#include "sky.hpp" #include #include #include #include #include #include #include #include #include #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 "vismask.hpp" #include "renderbin.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->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.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->setSpecular(osg::Material::FRONT_AND_BACK, osg::Vec4f(0.f, 0.f, 0.f, 0.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)); osg::ref_ptr colors = new osg::Vec4Array; colors->push_back(osg::Vec4(1.f, 1.f, 1.f, 1.f)); geom->setColorArray(colors, osg::Array::BIND_OVERALL); 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(const osg::Vec4f& emissionColor) { mEmissionColor = emissionColor; } protected: virtual void setDefaults(osg::StateSet* stateset) { stateset->setAttributeAndModes(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 AtmosphereNightUpdater : public SceneUtil::StateSetUpdater { public: AtmosphereNightUpdater(Resource::TextureManager* textureManager) { // we just need a texture, its contents don't really matter mTexture = textureManager->getWarningTexture(); } void setFade(const float fade) { mColor.a() = fade; } protected: virtual void setDefaults(osg::StateSet* stateset) { osg::ref_ptr texEnv (new osg::TexEnvCombine); texEnv->setCombine_Alpha(osg::TexEnvCombine::MODULATE); texEnv->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS); texEnv->setSource1_Alpha(osg::TexEnvCombine::CONSTANT); texEnv->setCombine_RGB(osg::TexEnvCombine::REPLACE); texEnv->setSource0_RGB(osg::TexEnvCombine::PREVIOUS); stateset->setTextureAttributeAndModes(1, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setTextureAttributeAndModes(1, texEnv, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* /*nv*/) { osg::TexEnvCombine* texEnv = static_cast(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV)); texEnv->setConstantColor(mColor); } osg::ref_ptr mTexture; osg::Vec4f mColor; }; class CloudUpdater : public SceneUtil::StateSetUpdater { public: CloudUpdater() : mAnimationTimer(0.f) , mOpacity(0.f) { } void setAnimationTimer(float timer) { mAnimationTimer = timer; } void setTexture(osg::ref_ptr texture) { mTexture = texture; } void setEmissionColor(const osg::Vec4f& emissionColor) { mEmissionColor = emissionColor; } void setOpacity(float opacity) { mOpacity = opacity; } protected: virtual void setDefaults(osg::StateSet *stateset) { osg::ref_ptr texmat (new osg::TexMat); stateset->setTextureAttributeAndModes(0, texmat, osg::StateAttribute::ON); stateset->setTextureAttributeAndModes(1, texmat, osg::StateAttribute::ON); stateset->setAttribute(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); // need to set opacity on a separate texture unit, diffuse alpha is used by the vertex colors already osg::ref_ptr texEnvCombine (new osg::TexEnvCombine); texEnvCombine->setSource0_RGB(osg::TexEnvCombine::PREVIOUS); texEnvCombine->setSource0_Alpha(osg::TexEnvCombine::PREVIOUS); texEnvCombine->setSource1_Alpha(osg::TexEnvCombine::CONSTANT); texEnvCombine->setConstantColor(osg::Vec4f(1,1,1,1)); texEnvCombine->setCombine_Alpha(osg::TexEnvCombine::MODULATE); texEnvCombine->setCombine_RGB(osg::TexEnvCombine::REPLACE); stateset->setTextureAttributeAndModes(1, texEnvCombine, osg::StateAttribute::ON); stateset->setTextureMode(0, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setTextureMode(1, GL_TEXTURE_2D, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } virtual void apply(osg::StateSet *stateset, osg::NodeVisitor *nv) { osg::TexMat* texMat = static_cast(stateset->getTextureAttribute(0, osg::StateAttribute::TEXMAT)); texMat->setMatrix(osg::Matrix::translate(osg::Vec3f(0, mAnimationTimer, 0.f))); stateset->setTextureAttribute(0, mTexture, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); stateset->setTextureAttribute(1, 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); osg::TexEnvCombine* texEnvCombine = static_cast(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV)); texEnvCombine->setConstantColor(osg::Vec4f(1,1,1,mOpacity)); } 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 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; 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(0.f, 0.f, 0.f, alpha); } geom->setColorArray(colors, osg::Array::BIND_PER_VERTEX); } } private: int mMeshType; }; /// A base class for the sun and