thunderstorm

actorid
scrawl 13 years ago
parent 0ebdce543a
commit 4650672bb1

@ -284,9 +284,25 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
mRootNode->setInheritOrientation(false);
/// \todo preload all the textures and meshes that are used for sky rendering
mViewport->setBackgroundColour(ColourValue(0.87, 0.87, 0.87));
// Create overlay used for thunderstorm
MaterialPtr material = MaterialManager::getSingleton().create( "ThunderMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME );
Pass* pass = material->getTechnique(0)->getPass(0);
pass->setSceneBlending(SBT_TRANSPARENT_ALPHA);
mThunderTextureUnit = pass->createTextureUnitState();
mThunderTextureUnit->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, ColourValue(1.f, 1.f, 1.f)); // always black colour
mThunderTextureUnit->setAlphaOperation(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, 0.5f);
OverlayManager& ovm = OverlayManager::getSingleton();
mThunderOverlay = ovm.create( "ThunderOverlay" );
OverlayContainer* overlay_panel;
overlay_panel = (OverlayContainer*)ovm.createOverlayElement("Panel", "ThunderPanel");
overlay_panel->_setPosition(0, 0);
overlay_panel->_setDimensions(1, 1);
overlay_panel->setMaterialName( "ThunderMaterial" );
overlay_panel->show();
mThunderOverlay->add2D(overlay_panel);
mThunderOverlay->hide();
mSun = new BillboardObject("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 0.4), mRootNode);
mSunGlare = new BillboardObject("textures\\tx_sun_flash_grey_05.dds", 3, Vector3(0.4, 0.4, 0.4), mRootNode);
mSunGlare->setRenderQueue(RENDER_QUEUE_SKIES_LATE);
@ -294,22 +310,15 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
mSecunda = new Moon("textures\\tx_secunda_full.dds", 0.5, Vector3(0.4, -0.4, 0.5), mRootNode);
mMasser->setType(Moon::Type_Masser);
mSecunda->setType(Moon::Type_Secunda);
//mMasser->setVisibility(0.2);
//mSecunda->setVisibility(0.2);
mMasser->setVisible(false);
mSecunda->setVisible(false);
HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton();
// Stars
/// \todo sky_night_02.nif (available in Bloodmoon)
/// \todo how to make a transition between day and night sky?
MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_night_01.nif");
Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif");
night1_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1);
ModVertexAlpha(night1_ent, 2);
mAtmosphereNight = mRootNode->createChildSceneNode();
mAtmosphereNight->attachObject(night1_ent);
@ -326,7 +335,7 @@ SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera) :
mStarsMaterials[i] = mp;
}
// Stars vertex shader
// Stars vertex shader
HighLevelGpuProgramPtr vshader3 = mgr.createProgram("Stars_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
"cg", GPT_VERTEX_PROGRAM);
vshader3->setParameter("profiles", "vs_2_x arbvp1");
@ -636,3 +645,14 @@ void SkyManager::setSunDirection(const Vector3& direction)
mSun->setPosition(direction);
mSunGlare->setPosition(direction);
}
void SkyManager::setThunder(const float factor)
{
if (factor > 0.f)
{
mThunderOverlay->show();
mThunderTextureUnit->setAlphaOperation(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, factor*0.6);
}
else
mThunderOverlay->hide();
}

@ -19,11 +19,13 @@ namespace Ogre
class SceneManager;
class Entity;
class BillboardSet;
class TextureUnitState;
class Overlay;
}
namespace MWRender
{
class BillboardObject
class BillboardObject
{
public:
BillboardObject( const Ogre::String& textureName,
@ -136,6 +138,8 @@ namespace MWRender
void setSunDirection(const Ogre::Vector3& direction);
void setThunder(const float factor);
void setGlare(bool glare);
Ogre::Vector3 getRealSunPos();
@ -168,6 +172,9 @@ namespace MWRender
float mStarsOpacity;
Ogre::ColourValue mCloudColour;
Ogre::ColourValue mSkyColour;
Ogre::Overlay* mThunderOverlay;
Ogre::TextureUnitState* mThunderTextureUnit;
float mRemainingTransitionTime;

