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Generic rain & ice effect library for X-Plane

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Implementing librain to your project

Prerequisites

Adding headers

After you copied all the required inclues to their place you can include the required headers.

#include "include/librain.h"
#include "include/obj8.h"

Define window/windshield object(s)

const char *windShieldObjPath = "path/to/your/windshield.obj";

Define object's position offset

This is added to the object's basic origin point. Set this if you are using object position offsets in Plane Maker under the Misc Objects window.

vect3_t pos_offset = { 0, 0, 0 };

Parse the object

This must be done before calling librain_init.

obj8_t *windShieldObj = obj8_parse(windShieldObjPath, pos_offset);

Specify the shader's directory

Be sure to ship the contents of the shader directory in your product. The library needs to load these shaders during librain_init.

const char *shaderDir = "librain-shaders";

Define glass elements

Define all glass elements which should get the rain animation. You should have separate properties for each glass element, like front windshield, side window, etc. See the librain_glass_t below. To get all available properties and how to use them, see https://github.com/skiselkov/librain/blob/master/src/librain.h

static const vect2_t tp = { 0.5, -0.3 };
static const vect2_t gp = { 0.5, 1.3 };
static const vect2_t wp = { 1.5, 0.5 };

static librain_glass_t windShield = {
	.group_ids = NULL,     // const char **
	.slant_factor = 1.0,   // double
	.thrust_point = tp,    // vect2_t
	.gravity_point = gp,   // vect2_t
	.gravity_factor = 0.5, // double
	.wind_point = wp,      // vect2_t
	.wind_factor = 1.0,    // double
	.wind_normal = 1.0,    // double
	.max_tas = 100.0,      // double
	.therm_inertia = 20.0, // float
	.cabin_temp = 22.0     // float
};

static librain_glass_t sideWindow = { ... };

static librain_glass_t glassElementsArray[2] = { windShield, sideWindow };
...

Init

PLUGIN_API int XPluginStart(
	char *outName,
	char *outSig,
	char *outDesc)
{

	librain_set_debug_draw(TRUE);
	...
	librain_init(shaderDir, glassElementsArray, 1);
	XPLMRegisterDrawCallback(draw_rain_effects, xplm_Phase_LastScene,
	    0, NULL);
	...
	return g_window != NULL;
}

Don't forget to unregister the callback when the plugin in unloaded and de-initialize the library. Otherwise you will be leaking memory.

PLUGIN_API void XPluginStop(void)
{
	librain_fini();
	XPLMUnregisterDrawCallback(draw_rain_effects, xplm_Phase_LastScene,
	    0, NULL);
}

Adding callback for drawing rain

static int draw_rain_effects(
	XPLMDrawingPhase inPhase,
	int              inIsBefore,
	void             *inRefcon)
{
	librain_draw_prepare(FALSE);
	/*
	 * Since the windshield effect needs to be manually occluded, we
	 * would now call ``librain_draw_z_depth`` with additional OBJs
	 * that serve as the masking objects. Typically this would be things
	 * like the cockpit interior and/or exterior fuselage model - anything
	 * that could cover the windshield.
	 */
	librain_draw_exec();
	librain_draw_finish();
	return 1;
}

You have to call librain_draw_z_depth(...) for all the objects which can block the view of the glass element that receives the rain animation. This is used to populate the z-buffer of the scene and occlude the rendered rain effect.

As the library only requires the outline of the objects to be correct, you are encouraged to use low-poly versions of these objects to improve rendering performance.


Very basic sample plugin

#include "include/librain.h"
#include "include/obj8.h"
#include "XPLMDisplay.h"
#include "XPLMGraphics.h"
#include "XPLMUtilities.h"
#include <string.h>
#include <math.h>

#if IBM
# include <windows.h>
#endif
#if LIN
# include <GL/gl.h>
#elif __GNUC__
# include <OpenGL/gl.h>
#else
# include <GL/gl.h>
#endif

#ifndef XPLM300
# error This is made to be compiled against the XPLM300 SDK
#endif

static const char *windShieldObjPath = "path/to/your/windshield.obj";
static const vect3_t pos_offset = { 0, 0, 0 };

char *shaderDir = "librain-shaders";

vect2_t tp = { 0.5, -0.3 };
vect2_t gp = { 0.5, 1.3 };
vect2_t wp = { 1.5, 0.5 };

static librain_glass_t windShield = {
	.slant_factor = 1.0,
	.thrust_point = tp,
	.gravity_point = gp,
	.gravity_factor = 0.5,
	.wind_point = wp,
	.wind_factor = 1.0,
	.wind_normal = 1.0,
	.max_tas = 100.0,
	.therm_inertia = 20.0,
	.cabin_temp = 22.0
};

static librain_glass_t glassElementsArray[1] = { windShield };

static int draw_rain_effects(
	XPLMDrawingPhase inPhase,
	int              inIsBefore,
	void             *inRefcon)
{
	librain_draw_prepare(FALSE);
	/* Load these OBJs using obj8_parse as necessary */
	librain_draw_z_depth(compassObj, NULL);
	librain_draw_z_depth(fuselageObj, NULL);
	librain_draw_exec();
	librain_draw_finish();
	return 1;
}

PLUGIN_API int XPluginStart(
	char *outName,
	char *outSig,
	char *outDesc)
{
	strcpy(outName, "HelloWorld3RainPlugin");
	strcpy(outSig, "librain.hello.world");
	strcpy(outDesc, "A Hello World plug-in for librain");

