 | OverlayElement* guiCurr = OverlayManager::getSingleton().getOverlayElement("RainCurrFps"); |
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68 | guiCurr->setCaption(text); |
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69 | } |
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70 | catch(...) |
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71 | { |
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72 | // ignore |
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73 | } |
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74 | } |
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75 | |
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76 | |
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77 | bool RainFrameListener::frameStarted(const FrameEvent& evt) |
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78 | { |
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79 | static bool usePrimaryPositionTexture = true; |
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80 | static bool capture = false; |
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81 | static bool stopDrop = false; |
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82 | static int numScreenshot=0; |
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83 | static bool firstFrame = true; |
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84 | static bool showOverlay = true; |
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85 | Real moveFactor; |
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86 | |
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87 | #ifdef SNOW |
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88 | |
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89 | static float fallSpeed = 0.1; |
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90 | static float windForce = 0.02; |
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91 | #else |
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92 | |
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93 | static float fallSpeed = 0.7; |
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94 | static float windForce = 0.0; |
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95 | #endif |
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96 | |
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97 | |
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98 | if (firstFrame) |
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99 | { |
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100 | mRainSystem->definePosTextureAndBackup(); |
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101 | firstFrame = false; |
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102 | |
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103 | // give initial values to the shader parameters |
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104 | Vector3 camPos = mViewNode->getWorldPosition(); |
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105 | Vector3 viewPos( (camPos.x - PARTICLES_MIN_X) / float(PARTICLES_MAX_X - PARTICLES_MIN_X), |
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106 | (camPos.y - PARTICLES_MIN_Y) / float(PARTICLES_MAX_Y - PARTICLES_MIN_Y), |
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107 | (camPos.z - PARTICLES_MIN_Z) / float(PARTICLES_MAX_Z - PARTICLES_MIN_Z) ); |
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108 | Vector3 viewDir(0.0, 0.0, 1.0); |
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109 | Vector3 fallVect(windForce, -fallSpeed, 0.0); |
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110 | Vector3 boxMin(VIS_PARTICLE_BOX_MIN_X, VIS_PARTICLE_BOX_MIN_Y, VIS_PARTICLE_BOX_MIN_Z); |
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111 | Vector3 boxMax(VIS_PARTICLE_BOX_MAX_X, VIS_PARTICLE_BOX_MAX_Y, VIS_PARTICLE_BOX_MAX_Z); |
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112 | Vector3 lastMove( 0.0, 0.0, 0.0 ); |
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113 | |
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114 | Vector3 randomMove((rand() % 100 ) / 1000.0 - 0.05, (rand() % 100 ) / 1000.0 - 0.05, (rand() % 100 ) / 1000.0 - 0.05); |
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115 | |
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116 | mRainSystem->updateShaderParameters(0.015, mRainSystem->mRainWidth, mRainSystem->mRainStreaksHeight, mRainSystem->getLightManagerPtr()->getLightCount(), viewPos, viewDir, fallVect, boxMin, boxMax, lastMove, randomMove, 1); |
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117 | |
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118 | // the control overlay is for debugging purposes : uncomment if you wish to see a dynamic texture, such as the particle's position texture. |
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119 | //mRainSystem->makeControlOverlay(); |
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120 | } |
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121 | else |
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122 | { |
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123 | // set the active position texture |
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124 | mRainSystem->showPositionBillboards(); |
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125 | mRainSystem->updatePositionTexture(usePrimaryPositionTexture); |
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126 | mRainSystem->hidePositionBillboards(); |
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127 | |
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128 | usePrimaryPositionTexture = !usePrimaryPositionTexture; |
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129 | //update random factor |
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130 | mRainSystem->updateRandomMove(Vector3((rand() % 100 ) / 1000.0 - 0.05, (rand() % 100 ) / 1000.0 - 0.05, (rand() % 100 ) / 1000.0 - 0.05)); |
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131 | } |
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132 | |
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133 | |
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134 | |
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135 | |
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136 | |
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137 | if (capture) |
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138 | { |
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139 | moveFactor = evt.timeSinceLastFrame * 10.0; |
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140 | |
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141 | // set framerate to 30 fps |
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142 | mRainSystem->updateTimeSinceLastFrame(1.0 / 30.0); |
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143 | } |
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144 | else |
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145 | { |
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146 | // tell the stat overlay to update |
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147 | updateStats(); |
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148 | |
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149 | // update time since last frame |
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150 | mRainSystem->updateTimeSinceLastFrame(evt.timeSinceLastFrame); |
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151 | |
