stk-code_catmod/src/graphics/particle_emitter.cpp
2014-12-27 03:14:16 +01:00

754 lines
26 KiB
C++

//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2011-2013 Joerg Henrichs, Marianne Gagnon
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include "graphics/particle_emitter.hpp"
#include "graphics/central_settings.hpp"
#include "graphics/material.hpp"
#include "graphics/material_manager.hpp"
#include "graphics/particle_kind.hpp"
#include "graphics/irr_driver.hpp"
#include "graphics/shaders.hpp"
#include "graphics/wind.hpp"
#include "io/file_manager.hpp"
#include "tracks/track.hpp"
#include "utils/constants.hpp"
#include "utils/helpers.hpp"
#include "graphics/gpuparticles.hpp"
#include <SParticle.h>
#include <IParticleAffector.h>
#include <ICameraSceneNode.h>
#include <IParticleSystemSceneNode.h>
#include <IParticleBoxEmitter.h>
#include <ISceneManager.h>
#include <algorithm>
class FadeAwayAffector : public scene::IParticleAffector
{
/** (Squared) distance from camera at which a particle started being faded out */
float m_start_fading;
/** (Squared) distance from camera at which a particle is completely faded out */
float m_end_fading;
public:
FadeAwayAffector(float start, float end)
{
m_start_fading = start;
m_end_fading = end;
assert(m_end_fading >= m_start_fading);
} // FadeAwayAffector
// ------------------------------------------------------------------------
virtual void affect(u32 now, scene::SParticle* particlearray, u32 count)
{
scene::ICameraSceneNode* curr_cam =
irr_driver->getSceneManager()->getActiveCamera();
const core::vector3df& cam_pos = curr_cam->getPosition();
// printf("Affect called with now=%u, camera=%s\n", now, curr_cam->getName());
for (unsigned int n=0; n<count; n++)
{
scene::SParticle& curr = particlearray[n];
core::vector3df diff = curr.pos - cam_pos;
const float x = diff.X;
const float y = diff.Y;
const float z = diff.Z;
const float distance_squared = x*x + y*y + z*z;
if (distance_squared < m_start_fading)
{
curr.color.setAlpha(255);
}
else if (distance_squared > m_end_fading)
{
curr.color.setAlpha(0);
}
else
{
curr.color.setAlpha((int)((distance_squared - m_start_fading)
/ (m_end_fading - m_start_fading)));
}
} // for n<count
} // affect
// ------------------------------------------------------------------------
virtual scene::E_PARTICLE_AFFECTOR_TYPE getType() const
{
// FIXME: this method seems to make sense only for built-in affectors
return scene::EPAT_FADE_OUT;
}
}; // FadeAwayAffector
// ============================================================================
class HeightMapCollisionAffector : public scene::IParticleAffector
{
std::vector< std::vector<float> > m_height_map;
Track* m_track;
bool m_first_time;
public:
HeightMapCollisionAffector(Track* t) : m_height_map(t->buildHeightMap())
{
m_track = t;
m_first_time = true;
}
virtual void affect(u32 now, scene::SParticle* particlearray, u32 count)
{
const Vec3* aabb_min;
const Vec3* aabb_max;
m_track->getAABB(&aabb_min, &aabb_max);
float track_x = aabb_min->getX();
float track_z = aabb_min->getZ();
const float track_x_len = aabb_max->getX() - aabb_min->getX();
const float track_z_len = aabb_max->getZ() - aabb_min->getZ();
for (unsigned int n=0; n<count; n++)
{
scene::SParticle& curr = particlearray[n];
const int i = (int)( (curr.pos.X - track_x)
/track_x_len*(HEIGHT_MAP_RESOLUTION) );
const int j = (int)( (curr.pos.Z - track_z)
/track_z_len*(HEIGHT_MAP_RESOLUTION) );
if (i >= HEIGHT_MAP_RESOLUTION || j >= HEIGHT_MAP_RESOLUTION) continue;
if (i < 0 || j < 0) continue;
/*
// debug draw
core::vector3df lp = curr.pos;
core::vector3df lp2 = curr.pos;
lp2.Y = m_height_map[i][j] + 0.02f;
irr_driver->getVideoDriver()->draw3DLine(lp, lp2, video::SColor(255,255,0,0));
core::vector3df lp3 = lp2;
lp3.X += 0.1f;
lp3.Y += 0.02f;
lp3.Z += 0.1f;
lp2.X -= 0.1f;
lp2.Y -= 0.02f;
lp2.Z -= 0.1f;
irr_driver->getVideoDriver()->draw3DBox(core::aabbox3d< f32 >(lp2, lp3), video::SColor(255,255,0,0));
*/
if (m_first_time)
{
curr.pos.Y = m_height_map[i][j]
+ (curr.pos.Y - m_height_map[i][j])
*((rand()%500)/500.0f);
}
else
{
if (curr.pos.Y < m_height_map[i][j])
{
//curr.color = video::SColor(255,255,0,0);
curr.endTime = curr.startTime; // destroy particle
}
}
}
