Fix broken weather transitions

actorid openmw-0.22.0
scrawl 12 years ago
parent e76d03dcc4
commit 21cc7483e4

@ -18,7 +18,18 @@ using namespace Ogre;
using namespace MWWorld;
using namespace MWSound;
#define lerp(x, y) (x * (1-factor) + y * factor)
namespace
{
float lerp (float x, float y, float factor)
{
return x * (1-factor) + y * factor;
}
Ogre::ColourValue lerp (const Ogre::ColourValue& x, const Ogre::ColourValue& y, float factor)
{
return x * (1-factor) + y * factor;
}
}
std::string WeatherManager::getFallback (const std::string& key) const
{
std::map<std::string,std::string>::const_iterator it;
@ -51,6 +62,7 @@ ColourValue WeatherManager::getFallbackColour(const std::string& fall) const
}
return ColourValue(boost::lexical_cast<int>(ret[0])/255.f,boost::lexical_cast<int>(ret[1])/255.f,boost::lexical_cast<int>(ret[2])/255.f);
}
void WeatherManager::setFallbackWeather(Weather& weather,const std::string& name)
{
std::string upper=name;
@ -98,7 +110,8 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,const std::
mSunsetTime = getFallbackFloat("Weather_Sunset_Time");
mSunriseDuration = getFallbackFloat("Weather_Sunrise_Duration");
mSunsetDuration = getFallbackFloat("Weather_Sunset_Duration");
mWeatherUpdateTime = getFallbackFloat("Weather_Hours_Between_Weather_Changes");
mHoursBetweenWeatherChanges = getFallbackFloat("Weather_Hours_Between_Weather_Changes");
mWeatherUpdateTime = mHoursBetweenWeatherChanges*3600;
mThunderFrequency = getFallbackFloat("Weather_Thunderstorm_Thunder_Frequency");
mThunderThreshold = getFallbackFloat("Weather_Thunderstorm_Thunder_Threshold");
mThunderSoundDelay = 0.25;
@ -263,10 +276,10 @@ WeatherResult WeatherManager::getResult(const String& weather)
// fade in
float advance = 6-mHour;
float factor = advance / 0.5f;
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor);
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor, factor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor, factor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor, factor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor, factor);
result.mNightFade = factor;
}
else //if (mHour >= 6)
@ -274,10 +287,10 @@ WeatherResult WeatherManager::getResult(const String& weather)
// fade out
float advance = mHour-6;
float factor = advance / 3.f;
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor);
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor, factor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor, factor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor, factor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor, factor);
}
}
@ -298,20 +311,20 @@ WeatherResult WeatherManager::getResult(const String& weather)
// fade in
float advance = 19-mHour;
float factor = (advance / 2);
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor);
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor, factor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor, factor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor, factor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor, factor);
}
else //if (mHour >= 19)
{
// fade out
float advance = mHour-19;
float factor = advance / 2.f;
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor);
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor, factor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor, factor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor, factor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor, factor);
result.mNightFade = factor;
}
}
@ -329,19 +342,19 @@ WeatherResult WeatherManager::transition(float factor)
result.mNextCloudTexture = other.mCloudTexture;
result.mCloudBlendFactor = factor;
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
result.mFogColor = lerp(current.mFogColor, other.mFogColor);
result.mSunColor = lerp(current.mSunColor, other.mSunColor);
result.mSkyColor = lerp(current.mSkyColor, other.mSkyColor);
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
result.mFogColor = lerp(current.mFogColor, other.mFogColor, factor);
result.mSunColor = lerp(current.mSunColor, other.mSunColor, factor);
result.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor);
result.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor);
result.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor);
result.mFogDepth = lerp(current.mFogDepth, other.mFogDepth);
result.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed);
result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed);
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
result.mGlareView = lerp(current.mGlareView, other.mGlareView);
result.mNightFade = lerp(current.mNightFade, other.mNightFade);
result.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
result.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
result.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
result.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
result.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
result.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);
result.mNight = current.mNight;
@ -365,7 +378,7 @@ void WeatherManager::update(float duration)
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
{
mCurrentRegion = regionstr;
mWeatherUpdateTime = mWeatherUpdateTime*3600;
mWeatherUpdateTime = mHoursBetweenWeatherChanges*3600;
std::string weather = "clear";

@ -179,6 +179,7 @@ namespace MWWorld
float mSunriseDuration;
float mSunsetDuration;
float mWeatherUpdateTime;
float mHoursBetweenWeatherChanges;
float mThunderFrequency;
float mThunderThreshold;
float mThunderSoundDelay;

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