mirror of
https://gitlab.com/OpenMW/openmw.git
synced 2025-01-26 00:35:23 +00:00
Fix several sky rendering bugs, maybe also #639
Added code to hide the moons, sun, and stars for certain weather effects. Lightly refactored CelestialBody and derived classes. Fixed moons switching phase at 24:00.
This commit is contained in:
parent
06f170a8e1
commit
ea2f88a355
@ -8,7 +8,6 @@
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#include <osg/Depth>
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#include <osg/Geometry>
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#include <osg/Material>
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#include <osg/PositionAttitudeTransform>
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#include <osg/TexEnvCombine>
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#include <osg/TexMat>
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#include <osg/Version>
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@ -322,11 +321,12 @@ private:
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int mMeshType;
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};
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class CelestialBody
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// A base class for the sun and moons. Must be stored in an osg::ref_ptr due to being
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// derived from osg::Referenced.
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class CelestialBody : public SceneUtil::StateSetUpdater
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{
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public:
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CelestialBody(osg::Group* parentNode, Resource::SceneManager* sceneManager, float scaleFactor = 1.f, int numUvSets=1)
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: mSceneManager(sceneManager)
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CelestialBody(osg::Group* parentNode, float scaleFactor = 1.f, int numUvSets=1)
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{
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mGeode = new osg::Geode;
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osg::ref_ptr<osg::Geometry> geom = createTexturedQuad(numUvSets);
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@ -336,42 +336,85 @@ public:
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mTransform->addChild(mGeode);
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parentNode->addChild(mTransform);
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mGeode->addUpdateCallback(this);
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}
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void setDirection(const osg::Vec3f& direction)
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virtual ~CelestialBody()
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{
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osg::Vec3f normalizedDirection = direction / direction.length();
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mTransform->setPosition(normalizedDirection*1000.f);
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osg::Quat quat;
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quat.makeRotate(osg::Vec3f(0,0,1), normalizedDirection);
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mTransform->setAttitude(quat);
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mGeode->removeUpdateCallback(this);
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}
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virtual void adjustTransparency(const float ratio) = 0;
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void setVisible(bool visible)
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{
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mTransform->setNodeMask(visible ? ~0 : 0);
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}
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protected:
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static const float mDistance;
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osg::ref_ptr<osg::PositionAttitudeTransform> mTransform;
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osg::ref_ptr<osg::Geode> mGeode;
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Resource::SceneManager* mSceneManager;
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};
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const float CelestialBody::mDistance = 1000.0f;
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class Sun : public CelestialBody
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{
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public:
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Sun(osg::Group* parentNode, Resource::SceneManager* sceneManager)
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: CelestialBody(parentNode, sceneManager, 1.f, 1)
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Sun(osg::Group* parentNode, Resource::TextureManager& textureManager)
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: CelestialBody(parentNode, 1.0f, 1)
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, mColor(1.0f, 1.0f, 1.0f, 1.0f)
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, mDummyTexture(textureManager.getWarningTexture())
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{
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osg::ref_ptr<osg::Texture2D> tex = mSceneManager->getTextureManager()->getTexture2D("textures/tx_sun_05.dds",
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osg::Texture::CLAMP, osg::Texture::CLAMP);
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osg::ref_ptr<osg::Texture2D> tex = textureManager.getTexture2D("textures/tx_sun_05.dds",
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osg::Texture::CLAMP,
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osg::Texture::CLAMP);
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mTransform->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON);
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mTransform->getOrCreateStateSet()->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON);
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}
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virtual void setDefaults(osg::StateSet* stateset)
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{
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osg::ref_ptr<osg::TexEnvCombine> texEnv(new osg::TexEnvCombine);
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texEnv->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
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texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS);
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texEnv->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
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texEnv->setCombine_RGB(osg::TexEnvCombine::REPLACE);
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texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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texEnv->setConstantColor(osg::Vec4f(1.0f, 1.0f, 1.0f, 1.0f));
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stateset->setTextureAttributeAndModes(1, mDummyTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->setTextureAttributeAndModes(1, texEnv, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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virtual void apply(osg::StateSet* stateset, osg::NodeVisitor*)
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{