moons. class CelestialBody { public: CelestialBody(osg::Group* parentNode, float scaleFactor, int numUvSets) { 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); } virtual ~CelestialBody() {} virtual void adjustTransparency(const float ratio) = 0; void setVisible(bool visible) { mTransform->setNodeMask(visible ? ~0 : 0); } protected: static const float mDistance; osg::ref_ptr mTransform; osg::ref_ptr mGeode; }; const float CelestialBody::mDistance = 1000.0f; class Sun : public CelestialBody { public: Sun(osg::Group* parentNode, Resource::TextureManager& textureManager) : CelestialBody(parentNode, 1.0f, 1) , mUpdater(new Updater) { mTransform->addUpdateCallback(mUpdater); osg::ref_ptr sunTex = textureManager.getTexture2D("textures/tx_sun_05.dds", osg::Texture::CLAMP, osg::Texture::CLAMP); mGeode->getOrCreateStateSet()->setTextureAttributeAndModes(0, sunTex, osg::StateAttribute::ON); osg::ref_ptr queryNode (new osg::Group); // Need to render after the world geometry so we can correctly test for occlusions queryNode->getOrCreateStateSet()->setRenderBinDetails(RenderBin_OcclusionQuery, "RenderBin"); queryNode->getOrCreateStateSet()->setNestRenderBins(false); // Set up alpha testing on the occlusion testing subgraph, that way we can get the occlusion tested fragments to match the circular shape of the sun osg::ref_ptr alphaFunc (new osg::AlphaFunc); alphaFunc->setFunction(osg::AlphaFunc::GREATER, 0.8); queryNode->getOrCreateStateSet()->setAttributeAndModes(alphaFunc, osg::StateAttribute::ON); queryNode->getOrCreateStateSet()->setTextureAttributeAndModes(0, sunTex, osg::StateAttribute::ON); queryNode->getOrCreateStateSet()->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON); mTransform->addChild(queryNode); mOcclusionQueryVisiblePixels = createOcclusionQueryNode(queryNode, true); mOcclusionQueryTotalPixels = createOcclusionQueryNode(queryNode, false); createSunFlash(textureManager); createSunGlare(); } ~Sun() { mTransform->removeUpdateCallback(mUpdater); destroySunFlash(); destroySunGlare(); } void setColor(const osg::Vec4f& color) { mUpdater->mColor.r() = color.r(); mUpdater->mColor.g() = color.g(); mUpdater->mColor.b() = color.b(); } virtual void adjustTransparency(const float ratio) { mUpdater->mColor.a() = ratio; if (mSunGlareCallback) mSunGlareCallback->setGlareView(ratio); if (mSunFlashCallback) mSunFlashCallback->setGlareView(ratio); } void setDirection(const osg::Vec3f& direction) { osg::Vec3f normalizedDirection = direction / direction.length(); mTransform->setPosition(normalizedDirection * mDistance); osg::Quat quat; quat.makeRotate(osg::Vec3f(0.0f, 0.0f, 1.0f), normalizedDirection); mTransform->setAttitude(quat); } void setGlareTimeOfDayFade(float val) { if (mSunGlareCallback) mSunGlareCallback->setTimeOfDayFade(val); } private: /// @param queryVisible If true, queries the amount of visible pixels. If false, queries the total amount of pixels. osg::ref_ptr createOcclusionQueryNode(osg::Group* parent, bool queryVisible) { osg::ref_ptr oqn = new osg::OcclusionQueryNode; oqn->setQueriesEnabled(true); // Make it fast! A DYNAMIC query geometry means we can't break frame until the flare is rendered (which is rendered after all the other geometry, // so that would be pretty bad). STATIC should be safe, since our node's local bounds are static, thus computeBounds() which modifies the queryGeometry // is only called once. // Note the debug geometry setDebugDisplay(true) is always DYNAMIC and that can't be changed, not a big deal. oqn->getQueryGeometry()->setDataVariance(osg::Object::STATIC); osg::ref_ptr queryGeode = osg::clone(mGeode.get(), osg::CopyOp::DEEP_COPY_ALL); // Disable writing to the color buffer. We are using this geode for visibility tests only. osg::ref_ptr colormask (new osg::ColorMask(0, 0, 0, 0)); queryGeode->getOrCreateStateSet()->setAttributeAndModes(colormask, osg::StateAttribute::ON); oqn->addChild(queryGeode); // Remove the default OFF|PROTECTED setting for texturing. We *want* to enable texturing for alpha testing purposes oqn->getQueryStateSet()->removeTextureMode(0, GL_TEXTURE_2D); // Need to add texture coordinates so that texturing works. A bit ugly, relies on the vertex ordering // used within OcclusionQueryNode. osg::ref_ptr texCoordArray (new osg::Vec2Array); for (int