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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-29 21:45:32 +00:00
Merge pull request #1473
This commit is contained in:
commit
0982d2175a
6 changed files with 130 additions and 39 deletions
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@ -51,6 +51,16 @@
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#include "terrainstorage.hpp"
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#include "util.hpp"
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namespace
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{
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float DLLandFogStart;
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float DLLandFogEnd;
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float DLUnderwaterFogStart;
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float DLUnderwaterFogEnd;
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float DLInteriorFogStart;
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float DLInteriorFogEnd;
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}
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namespace MWRender
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{
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@ -173,14 +183,18 @@ namespace MWRender
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, mResourceSystem(resourceSystem)
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, mWorkQueue(workQueue)
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, mUnrefQueue(new SceneUtil::UnrefQueue)
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, mFogDepth(0.f)
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, mLandFogStart(0.f)
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, mLandFogEnd(std::numeric_limits<float>::max())
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, mUnderwaterFogStart(0.f)
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, mUnderwaterFogEnd(std::numeric_limits<float>::max())
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, mUnderwaterColor(fallback->getFallbackColour("Water_UnderwaterColor"))
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, mUnderwaterWeight(fallback->getFallbackFloat("Water_UnderwaterColorWeight"))
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, mUnderwaterFog(0.f)
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, mUnderwaterIndoorFog(fallback->getFallbackFloat("Water_UnderwaterIndoorFog"))
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, mNightEyeFactor(0.f)
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, mFieldOfViewOverride(0.f)
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, mDistantFog(false)
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, mDistantTerrain(false)
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, mFieldOfViewOverridden(false)
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, mFieldOfViewOverride(0.f)
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{
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resourceSystem->getSceneManager()->setParticleSystemMask(MWRender::Mask_ParticleSystem);
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resourceSystem->getSceneManager()->setShaderPath(resourcePath + "/shaders");
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@ -216,12 +230,20 @@ namespace MWRender
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mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), fallback, resourcePath));
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const bool distantTerrain = Settings::Manager::getBool("distant terrain", "Terrain");
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DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog");
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DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog");
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DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog");
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DLUnderwaterFogEnd = Settings::Manager::getFloat("distant underwater fog end", "Fog");
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DLInteriorFogStart = Settings::Manager::getFloat("distant interior fog start", "Fog");
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DLInteriorFogEnd = Settings::Manager::getFloat("distant interior fog end", "Fog");
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mDistantFog = Settings::Manager::getBool("use distant fog", "Fog");
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mDistantTerrain = Settings::Manager::getBool("distant terrain", "Terrain");
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mTerrainStorage = new TerrainStorage(mResourceSystem, Settings::Manager::getString("normal map pattern", "Shaders"), Settings::Manager::getString("normal height map pattern", "Shaders"),
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Settings::Manager::getBool("auto use terrain normal maps", "Shaders"), Settings::Manager::getString("terrain specular map pattern", "Shaders"),
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Settings::Manager::getBool("auto use terrain normal maps", "Shaders"), Settings::Manager::getString("terrain specular map pattern", "Shaders"),
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Settings::Manager::getBool("auto use terrain specular maps", "Shaders"));
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if (distantTerrain)
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if (mDistantTerrain)
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mTerrain.reset(new Terrain::QuadTreeWorld(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile));
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else
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mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mRootNode, mResourceSystem, mTerrainStorage, Mask_Terrain, Mask_PreCompile));
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@ -479,14 +501,44 @@ namespace MWRender
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{
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osg::Vec4f color = SceneUtil::colourFromRGB(cell->mAmbi.mFog);
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configureFog (cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, color);
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if(mDistantFog)
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{
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float density = std::max(0.2f, cell->mAmbi.mFogDensity);
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mLandFogStart = (DLInteriorFogEnd*(1.0f-density) + DLInteriorFogStart*density);
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mLandFogEnd = DLInteriorFogEnd;
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mUnderwaterFogStart = DLUnderwaterFogStart;
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mUnderwaterFogEnd = DLUnderwaterFogEnd;
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mFogColor = color;
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}
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else
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configureFog(cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, 1.0f, 0.0f, color);
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}
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void RenderingManager::configureFog(float fogDepth, float underwaterFog, const osg::Vec4f &color)
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void RenderingManager::configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color)
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{
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mFogDepth = fogDepth;
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if(mDistantFog)
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{
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mLandFogStart = dlFactor * (DLLandFogStart - dlOffset*DLLandFogEnd);
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mLandFogEnd = dlFactor * (1.0f-dlOffset) * DLLandFogEnd;
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mUnderwaterFogStart = DLUnderwaterFogStart;
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mUnderwaterFogEnd = DLUnderwaterFogEnd;
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}
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else
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{
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if(fogDepth == 0.0)
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{
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mLandFogStart = 0.0f;
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mLandFogEnd = std::numeric_limits<float>::max();
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}
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else
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{
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mLandFogStart = mViewDistance * (1 - fogDepth);
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mLandFogEnd = mViewDistance;
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}
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mUnderwaterFogStart = mViewDistance * (1 - underwaterFog);
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mUnderwaterFogEnd = mViewDistance;
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}
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mFogColor = color;