if (m_first_time) m_first_time = false;
}
virtual scene::E_PARTICLE_AFFECTOR_TYPE getType() const
{
// FIXME: this method seems to make sense only for built-in affectors
return scene::EPAT_FADE_OUT;
}
};
// ============================================================================
class WindAffector : public scene::IParticleAffector
{
/** (Squared) distance from camera at which a particle is completely faded out */
float m_speed;
float m_seed;
public:
WindAffector(float speed): m_speed(speed)
{
m_seed = (float)((rand() % 1000) - 500);
}
// ------------------------------------------------------------------------
virtual void affect(u32 now, scene::SParticle* particlearray, u32 count)
{
const float time = irr_driver->getDevice()->getTimer()->getTime() / 10000.0f;
core::vector3df dir = irr_driver->getWind();
dir *= m_speed * std::min(noise2d(time, m_seed), -0.2f);
for (u32 n = 0; n < count; n++)
{
scene::SParticle& cur = particlearray[n];
cur.pos += dir;
} // for n<count
} // affect
// ------------------------------------------------------------------------
virtual scene::E_PARTICLE_AFFECTOR_TYPE getType() const
{
// FIXME: this method seems to make sense only for built-in affectors
return scene::EPAT_FADE_OUT;
}
}; // WindAffector
// ============================================================================
class ScaleAffector : public scene::IParticleAffector
{
public:
ScaleAffector(const core::vector2df& scaleFactor = core::vector2df(1.0f, 1.0f)) : ScaleFactor(scaleFactor)
{
}
virtual void affect(u32 now, scene::SParticle *particlearray, u32 count)
{
for (u32 i = 0; i<count; i++)
{
const u32 maxdiff = particlearray[i].endTime - particlearray[i].startTime;
const u32 curdiff = now - particlearray[i].startTime;
const f32 timefraction = (f32)curdiff / maxdiff;
core::dimension2df destsize = particlearray[i].startSize * ScaleFactor;
particlearray[i].size = particlearray[i].startSize + (destsize - particlearray[i].startSize) * timefraction;
}
}
virtual scene::E_PARTICLE_AFFECTOR_TYPE getType() const
{
return scene::EPAT_SCALE;
}
protected:
core::vector2df ScaleFactor;
};
// ============================================================================
class ColorAffector : public scene::IParticleAffector
{
protected:
core::vector3df m_color_from;
core::vector3df m_color_to;
public:
ColorAffector(const core::vector3df& colorFrom, const core::vector3df& colorTo) :
m_color_from(colorFrom), m_color_to(colorTo)
{
}
virtual void affect(u32 now, scene::SParticle *particlearray, u32 count)
{
for (u32 i = 0; i<count; i++)
{
const u32 maxdiff = particlearray[i].endTime - particlearray[i].startTime;
const u32 curdiff = now - particlearray[i].startTime;
const f32 timefraction = (f32)curdiff / maxdiff;
core::vector3df curr_color = m_color_from + (m_color_to - m_color_from)* timefraction;
particlearray[i].color = video::SColor(255, (int)curr_color.X, (int)curr_color.Y, (int)curr_color.Z);
}
}
virtual scene::E_PARTICLE_AFFECTOR_TYPE getType() const
{
return scene::EPAT_SCALE;
}
};
// ============================================================================
ParticleEmitter::ParticleEmitter(const ParticleKind* type,
const Vec3 &position,
scene::ISceneNode* parent,
bool randomize_initial_y)
: m_position(position)
{
assert(type != NULL);
m_magic_number = 0x58781325;
m_node = NULL;
m_emitter = NULL;
m_particle_type = NULL;
m_parent = parent;
m_emission_decay_rate = 0;
m_is_glsl = CVS->isGLSL();
m_randomize_initial_y = randomize_initial_y;
setParticleType(type);
assert(m_node != NULL);
} // KartParticleSystem
//-----------------------------------------------------------------------------
/** Destructor, removes
*/
ParticleEmitter::~ParticleEmitter()
{
assert(m_magic_number == 0x58781325);
if (m_node != NULL)
irr_driver->removeNode(m_node);
m_emitter->drop();
m_magic_number = 0xDEADBEEF;
} // ~ParticleEmitter
//-----------------------------------------------------------------------------
void ParticleEmitter::update(float dt)
{
assert(m_magic_number == 0x58781325);
// No particles to emit, nothing to do
if (m_emitter->getMinParticlesPerSecond() == 0) return;
// the emission direction does not automatically follow the orientation of
// the node so fix that manually...