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152 | moveFactor = evt.timeSinceLastFrame * 80.0; |
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153 | } |
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154 | |
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155 | timer -= evt.timeSinceLastFrame; |
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156 | |
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157 | |
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158 | |
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159 | mInputDevice->capture(); |
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160 | |
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161 | ///////////////////////////////////////////////// |
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162 | ///////////////////////////////////////////////// |
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163 | // translations |
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164 | ///////////////////////////////////////////////// |
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165 | ///////////////////////////////////////////////// |
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166 | |
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167 | // save the previous position |
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168 | Vector3 oldViewPos = mViewNode->getWorldPosition(); |
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169 | |
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170 | if (mInputDevice->isKeyDown(Ogre::KC_UP) || mInputDevice->isKeyDown(Ogre::KC_NUMPAD8)) |
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171 | { |
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172 | mViewNode->translate(0.0, 0.0, -moveFactor, Ogre::Node::TS_LOCAL); |
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173 | } |
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174 | |
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175 | if (mInputDevice->isKeyDown(Ogre::KC_DOWN) || mInputDevice->isKeyDown(Ogre::KC_NUMPAD5)) |
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176 | { |
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177 | mViewNode->translate(0.0, 0.0, moveFactor, Ogre::Node::TS_LOCAL); |
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178 | } |
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179 | |
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180 | // keep the feets on the ground |
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181 | static Ray updateRay; |
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182 | updateRay.setOrigin(mViewNode->getPosition()); |
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183 | updateRay.setDirection(Vector3::NEGATIVE_UNIT_Y); |
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184 | raySceneQuery->setRay(updateRay); |
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185 | raySceneQuery->setQueryMask(0x80000000); |
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186 | RaySceneQueryResult& qryResult = raySceneQuery->execute(); |
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187 | RaySceneQueryResult::iterator i = qryResult.begin(); |
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188 | if (i != qryResult.end() && i->worldFragment) |
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189 | { |
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190 | SceneQuery::WorldFragment* wf = i->worldFragment; |
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191 | mViewNode->setPosition(mViewNode->getPosition().x, i->worldFragment->singleIntersection.y + HAUTEUR_OBSERVATEUR, mViewNode->getPosition().z); |
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192 | } |
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193 | |
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194 | |
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195 | // in case the user moved, update his position |
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196 | Vector3 camPos = mViewNode->getWorldPosition(); |
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197 | mRainSystem->updateViewPos(camPos); |
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198 | |
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199 | |
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200 | ///////////////////////////////////////////////// |
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201 | ///////////////////////////////////////////////// |
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202 | // rotations |
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203 | ///////////////////////////////////////////////// |
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204 | ///////////////////////////////////////////////// |
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205 | Real rotX = -mInputDevice->getMouseRelativeX(); |
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206 | Real rotY = -mInputDevice->getMouseRelativeY(); |
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207 | |
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208 | Vector3 oldViewDir = mViewNode->getOrientation().zAxis(); |
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209 | |
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210 | mViewNode->yaw(Ogre::Radian(rotX * evt.timeSinceLastFrame / (capture ? 100.0 : 1.0)), Ogre::Node::TS_WORLD); |
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211 | mCameraNode->pitch(-Ogre::Radian(rotY * evt.timeSinceLastFrame / (capture ? 100.0 : 1.0)), Ogre::Node::TS_LOCAL); |
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212 | |
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213 | // get the orientation for the update shader |
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214 | Vector3 newViewDir = mViewNode->getOrientation().zAxis(); |
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215 | |
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216 | Vector3 lastMove( (camPos.x - oldViewPos.x) / float(VIS_PARTICLE_BOX_MAX_X - VIS_PARTICLE_BOX_MIN_X) - (newViewDir.x - oldViewDir.x)/2.0, |
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217 | (camPos.y - oldViewPos.y) / float(VIS_PARTICLE_BOX_MAX_Y - VIS_PARTICLE_BOX_MIN_Y), |
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218 | (camPos.z - oldViewPos.z) / float(VIS_PARTICLE_BOX_MAX_Z - VIS_PARTICLE_BOX_MIN_Z) - (newViewDir.z - oldViewDir.z)/2.0 ); |
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219 | mRainSystem->updateLastMove(lastMove); |
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220 | |
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221 | mRainSystem->updateViewDir(newViewDir); |
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222 | |
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223 | |
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224 | ///////////////////////////////////////////////////////////////////////////////////// |
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225 | ///////////////////////////////////////////////////////////////////////////////////// |
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226 | // |
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227 | // react to user input (keyboard) |
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228 | // |
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229 | ///////////////////////////////////////////////////////////////////////////////////// |
