forked from teamnwah/openmw-tes3coop
- added night sky rendering with stars, nebulas, and fading in/out to sunset / sunrise
- changed WeatherGlobals members to static
This commit is contained in:
parent
9560904d8a
commit
0ebdce543a
5 changed files with 137 additions and 46 deletions
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@ -302,7 +302,7 @@ void RenderingManager::sunDisable()
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void RenderingManager::setSunDirection(const Ogre::Vector3& direction)
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{
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if (mSun) mSun->setPosition(direction);
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if (mSun) mSun->setDirection(Vector3(direction.x, -direction.z, direction.y));
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mSkyManager->setSunDirection(direction);
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}
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@ -78,7 +78,7 @@ void BillboardObject::init(const String& textureName,
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/// \todo These billboards are not 100% correct, might want to revisit them later
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mBBSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1);
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mBBSet->setDefaultDimensions(scale, scale);
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mBBSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
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mBBSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+2);
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mBBSet->setBillboardType(BBT_PERPENDICULAR_COMMON);
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mBBSet->setCommonDirection( -position.normalisedCopy() );
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mNode = rootNode->createChildSceneNode();
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@ -283,6 +283,8 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
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mRootNode->pitch(Degree(-90)); // convert MW to ogre coordinates
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mRootNode->setInheritOrientation(false);
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/// \todo preload all the textures and meshes that are used for sky rendering
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mViewport->setBackgroundColour(ColourValue(0.87, 0.87, 0.87));
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mSun = new BillboardObject("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 0.4), mRootNode);
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@ -299,15 +301,90 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
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HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
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// Atmosphere
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MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
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// Stars
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/// \todo sky_night_02.nif (available in Bloodmoon)
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/// \todo how to make a transition between day and night sky?
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MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_night_01.nif");
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Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif");
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night1_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
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ModVertexAlpha(night1_ent, 2);
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mAtmosphereNight = mRootNode->createChildSceneNode();
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mAtmosphereNight->attachObject(night1_ent);
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for (unsigned int i=0; i<night1_ent->getNumSubEntities(); ++i)
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{
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MaterialPtr mp = night1_ent->getSubEntity(i)->getMaterial();
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mp->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
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mp->getTechnique(0)->getPass(0)->setAmbient(0.0, 0.0, 0.0);
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mp->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 1.0);
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mp->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false);
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mp->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false);
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mp->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA);
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mStarsMaterials[i] = mp;
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}
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// Stars vertex shader
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HighLevelGpuProgramPtr vshader3 = mgr.createProgram("Stars_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_VERTEX_PROGRAM);
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vshader3->setParameter("profiles", "vs_2_x arbvp1");
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vshader3->setParameter("entry_point", "main_vp");
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StringUtil::StrStreamType outStream4;
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outStream4 <<
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"void main_vp( \n"
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" float4 position : POSITION, \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float2 oUV : TEXCOORD0, \n"
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" out float oFade : TEXCOORD1, \n"
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" out float4 oPosition : POSITION, \n"
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" uniform float4x4 worldViewProj \n"
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") \n"
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"{ \n"
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" oUV = uv; \n"
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" oFade = (position.z > 50) ? 1.f : 0.f; \n"
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" oPosition = mul( worldViewProj, position ); \n"
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"}";
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vshader3->setSource(outStream4.str());
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vshader3->load();
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vshader3->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX);
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night1_ent->getSubEntity(3)->getMaterial()->getTechnique(0)->getPass(0)->setVertexProgram(vshader3->getName());
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// Stars fragment shader
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HighLevelGpuProgramPtr stars_fp = mgr.createProgram("Stars_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
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"cg", GPT_FRAGMENT_PROGRAM);
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stars_fp->setParameter("profiles", "ps_2_x arbfp1");
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stars_fp->setParameter("entry_point", "main_fp");
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StringUtil::StrStreamType outStream5;
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outStream5 <<
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"void main_fp( \n"
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" in float2 uv : TEXCOORD0, \n"
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" out float4 oColor : COLOR, \n"
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" in float fade : TEXCOORD1, \n"
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" uniform sampler2D texture : TEXUNIT0, \n"
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" uniform float opacity, \n"
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" uniform float4 diffuse, \n"
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" uniform float4 emissive \n"
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") \n"
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"{ \n"
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" oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \n"
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"}";
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stars_fp->setSource(outStream5.str());
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stars_fp->load();
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stars_fp->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR);
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stars_fp->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR);
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night1_ent->getSubEntity(3)->getMaterial()->getTechnique(0)->getPass(0)->setFragmentProgram(stars_fp->getName());
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// Atmosphere (day)
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mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif");
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Entity* atmosphere_ent = mSceneMgr->createEntity("meshes\\sky_atmosphere.nif");
