Down gravity
parent
18a139cd66
commit
e4251be529
@ -1,811 +0,0 @@
|
||||
#include "weather.hpp"
|
||||
#include "world.hpp"
|
||||
#include "player.hpp"
|
||||
|
||||
#include "../mwrender/renderingmanager.hpp"
|
||||
#include "../mwsound/soundmanager.hpp"
|
||||
|
||||
#include <ctime>
|
||||
#include <cstdlib>
|
||||
#include <iostream>
|
||||
|
||||
#include <boost/algorithm/string.hpp>
|
||||
|
||||
using namespace Ogre;
|
||||
using namespace MWWorld;
|
||||
using namespace MWSound;
|
||||
|
||||
#define lerp(x, y) (x * (1-factor) + y * factor)
|
||||
|
||||
const std::string WeatherGlobals::mThunderSoundID0 = "Thunder0";
|
||||
const std::string WeatherGlobals::mThunderSoundID1 = "Thunder1";
|
||||
const std::string WeatherGlobals::mThunderSoundID2 = "Thunder2";
|
||||
const std::string WeatherGlobals::mThunderSoundID3 = "Thunder3";
|
||||
const float WeatherGlobals::mSunriseTime = 8;
|
||||
const float WeatherGlobals::mSunsetTime = 18;
|
||||
const float WeatherGlobals::mSunriseDuration = 2;
|
||||
const float WeatherGlobals::mSunsetDuration = 2;
|
||||
const float WeatherGlobals::mWeatherUpdateTime = 20.f;
|
||||
const float WeatherGlobals::mThunderFrequency = .4;
|
||||
const float WeatherGlobals::mThunderThreshold = 0.6;
|
||||
const float WeatherGlobals::mThunderSoundDelay = 0.25;
|
||||
|
||||
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, Environment* env) :
|
||||
mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
|
||||
mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0)
|
||||
{
|
||||
mRendering = rendering;
|
||||
mEnvironment = env;
|
||||
|
||||
#define clr(r,g,b) ColourValue(r/255.f, g/255.f, b/255.f)
|
||||
|
||||
/// \todo read these from Morrowind.ini
|
||||
Weather clear;
|
||||
clear.mCloudTexture = "tx_sky_clear.dds";
|
||||
clear.mCloudsMaximumPercent = 1.0;
|
||||
clear.mTransitionDelta = 0.015;
|
||||
clear.mSkySunriseColor = clr(118, 141, 164);
|
||||
clear.mSkyDayColor = clr(95, 135, 203);
|
||||
clear.mSkySunsetColor = clr(56, 89, 129);
|
||||
clear.mSkyNightColor = clr(9, 10, 11);
|
||||
clear.mFogSunriseColor = clr(255, 189, 157);
|
||||
clear.mFogDayColor = clr(206, 227, 255);
|
||||
clear.mFogSunsetColor = clr(255, 189, 157);
|
||||
clear.mFogNightColor = clr(9, 10, 11);
|
||||
clear.mAmbientSunriseColor = clr(47, 66, 96);
|
||||
clear.mAmbientDayColor = clr(137, 140, 160);
|
||||
clear.mAmbientSunsetColor = clr(68, 75, 96);
|
||||
clear.mAmbientNightColor = clr(32, 35, 42);
|
||||
clear.mSunSunriseColor = clr(242, 159, 99);
|
||||
clear.mSunDayColor = clr(255, 252, 238);
|
||||
clear.mSunSunsetColor = clr(255, 115, 79);
|
||||
clear.mSunNightColor = clr(59, 97, 176);
|
||||
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 = 0.015;
|
||||
cloudy.mSkySunriseColor = clr(126, 158, 173);
|
||||
cloudy.mSkyDayColor = clr(117, 160, 215);
|
||||
cloudy.mSkySunsetColor = clr(111, 114, 159);
|
||||
cloudy.mSkyNightColor = clr(9, 10, 11);
|
||||
cloudy.mFogSunriseColor = clr(255, 207, 149);
|
||||
cloudy.mFogDayColor = clr(245, 235, 224);
|
||||
cloudy.mFogSunsetColor = clr(255, 155, 106);
|
||||
cloudy.mFogNightColor = clr(9, 10, 11);
|
||||
cloudy.mAmbientSunriseColor = clr(66, 74, 87);
|
||||
cloudy.mAmbientDayColor = clr(137, 145, 160);
|
||||
cloudy.mAmbientSunsetColor = clr(71, 80, 92);
|
||||
cloudy.mAmbientNightColor = clr(32, 39, 54);
|
||||
cloudy.mSunSunriseColor = clr(241, 177, 99);
|
||||
cloudy.mSunDayColor = clr(255, 236, 221);
|
||||
cloudy.mSunSunsetColor = clr(255, 89, 00);
|
||||
cloudy.mSunNightColor = clr(77, 91, 124);
|
||||
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 foggy;
|
||||
foggy.mCloudTexture = "tx_sky_foggy.dds";
|
||||
foggy.mCloudsMaximumPercent = 1.0;
|
||||
foggy.mTransitionDelta = 0.015;
|
||||
foggy.mSkySunriseColor = clr(197, 190, 180);
|
||||
foggy.mSkyDayColor = clr(184, 211, 228);
|
||||
foggy.mSkySunsetColor = clr(142, 159, 176);
|
||||
foggy.mSkyNightColor = clr(18, 23, 28);
|
||||
foggy.mFogSunriseColor = clr(173, 164, 148);
|
||||
foggy.mFogDayColor = clr(150, 187, 209);
|
||||
foggy.mFogSunsetColor = clr(113, 135, 157);
|
||||
foggy.mFogNightColor = clr(19, 24, 29);
|