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230 | ///////////////////////////////////////////////////////////////////////////////////// |
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231 | |
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232 | |
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233 | // pause the system |
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234 | if (mInputDevice->isKeyDown(KC_SPACE) && timer <= 0) |
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235 | { |
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236 | stopDrop = ! stopDrop; |
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237 | if (stopDrop) |
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238 | displayMessage("Pause"); |
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239 | else |
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240 | displayMessage(" "); |
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241 | |
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242 | timer = 0.5; |
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243 | |
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244 | // update fall vector |
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245 | mRainSystem->updateFallVector(Vector3(stopDrop?0.0:windForce, stopDrop?0.0:-fallSpeed, 0.0)); |
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246 | } |
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247 | |
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248 | |
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249 | |
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250 | // modifying particle size |
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251 | |
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252 | if (mInputDevice->isKeyDown(KC_ADD) && timer <= 0) |
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253 | { |
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254 | mRainSystem->mRainWidth += 0.05; |
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255 | displayMessage("Radius : " + StringConverter::toString(mRainSystem->mRainWidth * 5.0f)); |
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256 | std::cout << "Radius : " << mRainSystem->mRainWidth * 5.0f << std::endl; |
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257 | #ifndef SNOW |
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258 | |
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259 | if (mRainSystem->mRainWidth <= 0.901) |
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260 | { |
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261 | String nom_masque="masques/masque_" + StringConverter::toString(mRainSystem->mRainWidth * 5.0f) + "_.tga"; |
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262 | static_cast<MaterialPtr>(MaterialManager::getSingleton().getByName(RAIN_MATERIAL_NAME))->getTechnique (0)->getPass (0)->getTextureUnitState (2)->setTextureName(nom_masque); |
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263 | } |
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264 | #endif |
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265 | timer = 0.1; |
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266 | |
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267 | // update the size |
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268 | mRainSystem->updateRainBilboardSideLength(mRainSystem->mRainWidth); |
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269 | } |
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270 | |
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271 | if (mInputDevice->isKeyDown(KC_SUBTRACT) && timer <= 0) |
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272 | { |
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273 | if (mRainSystem->mRainWidth > 0.051) |
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274 | { |
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275 | mRainSystem->mRainWidth -= 0.05; |
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276 | displayMessage("Radius : " + StringConverter::toString(mRainSystem->mRainWidth * 5.0f)); |
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277 | std::cout << "Radius : " << mRainSystem->mRainWidth * 5.0f << std::endl; |
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278 | #ifndef SNOW |
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279 | |
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280 | if (mRainSystem->mRainWidth <= 0.9 && mRainSystem->mRainWidth >= 0.14) |
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281 | { |
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282 | String nom_masque="masques/masque_" + StringConverter::toString(mRainSystem->mRainWidth * 5.0f) + "_.tga"; |
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283 | static_cast<MaterialPtr>(MaterialManager::getSingleton().getByName(RAIN_MATERIAL_NAME))->getTechnique (0)->getPass (0)->getTextureUnitState (2)->setTextureName(nom_masque); |
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284 | } |
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285 | #endif |
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286 | |
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287 | } |
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288 | timer = 0.1; |
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289 | |
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290 | // update the size |
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291 | mRainSystem->updateRainBilboardSideLength(mRainSystem->mRainWidth); |
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292 | } |
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293 | |
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294 | |
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295 | |
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296 | // press 'S' to accelerate, and 'Q' to slow down |
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297 | if (mInputDevice->isKeyDown(KC_S)) |
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298 | { |
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299 | displayMessage("Accelerating"); |
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300 | fallSpeed += 0.002; |
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301 | std::cout << "fallSpeed : " << fallSpeed << std::endl; |
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302 | |
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303 | // update fall vector |
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304 | mRainSystem->updateFallVector(Vector3(stopDrop?0.0:windForce, stopDrop?0.0:-fallSpeed, 0.0)); |
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305 | } |
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306 | if (mInputDevice->isKeyDown(KC_Q)) |
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307 | { |
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308 | if (fallSpeed > 0.05) |
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309 | { |
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310 | displayMessage("Slowing"); |
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311 | fallSpeed -= 0.002; |
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312 | } |
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313 | std::cout << "fallSpeed : " << fallSpeed << std::endl; |
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314 | |