i=0; i<8; ++i) { texCoordArray->push_back(osg::Vec2(0,0)); texCoordArray->push_back(osg::Vec2(1,0)); texCoordArray->push_back(osg::Vec2(0,0)); texCoordArray->push_back(osg::Vec2(1,0)); texCoordArray->push_back(osg::Vec2(1,1)); texCoordArray->push_back(osg::Vec2(0,1)); texCoordArray->push_back(osg::Vec2(0,1)); texCoordArray->push_back(osg::Vec2(1,1)); } oqn->getQueryGeometry()->setTexCoordArray(0, texCoordArray, osg::Array::BIND_PER_VERTEX); if (queryVisible) { osg::ref_ptr depth (new osg::Depth); depth->setFunction(osg::Depth::LESS); // This is a trick to make fragments written by the query always use the maximum depth value, // without having to retrieve the current far clipping distance. // We want the sun glare to be "infinitely" far away. depth->setZNear(1.0); depth->setZFar(1.0); oqn->getQueryStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON); } else { oqn->getQueryStateSet()->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); } parent->addChild(oqn); return oqn; } void createSunFlash(Resource::TextureManager& textureManager) { osg::ref_ptr tex = textureManager.getTexture2D("textures/tx_sun_flash_grey_05.dds", osg::Texture::CLAMP, osg::Texture::CLAMP); osg::ref_ptr transform (new osg::PositionAttitudeTransform); const float scale = 2.6f; transform->setScale(osg::Vec3f(scale,scale,scale)); mTransform->addChild(transform); osg::ref_ptr geode (new osg::Geode); transform->addChild(geode); geode->addDrawable(createTexturedQuad()); osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setTextureAttributeAndModes(0, tex, osg::StateAttribute::ON); stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); stateset->setRenderBinDetails(RenderBin_SunGlare, "RenderBin"); stateset->setNestRenderBins(false); mSunFlashNode = transform; mSunFlashCallback = new SunFlashCallback(mOcclusionQueryVisiblePixels, mOcclusionQueryTotalPixels); mSunFlashNode->addCullCallback(mSunFlashCallback); } void destroySunFlash() { if (mSunFlashNode) { mSunFlashNode->removeCullCallback(mSunFlashCallback); mSunFlashCallback = NULL; } } void createSunGlare() { osg::ref_ptr camera (new osg::Camera); camera->setProjectionMatrix(osg::Matrix::identity()); camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF); // add to skyRoot instead? camera->setViewMatrix(osg::Matrix::identity()); camera->setClearMask(0); camera->setRenderOrder(osg::Camera::NESTED_RENDER); camera->setAllowEventFocus(false); osg::ref_ptr geode (new osg::Geode); osg::ref_ptr geom = osg::createTexturedQuadGeometry(osg::Vec3f(-1,-1,0), osg::Vec3f(2,0,0), osg::Vec3f(0,2,0)); geode->addDrawable(geom); camera->addChild(geode); osg::StateSet* stateset = geom->getOrCreateStateSet(); stateset->setRenderBinDetails(RenderBin_SunGlare, "RenderBin"); stateset->setNestRenderBins(false); stateset->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); // set up additive blending osg::ref_ptr blendFunc (new osg::BlendFunc); blendFunc->setSource(osg::BlendFunc::SRC_ALPHA); blendFunc->setDestination(osg::BlendFunc::ONE); stateset->setAttributeAndModes(blendFunc, osg::StateAttribute::ON); mSunGlareCallback = new SunGlareCallback(mOcclusionQueryVisiblePixels, mOcclusionQueryTotalPixels, mTransform); mSunGlareNode = camera; mSunGlareNode->addCullCallback(mSunGlareCallback); mTransform->addChild(camera); } void destroySunGlare() { if (mSunGlareNode) { mSunGlareNode->removeCullCallback(mSunGlareCallback); mSunGlareCallback = NULL; } } class Updater : public SceneUtil::StateSetUpdater { public: osg::Vec4f mColor; Updater() : mColor(1.f, 1.f, 1.f, 1.f) { } virtual void setDefaults(osg::StateSet* stateset) { stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON); } 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(0,0,0,mColor.a())); mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(mColor.r(), mColor.g(), mColor.b(), 1)); } }; class OcclusionCallback : public osg::NodeCallback { public: OcclusionCallback(osg::ref_ptr oqnVisible, osg::ref_ptr oqnTotal) : mOcclusionQueryVisiblePixels(oqnVisible) , mOcclusionQueryTotalPixels(oqnTotal) { } protected: float getVisibleRatio (osg::Camera* camera) { int visible = mOcclusionQueryVisiblePixels->getQueryGeometry()->getNumPixels(camera); int total = mOcclusionQueryTotalPixels->getQueryGeometry()->getNumPixels(camera); float visibleRatio = 0.f; if (total > 0) visibleRatio = static_cast(visible) / static_cast(total); float dt = MWBase::Environment::get().getFrameDuration(); float lastRatio = mLastRatio[osg::observer_ptr(camera)]; float