||||
foggy.mAmbientSunriseColor = clr(48, 43, 37);
|
||||
foggy.mAmbientDayColor = clr(92, 109, 120);
|
||||
foggy.mAmbientSunsetColor = clr(28, 33, 39);
|
||||
foggy.mAmbientNightColor = clr(28, 33, 39);
|
||||
foggy.mSunSunriseColor = clr(177, 162, 137);
|
||||
foggy.mSunDayColor = clr(111, 131, 151);
|
||||
foggy.mSunSunsetColor = clr(125, 157, 189);
|
||||
foggy.mSunNightColor = clr(81, 100, 119);
|
||||
foggy.mSunDiscSunsetColor = clr(223, 223, 223);
|
||||
foggy.mLandFogDayDepth = 1.0;
|
||||
foggy.mLandFogNightDepth = 1.9;
|
||||
foggy.mWindSpeed = 0;
|
||||
foggy.mCloudSpeed = 1.25;
|
||||
foggy.mGlareView = 0.25;
|
||||
mWeatherSettings["foggy"] = foggy;
|
||||
|
||||
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;
|
||||
thunderstorm.mRainLoopSoundID = "rain heavy";
|
||||
mWeatherSettings["thunderstorm"] = thunderstorm;
|
||||
|
||||
Weather rain;
|
||||
rain.mCloudTexture = "tx_sky_rainy.dds";
|
||||
rain.mCloudsMaximumPercent = 0.66;
|
||||
rain.mTransitionDelta = 0.015;
|
||||
rain.mSkySunriseColor = clr(71, 74, 75);
|
||||
rain.mSkyDayColor = clr(116, 120, 122);
|
||||
rain.mSkySunsetColor = clr(73, 73, 73);
|
||||
rain.mSkyNightColor = clr(24, 25, 26);
|
||||
rain.mFogSunriseColor = clr(71, 74, 75);
|
||||
rain.mFogDayColor = clr(116, 120, 122);
|
||||
rain.mFogSunsetColor = clr(73, 73, 73);
|
||||
rain.mFogNightColor = clr(24, 25, 26);
|
||||
rain.mAmbientSunriseColor = clr(97, 90, 88);
|
||||
rain.mAmbientDayColor = clr(105, 110, 113);
|
||||
rain.mAmbientSunsetColor = clr(88, 97, 97);
|
||||
rain.mAmbientNightColor = clr(50, 55, 67);
|
||||
rain.mSunSunriseColor = clr(131, 122, 120);
|
||||
rain.mSunDayColor = clr(149, 157, 170);
|
||||
rain.mSunSunsetColor = clr(120, 126, 131);
|
||||
rain.mSunNightColor = clr(50, 62, 101);
|
||||
rain.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||
rain.mLandFogDayDepth = 0.8;
|
||||
rain.mLandFogNightDepth = 0.8;
|
||||
rain.mWindSpeed = 0.3;
|
||||
rain.mCloudSpeed = 2;
|
||||
rain.mGlareView = 0;
|
||||
rain.mRainLoopSoundID = "rain";
|
||||
mWeatherSettings["rain"] = rain;
|
||||
|
||||
Weather overcast;
|
||||
overcast.mCloudTexture = "tx_sky_overcast.dds";
|
||||
overcast.mCloudsMaximumPercent = 1.0;
|
||||
overcast.mTransitionDelta = 0.015;
|
||||
overcast.mSkySunriseColor = clr(91, 99, 106);
|
||||
overcast.mSkyDayColor = clr(143, 146, 149);
|
||||
overcast.mSkySunsetColor = clr(108, 115, 121);
|
||||
overcast.mSkyNightColor = clr(19, 22, 25);
|
||||
overcast.mFogSunriseColor = clr(91, 99, 106);
|
||||
overcast.mFogDayColor = clr(143, 146, 149);
|
||||
overcast.mFogSunsetColor = clr(108, 115, 121);
|
||||
overcast.mFogNightColor = clr(19, 22, 25);
|
||||
overcast.mAmbientSunriseColor = clr(84, 88, 92);
|
||||
overcast.mAmbientDayColor = clr(93, 96, 105);
|
||||
overcast.mAmbientSunsetColor = clr(83, 77, 75);
|
||||
overcast.mAmbientNightColor = clr(57, 60, 66);
|
||||
overcast.mSunSunriseColor = clr(87, 125, 163);
|
||||
overcast.mSunDayColor = clr(163, 169, 183);
|
||||
overcast.mSunSunsetColor = clr(85, 103, 157);
|
||||
overcast.mSunNightColor = clr(32, 54, 100);
|
||||
overcast.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||
overcast.mLandFogDayDepth = 0.7;
|
||||
overcast.mLandFogNightDepth = 0.7;
|
||||
overcast.mWindSpeed = 0.2;
|
||||
overcast.mCloudSpeed = 1.5;
|
||||
overcast.mGlareView = 0;
|
||||
mWeatherSettings["overcast"] = overcast;
|
||||
|
||||
Weather ashstorm;
|
||||
ashstorm.mCloudTexture = "tx_sky_ashstorm.dds";
|
||||
ashstorm.mCloudsMaximumPercent = 1.0;
|
||||
ashstorm.mTransitionDelta = 0.035;
|
||||
ashstorm.mSkySunriseColor = clr(91, 56, 51);
|
||||
ashstorm.mSkyDayColor = clr(124, 73, 58);
|
||||
ashstorm.mSkySunsetColor = clr(106, 55, 40);
|
||||
ashstorm.mSkyNightColor = clr(20, 21, 22);
|
||||
ashstorm.mFogSunriseColor = clr(91, 56, 51);
|
||||
ashstorm.mFogDayColor = clr(124, 73, 58);
|
||||
ashstorm.mFogSunsetColor = clr(106, 55, 40);
|
||||
ashstorm.mFogNightColor = clr(20, 21, 22);
|
||||
ashstorm.mAmbientSunriseColor = clr(52, 42, 37);
|
||||
ashstorm.mAmbientDayColor = clr(75, 49, 41);
|
||||
ashstorm.mAmbientSunsetColor = clr(48, 39, 35);
|
||||
