diff --git a/CHANGELOG.md b/CHANGELOG.md index 3b0f68c85..f2248d925 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,6 +1,7 @@ 0.45.0 ------ + Bug #1990: Sunrise/sunset not set correct Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped Bug #2835: Player able to slowly move when overencumbered Bug #3374: Touch spells not hitting kwama foragers diff --git a/apps/openmw/mwworld/weather.cpp b/apps/openmw/mwworld/weather.cpp index 155e4340a..d12e633be 100644 --- a/apps/openmw/mwworld/weather.cpp +++ b/apps/openmw/mwworld/weather.cpp @@ -6,7 +6,6 @@ #include #include #include -#include #include "../mwbase/environment.hpp" #include "../mwbase/soundmanager.hpp" @@ -43,49 +42,67 @@ namespace } template -T TimeOfDayInterpolator::getValue(const float gameHour, const TimeOfDaySettings& timeSettings) const +T TimeOfDayInterpolator::getValue(const float gameHour, const TimeOfDaySettings& timeSettings, const std::string& prefix) const { - // TODO: use pre/post sunset/sunrise time values in [Weather] section + WeatherSetting setting = timeSettings.getSetting(prefix); + float preSunriseTime = setting.mPreSunriseTime; + float postSunriseTime = setting.mPostSunriseTime; + float preSunsetTime = setting.mPreSunsetTime; + float postSunsetTime = setting.mPostSunsetTime; // night - if (gameHour <= timeSettings.mNightEnd || gameHour >= timeSettings.mNightStart + 1) + if (gameHour < timeSettings.mNightEnd - preSunriseTime || gameHour > timeSettings.mNightStart + postSunsetTime) return mNightValue; // sunrise - else if (gameHour >= timeSettings.mNightEnd && gameHour <= timeSettings.mDayStart + 1) + else if (gameHour >= timeSettings.mNightEnd - preSunriseTime && gameHour <= timeSettings.mDayStart + postSunriseTime) { - if (gameHour <= timeSettings.mSunriseTime) + float duration = timeSettings.mDayStart + postSunriseTime - timeSettings.mNightEnd + preSunriseTime; + float middle = timeSettings.mNightEnd - preSunriseTime + duration / 2.f; + + if (gameHour <= middle) { // fade in - float advance = timeSettings.mSunriseTime - gameHour; - float factor = advance / 0.5f; + float advance = middle - gameHour; + float factor = 0.f; + if (duration > 0) + factor = advance / duration * 2; return lerp(mSunriseValue, mNightValue, factor); } else { // fade out - float advance = gameHour - timeSettings.mSunriseTime; - float factor = advance / 3.f; + float advance = gameHour - middle; + float factor = 1.f; + if (duration > 0) + factor = advance / duration * 2; return lerp(mSunriseValue, mDayValue, factor); } } // day - else if (gameHour >= timeSettings.mDayStart + 1 && gameHour <= timeSettings.mDayEnd - 1) + else if (gameHour > timeSettings.mDayStart + postSunriseTime && gameHour < timeSettings.mDayEnd - preSunsetTime) return mDayValue; // sunset - else if (gameHour >= timeSettings.mDayEnd - 1 && gameHour <= timeSettings.mNightStart + 1) + else if (gameHour >= timeSettings.mDayEnd - preSunsetTime && gameHour <= timeSettings.mNightStart + postSunsetTime) { - if (gameHour <= timeSettings.mDayEnd + 1) + float duration = timeSettings.mNightStart + postSunsetTime - timeSettings.mDayEnd + preSunsetTime; + float middle = timeSettings.mDayEnd - preSunsetTime + duration / 2.f; + + if (gameHour <= middle) { // fade in - float advance = (timeSettings.mDayEnd + 1) - gameHour; - float factor = (advance / 2); + float advance = middle - gameHour; + float factor = 0.f; + if (duration > 0) + factor = advance / duration * 2; return lerp(mSunsetValue, mDayValue, factor); } else { // fade out - float advance = gameHour - (timeSettings.mDayEnd + 1); - float factor = advance / 2.f; + float advance = gameHour - middle; + float