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osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
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texEnv->setConstantColor(mColor);
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}
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virtual void adjustTransparency(const float ratio)
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{
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mColor.a() = ratio;
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}
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void setDirection(const osg::Vec3f& direction)
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{
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osg::Vec3f normalizedDirection = direction / direction.length();
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mTransform->setPosition(normalizedDirection * mDistance);
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osg::Quat quat;
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quat.makeRotate(osg::Vec3f(0.0f, 0.0f, 1.0f), normalizedDirection);
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mTransform->setAttitude(quat);
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}
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private:
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osg::Vec4f mColor;
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osg::ref_ptr<osg::Texture2D> mDummyTexture;
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};
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class Moon : public CelestialBody
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@ -383,18 +426,57 @@ public:
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Type_Secunda
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};
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Moon(osg::Group* parentNode, Resource::SceneManager* sceneManager, float scaleFactor, Type type)
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: CelestialBody(parentNode, sceneManager, scaleFactor, 2)
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Moon(osg::Group* parentNode, Resource::TextureManager& textureManager, float scaleFactor, Type type)
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: CelestialBody(parentNode, scaleFactor, 2)
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, mTextureManager(textureManager)
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, mType(type)
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, mPhase(MoonState::Phase_Unspecified)
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, mTransparency(1.0f)
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, mShadowBlend(1.0f)
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, mMoonColor(1.0f, 1.0f, 1.0f, 1.0f)
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{
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mUpdater = new MoonUpdater;
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mGeode->addUpdateCallback(mUpdater);
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setPhase(MoonState::Phase_Full);
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setVisible(true);
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}
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virtual void setDefaults(osg::StateSet *stateset)
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{
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stateset->setTextureAttributeAndModes(0, mPhaseTex, osg::StateAttribute::ON);
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osg::ref_ptr<osg::TexEnvCombine> texEnv = new osg::TexEnvCombine;
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texEnv->setCombine_RGB(osg::TexEnvCombine::MODULATE);
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texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
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texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
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texEnv->setConstantColor(osg::Vec4f(1.f, 0.f, 0.f, 1.f)); // mShadowBlend * mMoonColor
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stateset->setTextureAttributeAndModes(0, texEnv, osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(1, mCircleTex, osg::StateAttribute::ON);
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osg::ref_ptr<osg::TexEnvCombine> texEnv2 = new osg::TexEnvCombine;
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texEnv2->setCombine_RGB(osg::TexEnvCombine::ADD);
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texEnv2->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
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texEnv2->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
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texEnv2->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
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texEnv2->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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texEnv2->setSource1_RGB(osg::TexEnvCombine::CONSTANT);
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texEnv2->setConstantColor(osg::Vec4f(0.f, 0.f, 0.f, 1.f)); // mAtmosphereColor.rgb, mTransparency
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stateset->setTextureAttributeAndModes(1, texEnv2, osg::StateAttribute::ON);
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stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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virtual void apply(osg::StateSet *stateset, osg::NodeVisitor*)
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{
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osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(0, osg::StateAttribute::TEXENV));
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texEnv->setConstantColor(mMoonColor * mShadowBlend);
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osg::TexEnvCombine* texEnv2 = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
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texEnv2->setConstantColor(osg::Vec4f(mAtmosphereColor.x(), mAtmosphereColor.y(), mAtmosphereColor.z(), mTransparency));
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}
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virtual void adjustTransparency(const float ratio)
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{
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mTransparency *= ratio;
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}
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void setState(const MoonState& state)
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{
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float radsX = ((state.mRotationFromHorizon) * M_PI) / 180.0f;
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@ -404,27 +486,59 @@ public:
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osg::Quat rotZ(radsZ, osg::Vec3f(0.0f, 0.0f, 1.0f));
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osg::Vec3f direction = rotX * rotZ * osg::Vec3f(0.0f, 1.0f, 0.0f);
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mTransform->setPosition(direction * 1000.0f);
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mTransform->setPosition(direction * mDistance);
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// The moon quad is initially oriented facing down, so we need to offset its X-axis
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// rotation to rotate it to face the camera when sitting at the horizon.