ashstorm.mAmbientNightColor = clr(36, 42, 49);
|
||||
ashstorm.mSunSunriseColor = clr(184, 91, 71);
|
||||
ashstorm.mSunDayColor = clr(228, 139, 114);
|
||||
ashstorm.mSunSunsetColor = clr(185, 86, 57);
|
||||
ashstorm.mSunNightColor = clr(54, 66, 74);
|
||||
ashstorm.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||
ashstorm.mLandFogDayDepth = 1.1;
|
||||
ashstorm.mLandFogNightDepth = 1.2;
|
||||
ashstorm.mWindSpeed = 0.8;
|
||||
ashstorm.mCloudSpeed = 7;
|
||||
ashstorm.mGlareView = 0;
|
||||
ashstorm.mAmbientLoopSoundID = "ashstorm";
|
||||
mWeatherSettings["ashstorm"] = ashstorm;
|
||||
|
||||
Weather blight;
|
||||
blight.mCloudTexture = "tx_sky_blight.dds";
|
||||
blight.mCloudsMaximumPercent = 1.0;
|
||||
blight.mTransitionDelta = 0.04;
|
||||
blight.mSkySunriseColor = clr(90, 35, 35);
|
||||
blight.mSkyDayColor = clr(90, 35, 35);
|
||||
blight.mSkySunsetColor = clr(92, 33, 33);
|
||||
blight.mSkyNightColor = clr(44, 14, 14);
|
||||
blight.mFogSunriseColor = clr(90, 35, 35);
|
||||
blight.mFogDayColor = clr(128, 19, 19);
|
||||
blight.mFogSunsetColor = clr(92, 33, 33);
|
||||
blight.mFogNightColor = clr(44, 14, 14);
|
||||
blight.mAmbientSunriseColor = clr(61, 40, 40);
|
||||
blight.mAmbientDayColor = clr(79, 54, 54);
|
||||
blight.mAmbientSunsetColor = clr(61, 40, 40);
|
||||
blight.mAmbientNightColor = clr(56, 58, 62);
|
||||
blight.mSunSunriseColor = clr(180, 78, 78);
|
||||
blight.mSunDayColor = clr(224, 84, 84);
|
||||
blight.mSunSunsetColor = clr(180, 78, 78);
|
||||
blight.mSunNightColor = clr(61, 91, 143);
|
||||
blight.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||
blight.mLandFogDayDepth = 1.1;
|
||||
blight.mLandFogNightDepth = 1.2;
|
||||
blight.mWindSpeed = 0.9;
|
||||
blight.mCloudSpeed = 9;
|
||||
blight.mGlareView = 0;
|
||||
blight.mAmbientLoopSoundID = "blight";
|
||||
mWeatherSettings["blight"] = blight;
|
||||
|
||||
Weather snow;
|
||||
snow.mCloudTexture = "tx_bm_sky_snow.dds";
|
||||
snow.mCloudsMaximumPercent = 1.0;
|
||||
snow.mTransitionDelta = 0.014;
|
||||
snow.mSkySunriseColor = clr(196, 91, 91);
|
||||
snow.mSkyDayColor = clr(153, 158, 166);
|
||||
snow.mSkySunsetColor = clr(96, 115, 134);
|
||||
snow.mSkyNightColor = clr(31, 35, 39);
|
||||
snow.mFogSunriseColor = clr(106, 91, 91);
|
||||
snow.mFogDayColor = clr(153, 158, 166);
|
||||
snow.mFogSunsetColor = clr(96, 115, 134);
|
||||
snow.mFogNightColor = clr(31, 35, 39);
|
||||
snow.mAmbientSunriseColor = clr(92, 84, 84);
|
||||
snow.mAmbientDayColor = clr(93, 96, 105);
|
||||
snow.mAmbientSunsetColor = clr(70, 79, 87);
|
||||
snow.mAmbientNightColor = clr(49, 58, 68);
|
||||
snow.mSunSunriseColor = clr(141, 109, 109);
|
||||
snow.mSunDayColor = clr(163, 169, 183);
|
||||
snow.mSunSunsetColor = clr(101, 121, 141);
|
||||
snow.mSunNightColor = clr(55, 66, 77);
|
||||
snow.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||
snow.mLandFogDayDepth = 1.0;
|
||||
snow.mLandFogNightDepth = 1.2;
|
||||
snow.mWindSpeed = 0;
|
||||
snow.mCloudSpeed = 1.5;
|
||||
snow.mGlareView = 0;
|
||||
mWeatherSettings["snow"] = snow;
|
||||
|
||||
Weather blizzard;
|
||||
blizzard.mCloudTexture = "tx_bm_sky_blizzard.dds";
|
||||
blizzard.mCloudsMaximumPercent = 1.0;
|
||||
blizzard.mTransitionDelta = 0.030;
|
||||
blizzard.mSkySunriseColor = clr(91, 99, 106);
|
||||
blizzard.mSkyDayColor = clr(121, 133, 145);
|
||||
blizzard.mSkySunsetColor = clr(108, 115, 121);
|
||||
blizzard.mSkyNightColor = clr(27, 29, 31);
|
||||
blizzard.mFogSunriseColor = clr(91, 99, 106);
|
||||
blizzard.mFogDayColor = clr(121, 133, 145);
|
||||
blizzard.mFogSunsetColor = clr(108, 115, 121);
|
||||
blizzard.mFogNightColor = clr(21, 24, 28);
|
||||
blizzard.mAmbientSunriseColor = clr(84, 88, 92);
|
||||
blizzard.mAmbientDayColor = clr(93, 96, 105);
|
||||
blizzard.mAmbientSunsetColor = clr(83, 77, 75);
|
||||
blizzard.mAmbientNightColor = clr(53, 62, 70);
|
||||
blizzard.mSunSunriseColor = clr(114, 128, 146);
|
||||
blizzard.mSunDayColor = clr(163, 169, 183);
|
||||
blizzard.mSunSunsetColor = clr(106, 114, 136);
|
||||
blizzard.mSunNightColor = clr(57, 66, 74);
|
||||
blizzard.mSunDiscSunsetColor = clr(128, 128, 128);