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ModVertexAlpha(atmosphere_ent, 0);
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atmosphere_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY);
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Ogre::SceneNode* atmosphere_node = mRootNode->createChildSceneNode();
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atmosphere_node->attachObject(atmosphere_ent);
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mAtmosphereDay = mRootNode->createChildSceneNode();
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mAtmosphereDay->attachObject(atmosphere_ent);
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mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial();
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// Atmosphere shader
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@ -341,7 +418,7 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
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// Clouds
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NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif");
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Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif");
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clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+2);
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clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+3);
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SceneNode* clouds_node = mRootNode->createChildSceneNode();
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clouds_node->attachObject(clouds_ent);
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mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial();
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@ -411,8 +488,7 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
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mAtmosphereMaterial = mAtmosphereMaterial->clone("Atmosphere");
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atmosphere_ent->getSubEntity(0)->setMaterial(mAtmosphereMaterial);
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// Default atmosphere color: light blue
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(0.235, 0.5, 0.73);
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 0.0);
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mAtmosphereMaterial->getTechnique(0)->getPass(0)->setAmbient(0.0, 0.0, 0.0);
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mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0);
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@ -446,9 +522,6 @@ void SkyManager::update(float duration)
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{
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// UV Scroll the clouds
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mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", 1);
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mSunGlare->setVisible(mGlareEnabled && mSunEnabled && mEnabled);
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mSun->setVisible(mSunEnabled && mEnabled);
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}
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void SkyManager::enable()
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@ -458,6 +531,10 @@ void SkyManager::enable()
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mSunGlare->setVisible(mGlareEnabled && mSunEnabled && mEnabled);
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mSun->setVisible(mSunEnabled && mEnabled);
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/// \todo
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mMasser->setVisible(false);
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mSecunda->setVisible(false);
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}
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void SkyManager::disable()
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@ -522,6 +599,15 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather)
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mCloudSpeed = weather.mCloudSpeed;
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}
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if (weather.mNight && mStarsOpacity != weather.mNightFade)
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{
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for (int i=0; i<7; ++i)
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mStarsMaterials[i]->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, weather.mNightFade);
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mStarsOpacity = weather.mNightFade;
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}
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mAtmosphereNight->setVisible(weather.mNight && mEnabled);
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mViewport->setBackgroundColour(weather.mFogColor);
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}
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@ -149,18 +149,23 @@ namespace MWRender
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Ogre::SceneNode* mRootNode;
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Ogre::SceneManager* mSceneMgr;
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Ogre::SceneNode* mAtmosphereDay;
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Ogre::SceneNode* mAtmosphereNight;
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Ogre::MaterialPtr mCloudMaterial;
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Ogre::MaterialPtr mAtmosphereMaterial;
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Ogre::MaterialPtr mStarsMaterials[7];
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Ogre::HighLevelGpuProgramPtr mCloudFragmentShader;
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// remember the cloud texture names used right now, so we don't have to set the texture names if they didnt change
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// remember some settings so we don't have to apply them again if they didnt change
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Ogre::String mClouds;
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Ogre::String mNextClouds;
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float mCloudBlendFactor;
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float mCloudOpacity;
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float mCloudSpeed;
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float mStarsOpacity;
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Ogre::ColourValue mCloudColour;
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Ogre::ColourValue mSkyColour;
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@ -85,9 +85,6 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, World* wor
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*/
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setWeather("clear", true);
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// Test transition
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//setWeather("cloudy", false);
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}
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void WeatherManager::setWeather(const String& weather, bool instant)
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@ -119,32 +116,37 @@ WeatherResult WeatherManager::getResult(const String& weather)
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const float fade_duration = 0.15 /*current.mTransitionDelta*/;
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result.mNight = (mHour < 6.f+fade_duration || mHour > 20.f-fade_duration);
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// night
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if (mHour <= (mGlobals.mSunriseTime-mGlobals.mSunriseDuration) || mHour >= (mGlobals.mSunsetTime+mGlobals.mSunsetDuration))
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if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
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|| mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
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{
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result.mFogColor = current.mFogNightColor;
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result.mAmbientColor = current.mAmbientNightColor;
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result.mSunColor = current.mSunNightColor;
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result.mSkyColor = current.mSkyNightColor;
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result.mNightFade = 1.f;
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}
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// sunrise
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else if (mHour >= (mGlobals.mSunriseTime-mGlobals.mSunriseDuration) && mHour <= mGlobals.mSunriseTime)
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else if (mHour >= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration) && mHour <= WeatherGlobals::mSunriseTime)
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{
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if (mHour <= (mGlobals.mSunriseTime-mGlobals.mSunriseDuration+fade_duration))
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if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration))
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{
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// fade in
