#include "sky.hpp" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include "../mwbase/environment.hpp" #include "../mwbase/world.hpp" #include "../mwworld/fallback.hpp" #include "renderconst.hpp" #include "renderingmanager.hpp" namespace { osg::ref_ptr createAlphaTrackingUnlitMaterial() { osg::ref_ptr mat = new osg::Material; mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f)); mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f)); mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f)); mat->setColorMode(osg::Material::DIFFUSE); return mat; } osg::ref_ptr createUnlitMaterial() { osg::ref_ptr mat = new osg::Material; mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f)); mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 1.f)); mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1.f, 1.f, 1.f, 1.f)); mat->setColorMode(osg::Material::OFF); return mat; } osg::ref_ptr createTexturedQuad(int numUvSets=1) { osg::ref_ptr geom = new osg::Geometry; osg::ref_ptr verts = new osg::Vec3Array; verts->push_back(osg::Vec3f(-0.5, -0.5, 0)); verts->push_back(osg::Vec3f(-0.5, 0.5, 0)); verts->push_back(osg::Vec3f(0.5, 0.5, 0)); verts->push_back(osg::Vec3f(0.5, -0.5, 0)); geom->setVertexArray(verts); osg::ref_ptr texcoords = new osg::Vec2Array; texcoords->push_back(osg::Vec2f(0, 0)); texcoords->push_back(osg::Vec2f(0, 1)); texcoords->push_back(osg::Vec2f(1, 1)); texcoords->push_back(osg::Vec2f(1, 0)); for (int i=0; isetTexCoordArray(i, texcoords, osg::Array::BIND_PER_VERTEX); geom->addPrimitiveSet(new osg::DrawArrays(osg::PrimitiveSet::QUADS,0,4)); return geom; } } namespace MWRender { class AtmosphereUpdater : public SceneUtil::StateSetUpdater { public: void setEmissionColor(osg::Vec4f emissionColor) { mEmissionColor = emissionColor; } protected: virtual void setDefaults(osg::StateSet* stateset) { stateset->setAttribute(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/) { osg::Material* mat = static_cast(stateset->getAttribute(osg::StateAttribute::MATERIAL)); mat->setEmission(osg::Material::FRONT_AND_BACK, mEmissionColor); } private: osg::Vec4f mEmissionColor; }; class CloudUpdater : public SceneUtil::StateSetUpdater { public: void setAnimationTimer(float timer); void setTexture(osg::ref_ptr texture) { mTexture = texture; } void setEmissionColor(osg::Vec4f emissionColor) { mEmissionColor = emissionColor; } void setOpacity(float opacity) { mOpacity = opacity; } protected: virtual void setDefaults(osg::StateSet *stateset) { stateset->setTextureAttributeAndModes(0, new osg::TexMat, osg::StateAttribute::ON); stateset->setAttribute(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv) { mAnimationTimer = nv->getFrameStamp()->getSimulationTime()*0.05; osg::TexMat* texMat = static_cast(stateset->getTextureAttribute(0, osg::StateAttribute::TEXMAT)); texMat->setMatrix(osg::Matrix::translate(osg::Vec3f(mAnimationTimer, mAnimationTimer, 0.f))); stateset->setTextureAttributeAndModes(0, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); osg::Material* mat = static_cast(stateset->getAttribute(osg::StateAttribute::MATERIAL)); mat->setEmission(osg::Material::FRONT_AND_BACK, mEmissionColor); // FIXME: handle opacity, will have to resort to either shaders or multitexturing? diffuse alpha is in use by the vertex colors already } private: float mAnimationTimer; osg::ref_ptr mTexture; osg::Vec4f mEmissionColor; float mOpacity; }; /// Transform that removes the eyepoint of