|
||||
blizzard.mLandFogDayDepth = 2.8;
|
||||
blizzard.mLandFogNightDepth = 3.0;
|
||||
blizzard.mWindSpeed = 0.9;
|
||||
blizzard.mCloudSpeed = 7.5;
|
||||
blizzard.mGlareView = 0;
|
||||
blizzard.mAmbientLoopSoundID = "BM Blizzard";
|
||||
mWeatherSettings["blizzard"] = blizzard;
|
||||
}
|
||||
|
||||
void WeatherManager::setWeather(const String& weather, bool instant)
|
||||
{
|
||||
if (instant || mFirstUpdate)
|
||||
{
|
||||
mNextWeather = "";
|
||||
mCurrentWeather = weather;
|
||||
mFirstUpdate = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (mNextWeather != "")
|
||||
{
|
||||
// transition more than 50% finished?
|
||||
if (mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60) <= 0.5)
|
||||
mCurrentWeather = mNextWeather;
|
||||
}
|
||||
|
||||
mNextWeather = weather;
|
||||
mRemainingTransitionTime = mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60;
|
||||
}
|
||||
}
|
||||
|
||||
WeatherResult WeatherManager::getResult(const String& weather)
|
||||
{
|
||||
const Weather& current = mWeatherSettings[weather];
|
||||
WeatherResult result;
|
||||
|
||||
result.mCloudTexture = current.mCloudTexture;
|
||||
result.mCloudBlendFactor = 0;
|
||||
result.mCloudOpacity = current.mCloudsMaximumPercent;
|
||||
result.mWindSpeed = current.mWindSpeed;
|
||||
result.mCloudSpeed = current.mCloudSpeed;
|
||||
result.mGlareView = current.mGlareView;
|
||||
result.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
|
||||
result.mSunColor = current.mSunDiscSunsetColor;
|
||||
|
||||
const float fade_duration = current.mTransitionDelta * 24.f;
|
||||
|
||||
result.mNight = (mHour < 6.f+fade_duration || mHour > 20.f-fade_duration);
|
||||
|
||||
result.mFogDepth = result.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
|
||||
|
||||
// night
|
||||
if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration)
|
||||
|| mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
|
||||
{
|
||||
result.mFogColor = current.mFogNightColor;
|
||||
result.mAmbientColor = current.mAmbientNightColor;
|
||||
result.mSunColor = current.mSunNightColor;
|
||||
result.mSkyColor = current.mSkyNightColor;
|
||||
result.mNightFade = 1.f;
|
||||
}
|
||||
|
||||
// sunrise
|
||||
else if (mHour >= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration) && mHour <= WeatherGlobals::mSunriseTime)
|
||||
{
|
||||
if (mHour <= (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration))
|
||||
{
|
||||
// fade in
|
||||
float advance = (WeatherGlobals::mSunriseTime-WeatherGlobals::mSunriseDuration+fade_duration)-mHour;
|
||||
float factor = (advance / fade_duration);
|
||||
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.mNightFade = factor;
|
||||
}
|
||||
else if (mHour >= (WeatherGlobals::mSunriseTime-fade_duration))
|
||||
{
|
||||
// fade out
|
||||
float advance = mHour-(WeatherGlobals::mSunriseTime-fade_duration);
|
||||
float factor = advance / fade_duration;
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
result.mFogColor = current.mFogSunriseColor;
|
||||
result.mAmbientColor = current.mAmbientSunriseColor;
|
||||
result.mSunColor = current.mSunSunriseColor;
|
||||
result.mSkyColor = current.mSkySunriseColor;
|
||||
}
|
||||
}
|
||||
|
||||
// day
|
||||
else if (mHour >= (WeatherGlobals::mSunriseTime) && mHour <= (WeatherGlobals::mSunsetTime))
|
||||
{
|
||||
result.mFogColor = current.mFogDayColor;
|
||||
result.mAmbientColor = current.mAmbientDayColor;
|
||||
result.mSunColor = current.mSunDayColor;
|
||||
result.mSkyColor = current.mSkyDayColor;
|
||||
}
|
||||
|
||||
// sunset
|
||||
else if (mHour >= (WeatherGlobals::mSunsetTime) && mHour <= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration))
|
||||
{
|
||||
if (mHour <= (WeatherGlobals::mSunsetTime+fade_duration))
|
||||
{
|
||||
// fade in
|
||||
float advance = (WeatherGlobals::mSunsetTime+fade_duration)-mHour;
|
||||
float factor = (advance / fade_duration);
|
||||
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);
|
||||
}
|
||||
else if (mHour >= (WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration))
|
||||
{
|
||||
// fade out
|
||||
