add settings for viewing distance and fog

actorid
scrawl 13 years ago
parent e5cc9adbb0
commit fd662f937a

@ -94,7 +94,7 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
extents *= insert->getScale();
float size = std::max(std::max(extents.x, extents.y), extents.z);
bool small = (size < Settings::Manager::getInt("small object size", "Objects")) && Settings::Manager::getBool("limit small object distance", "Objects");
bool small = (size < Settings::Manager::getInt("small object size", "View distance")) && Settings::Manager::getBool("limit small object distance", "Objects");
// do not fade out doors. that will cause holes and look stupid
if (ptr.getTypeName().find("Door") != std::string::npos)
@ -116,7 +116,7 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
{
insert->attachObject(ent);
ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "Objects") : 0); /// \todo config value
ent->setRenderingDistance(small ? Settings::Manager::getInt("small object distance", "View distance") : 0); /// \todo config value
}
else
{
@ -130,7 +130,7 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh)
sg = mRenderer.getScene()->createStaticGeometry( "sg" + Ogre::StringConverter::toString(uniqueID));
mStaticGeometrySmall[ptr.getCell()] = sg;
sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "Objects")); /// \todo config value
sg->setRenderingDistance(Settings::Manager::getInt("small object distance", "View distance")); /// \todo config value
}
else
sg = mStaticGeometrySmall[ptr.getCell()];

@ -12,6 +12,7 @@
#include "../mwworld/world.hpp" // these includes can be removed once the static-hack is gone
#include "../mwworld/ptr.hpp"
#include <components/esm/loadstat.hpp>
#include <components/settings/settings.hpp>
using namespace MWRender;
@ -273,18 +274,14 @@ void RenderingManager::configureFog(ESMS::CellStore<MWWorld::RefData> &mCell)
void RenderingManager::configureFog(const float density, const Ogre::ColourValue& colour)
{
/// \todo make the viewing distance and fog start/end configurable
float max = Settings::Manager::getFloat("max viewing distance", "Viewing distance");
// right now we load 3x3 cells, so the maximum viewing distance we
// can allow (to prevent objects suddenly popping up) equals:
// 8192 * 0.69
// ^ cell size ^ minimum density value used (clear weather)
float low = 5652.48 / density / 2.f;
float high = 5652.48 / density;
float low = max / (density) * Settings::Manager::getFloat("fog start factor", "Viewing distance");
float high = max / (density) * Settings::Manager::getFloat("fog end factor", "Viewing distance");
mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high);
mRendering.getCamera()->setFarClipDistance ( high );
mRendering.getCamera()->setFarClipDistance ( max / density );
mRendering.getViewport()->setBackgroundColour (colour);
}

@ -9,6 +9,8 @@ num lights = 8
# Use static geometry for static objects. Improves rendering speed.
use static geometry = true
[Viewing distance]
# Limit the rendering distance of small objects
limit small object distance = false
@ -18,6 +20,15 @@ small object size = 250
# Rendering distance for small objects
small object distance = 3500
# Max viewing distance at clear weather conditions
max viewing distance = 5600
# Distance at which fog starts (proportional to viewing distance)
fog start factor = 0.5
# Distance at which fog ends (proportional to viewing distance)
fog end factor = 1.0
[Terrain]
# Max. number of lights that affect the terrain. Setting to 1 will only reflect sunlight

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