@ -2,19 +2,30 @@
#include "world.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwsound/soundmanager.hpp"
#include <time.h>
#include <stdlib.h>
using namespace Ogre;
using namespace MWWorld;
using namespace MWSound;
#define TRANSITION_TIME 10
#define lerp(x, y) (x * (1-factor) + y * factor)
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, World* world) :
mHour(14), mCurrentWeather("clear")
const std::string WeatherGlobals::mThunderSoundID0 = "Thunder0";
const std::string WeatherGlobals::mThunderSoundID1 = "Thunder1";
const std::string WeatherGlobals::mThunderSoundID2 = "Thunder2";
const std::string WeatherGlobals::mThunderSoundID3 = "Thunder3";
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environment* env) :
mHour(14), mCurrentWeather("clear"), mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50),
mThunderSoundDelay(0)
{
mRendering = rendering;
mWorld = world;
mEnvironment = env;
#define clr(r,g,b) ColourValue(r/255.f, g/255.f, b/255.f)
@ -22,7 +33,7 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, World* wor
Weather clear;
clear.mCloudTexture = "tx_sky_clear.dds";
clear.mCloudsMaximumPercent = 1.0;
clear.mTransitionDelta = 0.15;
clear.mTransitionDelta = 0.015;
clear.mSkySunriseColor = clr(118, 141, 164);
clear.mSkyDayColor = clr(95, 135, 203);
clear.mSkySunsetColor = clr(56, 89, 129);
@ -39,19 +50,18 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, World* wor
clear.mSunDayColor = clr(255, 252, 238);
clear.mSunSunsetColor = clr(255, 115, 79);
clear.mSunNightColor = clr(59, 97, 176);
clear.mSunDiscSunsetColour = clr(255, 189, 157);
clear.mSunDiscSunsetColor = clr(255, 189, 157);
clear.mLandFogDayDepth = 0.69;
clear.mLandFogNightDepth = 0.69;
clear.mWindSpeed = 0.1;
clear.mCloudSpeed = 1.25;
clear.mGlareView = 1.0;
mWeatherSettings["clear"] = clear;
Weather cloudy;
cloudy.mCloudTexture = "tx_sky_cloudy.dds";
cloudy.mCloudsMaximumPercent = 1.0;
cloudy.mTransitionDelta = 0.15;
cloudy.mTransitionDelta = 0.015;
cloudy.mSkySunriseColor = clr(126, 158, 173);
cloudy.mSkyDayColor = clr(117, 160, 215);
cloudy.mSkySunsetColor = clr(111, 114, 159);
@ -68,15 +78,42 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, World* wor
cloudy.mSunDayColor = clr(255, 236, 221);
cloudy.mSunSunsetColor = clr(255, 89, 00);
cloudy.mSunNightColor = clr(77, 91, 124);
cloudy.mSunDiscSunsetColour = clr(255, 202, 179);
cloudy.mSunDiscSunsetColor = clr(255, 202, 179);
cloudy.mLandFogDayDepth = 0.72;
cloudy.mLandFogNightDepth = 0.72;
cloudy.mWindSpeed = 0.2;
cloudy.mCloudSpeed = 2;
cloudy.mGlareView = 1.0;
mWeatherSettings["cloudy"] = cloudy;
Weather thunderstorm;
thunderstorm.mCloudTexture = "tx_sky_thunder.dds";
thunderstorm.mCloudsMaximumPercent = 0.66;
thunderstorm.mTransitionDelta = 0.03;
thunderstorm.mSkySunriseColor = clr(35, 36, 39);
thunderstorm.mSkyDayColor = clr(97, 104, 115);
thunderstorm.mSkySunsetColor = clr(35, 36, 39);
thunderstorm.mSkyNightColor = clr(19, 20, 22);
thunderstorm.mFogSunriseColor = clr(70, 74, 85);
thunderstorm.mFogDayColor = clr(97, 104, 115);
thunderstorm.mFogSunsetColor = clr(70, 74, 85);
thunderstorm.mFogNightColor = clr(19, 20, 22);
thunderstorm.mAmbientSunriseColor = clr(54, 54, 54);
thunderstorm.mAmbientDayColor = clr(90, 90, 90);
thunderstorm.mAmbientSunsetColor = clr(54, 54, 54);
thunderstorm.mAmbientNightColor = clr(49, 51, 54);
thunderstorm.mSunSunriseColor = clr(91, 99, 122);
thunderstorm.mSunDayColor = clr(138, 144, 155);
thunderstorm.mSunSunsetColor = clr(96, 101, 117);
thunderstorm.mSunNightColor = clr(55, 76, 110);
thunderstorm.mSunDiscSunsetColor = clr(128, 128, 128);
thunderstorm.mLandFogDayDepth = 1;
thunderstorm.mLandFogNightDepth = 1.15;
thunderstorm.mWindSpeed = 0.5;
thunderstorm.mCloudSpeed = 3;
thunderstorm.mGlareView = 0;