float advance = mHour-(WeatherGlobals::mSunsetTime+WeatherGlobals::mSunsetDuration-fade_duration);
|
||||
float factor = advance / fade_duration;
|
||||
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.mNightFade = factor;
|
||||
}
|
||||
else
|
||||
{
|
||||
result.mFogColor = current.mFogSunsetColor;
|
||||
result.mAmbientColor = current.mAmbientSunsetColor;
|
||||
result.mSunColor = current.mSunSunsetColor;
|
||||
result.mSkyColor = current.mSkySunsetColor;
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
WeatherResult WeatherManager::transition(float factor)
|
||||
{
|
||||
const WeatherResult& current = getResult(mCurrentWeather);
|
||||
const WeatherResult& other = getResult(mNextWeather);
|
||||
WeatherResult result;
|
||||
|
||||
result.mCloudTexture = current.mCloudTexture;
|
||||
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.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.mNight = current.mNight;
|
||||
|
||||
// sound change behaviour:
|
||||
// if 'other' has a new sound, switch to it after 1/2 of the transition length
|
||||
if (other.mAmbientLoopSoundID != "")
|
||||
result.mAmbientLoopSoundID = factor>0.5 ? other.mAmbientLoopSoundID : current.mAmbientLoopSoundID;
|
||||
// if 'current' has a sound and 'other' does not have a sound, turn off the sound immediately
|
||||
else if (current.mAmbientLoopSoundID != "")
|
||||
result.mAmbientLoopSoundID = "";
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void WeatherManager::update(float duration)
|
||||
{
|
||||
mWeatherUpdateTime -= duration;
|
||||
if (mEnvironment->mWorld->isCellExterior() || mEnvironment->mWorld->isCellQuasiExterior())
|
||||
{
|
||||
std::string regionstr = mEnvironment->mWorld->getPlayer().getPlayer().getCell()->cell->region;
|
||||
boost::algorithm::to_lower(regionstr);
|
||||
|
||||
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
|
||||
{
|
||||
mCurrentRegion = regionstr;
|
||||
mWeatherUpdateTime = WeatherGlobals::mWeatherUpdateTime*60.f;
|
||||
|
||||
std::string weather;
|
||||
|
||||
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
|
||||
weather = mRegionOverrides[regionstr];
|
||||
else
|
||||
{
|
||||
// get weather probabilities for the current region
|
||||
const ESM::Region *region = mEnvironment->mWorld->getStore().regions.find (regionstr);
|
||||
|
||||
float clear = region->data.clear/255.f;
|
||||
float cloudy = region->data.cloudy/255.f;
|
||||
float foggy = region->data.foggy/255.f;
|
||||
float overcast = region->data.overcast/255.f;
|
||||
float rain = region->data.rain/255.f;
|
||||
float thunder = region->data.thunder/255.f;
|
||||
float ash = region->data.ash/255.f;
|
||||
float blight = region->data.blight/255.f;
|
||||
float snow = region->data.a/255.f;
|
||||
float blizzard = region->data.b/255.f;
|
||||
|
||||
// re-scale to 100 percent
|
||||
const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight+snow+blizzard;
|
||||
|
||||
srand(time(NULL));
|
||||
float random = ((rand()%100)/100.f) * total;
|
||||
|
||||
if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
|
||||
weather = "blizzard";
|
||||
else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
|
||||
weather = "snow";
|
||||
else if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
|
||||
weather = "blight";
|
||||
else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
|
||||
weather = "ashstorm";
|
||||
else if (random >= rain+overcast+foggy+cloudy+clear)
|
||||
weather = "thunderstorm";
|
||||
else if (random >= overcast+foggy+cloudy+clear)
|
||||
weather = "rain";
|
||||
else if (random >= foggy+cloudy+clear)
|
||||
weather = "overcast";
|
||||
else if (random >= cloudy+clear)
|
||||
weather = "foggy";
|
||||
else if (random >= clear)
|
||||
weather = "cloudy";
|
||||
else
|
||||
weather = "clear";
|
||||
}
|
||||
|
||||
setWeather(weather, false);
|
||||
/*
|
||||
std::cout << "roll result: " << random << std::endl;
|
||||
|
||||
std::cout << regionstr << " weather probabilities: " << clear << " " << cloudy << " " << foggy << " "
|
||||
<< overcast << " " << rain << " " << thunder << " " << ash << " " << blight << " " << snow << " "
|
||||
<< blizzard << std::endl;
|
||||