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osg::Quat attX((-M_PI / 2.0f) + radsX, osg::Vec3f(1,0,0));
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osg::Quat attX((-M_PI / 2.0f) + radsX, osg::Vec3f(1.0f, 0.0f, 0.0f));
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mTransform->setAttitude(attX * rotZ);
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setPhase(state.mPhase);
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setTransparency(state.mMoonAlpha);
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setShadowBlend(state.mShadowBlend);
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mTransparency = state.mMoonAlpha;
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mShadowBlend = state.mShadowBlend;
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}
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void setAtmosphereColor(const osg::Vec4f& color)
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{
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mAtmosphereColor = color;
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}
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void setColor(const osg::Vec4f& color)
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{
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mMoonColor = color;
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}
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unsigned int getPhaseInt() const
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{
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if (mPhase == MoonState::Phase_New) return 0;
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else if (mPhase == MoonState::Phase_WaxingCrescent) return 1;
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else if (mPhase == MoonState::Phase_WaningCrescent) return 1;
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else if (mPhase == MoonState::Phase_FirstQuarter) return 2;
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else if (mPhase == MoonState::Phase_ThirdQuarter) return 2;
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else if (mPhase == MoonState::Phase_WaxingGibbous) return 3;
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else if (mPhase == MoonState::Phase_WaningGibbous) return 3;
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else if (mPhase == MoonState::Phase_Full) return 4;
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return 0;
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}
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private:
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Resource::TextureManager& mTextureManager;
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Type mType;
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MoonState::Phase mPhase;
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float mTransparency;
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float mShadowBlend;
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osg::Vec4f mAtmosphereColor;
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osg::Vec4f mMoonColor;
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osg::ref_ptr<osg::Texture2D> mPhaseTex;
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osg::ref_ptr<osg::Texture2D> mCircleTex;
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void setTextures(const std::string& phaseTex, const std::string& circleTex)
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{
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osg::ref_ptr<osg::Texture2D> phaseTexPtr = mSceneManager->getTextureManager()->getTexture2D(phaseTex,
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osg::Texture::CLAMP, osg::Texture::CLAMP);
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mPhaseTex = mTextureManager.getTexture2D(phaseTex, osg::Texture::CLAMP, osg::Texture::CLAMP);
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mCircleTex = mTextureManager.getTexture2D(circleTex, osg::Texture::CLAMP, osg::Texture::CLAMP);
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osg::ref_ptr<osg::Texture2D> circleTexPtr = mSceneManager->getTextureManager()->getTexture2D(circleTex,
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osg::Texture::CLAMP, osg::Texture::CLAMP);
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mUpdater->setTextures(phaseTexPtr, circleTexPtr);
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reset();
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}
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void setPhase(const MoonState::Phase& phase)
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@ -454,129 +568,6 @@ public:
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else
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setTextures(textureName, "textures/tx_mooncircle_full_m.dds");
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}
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void setType(const Type& type)