mWeatherSettings["thunderstorm"] = thunderstorm;
/*
Weather overcast;
overcast.mCloudTexture = "tx_sky_overcast.dds";
@ -84,7 +121,7 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, World* wor
mWeatherSettings["overcast"] = overcast;
*/
setWeather("clear", true);
setWeather("thunderstorm", true);
}
void WeatherManager::setWeather(const String& weather, bool instant)
@ -245,26 +282,90 @@ WeatherResult WeatherManager::transition(float factor)
void WeatherManager::update(float duration)
{
WeatherResult result;
if (mNextWeather != "")
if (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior())
{
mRemainingTransitionTime -= duration;
if (mRemainingTransitionTime < 0)
WeatherResult result;
if (mNextWeather != "")
{
mCurrentWeather = mNextWeather;
mNextWeather = "";
mRemainingTransitionTime -= duration;
if (mRemainingTransitionTime < 0)
{
mCurrentWeather = mNextWeather;
mNextWeather = "";
}
}
}
if (mNextWeather != "")
result = transition(1-(mRemainingTransitionTime/TRANSITION_TIME));
else
result = getResult(mCurrentWeather);
if (mWorld->isCellExterior() || mWorld->isCellQuasiExterior())
{
if (mNextWeather != "")
result = transition(1-(mRemainingTransitionTime/TRANSITION_TIME));
else
result = getResult(mCurrentWeather);
// disable sun during night
if (mHour >= WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration
|| mHour <= WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
mRendering->getSkyManager()->sunDisable();
else
{
// during day, calculate sun angle
float height = 1-std::abs(((mHour-13)/7.f));
int facing = mHour > 13.f ? 1 : -1;
Vector3 final(
(1-height)*facing,
(1-height)*facing,
height);
mRendering->setSunDirection(final);
mRendering->getSkyManager()->sunEnable();
}
if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
{
if (mThunderFlash > 0)
{
// play the sound after a delay
mThunderSoundDelay -= duration;
if (mThunderSoundDelay <= 0)
{
// pick a random sound
int sound = rand() % 4;
std::string soundname;
if (sound == 0) soundname = WeatherGlobals::mThunderSoundID0;
else if (sound == 1) soundname = WeatherGlobals::mThunderSoundID1;
else if (sound == 2) soundname = WeatherGlobals::mThunderSoundID2;
else if (sound == 3) soundname = WeatherGlobals::mThunderSoundID3;
#include <iostream>
std::cout << "play sound" << std::endl;
mEnvironment->mSoundManager->playSound(soundname, 1.0, 1.0);
mThunderSoundDelay = 1000;
}
mThunderFlash -= duration;
if (mThunderFlash > 0)
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
else
{
srand(time(NULL));
mThunderChanceNeeded = rand() % 100;
mThunderChance = 0;
mRendering->getSkyManager()->setThunder( 0.f );
}
}
else
{
// no thunder active
mThunderChance += duration*4; // chance increases by 4 percent every second
if (mThunderChance >= mThunderChanceNeeded)
{
mThunderFlash = WeatherGlobals::mThunderThreshold;
mRendering->getSkyManager()->setThunder( mThunderFlash / WeatherGlobals::mThunderThreshold );
mThunderSoundDelay = WeatherGlobals::mThunderSoundDelay;
}
}
}
mRendering->setAmbientColour(result.mAmbientColor);
mRendering->sunEnable();
mRendering->setSunColour(result.mSunColor);
@ -276,24 +377,7 @@ void WeatherManager::update(float duration)
{
mRendering->sunDisable();
mRendering->skyDisable();
}
// disable sun during night
if (mHour >= WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration
|| mHour <= WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
mRendering->getSkyManager()->sunDisable();
else
{
// during day, calculate sun angle
float height = 1-std::abs(((mHour-13)/7.f));
int facing = mHour > 13.f ? 1 : -1;
Vector3 final(
(1-height)*facing,
(1-height)*facing,
height);
mRendering->setSunDirection(final);
mRendering->getSkyManager()->sunEnable();
mRendering->getSkyManager()->setThunder(0.f);
}
}