core::matrix4 transform = m_node->getAbsoluteTransformation();
core::vector3df velocity(m_particle_type->getVelocityX(),
m_particle_type->getVelocityY(),
m_particle_type->getVelocityZ());
transform.rotateVect(velocity);
m_emitter->setDirection(velocity);
if (m_emission_decay_rate > 0)
{
m_max_rate = m_min_rate = std::max(0.0f, (m_min_rate - m_emission_decay_rate*dt));
setCreationRateAbsolute(m_min_rate);
}
// There seems to be no way to randomise the velocity for particles,
// so we have to do this manually, by changing the default velocity.
// Irrlicht expects velocity (called 'direction') in m/ms!!
/*
const int x = m_particle_type->getAngleSpreadX();
const int y = m_particle_type->getAngleSpreadY();
const int z = m_particle_type->getAngleSpreadZ();
Vec3 dir(cos(DEGREE_TO_RAD*(rand()%x - x/2))*m_particle_type->getVelocityX(),
sin(DEGREE_TO_RAD*(rand()%y - x/2))*m_particle_type->getVelocityY(),
sin(DEGREE_TO_RAD*(rand()%z - x/2))*m_particle_type->getVelocityZ());
m_emitter->setDirection(dir.toIrrVector());
*/
} // update
//-----------------------------------------------------------------------------
/** Sets the creation rate as a relative fraction between minimum (f=0) and
* maximum (f=1) of the creation rates defined in the particle kind.
* \param fraction Fraction to use.
*/
void ParticleEmitter::setCreationRateRelative(float fraction)
{
assert(fraction >= 0.0f);
assert(fraction <= 1.0f);
const float min_rate = (float)(m_particle_type->getMinRate());
const float max_rate = (float)(m_particle_type->getMaxRate());
setCreationRateAbsolute(min_rate + fraction*(max_rate - min_rate));
} // setCreationRateRelative
//-----------------------------------------------------------------------------
/** Sets the absolute creation rate (in particles per second).
* \param f The creation rate (in particles per second).
*/
void ParticleEmitter::setCreationRateAbsolute(float f)
{
m_emitter->setMinParticlesPerSecond(int(f));
m_emitter->setMaxParticlesPerSecond(int(f));
m_min_rate = f;
m_max_rate = f;
#if 0
// FIXME: to work around irrlicht bug, when an emitter is paused by setting the rate
// to 0 results in a massive emission when enabling it back. In irrlicht 1.8
// the node has a method called "clearParticles" that should be cleaner than this
if (f <= 0.0f && m_node->getEmitter())
{
m_node->clearParticles();
}
else if (m_node->getEmitter() == NULL)
{
m_node->setEmitter(m_emitter);
}
#endif
/* if (f <= 0.0f)
{
m_node->setVisible(false);
}
else
{
m_node->setVisible(true);
}*/
} // setCreationRateAbsolute
//-----------------------------------------------------------------------------
int ParticleEmitter::getCreationRate()
{
if (m_node->getEmitter() == NULL) return 0;
return m_emitter->getMinParticlesPerSecond();
}
//-----------------------------------------------------------------------------
/** Sets the position of the particle emitter.
* \param pos The position for the particle emitter.