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mUnderwaterFog = underwaterFog;
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}
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SkyManager* RenderingManager::getSkyManager()
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@ -517,23 +569,15 @@ namespace MWRender
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float viewDistance = mViewDistance;
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viewDistance = std::min(viewDistance, 6666.f);
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setFogColor(mUnderwaterColor * mUnderwaterWeight + mFogColor * (1.f-mUnderwaterWeight));
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mStateUpdater->setFogStart(viewDistance * (1 - mUnderwaterFog));
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mStateUpdater->setFogEnd(viewDistance);
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mStateUpdater->setFogStart(mUnderwaterFogStart);
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mStateUpdater->setFogEnd(mUnderwaterFogEnd);
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}
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else
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{
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setFogColor(mFogColor);
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if (mFogDepth == 0.f)
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{
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mStateUpdater->setFogStart(0.f);
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mStateUpdater->setFogEnd(std::numeric_limits<float>::max());
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}
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else
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{
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mStateUpdater->setFogStart(mViewDistance * (1 - mFogDepth));
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mStateUpdater->setFogEnd(mViewDistance);
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}
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mStateUpdater->setFogStart(mLandFogStart);
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mStateUpdater->setFogEnd(mLandFogEnd);
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}
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}
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@ -960,7 +1004,8 @@ namespace MWRender
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else if (it->first == "Camera" && it->second == "viewing distance")
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{
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mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
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mStateUpdater->setFogEnd(mViewDistance);
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if(!mDistantFog)
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mStateUpdater->setFogEnd(mViewDistance);
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updateProjectionMatrix();
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}
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else if (it->first == "General" && (it->second == "texture filter" ||
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@ -106,7 +106,7 @@ namespace MWRender
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void configureAmbient(const ESM::Cell* cell);
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void configureFog(const ESM::Cell* cell);
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void configureFog(float fogDepth, float underwaterFog, const osg::Vec4f& colour);
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void configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f& colour);
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void addCell(const MWWorld::CellStore* store);
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void removeCell(const MWWorld::CellStore* store);
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@ -241,10 +241,12 @@ namespace MWRender
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osg::ref_ptr<StateUpdater> mStateUpdater;
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float mFogDepth;
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float mLandFogStart;
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float mLandFogEnd;
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float mUnderwaterFogStart;
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float mUnderwaterFogEnd;
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osg::Vec4f mUnderwaterColor;
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float mUnderwaterWeight;
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float mUnderwaterFog;
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float mUnderwaterIndoorFog;
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osg::Vec4f mFogColor;
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@ -253,8 +255,10 @@ namespace MWRender
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float mNearClip;
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float mViewDistance;
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bool mDistantFog : 1;
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bool mDistantTerrain : 1;
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bool mFieldOfViewOverridden : 1;
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float mFieldOfViewOverride;
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bool mFieldOfViewOverridden;
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float mFieldOfView;
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float mFirstPersonFieldOfView;
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@ -65,6 +65,9 @@ namespace MWRender
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float mFogDepth;
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float mDLFogFactor;
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float mDLFogOffset;
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float mWindSpeed;
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float mCloudSpeed;
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@ -102,6 +102,8 @@ Weather::Weather(const std::string& name,
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const Fallback::Map& fallback,
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float stormWindSpeed,
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float rainSpeed,
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float dlFactor,
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float dlOffset,
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const std::string& particleEffect)
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: mCloudTexture(fallback.getFallbackString("Weather_" + name + "_Cloud_Texture"))
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, mSkyColor(fallback.getFallbackColour("Weather_" + name +"_Sky_Sunrise_Color"),
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@ -141,6 +143,8 @@ Weather::Weather(const std::string& name,
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, mFlashDecrement(fallback.getFallbackFloat("Weather_" + name + "_Flash_Decrement"))
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, mFlashBrightness(0.0f)
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{
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mDL.FogFactor = dlFactor;
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mDL.FogOffset = dlOffset;
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mThunderSoundID[0] = fallback.getFallbackString("Weather_" + name + "_Thunder_Sound_ID_0");
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mThunderSoundID[1] = fallback.getFallbackString("Weather_" + name + "_Thunder_Sound_ID_1");
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mThunderSoundID[2] = fallback.getFallbackString("Weather_" + name + "_Thunder_Sound_ID_2");
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@ -541,16 +545,18 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall
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mTimeSettings.mSunriseTime = mSunriseTime;
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mWeatherSettings.reserve(10);
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addWeather("Clear", fallback); // 0
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addWeather("Cloudy", fallback); // 1
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addWeather("Foggy", fallback); // 2
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addWeather("Overcast", fallback); // 3
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addWeather("Rain", fallback); // 4
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addWeather("Thunderstorm", fallback); // 5
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addWeather("Ashstorm", fallback, "meshes\\ashcloud.nif"); // 6
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addWeather("Blight", fallback, "meshes\\blightcloud.nif"); // 7
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addWeather("Snow", fallback, "meshes\\snow.nif"); // 8
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addWeather("Blizzard", fallback, "meshes\\blizzard.nif"); // 9
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// These distant land fog factor and offset values are the defaults MGE XE provides. Should be
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// provided by settings somewhere?