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{
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mType = type;
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}
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class MoonUpdater : public SceneUtil::StateSetUpdater
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{
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public:
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MoonUpdater()
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: mTransparency(1.0f)
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, mShadowBlend(1.0f)
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, mMoonColor(1,1,1,1)
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{
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}
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virtual void setDefaults(osg::StateSet *stateset)
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{
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stateset->setTextureAttributeAndModes(0, mPhaseTex, osg::StateAttribute::ON);
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osg::ref_ptr<osg::TexEnvCombine> texEnv = new osg::TexEnvCombine;
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texEnv->setCombine_RGB(osg::TexEnvCombine::MODULATE);
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texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT);
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texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE);
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texEnv->setConstantColor(osg::Vec4f(1.f, 0.f, 0.f, 1.f)); // mShadowBlend * mMoonColor
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stateset->setTextureAttributeAndModes(0, texEnv, osg::StateAttribute::ON);
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stateset->setTextureAttributeAndModes(1, mCircleTex, osg::StateAttribute::ON);
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osg::ref_ptr<osg::TexEnvCombine> texEnv2 = new osg::TexEnvCombine;
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texEnv2->setCombine_RGB(osg::TexEnvCombine::ADD);
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texEnv2->setCombine_Alpha(osg::TexEnvCombine::MODULATE);
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texEnv2->setSource0_Alpha(osg::TexEnvCombine::TEXTURE);
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texEnv2->setSource1_Alpha(osg::TexEnvCombine::CONSTANT);
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texEnv2->setSource0_RGB(osg::TexEnvCombine::PREVIOUS);
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texEnv2->setSource1_RGB(osg::TexEnvCombine::CONSTANT);
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texEnv2->setConstantColor(osg::Vec4f(0.f, 0.f, 0.f, 1.f)); // mAtmosphereColor.rgb, mTransparency
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stateset->setTextureAttributeAndModes(1, texEnv2, osg::StateAttribute::ON);
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stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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}
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virtual void apply(osg::StateSet *stateset, osg::NodeVisitor*)
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{
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osg::TexEnvCombine* texEnv = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(0, osg::StateAttribute::TEXENV));
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texEnv->setConstantColor(mMoonColor * mShadowBlend);
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osg::TexEnvCombine* texEnv2 = static_cast<osg::TexEnvCombine*>(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV));
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texEnv2->setConstantColor(osg::Vec4f(mAtmosphereColor.x(), mAtmosphereColor.y(), mAtmosphereColor.z(), mTransparency));
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}
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void setTransparency(const float ratio)
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{
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mTransparency = ratio;
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}
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void setShadowBlend(const float blendFactor)
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{
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mShadowBlend = blendFactor;
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}
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void setAtmosphereColor(const osg::Vec4f& color)
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{
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mAtmosphereColor = color;
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}
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void setMoonColor(const osg::Vec4f& color)
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{
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mMoonColor = color;