|
||||
std::cout << "New weather : " << weather << std::endl;
|
||||
*/
|
||||
}
|
||||
|
||||
WeatherResult result;
|
||||
|
||||
if (mNextWeather != "")
|
||||
{
|
||||
mRemainingTransitionTime -= duration;
|
||||
if (mRemainingTransitionTime < 0)
|
||||
{
|
||||
mCurrentWeather = mNextWeather;
|
||||
mNextWeather = "";
|
||||
}
|
||||
}
|
||||
|
||||
if (mNextWeather != "")
|
||||
result = transition(1-(mRemainingTransitionTime/(mWeatherSettings[mCurrentWeather].mTransitionDelta*24.f*60)));
|
||||
else
|
||||
result = getResult(mCurrentWeather);
|
||||
|
||||
mRendering->configureFog(result.mFogDepth, result.mFogColor);
|
||||
|
||||
// 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();
|
||||
}
|
||||
|
||||
// moon calculations
|
||||
float night;
|
||||
if (mHour >= 14)
|
||||
night = mHour-14;
|
||||
else if (mHour <= 10)
|
||||
night = mHour+10;
|
||||
else
|
||||
night = 0;
|
||||
|
||||
night /= 20.f;
|
||||
|
||||
if (night != 0)
|
||||
{
|
||||
float moonHeight = 1-std::abs((night-0.5)*2);
|
||||
int facing = (mHour > 0.f && mHour<12.f) ? 1 : -1;
|
||||
Vector3 masser(
|
||||
(1-moonHeight)*facing,
|
||||
(1-moonHeight)*facing,
|
||||
moonHeight);
|
||||
|
||||
Vector3 secunda(
|
||||
(1-moonHeight)*facing*0.8,
|
||||
(1-moonHeight)*facing*1.25,
|
||||
moonHeight);
|
||||
|
||||
mRendering->getSkyManager()->setMasserDirection(masser);
|
||||
mRendering->getSkyManager()->setSecundaDirection(secunda);
|
||||
mRendering->getSkyManager()->masserEnable();
|
||||
mRendering->getSkyManager()->secundaEnable();
|
||||
|
||||
float hour_fade;
|
||||
if (mHour >= 7.f && mHour <= 14.f)
|
||||
hour_fade = 1-(mHour-7)/3.f;
|
||||
else if (mHour >= 14 && mHour <= 15.f)
|
||||
hour_fade = mHour-14;
|
||||
else
|
||||
hour_fade = 1;
|
||||
|
||||
float secunda_angle_fade;
|
||||
float masser_angle_fade;
|
||||
float angle = moonHeight*90.f;
|
||||
|
||||
if (angle >= 30 && angle <= 50)
|
||||
secunda_angle_fade = (angle-30)/20.f;
|
||||
else if (angle <30)
|
||||
secunda_angle_fade = 0.f;
|
||||
else
|
||||
secunda_angle_fade = 1.f;
|
||||
|
||||
if (angle >= 40 && angle <= 50)
|
||||
masser_angle_fade = (angle-40)/10.f;
|
||||
else if (angle <40)
|
||||
masser_angle_fade = 0.f;
|
||||
else
|
||||
masser_angle_fade = 1.f;
|
||||
|
||||
masser_angle_fade *= hour_fade;
|
||||
secunda_angle_fade *= hour_fade;
|
||||
|
||||
mRendering->getSkyManager()->setMasserFade(masser_angle_fade);
|
||||
mRendering->getSkyManager()->setSecundaFade(secunda_angle_fade);
|
||||
}
|
||||
else
|
||||
{
|
||||
mRendering->getSkyManager()->masserDisable();
|
||||
mRendering->getSkyManager()->secundaDisable();
|
||||
}
|
||||
|
||||
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;
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
mRendering->getSkyManager()->setThunder(0.f);
|
||||
|
||||
mRendering->setAmbientColour(result.mAmbientColor);
|
||||
mRendering->sunEnable();
|
||||
mRendering->setSunColour(result.mSunColor);
|
||||
|
||||
mRendering->getSkyManager()->setWeather(result);
|
||||
}
|
||||
else
|
||||
{
|
||||
mRendering->sunDisable();
|
||||
mRendering->skyDisable();
|
||||
mRendering->getSkyManager()->setThunder(0.f);
|
||||
}
|
||||
}
|
||||
|
||||
void WeatherManager::setHour(const float hour)
|
||||
{
|
||||
// accelerate a bit for testing
|
||||
/*
|
||||
mHour += 0.005;
|
||||
|
||||
if (mHour >= 24.f) mHour = 0.f;
|
||||
|
||||
std::cout << "hour " << mHour << std::endl;
|
||||
*/
|
||||
|
||||
mHour = hour;
|
||||
}
|
||||
|
||||
void WeatherManager::setDate(const int day, const int month)
|
||||
{
|
||||
mDay = day;
|
||||
mMonth = month;
|
||||
}
|
||||
|
||||
unsigned int WeatherManager::getWeatherID() const
|
||||
{
|
||||
// Source: http://www.uesp.net/wiki/Tes3Mod:GetCurrentWeather
|
||||
|
||||
if (mCurrentWeather == "clear")
|
||||
return 0;
|
||||
else if (mCurrentWeather == "cloudy")
|
||||
return 1;
|
||||
else if (mCurrentWeather == "foggy")
|
||||
return 2;
|
||||
else if (mCurrentWeather == "overcast")
|
||||
return 3;
|
||||
else if (mCurrentWeather == "rain")
|
||||
return 4;
|
||||
else if (mCurrentWeather == "thunderstorm")
|
||||
return 5;
|
||||
else if (mCurrentWeather == "ashstorm")
|
||||
return 6;
|
||||
else if (mCurrentWeather == "blight")
|
||||
return 7;
|
||||
else if (mCurrentWeather == "snow")
|
||||
return 8;
|
||||
else if (mCurrentWeather == "blizzard")
|
||||
return 9;
|
||||
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
void WeatherManager::changeWeather(const std::string& region, const unsigned int id)
|
||||
{
|
||||
std::string weather;
|
||||
if (id==0)
|
||||
weather = "clear";
|
||||
else if (id==1)
|
||||
weather = "cloudy";
|
||||
else if (id==2)
|
||||
weather = "foggy";
|
||||
else if (id==3)
|
||||
weather = "overcast";
|
||||
else if (id==4)
|
||||
weather = "rain";
|
||||
else if (id==5)
|
||||
weather = "thunderstorm";
|
||||
else if (id==6)
|
||||
weather = "ashstorm";
|
||||
else if (id==7)
|
||||
weather = "blight";
|
||||
else if (id==8)
|
||||
weather = "snow";
|
||||
else if (id==9)
|
||||
weather = "blizzard";
|
||||
else
|
||||
weather = "clear";
|
||||
|
||||
mRegionOverrides[region] = weather;
|
||||
}
|
@ -1,272 +0,0 @@
|
||||
#ifndef GAME_MWWORLD_WEATHER_H
|
||||
#define GAME_MWWORLD_WEATHER_H
|
||||
|
||||
#include <OgreString.h>
|
||||
#include <OgreColourValue.h>
|
||||
|
||||
namespace MWRender
|
||||
{
|
||||
class RenderingManager;
|
||||
}
|
||||
|
||||
namespace MWWorld
|
||||
{
|
||||
class Environment;
|
||||
|
||||
/// Global weather manager properties (according to INI)
|
||||
struct WeatherGlobals
|
||||
{
|
||||
/*
|
||||
[Weather]
|
||||
EnvReduceColor=255,255,255,255
|
||||
LerpCloseColor=037,046,048,255
|
||||
BumpFadeColor=230,239,255,255
|
||||
AlphaReduce=0.35
|
||||
Minimum Time Between Environmental Sounds=1.0
|
||||
Maximum Time Between Environmental Sounds=5.0
|
||||
Sun Glare Fader Max=0.5
|
||||
Sun Glare Fader Angle Max=30.0
|
||||
Sun Glare Fader Color=222,095,039
|
||||
Timescale Clouds=0
|
||||
Precip Gravity=575
|
||||
Hours Between Weather Changes=20
|
||||
Rain Ripples=1
|
||||
Rain Ripple Radius=1024
|
||||
Rain Ripples Per Drop=1
|
||||
Rain Ripple Scale=0.3
|
||||
Rain Ripple Speed=1.0
|
||||
Fog Depth Change Speed=3
|
||||
Sunrise Time=6
|
||||
Sunset Time=18
|
||||
Sunrise Duration=2
|
||||
Sunset Duration=2
|
||||
Sky Pre-Sunrise Time=.5
|
||||
Sky Post-Sunrise Time=1
|
||||
Sky Pre-Sunset Time=1.5
|
||||
Sky Post-Sunset Time=.5
|
||||
Ambient Pre-Sunrise Time=.5
|
||||
Ambient Post-Sunrise Time=2
|
||||
Ambient Pre-Sunset Time=1
|
||||
Ambient Post-Sunset Time=1.25
|
||||
Fog Pre-Sunrise Time=.5
|
||||
Fog Post-Sunrise Time=1
|
||||
Fog Pre-Sunset Time=2
|
||||
Fog Post-Sunset Time=1
|
||||
Sun Pre-Sunrise Time=0
|
||||
Sun Post-Sunrise Time=0
|
||||
Sun Pre-Sunset Time=1
|
||||
Sun Post-Sunset Time=1.25
|
||||
Stars Post-Sunset Start=1
|
||||
Stars Pre-Sunrise Finish=2
|
||||
Stars Fading Duration=2
|
||||
Snow Ripples=0
|
||||
Snow Ripple Radius=1024
|
||||
Snow Ripples Per Flake=1
|
||||
Snow Ripple Scale=0.3
|
||||
Snow Ripple Speed=1.0
|
||||
Snow Gravity Scale=0.1
|
||||
Snow High Kill=700
|
||||
Snow Low Kill=150
|
||||
|
||||
|
||||
[Moons]
|
||||
Masser Size=94
|
||||
Masser Fade In Start=14
|
||||
Masser Fade In Finish=15
|
||||
Masser Fade Out Start=7
|
||||
Masser Fade Out Finish=10
|
||||
Masser Axis Offset=35
|
||||
Masser Speed=.5
|
||||
Masser Daily Increment=1
|
||||
Masser Fade Start Angle=50
|
||||
Masser Fade End Angle=40
|
||||
Masser Moon Shadow Early Fade Angle=0.5
|
||||
Secunda Size=40
|
||||
Secunda Fade In Start=14
|
||||
Secunda Fade In Finish=15
|
||||
Secunda Fade Out Start=7
|
||||
Secunda Fade Out Finish=10
|
||||
Secunda Axis Offset=50
|
||||
Secunda Speed=.6
|
||||
Secunda Daily Increment=1.2
|
||||
Secunda Fade Start Angle=50
|
||||
Secunda Fade End Angle=30
|
||||
Secunda Moon Shadow Early Fade Angle=0.5
|
||||
Script Color=255,20,20
|
||||
*/
|
||||
|
||||
static const float mSunriseTime;
|
||||
static const float mSunsetTime;
|
||||
static const float mSunriseDuration;
|
||||
static const float mSunsetDuration;
|
||||
|
||||
static const float mWeatherUpdateTime;
|
||||
|
||||
// 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;
|
||||
static const float mThunderThreshold;
|
||||