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float advance = (mGlobals.mSunriseTime-mGlobals.mSunriseDuration+fade_duration)-mHour;
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float advance = (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration)-mHour;
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float factor = (advance / fade_duration);
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result.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor);
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result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor);
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result.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor);
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result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor);
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result.mNightFade = factor;
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}
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else if (mHour >= (mGlobals.mSunriseTime-fade_duration))
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else if (mHour >= (WeatherGlobals::mSunriseTime-fade_duration))
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{
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// fade out
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float advance = mHour-(mGlobals.mSunriseTime-fade_duration);
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float advance = mHour-(WeatherGlobals::mSunriseTime-fade_duration);
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float factor = advance / fade_duration;
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result.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor);
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result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor);
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}
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// day
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else if (mHour >= (mGlobals.mSunriseTime) && mHour <= (mGlobals.mSunsetTime))
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else if (mHour >= (WeatherGlobals::mSunriseTime) && mHour <= (WeatherGlobals::mSunsetTime))
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{
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result.mFogColor = current.mFogDayColor;
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result.mAmbientColor = current.mAmbientDayColor;
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}
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// sunset
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else if (mHour >= (mGlobals.mSunsetTime) && mHour <= (mGlobals.mSunsetTime+mGlobals.mSunsetDuration))
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else if (mHour >= (WeatherGlobals::mSunsetTime) && mHour <= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
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{
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if (mHour <= (mGlobals.mSunsetTime+fade_duration))
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if (mHour <= (WeatherGlobals::mSunsetTime+fade_duration))
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{
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// fade in
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float advance = (mGlobals.mSunsetTime+fade_duration)-mHour;
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float advance = (WeatherGlobals::mSunsetTime+fade_duration)-mHour;
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float factor = (advance / fade_duration);
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result.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor);
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result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor);
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result.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor);
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result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor);
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}
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else if (mHour >= (mGlobals.mSunsetTime+mGlobals.mSunsetDuration-fade_duration))
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else if (mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration))
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{
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// fade out
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float advance = mHour-(mGlobals.mSunsetTime+mGlobals.mSunsetDuration-fade_duration);
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float advance = mHour-(WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration);
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float factor = advance / fade_duration;
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result.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor);
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result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor);
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result.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor);
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result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor);
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result.mNightFade = factor;
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}
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else
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{
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@ -227,6 +230,8 @@ WeatherResult WeatherManager::transition(float factor)
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result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
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result.mGlareView = lerp(current.mGlareView, other.mGlareView);
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result.mNight = current.mNight;
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// sound change behaviour:
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// if 'other' has a new sound, switch to it after 1/2 of the transition length
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if (other.mAmbientLoopSoundID != "")
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@ -274,7 +279,8 @@ void WeatherManager::update(float duration)
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}
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// disable sun during night
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if (mHour >= mGlobals.mSunsetTime+mGlobals.mSunsetDuration || mHour <= mGlobals.mSunriseTime-mGlobals.mSunriseDuration)
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if (mHour >= WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration
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|| mHour <= WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
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mRendering->getSkyManager()->sunDisable();
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else
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{
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@ -68,17 +68,10 @@ namespace MWWorld
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Snow Low Kill=150
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*/
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float mSunriseTime,
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mSunsetTime,
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mSunriseDuration,
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mSunsetDuration;
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WeatherGlobals() :
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mSunriseTime(8),
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mSunsetTime(18),
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mSunriseDuration(2),
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mSunsetDuration(2)
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{};
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static const float mSunriseTime = 8;
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static const float mSunsetTime = 18;
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static const float mSunriseDuration = 2;
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static const float mSunsetDuration = 2;
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};
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/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
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@ -108,6 +101,9 @@ namespace MWWorld
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float mGlareView;
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bool mNight; // use night skybox
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float mNightFade; // fading factor for night skybox
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Ogre::String mAmbientLoopSoundID;
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};
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@ -209,8 +205,6 @@ namespace MWWorld
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std::map<Ogre::String, Weather> mWeatherSettings;
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WeatherGlobals mGlobals;
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Ogre::String mCurrentWeather;
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Ogre::String mNextWeather;
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