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}
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void setTextures(osg::ref_ptr<osg::Texture2D> phaseTex, osg::ref_ptr<osg::Texture2D> circleTex)
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{
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mPhaseTex = phaseTex;
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mCircleTex = circleTex;
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reset();
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}
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private:
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float mTransparency;
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float mShadowBlend;
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osg::Vec4f mAtmosphereColor;
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osg::Vec4f mMoonColor;
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osg::ref_ptr<osg::Texture2D> mPhaseTex;
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osg::ref_ptr<osg::Texture2D> mCircleTex;
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};
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void setAtmosphereColor(const osg::Vec4f& color)
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{
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mUpdater->setAtmosphereColor(color);
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}
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void setColor(const osg::Vec4f& color)
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{
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mUpdater->setMoonColor(color);
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}
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void setTransparency(const float ratio)
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{
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mUpdater->setTransparency(ratio);
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}
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void setShadowBlend(const float blendFactor)
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{
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mUpdater->setShadowBlend(blendFactor);
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}
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unsigned int getPhaseInt() const
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{
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if (mPhase == MoonState::Phase_New) return 0;
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else if (mPhase == MoonState::Phase_WaxingCrescent) return 1;
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else if (mPhase == MoonState::Phase_WaningCrescent) return 1;
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else if (mPhase == MoonState::Phase_FirstQuarter) return 2;
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else if (mPhase == MoonState::Phase_ThirdQuarter) return 2;
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else if (mPhase == MoonState::Phase_WaxingGibbous) return 3;
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else if (mPhase == MoonState::Phase_WaningGibbous) return 3;
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else if (mPhase == MoonState::Phase_Full) return 4;
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return 0;
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}
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private:
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Type mType;
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MoonState::Phase mPhase;
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osg::ref_ptr<MoonUpdater> mUpdater;
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};
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SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager)
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@ -641,11 +632,11 @@ void SkyManager::create()
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mAtmosphereNightUpdater = new AtmosphereNightUpdater(mSceneManager->getTextureManager());
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atmosphereNight->addUpdateCallback(mAtmosphereNightUpdater);
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mSun.reset(new Sun(mRootNode, mSceneManager));
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mSun = new Sun(mRootNode, *mSceneManager->getTextureManager());
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const MWWorld::Fallback* fallback=MWBase::Environment::get().getWorld()->getFallback();
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mMasser.reset(new Moon(mRootNode, mSceneManager, fallback->getFallbackFloat("Moons_Masser_Size")/125, Moon::Type_Masser));
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mSecunda.reset(new Moon(mRootNode, mSceneManager, fallback->getFallbackFloat("Moons_Secunda_Size")/125, Moon::Type_Secunda));
