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Make rain and snow ripple settings global rather than per-weather (#7748)
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@ -257,7 +257,8 @@ namespace MWRender
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, mRainMaxHeight(0.f)
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, mRainEntranceSpeed(1.f)
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, mRainMaxRaindrops(0)
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, mRipples(false)
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, mRainRipplesEnabled(Fallback::Map::getBool("Weather_Rain_Ripples"))
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, mSnowRipplesEnabled(Fallback::Map::getBool("Weather_Snow_Ripples"))
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, mWindSpeed(0.f)
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, mBaseWindSpeed(0.f)
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, mEnabled(true)
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@ -519,7 +520,16 @@ namespace MWRender
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bool SkyManager::getRainRipplesEnabled() const
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{
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return mRipples;
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if (!mEnabled || mIsStorm)
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return false;
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if (hasRain())
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return mRainRipplesEnabled;
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if (mParticleNode && mCurrentParticleEffect == "meshes\\snow.nif")
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return mSnowRipplesEnabled;
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return false;
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}
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float SkyManager::getPrecipitationAlpha() const
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@ -636,7 +646,6 @@ namespace MWRender
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mRainMinHeight = weather.mRainMinHeight;
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mRainMaxHeight = weather.mRainMaxHeight;
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mRainSpeed = weather.mRainSpeed;
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mRipples = weather.mRipples;
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mWindSpeed = weather.mWindSpeed;
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mBaseWindSpeed = weather.mBaseWindSpeed;
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@ -196,7 +196,8 @@ namespace MWRender
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float mRainMaxHeight;
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float mRainEntranceSpeed;
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int mRainMaxRaindrops;
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bool mRipples;
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bool mRainRipplesEnabled;
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bool mSnowRipplesEnabled;
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float mWindSpeed;
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float mBaseWindSpeed;
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@ -77,7 +77,6 @@ namespace MWRender
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float mRainSpeed;
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float mRainEntranceSpeed;
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int mRainMaxRaindrops;
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bool mRipples;
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osg::Vec3f mStormDirection;
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osg::Vec3f mNextStormDirection;
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@ -175,7 +175,6 @@ namespace MWWorld
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, mRainMaxHeight(Fallback::Map::getFloat("Weather_" + name + "_Rain_Height_Max"))
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, mParticleEffect(particleEffect)
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, mRainEffect(Fallback::Map::getBool("Weather_" + name + "_Using_Precip") ? "meshes\\raindrop.nif" : "")
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, mRipples(Fallback::Map::getBool("Weather_" + name + "_Ripples"))
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, mStormDirection(Weather::defaultDirection())
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, mCloudsMaximumPercent(Fallback::Map::getFloat("Weather_" + name + "_Clouds_Maximum_Percent"))
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, mTransitionDelta(Fallback::Map::getFloat("Weather_" + name + "_Transition_Delta"))
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@ -1130,7 +1129,6 @@ namespace MWWorld
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mResult.mRainMinHeight = current.mRainMinHeight;
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mResult.mRainMaxHeight = current.mRainMaxHeight;
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mResult.mRainMaxRaindrops = current.mRainMaxRaindrops;
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mResult.mRipples = current.mRipples;
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mResult.mParticleEffect = current.mParticleEffect;
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mResult.mRainEffect = current.mRainEffect;
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@ -1243,7 +1241,6 @@ namespace MWWorld
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mResult.mRainMinHeight = current.mRainMinHeight;
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mResult.mRainMaxHeight = current.mRainMaxHeight;
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mResult.mRainMaxRaindrops = current.mRainMaxRaindrops;
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mResult.mRipples = current.mRipples;
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}
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else
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{
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@ -1260,7 +1257,6 @@ namespace MWWorld
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mResult.mRainMinHeight = other.mRainMinHeight;
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mResult.mRainMaxHeight = other.mRainMaxHeight;
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mResult.mRainMaxRaindrops = other.mRainMaxRaindrops;
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mResult.mRipples = other.mRipples;
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}
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}
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}
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@ -191,8 +191,6 @@ namespace MWWorld
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std::string mRainEffect;
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bool mRipples;
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osg::Vec3f mStormDirection;
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float mCloudsMaximumPercent;
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@ -11,10 +11,8 @@ static const std::set<std::string_view> allowedKeysInt = { "LightAttenuation_Lin
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"Water_RippleFrameCount", "Water_SurfaceTileCount", "Water_SurfaceFrameCount", "Weather_Clear_Using_Precip",
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"Weather_Cloudy_Using_Precip", "Weather_Foggy_Using_Precip", "Weather_Overcast_Using_Precip",
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"Weather_Rain_Using_Precip", "Weather_Thunderstorm_Using_Precip", "Weather_Ashstorm_Using_Precip",
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"Weather_Blight_Using_Precip", "Weather_Snow_Using_Precip", "Weather_Blizzard_Using_Precip",
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"Weather_Clear_Ripples", "Weather_Cloudy_Ripples", "Weather_Foggy_Ripples", "Weather_Overcast_Ripples",
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"Weather_Rain_Ripples", "Weather_Thunderstorm_Ripples", "Weather_Ashstorm_Ripples", "Weather_Blight_Ripples",
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"Weather_Snow_Ripples", "Weather_Blizzard_Ripples" };
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"Weather_Blight_Using_Precip", "Weather_Snow_Using_Precip", "Weather_Blizzard_Using_Precip", "Weather_Rain_Ripples",
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"Weather_Snow_Ripples" };
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static const std::set<std::string_view> allowedKeysFloat = { "General_Werewolf_FOV", "Inventory_DirectionalAmbientB",
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"Inventory_DirectionalAmbientG", "Inventory_DirectionalAmbientR", "Inventory_DirectionalDiffuseB",
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