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315 | // update fall vector |
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316 | mRainSystem->updateFallVector(Vector3(stopDrop?0.0:windForce, stopDrop?0.0:-fallSpeed, 0.0)); |
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317 | } |
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318 | |
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319 | // wind handling ('W' key) |
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320 | if (mInputDevice->isKeyDown(KC_W)) |
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321 | { |
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322 | if (mInputDevice->isKeyDown(KC_LSHIFT) || mInputDevice->isKeyDown(KC_RSHIFT)) |
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323 | { |
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324 | displayMessage("Decreasing wind"); |
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325 | windForce -= 0.001; |
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326 | } |
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327 | else |
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328 | { |
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329 | displayMessage("Increasing wind"); |
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330 | windForce += 0.001; |
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331 | } |
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332 | std::cout << "wind : " << windForce << std::endl; |
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333 | |
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334 | // update fall vector |
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335 | mRainSystem->updateFallVector(Vector3(stopDrop?0.0:windForce, stopDrop?0.0:-fallSpeed, 0.0)); |
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336 | } |
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337 | |
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338 | |
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339 | // erase text |
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340 | if (mInputDevice->isKeyDown(KC_E)) |
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341 | { |
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342 | displayMessage(" "); |
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343 | } |
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344 | |
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345 | // show / hide the calimero overlay |
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346 | if (mInputDevice->isKeyDown(KC_O) && timer <= 0) |
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347 | { |
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348 | showOverlay = ! showOverlay; |
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349 | if (showOverlay) |
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350 | OverlayManager::getSingleton().getByName("RainOverlay")->show(); |
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351 | else |
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352 | OverlayManager::getSingleton().getByName("RainOverlay")->hide(); |
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353 | |
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354 | timer = 0.5; |
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355 | } |
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356 | |
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357 | |
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358 | // we can capture a screenshot |
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359 | |
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360 | mWindow->update(); |
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361 | |
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362 | if (mInputDevice->isKeyDown(KC_SYSRQ) && timer <= 0) |
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363 | { |
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364 | String tmp; |
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365 | |
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366 | String padding = (numScreenshot<10) ? "000" : ( (numScreenshot<100) ? "00" : ((numScreenshot<1000) ? "0" : "" ) ) ; |
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367 | tmp = "screenshot_" + padding; |
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368 | tmp += StringConverter::toString(numScreenshot++) + ".jpg"; |
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369 | mWindow->writeContentsToFile(tmp); |
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370 | timer = 0.5; |
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371 | } |
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372 | |
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373 | // on enregistre |
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374 | if (mInputDevice->isKeyDown(Ogre::KC_C) && timer <= 0) |
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375 | { |
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376 | displayMessage(" "); |
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377 | capture = !capture; |
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378 | timer = 0.5; |
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379 | } |
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380 | if (capture) |
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381 | { |
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382 | String tmp; |
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383 | |
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384 | String padding = (numScreenshot<10) ? "000" : ( (numScreenshot<100) ? "00" : ((numScreenshot<1000) ? "0" : "" ) ) ; |
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385 | tmp = "Capture_" + padding; |
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386 | tmp += StringConverter::toString(numScreenshot++) + ".jpg"; |
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387 | |
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388 | mWindow->writeContentsToFile(tmp); |
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389 | } |
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390 | |
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391 | // end of program |
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392 | |
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393 | if(mInputDevice->isKeyDown(Ogre::KC_ESCAPE)) |
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394 | return false; |
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395 | |
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396 | return true; |
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397 | } |
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398 | |
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399 | |
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400 | |
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401 | |
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402 | bool RainFrameListener::frameEnded(const FrameEvent& evt) |
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403 | { |
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404 | return ExampleFrameListener::frameEnded(evt); |
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405 | } |
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406 | |
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