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mMasser = new Moon(mRootNode, *mSceneManager->getTextureManager(), fallback->getFallbackFloat("Moons_Masser_Size")/125, Moon::Type_Masser);
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mSecunda = new Moon(mRootNode, *mSceneManager->getTextureManager(), fallback->getFallbackFloat("Moons_Secunda_Size")/125, Moon::Type_Secunda);
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mCloudNode = new osg::PositionAttitudeTransform;
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mRootNode->addChild(mCloudNode);
|
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@ -970,7 +961,7 @@ void SkyManager::updateRainParameters()
|
||||
}
|
||||
}
|
||||
|
||||
void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
|
||||
void SkyManager::setWeather(const WeatherResult& weather)
|
||||
{
|
||||
if (!mCreated) return;
|
||||
|
||||
@ -1087,9 +1078,14 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
|
||||
|
||||
mCloudSpeed = weather.mCloudSpeed;
|
||||
|
||||
if (weather.mNight && mStarsOpacity != weather.mNightFade)
|
||||
mMasser->adjustTransparency(weather.mCelestialBodyTransparency);
|
||||
mSecunda->adjustTransparency(weather.mCelestialBodyTransparency);
|
||||
mSun->adjustTransparency(weather.mCelestialBodyTransparency);
|
||||
|
||||
float nextStarsOpacity = weather.mNightFade * weather.mCelestialBodyTransparency;
|
||||
if(weather.mNight && mStarsOpacity != nextStarsOpacity)
|
||||
{
|
||||
mStarsOpacity = weather.mNightFade;
|
||||
mStarsOpacity = nextStarsOpacity;
|
||||
|
||||
mAtmosphereNightUpdater->setFade(mStarsOpacity);
|
||||
}
|
||||
|
@ -1,9 +1,11 @@
|
||||
#ifndef OPENMW_MWRENDER_SKY_H
|
||||
#define OPENMW_MWRENDER_SKY_H
|
||||
|
||||
#include <osg/ref_ptr>
|
||||
#include <string>
|
||||
|
||||
#include "../mwworld/weather.hpp"
|
||||
#include <osg/ref_ptr>
|
||||
#include <osg/Vec4f>
|
||||
#include <osg/PositionAttitudeTransform>
|
||||
|
||||
namespace osg
|
||||
{
|
||||
@ -33,6 +35,50 @@ namespace MWRender
|
||||
class RainFader;
|
||||
class AlphaFader;
|
||||
|
||||
struct WeatherResult
|
||||
{
|
||||
std::string mCloudTexture;
|
||||
std::string mNextCloudTexture;
|
||||
float mCloudBlendFactor;
|
||||
|
||||
osg::Vec4f mFogColor;
|
||||
|
||||
osg::Vec4f mAmbientColor;
|
||||
|
||||
osg::Vec4f mSkyColor;
|
||||
|
||||
osg::Vec4f mSunColor;
|
||||
|
||||
osg::Vec4f mSunDiscColor;
|
||||
|
||||
float mFogDepth;
|
||||
|
||||
float mWindSpeed;
|
||||
|
||||
float mCloudSpeed;
|
||||
|
||||
float mCloudOpacity;
|
||||
|
||||
float mGlareView;
|
||||
|
||||
bool mNight; // use night skybox
|
||||
float mNightFade; // fading factor for night skybox
|
||||
|
||||
bool mIsStorm;
|
||||
|
||||
std::string mAmbientLoopSoundID;
|
||||
float mAmbientSoundVolume;
|
||||
|
||||
std::string mParticleEffect;
|
||||
std::string mRainEffect;
|
||||
float mEffectFade;
|
||||
|
||||
float mRainSpeed;
|
||||
float mRainFrequency;
|
||||
|
||||
float mCelestialBodyTransparency;
|
||||
};
|
||||
|
||||
struct MoonState
|
||||
{
|
||||
enum Phase
|
||||
@ -82,7 +128,7 @@ namespace MWRender
|
||||
void setMoonColour (bool red);
|
||||
///< change Secunda colour to red
|
||||
|
||||
void setWeather(const MWWorld::WeatherResult& weather);
|
||||
void setWeather(const WeatherResult& weather);
|
||||
|
||||
void sunEnable();
|
||||
|
||||
@ -133,9 +179,9 @@ namespace MWRender
|
||||
|
||||
osg::ref_ptr<AtmosphereUpdater> mAtmosphereUpdater;
|
||||
|
||||
std::auto_ptr<Sun> mSun;
|
||||
std::auto_ptr<Moon> mMasser;
|
||||
std::auto_ptr<Moon> mSecunda;
|
||||
osg::ref_ptr<Sun> mSun;
|
||||
osg::ref_ptr<Moon> mMasser;
|
||||
osg::ref_ptr<Moon> mSecunda;
|
||||
|
||||
osg::ref_ptr<osg::Group> mRainNode;
|
||||
osg::ref_ptr<osgParticle::ParticleSystem> mRainParticleSystem;
|
||||
|
@ -61,7 +61,7 @@ MWRender::MoonState MoonModel::calculateState(unsigned int daysPassed, float gam
|
||||
{
|
||||
rotationFromHorizon,
|
||||
mAxisOffset, // Reverse engineered from Morrowind's scene graph rotation matrices.
|
||||
static_cast<MWRender::MoonState::Phase>(phase(daysPassed)),
|
||||
static_cast<MWRender::MoonState::Phase>(phase(daysPassed, gameHour)),
|
||||
shadowBlend(rotationFromHorizon),
|
||||
earlyMoonShadowAlpha(rotationFromHorizon) * hourlyAlpha(gameHour)
|
||||
};
|
||||
@ -130,12 +130,17 @@ inline float MoonModel::rotation(float hours) const
|
||||
return 15.0f * mSpeed * hours;
|
||||
}
|
||||
|
||||
inline unsigned int MoonModel::phase(unsigned int daysPassed) const
|
||||
inline unsigned int MoonModel::phase(unsigned int daysPassed, float gameHour) const
|
||||
{
|
||||
// Morrowind starts with a full moon on 16 Last Seed and then begins to wane 17 Last Seed, working on 3 day phase cycle.
|
||||
// Note: this is an internal helper, and as such we don't want to return MWRender::MoonState::Phase since we can't
|
||||
// forward declare it (C++11 strongly typed enums solve this).
|
||||
return ((daysPassed + 1) / 3) % 8;
|
||||
|
||||
// If the moon didn't rise yet today, use yesterday's moon phase.