the modelview matrix, /// i.e. its children are positioned relative to the camera. class CameraRelativeTransform : public osg::Transform { public: CameraRelativeTransform() { // Culling works in node-local space, not in camera space, so we can't cull this node correctly // That's not a problem though, children of this node can be culled just fine // Just make sure you do not place a CameraRelativeTransform deep in the scene graph setCullingActive(false); } CameraRelativeTransform(const CameraRelativeTransform& copy, const osg::CopyOp& copyop) : osg::Transform(copy, copyop) { } META_Node(MWRender, CameraRelativeTransform) virtual bool computeLocalToWorldMatrix(osg::Matrix& matrix, osg::NodeVisitor*) const { if (_referenceFrame==RELATIVE_RF) { matrix.setTrans(osg::Vec3f(0.f,0.f,0.f)); return false; } else // absolute { matrix.makeIdentity(); return true; } } osg::BoundingSphere computeBound() const { return osg::BoundingSphere(osg::Vec3f(0,0,0), 0); } }; class DisableCullingVisitor : public osg::NodeVisitor { public: DisableCullingVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { } void apply(osg::Geode &geode) { geode.setCullingActive(false); } }; class ModVertexAlphaVisitor : public osg::NodeVisitor { public: ModVertexAlphaVisitor(int meshType) : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) , mMeshType(meshType) { } void apply(osg::Geode &geode) { for (unsigned int i=0; iasGeometry(); if (!geom) continue; // might want to use fog coordinates instead of vertex colors so we can apply a separate fade to the diffuse alpha // (that isn't possible now, with the diffuse tracking the vertex colors) osg::ref_ptr colors = new osg::Vec4Array(geom->getVertexArray()->getNumElements()); for (unsigned int i=0; isize(); ++i) { float alpha = 1.f; if (mMeshType == 0) alpha = i%2 ? 0.f : 1.f; // this is a cylinder, so every second vertex belongs to the bottom-most row else if (mMeshType == 1) { if (i>= 49 && i <= 64) alpha = 0.f; // bottom-most row else if (i>= 33 && i <= 48) alpha = 0.25098; // second row else alpha = 1.f; } else if (mMeshType == 2) { osg::Vec4Array* origColors = static_cast(geom->getColorArray()); alpha = ((*origColors)[i].x() == 1.f) ? 1.f : 0.f; } (*colors)[i] = osg::Vec4f(alpha, alpha, alpha, alpha); } geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX); } } private: int mMeshType; }; class CelestialBody { public: CelestialBody(osg::Group* parentNode, Resource::SceneManager* sceneManager, float scaleFactor = 1.f, int numUvSets=1) : mSceneManager(sceneManager) { mGeode = new osg::Geode; osg::ref_ptr geom = createTexturedQuad(numUvSets); mGeode->addDrawable(geom); mTransform = new osg::PositionAttitudeTransform; mTransform->setScale(osg::Vec3f(450,450,450) * scaleFactor); mTransform->addChild(mGeode); parentNode->addChild(mTransform); } void setDirection(const osg::Vec3f& direction) { mTransform->setPosition(direction*1000.f); osg::Quat quat; quat.makeRotate(osg::Vec3f(0,0,1), direction); mTransform->setAttitude(quat); } void setVisible(bool visible) { mTransform->setNodeMask(visible ? ~0 : 0); } protected: osg::ref_ptr mTransform; osg::ref_ptr mGeode; Resource::SceneManager* mSceneManager; }; class Sun : public CelestialBody { public: Sun(osg::Group* parentNode, Resource::SceneManager* sceneManager) : CelestialBody(parentNode, sceneManager, 1.f, 1) { osg::ref_ptr tex = mSceneManager->getTextureManager()->getTexture2D("textures/tx_sun_05.dds", osg::Texture::CLAMP, osg::Texture::CLAMP); mTransform->getOrCreateStateSet()->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON); mTransform->getOrCreateStateSet()->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON); } }; class Moon : public CelestialBody { public: enum Type { Type_Masser = 0, Type_Secunda }; Moon(osg::Group* parentNode, Resource::SceneManager* sceneManager, float scaleFactor, Type type) : CelestialBody(parentNode, sceneManager, scaleFactor, 2) , mPhase(Phase_Unspecified) , mType(type) { mUpdater = new MoonUpdater; mGeode->addUpdateCallback(mUpdater); setPhase(Phase_WaxingCrescent); } enum Phase { Phase_New = 0, Phase_WaxingCrescent, Phase_WaxingHalf, Phase_WaxingGibbous, Phase_Full, Phase_WaningGibbous, Phase_WaningHalf, Phase_WaningCrescent, Phase_Unspecified }; void setTextures(const std::string& phaseTex, const std::string& circleTex) { osg::ref_ptr stateset = new osg::StateSet; osg::ref_ptr moonTex = mSceneManager->getTextureManager()->getTexture2D(circleTex, osg::Texture::CLAMP, osg::Texture::CLAMP); // stage 0: render the moon circle in atmosphere color stateset->setTextureAttributeAndModes(0, moonTex, osg::StateAttribute::ON); osg::ref_ptr texEnv = new osg::TexEnvCombine; texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT); texEnv->setConstantColor(osg::Vec4f(0.f, 0.f, 0.f, 1.f)); // atmospherecolor stateset->setTextureAttributeAndModes(0, texEnv, osg::StateAttribute::ON); // stage 1: render the "lit" side of the moon blended over the circle osg::ref_ptr moonTex2 = mSceneManager->getTextureManager()->getTexture2D(phaseTex, osg::Texture::CLAMP, osg::Texture::CLAMP); stateset->setTextureAttributeAndModes(1, moonTex2, osg::StateAttribute::ON); osg::ref_ptr texEnv2 = new osg::TexEnvCombine; texEnv2->setCombine_RGB(osg::TexEnvCombine::INTERPOLATE); texEnv2->setCombine_Alpha(osg::TexEnvCombine::MODULATE); texEnv2->setSource0_Alpha(osg::TexEnvCombine::CONSTANT); texEnv2->setConstantColor(osg::Vec4f(1.f, 1.f, 1.f, 1.f)); texEnv2->setSource2_RGB(osg::TexEnvCombine::TEXTURE); stateset->setTextureAttributeAndModes(1, texEnv2, osg::StateAttribute::ON); mTransform->setStateSet(stateset); } void setPhase(const Phase& phase) { if (mPhase == phase) return; mPhase = phase; std::string textureName = "textures/tx_"; if (mType == Moon::Type_Secunda) textureName += "secunda_"; else textureName += "masser_"; if (phase == Moon::Phase_New) textureName += "new"; else if (phase == Moon::Phase_WaxingCrescent) textureName += "one_wax"; else if (phase == Moon::Phase_WaxingHalf) textureName += "half_wax"; else if (phase == Moon::Phase_WaxingGibbous) textureName += "three_wax"; else if (phase == Moon::Phase_WaningCrescent) textureName += "one_wan"; else if (phase == Moon::Phase_WaningHalf) textureName += "half_wan"; else if (phase == Moon::Phase_WaningGibbous) textureName += "three_wan"; else if (phase == Moon::Phase_Full) textureName += "full"; textureName += ".dds"; if (mType == Moon::Type_Secunda) setTextures(textureName, "textures/tx_mooncircle_full_s.dds"); else setTextures(textureName, "textures/tx_mooncircle_full_m.dds"); } void setType(const Type& type) { mType = type; } class MoonUpdater : public SceneUtil::StateSetUpdater { public: MoonUpdater() : mAlpha(1.f) { } virtual void setDefaults(osg::StateSet *stateset) { stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } virtual void apply(osg::StateSet *stateset, osg::NodeVisitor*) { osg::Material* mat = static_cast(stateset->getAttribute(osg::StateAttribute::MATERIAL)); mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, mAlpha)); } void setAlpha(float alpha) { mAlpha = alpha; } private: float mAlpha; }; void setAlpha(float alpha) { mUpdater->setAlpha(alpha); } void setAtmosphereColor(const osg::Vec4f& color) { // TODO } void setColor(const osg::Vec4f& color) { // TODO } unsigned int getPhaseInt() const { if (mPhase == Moon::Phase_New) return 0; else if (mPhase == Moon::Phase_WaxingCrescent) return 1; else if (mPhase == Moon::Phase_WaningCrescent) return 1; else if (mPhase == Moon::Phase_WaxingHalf) return 2; else if (mPhase == Moon::Phase_WaningHalf) return 2; else if (mPhase == Moon::Phase_WaxingGibbous) return 3; else if (mPhase == Moon::Phase_WaningGibbous) return 3; else if (mPhase == Moon::Phase_Full) return 4; return 0; } private: Type mType; Phase mPhase; osg::ref_ptr mUpdater; }; SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager) : mSceneManager(sceneManager) , mHour(0.0f) , mDay(0) , mMonth(0) , mClouds() , mNextClouds() , mCloudBlendFactor(0.0f) , mCloudOpacity(0.0f) , mCloudSpeed(0.0f) , mStarsOpacity(0.0f) , mRemainingTransitionTime(0.0f) , mGlareFade(0.0f) , mGlare(0.0f) , mEnabled(true) , mSunEnabled(true) , mMasserEnabled(true) , mSecundaEnabled(true) , mCreated(false) , mCloudAnimationTimer(0.f) , mMoonRed(false) , mRainEnabled(false) , mRainTimer(0) , mRainSpeed(0) , mRainFrequency(1) , mStormDirection(0,-1,0) , mIsStorm(false) { osg::ref_ptr skyroot (new CameraRelativeTransform); parentNode->addChild(skyroot); mRootNode = skyroot; // By default render before the world is rendered mRootNode->getOrCreateStateSet()->setRenderBinDetails(-1, "RenderBin"); } void SkyManager::create() { assert(!mCreated); mAtmosphereDay = mSceneManager->createInstance("meshes/sky_atmosphere.nif", mRootNode); ModVertexAlphaVisitor modAtmosphere(0); mAtmosphereDay->accept(modAtmosphere); mAtmosphereUpdater = new AtmosphereUpdater; mAtmosphereDay->addUpdateCallback(mAtmosphereUpdater); if (mSceneManager->getVFS()->exists("meshes/sky_night_02.nif")) mAtmosphereNight = mSceneManager->createInstance("meshes/sky_night_02.nif", mRootNode); else mAtmosphereNight = mSceneManager->createInstance("meshes/sky_night_01.nif", mRootNode); mAtmosphereNight->getOrCreateStateSet()->setAttributeAndModes(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); ModVertexAlphaVisitor modStars(2); mAtmosphereNight->accept(modStars); mAtmosphereNight->setNodeMask(0); mSun.reset(new Sun(mRootNode, mSceneManager)); const MWWorld::Fallback* fallback=MWBase::Environment::get().getWorld()->getFallback(); mMasser.reset(new Moon(mRootNode, mSceneManager, fallback->getFallbackFloat("Moons_Masser_Size")/100, Moon::Type_Masser)); mSecunda.reset(new Moon(mRootNode, mSceneManager, fallback->getFallbackFloat("Moons_Secunda_Size")/100, Moon::Type_Secunda)); mCloudNode = mSceneManager->createInstance("meshes/sky_clouds_01.nif", mRootNode); ModVertexAlphaVisitor modClouds(1); mCloudNode->accept(modClouds); mCloudUpdater = new CloudUpdater; mCloudNode->addUpdateCallback(mCloudUpdater); mCloudNode->getOrCreateStateSet()->setAttributeAndModes(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); osg::ref_ptr depth = new osg::Depth; depth->setWriteMask(false); mRootNode->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON); mRootNode->getOrCreateStateSet()->setMode(GL_BLEND, osg::StateAttribute::ON); mCreated = true; } SkyManager::~SkyManager() { clearRain(); } int SkyManager::getMasserPhase() const { if (!mCreated) return 0; return mMasser->getPhaseInt(); } int SkyManager::getSecundaPhase() const { if (!mCreated) return 0; return mSecunda->getPhaseInt(); } void SkyManager::clearRain() { } void SkyManager::updateRain(float dt) { } void SkyManager::update(float duration) { if (!mEnabled) return; //const MWWorld::Fallback* fallback=MWBase::Environment::get().getWorld()->getFallback(); //if (mIsStorm) // mCloudNode->setOrientation(Ogre::Vector3::UNIT_Y.getRotationTo(mStormDirection)); //else // mCloudNode->setOrientation(Ogre::Quaternion::IDENTITY); updateRain(duration); // UV Scroll the clouds mCloudAnimationTimer += duration * mCloudSpeed; /// \todo improve this //mMasser->setPhase( static_cast( (int) ((mDay % 32)/4.f)) ); //mSecunda->setPhase ( static_cast( (int) ((mDay % 32)/4.f)) ); //mSecunda->setColour ( mMoonRed ? fallback->getFallbackColour("Moons_Script_Color") : ColourValue(1,1,1,1)); //mMasser->setColour (ColourValue(1,1,1,1)); if (mSunEnabled) { // take 1/10 sec for fading the glare effect from invisible to full if (mGlareFade > mGlare) { mGlareFade -= duration*10; if (mGlareFade < mGlare) mGlareFade = mGlare; } else if (mGlareFade < mGlare) { mGlareFade += duration*10; if (mGlareFade > mGlare) mGlareFade = mGlare; } // increase the strength of the sun glare effect depending // on how directly the player is looking at the sun /* Vector3 sun = mSunGlare->getPosition(); Vector3 cam = mCamera->getRealDirection(); const Degree angle = sun.angleBetween( cam ); float val = 1- (angle.valueDegrees() / 180.f); val = (val*val*val*val)*6; mSunGlare->setSize(val * mGlareFade); */ } //mSunGlare->setVisible(mSunEnabled); mSun->setVisible(mSunEnabled); mMasser->setVisible(mMasserEnabled); mSecunda->setVisible(mSecundaEnabled); // rotate the stars by 360 degrees every 4 days //mAtmosphereNight->roll(Degree(MWBase::Environment::get().getWorld()->getTimeScaleFactor()*duration*360 / (3600*96.f))); } void SkyManager::setEnabled(bool enabled) { if (enabled && !mCreated) create(); if (!enabled) clearRain(); mRootNode->setNodeMask(enabled ? ~((unsigned int)(0)) : 0); mEnabled = enabled; } void SkyManager::setMoonColour (bool red) { mMoonRed = red; } void SkyManager::setWeather(const MWWorld::WeatherResult& weather) { if (!mCreated) return; mRainEffect = weather.mRainEffect; mRainEnabled = !mRainEffect.empty(); mRainFrequency = weather.mRainFrequency; mRainSpeed = weather.mRainSpeed; mIsStorm = weather.mIsStorm; if (mCurrentParticleEffect != weather.mParticleEffect) { mCurrentParticleEffect = weather.mParticleEffect; if (mCurrentParticleEffect.empty()) { if (mParticleEffect) mRootNode->removeChild(mParticleEffect); mParticleEffect = NULL; } else { mParticleEffect = mSceneManager->createInstance(mCurrentParticleEffect, mRootNode); DisableCullingVisitor visitor; mParticleEffect->accept(visitor); /* for (size_t i = 0; i < mParticle->mControllers.size(); ++i) { if (mParticle->mControllers[i].getSource().isNull()) mParticle->mControllers[i].setSource(Ogre::ControllerManager::getSingleton().getFrameTimeSource()); } */ } } if (mClouds != weather.mCloudTexture) { mClouds = weather.mCloudTexture; std::string texture = Misc::ResourceHelpers::correctTexturePath(mClouds, mSceneManager->getVFS()); mCloudUpdater->setTexture(mSceneManager->getTextureManager()->getTexture2D(texture, osg::Texture::REPEAT, osg::Texture::REPEAT)); } if (mNextClouds != weather.mNextCloudTexture) { mNextClouds = weather.mNextCloudTexture; } if (mCloudBlendFactor != weather.mCloudBlendFactor) { mCloudBlendFactor = weather.mCloudBlendFactor; } if (mCloudOpacity != weather.mCloudOpacity) { mCloudOpacity = weather.mCloudOpacity; mCloudUpdater->setOpacity(0.3); } if (mCloudColour != weather.mSunColor) { // FIXME: this doesn't look correct osg::Vec4f clr( weather.mSunColor.r()*0.7f + weather.mAmbientColor.r()*0.7f, weather.mSunColor.g()*0.7f + weather.mAmbientColor.g()*0.7f, weather.mSunColor.b()*0.7f + weather.mAmbientColor.b()*0.7f, 1.f); mCloudUpdater->setEmissionColor(clr); mCloudColour = weather.mSunColor; } if (mSkyColour != weather.mSkyColor) { mSkyColour = weather.mSkyColor; mAtmosphereUpdater->setEmissionColor(mSkyColour); } if (mFogColour != weather.mFogColor) { mFogColour = weather.mFogColor; } mCloudSpeed = weather.mCloudSpeed; if (weather.mNight && mStarsOpacity != weather.mNightFade) { if (weather.mNightFade != 0) { //sh::Factory::getInstance().setSharedParameter ("nightFade", // sh::makeProperty(new sh::FloatValue(weather.mNightFade))); //mStarsOpacity = weather.mNightFade; } } //mAtmosphereNight->setNodeMask((weather.mNight && mEnabled) ? ~0 : 0); /* float strength; float timeofday_angle = std::abs(mSunGlare->getPosition().z/mSunGlare->getPosition().length()); if (timeofday_angle <= 0.44) strength = timeofday_angle/0.44f; else strength = 1.f; mSunGlare->setVisibility(weather.mGlareView * mGlareFade * strength); mSun->setVisibility(weather.mGlareView * strength); 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) { mGlare = glare; } void SkyManager::sunEnable() { if (!mCreated) return; mSun->setVisible(true); } void SkyManager::sunDisable() { if (!mCreated) return; mSun->setVisible(false); } void SkyManager::setStormDirection(const Ogre::Vector3 &direction) { mStormDirection = direction; } void SkyManager::setSunDirection(const osg::Vec3f& direction) { if (!mCreated) return; mSun->setDirection(direction); //mSunGlare->setPosition(direction); } void SkyManager::setMasserDirection(const osg::Vec3f& direction) { if (!mCreated) return; mMasser->setDirection(direction); } void SkyManager::setSecundaDirection(const osg::Vec3f& direction) { if (!mCreated) return; mSecunda->setDirection(direction); } void SkyManager::masserEnable() { if (!mCreated) return; mMasser->setVisible(true); } void SkyManager::secundaEnable() { if (!mCreated) return; mSecunda->setVisible(true); } void SkyManager::masserDisable() { if (!mCreated) return; mMasser->setVisible(false); } void SkyManager::secundaDisable() { if (!mCreated) return; mSecunda->setVisible(false); } void SkyManager::setLightningStrength(const float factor) { if (!mCreated) return; /* if (factor > 0.f) { mLightning->setDiffuseColour (ColourValue(2*factor, 2*factor, 2*factor)); mLightning->setVisible(true); } else mLightning->setVisible(false); */ } void SkyManager::setMasserFade(const float fade) { if (!mCreated) return; mMasser->setAlpha(fade); } void SkyManager::setSecundaFade(const float fade) { if (!mCreated) return; mSecunda->setAlpha(fade); } void SkyManager::setHour(double hour) { mHour = static_cast(hour); } void SkyManager::setDate(int day, int month) { mDay = day; mMonth = month; } void SkyManager::setGlareEnabled (bool enabled) { if (!mCreated || !mEnabled) return; //mSunGlare->setVisible (mSunEnabled && enabled); } }