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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-01 03:21:41 +00:00

Merge remote-tracking branch 'jordan-ayers/bugfix/781'

This commit is contained in:
Marc Zinnschlag 2015-02-09 17:44:16 +01:00
commit 4da98ed2a6
5 changed files with 34 additions and 26 deletions

View File

@ -630,12 +630,12 @@ void RenderingManager::sunDisable(bool real)
}
}
void RenderingManager::setSunDirection(const Ogre::Vector3& direction, bool is_moon)
void RenderingManager::setSunDirection(const Ogre::Vector3& direction, bool is_night)
{
// direction * -1 (because 'direction' is camera to sun vector and not sun to camera),
if (mSun) mSun->setDirection(Vector3(-direction.x, -direction.y, -direction.z));
mSkyManager->setSunDirection(direction, is_moon);
mSkyManager->setSunDirection(direction, is_night);
}
void RenderingManager::setGlare(bool glare)

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@ -141,7 +141,7 @@ public:
void setAmbientColour(const Ogre::ColourValue& colour);
void setSunColour(const Ogre::ColourValue& colour);
void setSunDirection(const Ogre::Vector3& direction, bool is_moon);
void setSunDirection(const Ogre::Vector3& direction, bool is_night);
void sunEnable(bool real); ///< @param real whether or not to really disable the sunlight (otherwise just set diffuse to 0)
void sunDisable(bool real);

View File

@ -767,14 +767,14 @@ void SkyManager::setStormDirection(const Vector3 &direction)
mStormDirection = direction;
}
void SkyManager::setSunDirection(const Vector3& direction, bool is_moon)
void SkyManager::setSunDirection(const Vector3& direction, bool is_night)
{
if (!mCreated) return;
mSun->setPosition(direction);
mSunGlare->setPosition(direction);
float height = direction.z;
float fade = is_moon ? 0.0 : (( height > 0.5) ? 1.0 : height * 2);
float fade = is_night ? 0.0 : (( height > 0.5) ? 1.0 : height * 2);
sh::Factory::getInstance ().setSharedParameter ("waterSunFade_sunHeight", sh::makeProperty<sh::Vector2>(new sh::Vector2(fade, height)));
}

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@ -153,7 +153,7 @@ namespace MWRender
void setStormDirection(const Ogre::Vector3& direction);
void setSunDirection(const Ogre::Vector3& direction, bool is_moon);
void setSunDirection(const Ogre::Vector3& direction, bool is_night);
void setMasserDirection(const Ogre::Vector3& direction);

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@ -1,5 +1,7 @@
#include "weather.hpp"
#include <cmath>
#include <components/esm/weatherstate.hpp>
#include "../mwbase/environment.hpp"
@ -427,29 +429,35 @@ void WeatherManager::update(float duration, bool paused)
else
mRendering->getSkyManager()->sunEnable();
// sun angle
float height;
// Update the sun direction. Run it east to west at a fixed angle from overhead.
// The sun's speed at day and night may differ, since mSunriseTime and mNightStart
// mark when the sun is level with the horizon.
{
// Shift times into a 24-hour window beginning at mSunriseTime...
float adjustedHour = mHour;
float adjustedNightStart = mNightStart;
if ( mHour < mSunriseTime )
adjustedHour += 24.f;
if ( mNightStart < mSunriseTime )
adjustedNightStart += 24.f;
//Day duration
float dayDuration = (mNightStart - 1) - mSunriseTime;
const bool is_night = adjustedHour >= adjustedNightStart;
const float dayDuration = adjustedNightStart - mSunriseTime;
const float nightDuration = 24.f - dayDuration;
// rise at 6, set at 20
if (mHour >= mSunriseTime && mHour <= mNightStart)
height = 1 - std::abs(((mHour - dayDuration) / 7.f));
else if (mHour > mNightStart)
height = (mHour - mNightStart) / 4.f;
else //if (mHour > 0 && mHour < 6)
height = 1 - (mHour / mSunriseTime);
double theta;
if ( !is_night ) {
theta = M_PI * (adjustedHour - mSunriseTime) / dayDuration;
} else {
theta = M_PI * (adjustedHour - adjustedNightStart) / nightDuration;
}
int facing = (mHour > 13.f) ? 1 : -1;
bool sun_is_moon = mHour >= mNightStart || mHour <= mSunriseTime;
Vector3 final(
(height - 1) * facing,
(height - 1) * facing,
height);
mRendering->setSunDirection(final, sun_is_moon);
Vector3 final(
cos( theta ),
-0.268f, // approx tan( -15 degrees )
sin( theta ) );
mRendering->setSunDirection( final, is_night );
}
/*
* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish