From fadbb5ad2196418c558abf977b3f2db0ed87489e Mon Sep 17 00:00:00 2001 From: scrawl Date: Mon, 1 Dec 2014 20:31:33 +0100 Subject: [PATCH] Add particle and sound fading for weather transitions (Fixes #2130) --- apps/openmw/mwrender/sky.cpp | 40 ++++++++++++++++ apps/openmw/mwworld/weather.cpp | 82 ++++++++++++++++++--------------- apps/openmw/mwworld/weather.hpp | 16 ++++--- 3 files changed, 94 insertions(+), 44 deletions(-) diff --git a/apps/openmw/mwrender/sky.cpp b/apps/openmw/mwrender/sky.cpp index ccef74efb..184102127 100644 --- a/apps/openmw/mwrender/sky.cpp +++ b/apps/openmw/mwrender/sky.cpp @@ -34,6 +34,41 @@ using namespace MWRender; using namespace Ogre; +namespace +{ + +void setAlpha (NifOgre::ObjectScenePtr scene, Ogre::MovableObject* movable, float alpha) +{ + Ogre::MaterialPtr mat = scene->mMaterialControllerMgr.getWritableMaterial(movable); + Ogre::Material::TechniqueIterator techs = mat->getTechniqueIterator(); + while(techs.hasMoreElements()) + { + Ogre::Technique *tech = techs.getNext(); + Ogre::Technique::PassIterator passes = tech->getPassIterator(); + while(passes.hasMoreElements()) + { + Ogre::Pass *pass = passes.getNext(); + Ogre::ColourValue diffuse = pass->getDiffuse(); + diffuse.a = alpha; + pass->setDiffuse(diffuse); + } + } + +} + +void setAlpha (NifOgre::ObjectScenePtr scene, float alpha) +{ + for(size_t i = 0; i < scene->mParticles.size(); ++i) + setAlpha(scene, scene->mParticles[i], alpha); + for(size_t i = 0; i < scene->mEntities.size(); ++i) + { + if (scene->mEntities[i] != scene->mSkelBase) + setAlpha(scene, scene->mEntities[i], alpha); + } +} + +} + BillboardObject::BillboardObject( const String& textureName, const float initialSize, const Vector3& position, @@ -660,6 +695,11 @@ void SkyManager::setWeather(const MWWorld::WeatherResult& weather) mSun->setVisibility(weather.mGlareView * strength); mAtmosphereNight->setVisible(weather.mNight && mEnabled); + + if (mParticle.get()) + setAlpha(mParticle, weather.mEffectFade); + for (std::map::iterator it = mRainModels.begin(); it != mRainModels.end(); ++it) + setAlpha(it->second, weather.mEffectFade); } void SkyManager::setGlare(const float glare) diff --git a/apps/openmw/mwworld/weather.cpp b/apps/openmw/mwworld/weather.cpp index f738734b1..3f9b7d562 100644 --- a/apps/openmw/mwworld/weather.cpp +++ b/apps/openmw/mwworld/weather.cpp @@ -6,6 +6,8 @@ #include "../mwbase/world.hpp" #include "../mwbase/soundmanager.hpp" +#include "../mwsound/sound.hpp" + #include "../mwrender/renderingmanager.hpp" #include "player.hpp" @@ -152,12 +154,12 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fa setFallbackWeather(foggy,"foggy"); Weather thunderstorm; - thunderstorm.mRainLoopSoundID = "rain heavy"; + thunderstorm.mAmbientLoopSoundID = "rain heavy"; thunderstorm.mRainEffect = "meshes\\raindrop.nif"; setFallbackWeather(thunderstorm,"thunderstorm"); Weather rain; - rain.mRainLoopSoundID = "rain"; + rain.mAmbientLoopSoundID = "rain"; rain.mRainEffect = "meshes\\raindrop.nif"; setFallbackWeather(rain,"rain"); @@ -186,7 +188,7 @@ WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fa WeatherManager::~WeatherManager() { - stopSounds(true); + stopSounds(); } void WeatherManager::setWeather(const String& weather, bool instant) @@ -228,6 +230,8 @@ void WeatherManager::setResult(const String& weatherType) mResult.mCloudSpeed = current.mCloudSpeed; mResult.mGlareView = current.mGlareView; mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID; + mResult.mAmbientSoundVolume = 1.f; + mResult.mEffectFade = 1.f; mResult.mSunColor = current.mSunDiscSunsetColor; mResult.mIsStorm = current.mIsStorm; @@ -341,11 +345,30 @@ void WeatherManager::transition(float factor) mResult.mNight = current.mNight; - mResult.mIsStorm = current.mIsStorm; - mResult.mParticleEffect = current.mParticleEffect; - mResult.mRainEffect = current.mRainEffect; - mResult.mRainSpeed = current.mRainSpeed; - mResult.mRainFrequency = current.mRainFrequency; + if (factor < 0.5) + { + mResult.mIsStorm = current.mIsStorm; + mResult.mParticleEffect = current.mParticleEffect; + mResult.mRainEffect = current.mRainEffect; + mResult.mParticleEffect = current.mParticleEffect; + mResult.mRainSpeed = current.mRainSpeed; + mResult.mRainFrequency = current.mRainFrequency; + mResult.mAmbientSoundVolume = 1-(factor*2); + mResult.mEffectFade = mResult.mAmbientSoundVolume; + mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID; + } + else + { + mResult.mIsStorm = other.mIsStorm; + mResult.mParticleEffect = other.mParticleEffect; + mResult.mRainEffect = other.mRainEffect; + mResult.mParticleEffect = other.mParticleEffect; + mResult.mRainSpeed = other.mRainSpeed; + mResult.mRainFrequency = other.mRainFrequency; + mResult.mAmbientSoundVolume = 2*(factor-0.5); + mResult.mEffectFade = mResult.mAmbientSoundVolume; + mResult.mAmbientLoopSoundID = other.mAmbientLoopSoundID; + } } void WeatherManager::update(float duration, bool paused) @@ -361,7 +384,7 @@ void WeatherManager::update(float duration, bool paused) { mRendering->skyDisable(); mRendering->getSkyManager()->setLightningStrength(0.f); - stopSounds(true); + stopSounds(); return; } @@ -541,40 +564,25 @@ void WeatherManager::update(float duration, bool paused) mRendering->getSkyManager()->setWeather(mResult); // Play sounds - if (mNextWeather == "") + if (mPlayingSoundID != mResult.mAmbientLoopSoundID) { - std::string ambientSnd = mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID; - if (!ambientSnd.empty() && std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end()) - { - mSoundsPlaying.push_back(ambientSnd); - MWBase::Environment::get().getSoundManager()->playSound(ambientSnd, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop); - } + stopSounds(); + if (!mResult.mAmbientLoopSoundID.empty()) + mAmbientSound = MWBase::Environment::get().getSoundManager()->playSound(mResult.mAmbientLoopSoundID, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop); - std::string rainSnd = mWeatherSettings[mCurrentWeather].mRainLoopSoundID; - if (!rainSnd.empty() && std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), rainSnd) == mSoundsPlaying.end()) - { - mSoundsPlaying.push_back(rainSnd); - MWBase::Environment::get().getSoundManager()->playSound(rainSnd, 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_Loop); - } + mPlayingSoundID = mResult.mAmbientLoopSoundID; } - - stopSounds(false); + if (mAmbientSound.get()) + mAmbientSound->setVolume(mResult.mAmbientSoundVolume); } -void WeatherManager::stopSounds(bool stopAll) +void WeatherManager::stopSounds() { - std::vector::iterator it = mSoundsPlaying.begin(); - while (it!=mSoundsPlaying.end()) + if (mAmbientSound.get()) { - if (stopAll || - !((*it == mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID) || - (*it == mWeatherSettings[mCurrentWeather].mRainLoopSoundID))) - { - MWBase::Environment::get().getSoundManager()->stopSound(*it); - it = mSoundsPlaying.erase(it); - } - else - ++it; + MWBase::Environment::get().getSoundManager()->stopSound(mAmbientSound); + mAmbientSound.reset(); + mPlayingSoundID.clear(); } } @@ -764,7 +772,7 @@ bool WeatherManager::readRecord(ESM::ESMReader& reader, int32_t type) state.load(reader); // reset other temporary state, now that we loaded successfully - stopSounds(true); // let's hope this never throws + stopSounds(); // let's hope this never throws mRegionOverrides.clear(); mRegionMods.clear(); mThunderFlash = 0.0; diff --git a/apps/openmw/mwworld/weather.hpp b/apps/openmw/mwworld/weather.hpp index 97897fda9..dee9fc52a 100644 --- a/apps/openmw/mwworld/weather.hpp +++ b/apps/openmw/mwworld/weather.hpp @@ -7,6 +7,8 @@ #include #include +#include "../mwbase/soundmanager.hpp" + namespace ESM { struct Region; @@ -61,10 +63,12 @@ namespace MWWorld bool mIsStorm; std::string mAmbientLoopSoundID; + float mAmbientSoundVolume; std::string mParticleEffect; - std::string mRainEffect; + float mEffectFade; + float mRainSpeed; float mRainFrequency; }; @@ -125,9 +129,6 @@ namespace MWWorld // This is used for Blight, Ashstorm and Blizzard (Bloodmoon) std::string mAmbientLoopSoundID; - // Rain sound effect - std::string mRainLoopSoundID; - // Is this an ash storm / blight storm? If so, the following will happen: // - The particles and clouds will be oriented so they appear to come from the Red Mountain. // - Characters will animate their hand to protect eyes from the storm when looking in its direction (idlestorm animation) @@ -173,7 +174,7 @@ namespace MWWorld */ void update(float duration, bool paused = false); - void stopSounds(bool stopAll); + void stopSounds(); void setHour(const float hour); @@ -206,6 +207,9 @@ namespace MWWorld bool mIsStorm; Ogre::Vector3 mStormDirection; + MWBase::SoundPtr mAmbientSound; + std::string mPlayingSoundID; + MWWorld::Fallback* mFallback; void setFallbackWeather(Weather& weather,const std::string& name); MWRender::RenderingManager* mRendering; @@ -214,8 +218,6 @@ namespace MWWorld std::map mRegionOverrides; - std::vector mSoundsPlaying; - std::string mCurrentWeather; std::string mNextWeather;