factor = 1.f; + if (duration > 0) + factor = advance / duration * 2; return lerp(mSunsetValue, mNightValue, factor); } } @@ -539,10 +556,28 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall , mPlayingSoundID() { mTimeSettings.mNightStart = mSunsetTime + mSunsetDuration; - mTimeSettings.mNightEnd = mSunriseTime - 0.5f; + mTimeSettings.mNightEnd = mSunriseTime; mTimeSettings.mDayStart = mSunriseTime + mSunriseDuration; mTimeSettings.mDayEnd = mSunsetTime; - mTimeSettings.mSunriseTime = mSunriseTime; + + mTimeSettings.addSetting(fallback, "Sky"); + mTimeSettings.addSetting(fallback, "Ambient"); + mTimeSettings.addSetting(fallback, "Fog"); + mTimeSettings.addSetting(fallback, "Sun"); + + // Morrowind handles stars settings differently for other ones + mTimeSettings.mStarsPostSunsetStart = fallback.getFallbackFloat("Weather_Stars_Post-Sunset_Start"); + mTimeSettings.mStarsPreSunriseFinish = fallback.getFallbackFloat("Weather_Stars_Pre-Sunrise_Finish"); + mTimeSettings.mStarsFadingDuration = fallback.getFallbackFloat("Weather_Stars_Fading_Duration"); + + WeatherSetting starSetting = { + mTimeSettings.mStarsPreSunriseFinish, + mTimeSettings.mStarsFadingDuration - mTimeSettings.mStarsPreSunriseFinish, + mTimeSettings.mStarsPostSunsetStart, + mTimeSettings.mStarsFadingDuration - mTimeSettings.mStarsPostSunsetStart + }; + + mTimeSettings.mSunriseTransitions["Stars"] = starSetting; mWeatherSettings.reserve(10); // These distant land fog factor and offset values are the defaults MGE XE provides. Should be @@ -698,10 +733,13 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time, const float nightDuration = 24.f - dayDuration; double theta; - if ( !is_night ) { + if ( !is_night ) + { theta = static_cast(osg::PI) * (adjustedHour - mSunriseTime) / dayDuration; - } else { - theta = static_cast(osg::PI) * (1.f - (adjustedHour - adjustedNightStart) / nightDuration); + } + else + { + theta = static_cast(osg::PI) + static_cast(osg::PI) * (adjustedHour - adjustedNightStart) / nightDuration; } osg::Vec3f final( @@ -711,7 +749,7 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time, mRendering.setSunDirection( final * -1 ); } - float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings); + float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings, "Fog"); float peakHour = mSunriseTime + (mSunsetTime - mSunriseTime) / 2; if (time.getHour() < mSunriseTime || time.getHour() > mSunsetTime) @@ -784,7 +822,7 @@ unsigned int WeatherManager::getWeatherID() const bool WeatherManager::useTorches(float hour) const { - bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart - 1; + bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart; return isDark && !mPrecipitation; } @@ -1060,20 +1098,25 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam mResult.mParticleEffect = current.mParticleEffect; mResult.mRainEffect = current.mRainEffect; - mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart - 1); + mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart + mTimeSettings.mStarsPostSunsetStart - mTimeSettings.mStarsFadingDuration); - mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings); + mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings, "Fog"); + mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings, "Fog"); + mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings, "Ambient"); + mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings, "Sun"); + mResult.mSkyColor = current.mSkyColor.getValue(gameHour, mTimeSettings, "Sky"); + mResult.mNightFade = mNightFade.getValue(gameHour, mTimeSettings, "Stars"); mResult.mDLFogFactor = current.mDL.FogFactor; mResult.mDLFogOffset = current.mDL.FogOffset; - mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings); - mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings); - mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings); - mResult.mSkyColor = current.mSkyColor.getValue(gameHour, mTimeSettings); - mResult.mNightFade = mNightFade.getValue(gameHour, mTimeSettings); - if (gameHour >= mSunsetTime - mSunPreSunsetTime) + WeatherSetting setting = mTimeSettings.getSetting("Sun"); + float preSunsetTime = setting.mPreSunsetTime; + + if (gameHour >= mTimeSettings.mDayEnd - preSunsetTime) { - float factor = (gameHour - (mSunsetTime - mSunPreSunsetTime)) / mSunPreSunsetTime; + float factor = 1.f; + if (preSunsetTime > 0) + factor = (gameHour - (mTimeSettings.mDayEnd - preSunsetTime)) / preSunsetTime; factor = std::min(1.f, factor); mResult.mSunDiscColor = lerp(osg::Vec4f(1,1,1,1), current.mSunDiscSunsetColor, factor); // The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because @@ -1087,15 +1130,17 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam else mResult.mSunDiscColor = osg::Vec4f(1,1,1,1); - if (gameHour >= mSunsetTime) + if (gameHour >= mTimeSettings.mDayEnd) { - float fade = std::min(1.f, (gameHour - mSunsetTime) / 2.f); + // sunset + float fade = std::min(1.f, (gameHour - mTimeSettings.mDayEnd) / (mTimeSettings.mNightStart - mTimeSettings.mDayEnd)); fade = fade*fade; mResult.mSunDiscColor.a() = 1.f - fade; } - else if (gameHour >= mSunriseTime && gameHour <= mSunriseTime + 1) + else if (gameHour >= mTimeSettings.mNightEnd && gameHour <= mTimeSettings.mNightEnd + mSunriseDuration / 2.f) { - mResult.mSunDiscColor.a() = gameHour - mSunriseTime; + // sunrise + mResult.mSunDiscColor.a() = gameHour - mTimeSettings.mNightEnd; } else mResult.mSunDiscColor.a() = 1; diff --git a/apps/openmw/mwworld/weather.hpp b/apps/openmw/mwworld/weather.hpp index 4be0d3e20..cf6868356 100644 --- a/apps/openmw/mwworld/weather.hpp +++ b/apps/openmw/mwworld/weather.hpp @@ -7,6 +7,8 @@ #include +#include + #include "../mwbase/soundmanager.hpp" #include "../mwrender/sky.hpp" @@ -38,6 +40,13 @@ namespace MWWorld { class TimeStamp; + struct WeatherSetting + { + float mPreSunriseTime; + float mPostSunriseTime; + float mPreSunsetTime; + float mPostSunsetTime; + }; struct TimeOfDaySettings { @@ -45,7 +54,37 @@ namespace MWWorld float mNightEnd; float mDayStart; float mDayEnd; - float mSunriseTime; + + std::map mSunriseTransitions; + + float mStarsPostSunsetStart; + float mStarsPreSunriseFinish; + float mStarsFadingDuration; + + WeatherSetting getSetting(const std::string& type) const + { + std::map::const_iterator it = mSunriseTransitions.find(type); + if (it != mSunriseTransitions.end()) + { + return it->second; + } + else + { + return { 1.f, 1.f, 1.f, 1.f }; + } + } + + void addSetting(const Fallback::Map& fallback, const std::string& type) + { + WeatherSetting setting = { + fallback.getFallbackFloat("Weather_" + type + "_Pre-Sunrise_Time"), + fallback.getFallbackFloat("Weather_" + type + "_Post-Sunrise_Time"), + fallback.getFallbackFloat("Weather_" + type + "_Pre-Sunset_Time"), + fallback.getFallbackFloat("Weather_" + type + "_Post-Sunset_Time") + }; + + mSunriseTransitions[type] = setting; + } }; /// Interpolates between 4 data points (sunrise, day, sunset, night) based on the time of day. @@ -59,7 +98,7 @@ namespace MWWorld { } - T getValue (const float gameHour, const TimeOfDaySettings& timeSettings) const; + T getValue (const float gameHour, const TimeOfDaySettings& timeSettings, const std::string& prefix) const; private: T mSunriseValue, mDayValue, mSunsetValue, mNightValue;