	/*
	 * Load our windshield object. You will also want to load
	 * any additional objects used for z-buffer filling.
	 */
	glassElementsArray[0].obj = obj8_parse(windShieldObjPath, pos_offset);
	if (glassElementsArray[0].obj == NULL) {
		XPLMDebugString("Oh noes, failed to load the windshield OBJ!");
		librain_fini();
		return (0);
	}

	/* Once we have loaded all OBJs, initialize the glass structures. */
	if (!librain_init(shaderDir, glassElementsArray, 1)) {
		XPLMDebugString("Oh noes, failed to initialize librain!");
		return (0);
	}
	/*
	 * Turn on debug drawing. This makes all z-buffer drawing
	 * visible to verify it's working right. When you are satisfied
	 * it is working as intended, remove this line.
	 */
	librain_set_debug_draw(TRUE);

	XPLMRegisterDrawCallback(draw_rain_effects, xplm_Phase_LastScene,
	    0, NULL);

	return (1);
}

PLUGIN_API void XPluginStop(void)
{
	librain_fini();
	XPLMUnregisterDrawCallback(draw_rain_effects, xplm_Phase_LastScene,
	    0, NULL);
}

PLUGIN_API void XPluginDisable(void)
{
}

PLUGIN_API int XPluginEnable(void)
{
	return 1;
}

PLUGIN_API void XPluginReceiveMessage(XPLMPluginID inFrom, int inMsg,
    void *inParam)
{
}

How to add wipers

Wipers are defined using 3 parameters:

  • Wiper pivot point XY-coordinate in rain texturing space. That means the value will be something like {0.5, 0.4}.
  • Outer radius of swept area.
  • Inner radius of swept area.

You also need to register a flight loop callback and tell the library each frame how each wiper is moving.

Below is a simple sample implementation that should be added onto the examples above. Please note that all angles are in radians and increase in the clockwise direction. An angle of 0 means straight up along the Y axis of the texture. The wiper animation code below is simply a minimalistic implementation. Use it as inspiration to tie into your systems simulation.

/* Wiper pivot positions - the wipers spin around these points. */
static const vect2_t wiper1_pivot = { 0.4, 0.2 };
static const vect2_t wiper2_pivot = { 0.6, 0.2 };

/*
 * Define the glass object as usual and add the wiper definitions.
 * A single glass object can hold up to 2 wipers.
 */
static librain_glass_t windShield = {
	...
	.wiper_pivot = { wiper1_pivot, wiper2_pivot },
	/*
	 * Both wipers have an outer radius of 0.4 and an inner radius of 0.05.
	 * If you only need one wiper, leave the second inner and outer radius
	 * set to 0.
	 */
	.wiper_radius_outer = { 0.4, 0.4 },
	.wiper_radius_inner = { 0.05, 0.05 },
};

static librain_glass_t glassElementsArray[1] = { windShield };

/* We use this to track where each wiper is currently located. */
static double wiper_angle[2] = { 0, 0 };

/*
 * Wiper angular velocity in radians per second. We use this to control
 * animation rate. Wiper [0] will be going twice as fast as wiper [1].
 * Please note that the speed of the wipers must be limited so that the
 * wiper doesn't complete a full sweep in less than 0.5 seconds,
 * otherwise some animation artifacting might occur.
 */
static double wiper_ang_vel[2] = { -M_PI * 0.8, M_PI * 0.4};

/*
 * Wiper edge positions. Wiper [0] goes _| and wiper [1] goes |_
 */
static const double wiper_edge[2][2] = {
    {	-M_PI / 2,	0		},
    {	0,		M_PI / 2	}
};

/* We'll be animating the wipers in this flight loop callback. */
static float wiper_floop(float delta_t, float time2, int counter, void *refcon);

PLUGIN_API int XPluginStart(
	char *outName,
	char *outSig,
	char *outDesc)
{
	...
	/*
	 * For debugging purposes, we'll enable visible wiper drawing.
	 * Remove this to get rid of the red outlines.
	 */
	librain_set_wipers_visible(TRUE);
	/*
	 * Register the animation callback. Execute every flight loop.
	 */
	XPLMRegisterFlightLoopCallback(wiper_floop, -1, NULL);
	...
}

PLUGIN_API void XPluginStop(void)
{
	...
	XPLMUnregisterFlightLoopCallback(wiper_floop, NULL);
}

static float
wiper_floop(float delta_t, float time2, int counter, void *refcon);
{
	for (int i = 0; i < 2; i++) {
		wiper_angle[i] += wiper_ang_vel[i] * delta_t;

		/* Wiper hit edge of movement? Reverse direction. */
		if (wiper_angle[i] < wiper_edge[i][0]) {
			wiper_ang_vel[i] = -wiper_ang_vel[i];
			wiper_angle[i] = wiper_edge[i][0];
		} else if (wiper_angle[i] > wiper_edge[i][1]) {
			wiper_ang_vel[i] = -wiper_ang_vel[i]
			wiper_angle[i] = wiper_edge[i][1];
		}
		/*
		 * Even if the wiper is not moving, you MUST call this function
		 * with the angle unchanged and the last element set to FALSE.
		 * Otherwise the animation is not going to look right when the
		 * wipers are stopped.
		 */
		librain_set_wiper_angle(&glassElementsArray[0], i,
		    wiper_angle[i], TRUE);
	}
	/* This needs to execute every flight loop. */
	return (-1.0);
}

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