|
||||
if(gameHour < moonRiseHour(daysPassed))
|
||||
return (daysPassed / 3) % 8;
|
||||
else
|
||||
return ((daysPassed + 1) / 3) % 8;
|
||||
}
|
||||
|
||||
inline float MoonModel::shadowBlend(float angle) const
|
||||
@ -289,44 +294,54 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, MWWorld::F
|
||||
|
||||
//Weather
|
||||
Weather clear;
|
||||
clear.mObstructsCelestialBodies = false;
|
||||
setFallbackWeather(clear,"clear");
|
||||
|
||||
Weather cloudy;
|
||||
cloudy.mObstructsCelestialBodies = false;
|
||||
setFallbackWeather(cloudy,"cloudy");
|
||||
|
||||
Weather foggy;
|
||||
foggy.mObstructsCelestialBodies = false;
|
||||
setFallbackWeather(foggy,"foggy");
|
||||
|
||||
Weather thunderstorm;
|
||||
thunderstorm.mAmbientLoopSoundID = "rain heavy";
|
||||
thunderstorm.mRainEffect = "meshes\\raindrop.nif";
|
||||
thunderstorm.mObstructsCelestialBodies = true;
|
||||
setFallbackWeather(thunderstorm,"thunderstorm");
|
||||
|
||||
Weather rain;
|
||||
rain.mAmbientLoopSoundID = "rain";
|
||||
rain.mRainEffect = "meshes\\raindrop.nif";
|
||||
rain.mObstructsCelestialBodies = true;
|
||||
setFallbackWeather(rain,"rain");
|
||||
|
||||
Weather overcast;
|
||||
overcast.mObstructsCelestialBodies = true;
|
||||
setFallbackWeather(overcast,"overcast");
|
||||
|
||||
Weather ashstorm;
|
||||
ashstorm.mAmbientLoopSoundID = "ashstorm";
|
||||
ashstorm.mParticleEffect = "meshes\\ashcloud.nif";
|
||||
ashstorm.mObstructsCelestialBodies = true;
|
||||
setFallbackWeather(ashstorm,"ashstorm");
|
||||
|
||||
Weather blight;
|
||||
blight.mAmbientLoopSoundID = "blight";
|
||||
blight.mParticleEffect = "meshes\\blightcloud.nif";
|
||||
blight.mObstructsCelestialBodies = true;
|
||||
setFallbackWeather(blight,"blight");
|
||||
|
||||
Weather snow;
|
||||
snow.mParticleEffect = "meshes\\snow.nif";
|
||||
snow.mObstructsCelestialBodies = true;
|
||||
setFallbackWeather(snow, "snow");
|
||||
|
||||
Weather blizzard;
|
||||
blizzard.mAmbientLoopSoundID = "BM Blizzard";
|
||||
blizzard.mParticleEffect = "meshes\\blizzard.nif";
|
||||
blizzard.mObstructsCelestialBodies = true;
|
||||
setFallbackWeather(blizzard,"blizzard");
|
||||
}
|
||||
|
||||
@ -460,14 +475,16 @@ void WeatherManager::setResult(const std::string& weatherType)
|
||||
mResult.mNightFade = factor;
|
||||
}
|
||||
}
|
||||
|
||||
mResult.mCelestialBodyTransparency = current.mObstructsCelestialBodies ? 0.0f : 1.0f;
|
||||
}
|
||||
|
||||
void WeatherManager::transition(float factor)
|
||||
{
|
||||
setResult(mCurrentWeather);
|
||||
const WeatherResult current = mResult;
|
||||
const MWRender::WeatherResult current = mResult;
|
||||
setResult(mNextWeather);
|
||||
const WeatherResult other = mResult;
|
||||
const MWRender::WeatherResult other = mResult;
|
||||
|
||||
mResult.mCloudTexture = current.mCloudTexture;
|
||||
mResult.mNextCloudTexture = other.mCloudTexture;
|
||||
@ -513,6 +530,16 @@ void WeatherManager::transition(float factor)
|
||||
mResult.mEffectFade = mResult.mAmbientSoundVolume;
|
||||
mResult.mAmbientLoopSoundID = other.mAmbientLoopSoundID;
|
||||
}
|
||||
|
||||
const Weather& currentSettings = mWeatherSettings[mCurrentWeather];
|
||||
const Weather& nextSettings = mWeatherSettings[mNextWeather];
|
||||
|
||||