static const float mThunderSoundDelay;
|
||||
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
|
||||
{
|
||||
Ogre::String mCloudTexture;
|
||||
Ogre::String mNextCloudTexture;
|
||||
float mCloudBlendFactor;
|
||||
|
||||
Ogre::ColourValue mFogColor;
|
||||
|
||||
Ogre::ColourValue mAmbientColor;
|
||||
|
||||
Ogre::ColourValue mSkyColor;
|
||||
|
||||
Ogre::ColourValue mSunColor;
|
||||
|
||||
Ogre::ColourValue mSunDiscColor;
|
||||
|
||||
float mFogDepth;
|
||||
|
||||
float mWindSpeed;
|
||||
|
||||
float mCloudSpeed;
|
||||
|
||||
float mCloudOpacity;
|
||||
|
||||
float mGlareView;
|
||||
|
||||
bool mNight; // use night skybox
|
||||
float mNightFade; // fading factor for night skybox
|
||||
|
||||
Ogre::String mAmbientLoopSoundID;
|
||||
};
|
||||
|
||||
|
||||
/// Defines a single weather setting (according to INI)
|
||||
struct Weather
|
||||
{
|
||||
Ogre::String mCloudTexture;
|
||||
|
||||
// Sky (atmosphere) colors
|
||||
Ogre::ColourValue mSkySunriseColor,
|
||||
mSkyDayColor,
|
||||
mSkySunsetColor,
|
||||
mSkyNightColor;
|
||||
|
||||
// Fog colors
|
||||
Ogre::ColourValue mFogSunriseColor,
|
||||
mFogDayColor,
|
||||
mFogSunsetColor,
|
||||
mFogNightColor;
|
||||
|
||||
// Ambient lighting colors
|
||||
Ogre::ColourValue mAmbientSunriseColor,
|
||||
mAmbientDayColor,
|
||||
mAmbientSunsetColor,
|
||||
mAmbientNightColor;
|
||||
|
||||
// Sun (directional) lighting colors
|
||||
Ogre::ColourValue mSunSunriseColor,
|
||||
mSunDayColor,
|
||||
mSunSunsetColor,
|
||||
mSunNightColor;
|
||||
|
||||
// Fog depth/density
|
||||
float mLandFogDayDepth,
|
||||
mLandFogNightDepth;
|
||||
|
||||
// Color modulation for the sun itself during sunset (not completely sure)
|
||||
Ogre::ColourValue mSunDiscSunsetColor;
|
||||
|
||||
// Duration of weather transition (in days)
|
||||
float mTransitionDelta;
|
||||
|
||||
// No idea what this one is used for?
|
||||
float mWindSpeed;
|
||||
|
||||
// Cloud animation speed multiplier
|
||||
float mCloudSpeed;
|
||||
|
||||
// Multiplier for clouds transparency
|
||||
float mCloudsMaximumPercent;
|
||||
|
||||
// Value between 0 and 1, defines the strength of the sun glare effect
|
||||
float mGlareView;
|
||||
|
||||
// Sound effect
|
||||
// This is used for Blight, Ashstorm and Blizzard (Bloodmoon)
|
||||
Ogre::String mAmbientLoopSoundID;
|
||||
|
||||
// Rain sound effect
|
||||
Ogre::String mRainLoopSoundID;
|
||||
|
||||
/// \todo disease chance
|
||||
};
|
||||
|
||||
///
|
||||
/// Interface for weather settings
|
||||
///
|
||||
class WeatherManager
|
||||
{
|
||||
public:
|
||||
WeatherManager(MWRender::RenderingManager*, MWWorld::Environment*);
|
||||
|
||||
/**
|
||||
* Change the weather in the specified region
|
||||
* @param region that should be changed
|
||||
* @param ID of the weather setting to shift to
|
||||
*/
|
||||
void changeWeather(const std::string& region, const unsigned int id);
|
||||
|
||||
/**
|
||||
* Per-frame update
|
||||
* @param duration
|
||||
*/
|
||||
void update(float duration);
|
||||
|
||||
void setHour(const float hour);
|
||||
|
||||
void setDate(const int day, const int month);
|
||||
|
||||
unsigned int getWeatherID() const;
|
||||
|
||||
private:
|
||||
float mHour;
|
||||
int mDay, mMonth;
|
||||
|
||||
MWRender::RenderingManager* mRendering;
|
||||
MWWorld::Environment* mEnvironment;
|
||||
|
||||
std::map<Ogre::String, Weather> mWeatherSettings;
|
||||
|
||||
std::map<std::string, std::string> mRegionOverrides;
|
||||
|
||||
Ogre::String mCurrentWeather;
|
||||
Ogre::String mNextWeather;
|
||||
|
||||
std::string mCurrentRegion;
|
||||
|
||||
bool mFirstUpdate;
|
||||
|
||||
float mWeatherUpdateTime;
|
||||
|
||||
float mRemainingTransitionTime;
|
||||
|
||||
float mThunderFlash;
|
||||
float mThunderChance;
|
||||
float mThunderChanceNeeded;
|
||||
float mThunderSoundDelay;
|
||||
|
||||
WeatherResult transition(const float factor);
|
||||
WeatherResult getResult(const Ogre::String& weather);
|
||||
|
||||
void setWeather(const Ogre::String& weather, bool instant=false);
|
||||
};
|
||||
}
|
||||
|
||||
#endif // GAME_MWWORLD_WEATHER_H
|
Loading…
Reference in New Issue