*/
void ParticleEmitter::setPosition(const Vec3 &pos)
{
m_node->setPosition(pos.toIrrVector());
} // setPosition
//-----------------------------------------------------------------------------
void ParticleEmitter::clearParticles()
{
m_node->clearParticles();
}
//-----------------------------------------------------------------------------
void ParticleEmitter::setParticleType(const ParticleKind* type)
{
assert(m_magic_number == 0x58781325);
bool is_new_type = (m_particle_type != type);
if (is_new_type)
{
if (m_node != NULL)
{
m_node->removeAll();
m_node->removeAllAffectors();
m_emitter->drop();
}
else
{
if (m_is_glsl)
m_node = ParticleSystemProxy::addParticleNode(m_is_glsl, type->randomizeInitialY());
else
m_node = irr_driver->addParticleNode();
if (m_is_glsl)
{
bool additive = (type->getMaterial()->getShaderType() == Material::SHADERTYPE_ADDITIVE);
static_cast<ParticleSystemProxy *>(m_node)->setAlphaAdditive(additive);
}
}
if (m_parent != NULL)
{
m_node->setParent(m_parent);
}
m_particle_type = type;
}
m_emission_decay_rate = type->getEmissionDecayRate();
Material* material = type->getMaterial();
const float minSize = type->getMinSize();
const float maxSize = type->getMaxSize();
const int lifeTimeMin = type->getMinLifetime();
const int lifeTimeMax = type->getMaxLifetime();
assert(maxSize >= minSize);
assert(lifeTimeMax >= lifeTimeMin);
#ifdef DEBUG
if (material != NULL)
{
video::ITexture* tex = material->getTexture();
assert(tex != NULL);
const io::SNamedPath& name = tex->getName();
const io::path& tpath = name.getPath();
std::string debug_name = std::string("particles(") + tpath.c_str() + ")";
m_node->setName(debug_name.c_str());
}
#endif
m_min_rate = (float)type->getMinRate();
m_max_rate = (float)type->getMaxRate();
if (is_new_type)
{
video::SMaterial& mat0 = m_node->getMaterial(0);
m_node->setPosition(m_position.toIrrVector());
if (material != NULL)
{
assert(material->getTexture() != NULL);
material->setMaterialProperties(&mat0, NULL);
m_node->setMaterialTexture(0, material->getTexture());
mat0.ZWriteEnable = !material->isTransparent(); // disable z-buffer writes if material is transparent
}
else
{
std::string help = file_manager->getAsset(FileManager::GUI, "main_help.png");
m_node->setMaterialTexture(0, irr_driver->getTexture(help));
}
// velocity in m/ms
core::vector3df velocity(m_particle_type->getVelocityX(),
m_particle_type->getVelocityY(),
m_particle_type->getVelocityZ());
switch (type->getShape())
{
case EMITTER_POINT:
{
m_emitter = m_node->createPointEmitter(velocity,
type->getMinRate(), type->getMaxRate(),
type->getMinColor(), type->getMinColor(),
lifeTimeMin, lifeTimeMax,
m_particle_type->getAngleSpread() /* angle */
);
break;
}
case EMITTER_BOX:
{
const float box_size_x = type->getBoxSizeX()/2.0f;
const float box_size_y = type->getBoxSizeY()/2.0f;
m_emitter = m_node->createBoxEmitter(core::aabbox3df(-box_size_x, -box_size_y, -0.6f,
box_size_x, box_size_y, -0.6f - type->getBoxSizeZ()),
velocity,
type->getMinRate(), type->getMaxRate(),
type->getMinColor(), type->getMinColor(),
lifeTimeMin, lifeTimeMax,
m_particle_type->getAngleSpread()
);
#if VISUALIZE_BOX_EMITTER
if (m_parent != NULL)
{
for (int x=0; x<2; x++)
{
for (int y=0; y<2; y++)
{
for (int z=0; z<2; z++)
{
m_visualisation.push_back(
irr_driver->getSceneManager()->addSphereSceneNode(0.05f, 16, m_parent, -1,
core::vector3df((x ? box_size_x : -box_size_x),
(y ? box_size_y : -box_size_y),
-0.6 - (z ? 0 : type->getBoxSizeZ())))
);
}
}
}
}
#endif
break;
}
case EMITTER_SPHERE:
{
m_emitter = m_node->createSphereEmitter(core::vector3df(0.0f,0.0f,0.0f) /* center */,
m_particle_type->getSphereRadius(),
velocity,
type->getMinRate(), type->getMaxRate(),
type->getMinColor(), type->getMinColor(),
lifeTimeMin, lifeTimeMax,
m_particle_type->getAngleSpread()
);
break;
}
default:
{
Log::error("ParticleEmitter", "Unknown shape");
return;
}
}
}
else
{
m_emitter->setMinParticlesPerSecond(int(m_min_rate));
m_emitter->setMaxParticlesPerSecond(int(m_max_rate));