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addWeather("Clear", fallback, 1.0f, 0.0f); // 0
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addWeather("Cloudy", fallback, 0.9f, 0.0f); // 1
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addWeather("Foggy", fallback, 0.2f, 30.0f); // 2
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addWeather("Overcast", fallback, 0.7f, 0.0f); // 3
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addWeather("Rain", fallback, 0.5f, 10.0f); // 4
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addWeather("Thunderstorm", fallback, 0.5f, 20.0f); // 5
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addWeather("Ashstorm", fallback, 0.2f, 50.0f, "meshes\\ashcloud.nif"); // 6
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addWeather("Blight", fallback, 0.2f, 60.0f, "meshes\\blightcloud.nif"); // 7
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addWeather("Snow", fallback, 0.5f, 40.0f, "meshes\\snow.nif"); // 8
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addWeather("Blizzard", fallback, 0.16f, 70.0f, "meshes\\blizzard.nif"); // 9
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Store<ESM::Region>::iterator it = store.get<ESM::Region>().begin();
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for(; it != store.get<ESM::Region>().end(); ++it)
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@ -718,7 +724,8 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
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mRendering.getSkyManager()->setMasserState(mMasser.calculateState(time));
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mRendering.getSkyManager()->setSecundaState(mSecunda.calculateState(time));
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mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mFogColor);
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mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mDLFogFactor,
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mResult.mDLFogOffset/100.0f, mResult.mFogColor);
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mRendering.setAmbientColour(mResult.mAmbientColor);
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mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor * mResult.mGlareView);
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@ -863,11 +870,12 @@ void WeatherManager::clear()
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inline void WeatherManager::addWeather(const std::string& name,
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const Fallback::Map& fallback,
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float dlFactor, float dlOffset,
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const std::string& particleEffect)
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{
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static const float fStromWindSpeed = mStore.get<ESM::GameSetting>().find("fStromWindSpeed")->getFloat();
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Weather weather(name, fallback, fStromWindSpeed, mRainSpeed, particleEffect);
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Weather weather(name, fallback, fStromWindSpeed, mRainSpeed, dlFactor, dlOffset, particleEffect);
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mWeatherSettings.push_back(weather);
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}
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@ -1055,6 +1063,8 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
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mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart - 1);
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mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings);
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mResult.mDLFogFactor = current.mDL.FogFactor;
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mResult.mDLFogOffset = current.mDL.FogOffset;
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mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings);
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mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings);
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mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings);
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@ -1110,6 +1120,8 @@ inline void WeatherManager::calculateTransitionResult(const float factor, const
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mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
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mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
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mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
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mResult.mDLFogFactor = lerp(current.mDLFogFactor, other.mDLFogFactor, factor);
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mResult.mDLFogOffset = lerp(current.mDLFogOffset, other.mDLFogOffset, factor);
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mResult.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
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mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
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mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
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@ -73,6 +73,8 @@ namespace MWWorld
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const Fallback::Map& fallback,
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float stormWindSpeed,
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float rainSpeed,
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float dlFactor,
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float dlOffset,
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const std::string& particleEffect);
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std::string mCloudTexture;
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@ -102,6 +104,12 @@ namespace MWWorld
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// Also appears to modify how visible the sun, moons, and stars are for various weather effects.
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float mGlareView;
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// Fog factor and offset used with distant land rendering.
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struct {
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float FogFactor;
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float FogOffset;
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} mDL;
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// Sound effect
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// This is used for Blight, Ashstorm and Blizzard (Bloodmoon)
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std::string mAmbientLoopSoundID;
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@ -293,6 +301,7 @@ namespace MWWorld
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void addWeather(const std::string& name,
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const Fallback::Map& fallback,
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float dlFactor, float dlOffset,
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const std::string& particleEffect = "");
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void importRegions();
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@ -90,6 +90,24 @@ pointers cache size = 40
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# If true, use paging and LOD algorithms to display the entire terrain. If false, only display terrain of the loaded cells
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distant terrain = false
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[Fog]
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# If true, use extended fog parameters for distant terrain not controlled by
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# viewing distance. If false, use the standard fog calculations.
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use distant fog = false
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distant land fog start = 16384
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distant land fog end = 40960
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distant underwater fog start = -4096
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distant underwater fog end = 2457.6
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distant interior fog start = 0
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distant interior fog end = 16384
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[Map]
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# Size of each exterior cell in pixels in the world map. (e.g. 12 to 24).
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