if(currentSettings.mObstructsCelestialBodies && !nextSettings.mObstructsCelestialBodies)
|
||||
mResult.mCelestialBodyTransparency = factor;
|
||||
else if(!currentSettings.mObstructsCelestialBodies && nextSettings.mObstructsCelestialBodies)
|
||||
mResult.mCelestialBodyTransparency = 1 - factor;
|
||||
else
|
||||
mResult.mCelestialBodyTransparency = current.mCelestialBodyTransparency;
|
||||
}
|
||||
|
||||
void WeatherManager::update(float duration, bool paused)
|
||||
|
@ -9,6 +9,8 @@
|
||||
|
||||
#include "../mwbase/soundmanager.hpp"
|
||||
|
||||
#include "../mwrender/sky.hpp"
|
||||
|
||||
namespace ESM
|
||||
{
|
||||
struct Region;
|
||||
@ -19,7 +21,6 @@ namespace ESM
|
||||
namespace MWRender
|
||||
{
|
||||
class RenderingManager;
|
||||
struct MoonState;
|
||||
}
|
||||
|
||||
namespace Loading
|
||||
@ -31,50 +32,6 @@ namespace MWWorld
|
||||
{
|
||||
class Fallback;
|
||||
|
||||
/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
|
||||
struct WeatherResult
|
||||
{
|
||||
std::string mCloudTexture;
|
||||
std::string mNextCloudTexture;
|
||||
float mCloudBlendFactor;
|
||||
|
||||
osg::Vec4f mFogColor;
|
||||
|
||||
osg::Vec4f mAmbientColor;
|
||||
|
||||
osg::Vec4f mSkyColor;
|
||||
|
||||
osg::Vec4f mSunColor;
|
||||
|
||||
osg::Vec4f mSunDiscColor;
|
||||
|
||||
float mFogDepth;
|
||||
|
||||
float mWindSpeed;
|
||||
|
||||
float mCloudSpeed;
|
||||
|
||||
float mCloudOpacity;
|
||||
|
||||
float mGlareView;
|
||||
|
||||
bool mNight; // use night skybox
|
||||
float mNightFade; // fading factor for night skybox
|
||||
|
||||
bool mIsStorm;
|
||||
|
||||
std::string mAmbientLoopSoundID;
|
||||
float mAmbientSoundVolume;
|
||||
|
||||
std::string mParticleEffect;
|
||||
std::string mRainEffect;
|
||||
float mEffectFade;
|
||||
|
||||
float mRainSpeed;
|
||||
float mRainFrequency;
|
||||
};
|
||||
|
||||
|
||||
/// Defines a single weather setting (according to INI)
|
||||
struct Weather
|
||||
{
|
||||
@ -149,6 +106,9 @@ namespace MWWorld
|
||||
|
||||
// Note: For Weather Blight, there is a "Disease Chance" (=0.1) setting. But according to MWSFD this feature
|
||||
// is broken in the vanilla game and was disabled.
|
||||
|
||||
// Some weather patterns will obstruct the moons, sun, and stars.
|
||||
bool mObstructsCelestialBodies;
|
||||
};
|
||||
|
||||
class MoonModel
|
||||
@ -173,7 +133,7 @@ namespace MWWorld
|
||||
float angle(unsigned int daysPassed, float gameHour) const;
|
||||
float moonRiseHour(unsigned int daysPassed) const;
|
||||
float rotation(float hours) const;
|
||||
unsigned int phase(unsigned int daysPassed) const;
|
||||
unsigned int phase(unsigned int daysPassed, float gameHour) const;
|
||||
float shadowBlend(float angle) const;
|
||||
float hourlyAlpha(float gameHour) const;
|
||||
float earlyMoonShadowAlpha(float angle) const;
|
||||
@ -268,7 +228,7 @@ namespace MWWorld
|
||||
|
||||
void setWeather(const std::string& weatherType, bool instant=false);
|
||||
std::string nextWeather(const ESM::Region* region) const;
|
||||
WeatherResult mResult;
|
||||
MWRender::WeatherResult mResult;
|
||||
|
||||
typedef std::map<std::string,std::vector<char> > RegionModMap;
|
||||
RegionModMap mRegionMods;
|
||||
|
Loading…
x
Reference in New Issue
Block a user