@ -11,7 +11,7 @@ namespace MWRender
namespace MWWorld
{
class World;
class Environment;
/// Global weather manager properties (according to INI)
struct WeatherGlobals
@ -72,8 +72,18 @@ namespace MWWorld
static const float mSunsetTime = 18;
static const float mSunriseDuration = 2;
static const float mSunsetDuration = 2;
// morrowind sets these per-weather, but since they are only used by 'thunderstorm'
// weather setting anyway, we can just as well set them globally
static const float mThunderFrequency = .4;
static const float mThunderThreshold = 0.6;
static const float mThunderSoundDelay = 0.25;
static const std::string mThunderSoundID0;
static const std::string mThunderSoundID1;
static const std::string mThunderSoundID2;
static const std::string mThunderSoundID3;
};
/// Defines the actual weather that results from weather setting (see below), time of day and weather transition
struct WeatherResult
{
@ -142,7 +152,7 @@ namespace MWWorld
mLandFogNightDepth;
// Color modulation for the sun itself during sunset (not completely sure)
Ogre::ColourValue mSunDiscSunsetColour;
Ogre::ColourValue mSunDiscSunsetColor;
// Duration of weather transition
// the INI value is 0.015, so I suppose this is measured in Morrowind-days? (0.015 days = 36 minutes in Morrowind)
@ -164,7 +174,8 @@ namespace MWWorld
// This is used for Blight, Ashstorm and Blizzard (Bloodmoon)
Ogre::String mAmbientLoopSoundID;
/// \todo rain, thunder, ashstorm...
// Rain sound effect
Ogre::String mRainLoopSoundID;
/// \todo disease chance
};
@ -175,7 +186,7 @@ namespace MWWorld
class WeatherManager
{
public:
WeatherManager(MWRender::RenderingManager*, MWWorld::World*);
WeatherManager(MWRender::RenderingManager*, MWWorld::Environment*);
/**
* Change the weather setting
@ -201,7 +212,7 @@ namespace MWWorld
int mDay, mMonth;
MWRender::RenderingManager* mRendering;
MWWorld::World* mWorld;
MWWorld::Environment* mEnvironment;
std::map<Ogre::String, Weather> mWeatherSettings;
@ -210,6 +221,11 @@ namespace MWWorld
float mRemainingTransitionTime;
float mThunderFlash;
float mThunderChance;
float mThunderChanceNeeded;
float mThunderSoundDelay;
WeatherResult transition(const float factor);
WeatherResult getResult(const Ogre::String& weather);
};

@ -160,7 +160,7 @@ namespace MWWorld
mRendering = new MWRender::RenderingManager(renderer, resDir, mPhysEngine, environment);
mWeatherManager = new MWWorld::WeatherManager(mRendering, this);
mWeatherManager = new MWWorld::WeatherManager(mRendering, &environment);
boost::filesystem::path masterPath (fileCollections.getCollection (".esm").getPath (master));

Loading…
Cancel
Save