}
m_emitter->setMinStartSize(core::dimension2df(minSize, minSize));
m_emitter->setMaxStartSize(core::dimension2df(maxSize, maxSize));
if (is_new_type)
{
m_node->setEmitter(m_emitter); // this grabs the emitter
scene::IParticleFadeOutAffector *af = m_node->createFadeOutParticleAffector(video::SColor(0, 255, 255, 255),
type->getFadeoutTime());
m_node->addAffector(af);
af->drop();
if (type->getGravityStrength() != 0)
{
scene::IParticleGravityAffector *gaf = m_node->createGravityAffector(core::vector3df(00.0f, type->getGravityStrength(), 0.0f),
type->getForceLostToGravityTime());
m_node->addAffector(gaf);
gaf->drop();
}
const float fas = type->getFadeAwayStart();
const float fae = type->getFadeAwayEnd();
if (fas > 0.0f && fae > 0.0f)
{
FadeAwayAffector* faa = new FadeAwayAffector(fas*fas, fae*fae);
m_node->addAffector(faa);
faa->drop();
}
if (type->hasScaleAffector())
{
if (m_is_glsl)
{
static_cast<ParticleSystemProxy *>(m_node)->setIncreaseFactor(type->getScaleAffectorFactorX());
}
else
{
core::vector2df factor = core::vector2df(type->getScaleAffectorFactorX(),
type->getScaleAffectorFactorY());
scene::IParticleAffector* scale_affector = new ScaleAffector(factor);
m_node->addAffector(scale_affector);
scale_affector->drop();
}
}
if (type->getMinColor() != type->getMaxColor())
{
if (m_is_glsl)
{
video::SColor color_from = type->getMinColor();
static_cast<ParticleSystemProxy *>(m_node)->setColorFrom(color_from.getRed() / 255.0f,
color_from.getGreen() / 255.0f,
color_from.getBlue() / 255.0f);
video::SColor color_to = type->getMaxColor();
static_cast<ParticleSystemProxy *>(m_node)->setColorTo(color_to.getRed() / 255.0f,
color_to.getGreen() / 255.0f,
color_to.getBlue() / 255.0f);
}
else
{
video::SColor color_from = type->getMinColor();
core::vector3df color_from_v =
core::vector3df(float(color_from.getRed()),
float(color_from.getGreen()),
float(color_from.getBlue()));
video::SColor color_to = type->getMaxColor();
core::vector3df color_to_v = core::vector3df(float(color_to.getRed()),
float(color_to.getGreen()),
float(color_to.getBlue()));
ColorAffector* affector = new ColorAffector(color_from_v, color_to_v);
m_node->addAffector(affector);
affector->drop();
}
}
const float windspeed = type->getWindSpeed();
if (windspeed > 0.01f)
{
WindAffector *waf = new WindAffector(windspeed);
m_node->addAffector(waf);
waf->drop();
// TODO: wind affector for GLSL particles
}
const bool flips = type->getFlips();
if (flips)
{
if (m_is_glsl)
static_cast<ParticleSystemProxy *>(m_node)->setFlip();
}
}
} // setParticleType
//-----------------------------------------------------------------------------
void ParticleEmitter::addHeightMapAffector(Track* t)
{
if (m_is_glsl)
{
const Vec3* aabb_min;
const Vec3* aabb_max;
t->getAABB(&aabb_min, &aabb_max);
float track_x = aabb_min->getX();
float track_z = aabb_min->getZ();
const float track_x_len = aabb_max->getX() - aabb_min->getX();
const float track_z_len = aabb_max->getZ() - aabb_min->getZ();
static_cast<ParticleSystemProxy *>(m_node)->setHeightmap(t->buildHeightMap(),
track_x, track_z, track_x_len, track_z_len);
}
else
{
HeightMapCollisionAffector* hmca = new HeightMapCollisionAffector(t);
m_node->addAffector(hmca);
hmca->drop();
}
}
//-----------------------------------------------------------------------------
void ParticleEmitter::resizeBox(float size)
{
scene::IParticleBoxEmitter* emitter = (scene::IParticleBoxEmitter*)m_emitter;
const float box_size_x = m_particle_type->getBoxSizeX()/2.0f;
const float box_size_y = m_particle_type->getBoxSizeY()/2.0f;
emitter->setBox( core::aabbox3df(-box_size_x, -box_size_y, -0.6f,
box_size_x, box_size_y, -0.6f - size) );
#if VISUALIZE_BOX_EMITTER
if (m_parent != NULL)
{
int n = 0;
for (int x=0; x<2; x++)
{
for (int y=0; y<2; y++)
{
for (int z=0; z<2; z++)
{
m_visualisation[n]->setPosition(
core::vector3df((x ? box_size_x : -box_size_x),
(y ? box_size_y : -box_size_y),
-0.6 - (z ? 0 : size))
);
n++;
}
}
}
}
#endif
}