change = dt*10; if (visibleRatio > lastRatio) visibleRatio = std::min(visibleRatio, lastRatio + change); else visibleRatio = std::max(visibleRatio, lastRatio - change); mLastRatio[osg::observer_ptr(camera)] = visibleRatio; return visibleRatio; } private: osg::ref_ptr mOcclusionQueryVisiblePixels; osg::ref_ptr mOcclusionQueryTotalPixels; std::map, float> mLastRatio; }; /// SunFlashCallback handles fading/scaling of a node depending on occlusion query result. Must be attached as a cull callback. class SunFlashCallback : public OcclusionCallback { public: SunFlashCallback(osg::ref_ptr oqnVisible, osg::ref_ptr oqnTotal) : OcclusionCallback(oqnVisible, oqnTotal) , mGlareView(1.f) { } virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { osgUtil::CullVisitor* cv = static_cast(nv); float visibleRatio = getVisibleRatio(cv->getCurrentCamera()); osg::ref_ptr stateset; if (visibleRatio > 0.f) { const float fadeThreshold = 0.1; if (visibleRatio < fadeThreshold) { float fade = 1.f - (fadeThreshold - visibleRatio) / fadeThreshold; osg::ref_ptr mat (createUnlitMaterial()); mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,fade*mGlareView)); stateset = new osg::StateSet; stateset->setAttributeAndModes(mat, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } const float threshold = 0.6; visibleRatio = visibleRatio * (1.f - threshold) + threshold; } float scale = visibleRatio; if (scale == 0.f) { // no traverse return; } else { osg::Matrix modelView = *cv->getModelViewMatrix(); modelView.preMultScale(osg::Vec3f(visibleRatio, visibleRatio, visibleRatio)); if (stateset) cv->pushStateSet(stateset); cv->pushModelViewMatrix(new osg::RefMatrix(modelView), osg::Transform::RELATIVE_RF); traverse(node, nv); cv->popModelViewMatrix(); if (stateset) cv->popStateSet(); } } void setGlareView(float value) { mGlareView = value; } private: float mGlareView; }; /// SunGlareCallback controls a full-screen glare effect depending on occlusion query result and the angle between sun and camera. /// Must be attached as a cull callback to the node above the glare node. class SunGlareCallback : public OcclusionCallback { public: SunGlareCallback(osg::ref_ptr oqnVisible, osg::ref_ptr oqnTotal, osg::ref_ptr sunTransform) : OcclusionCallback(oqnVisible, oqnTotal) , mSunTransform(sunTransform) , mTimeOfDayFade(1.f) , mGlareView(1.f) { } virtual void operator ()(osg::Node* node, osg::NodeVisitor* nv) { osgUtil::CullVisitor* cv = static_cast(nv); float angleRadians = getAngleToSunInRadians(cv->getCurrentCamera()); float visibleRatio = getVisibleRatio(cv->getCurrentCamera()); const float angleMaxRadians = osg::DegreesToRadians(30.f); // Sun Glare Fader Angle Max float value = 1.f - std::min(1.f, angleRadians / angleMaxRadians); const float sunGlareFaderMax = 0.5f; float fade = value * sunGlareFaderMax; fade *= mTimeOfDayFade * mGlareView * visibleRatio; if (fade == 0.f) { // no traverse return; } else { osg::ref_ptr stateset (new osg::StateSet); osg::ref_ptr mat (createUnlitMaterial()); osg::Vec4f sunGlareFaderColor (222/255.f, 95/255.f, 39/255.f, 1); // Replicating a design flaw in MW. The color was being set on both ambient and emissive properties, which multiplies the result by two, // then finally gets clamped by the fixed function pipeline. With the default INI settings, only the red component gets clamped, // so the resulting color looks more orange than red. sunGlareFaderColor *= 2; for (int i=0; i<3; ++i) sunGlareFaderColor[i] = std::min(1.f, sunGlareFaderColor[i]); mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,fade)); mat->setEmission(osg::Material::FRONT_AND_BACK, sunGlareFaderColor); stateset->setAttributeAndModes(mat, osg::StateAttribute::ON); cv->pushStateSet(stateset); traverse(node, nv); cv->popStateSet(); } } void setTimeOfDayFade(float val) { mTimeOfDayFade = val; } void setGlareView(float glareView) { mGlareView = glareView; } private: float getAngleToSunInRadians(osg::Camera* camera) const { osg::Vec3d eye, center, up; camera->getViewMatrixAsLookAt(eye, center, up); osg::Vec3d forward = center - eye; osg::Vec3d sun = mSunTransform->getPosition(); forward.normalize(); sun.normalize(); float angleRadians = std::acos(forward * sun); return angleRadians; } osg::ref_ptr mSunTransform; float mTimeOfDayFade; float mGlareView; }; osg::ref_ptr mUpdater; osg::ref_ptr mSunFlashCallback; osg::ref_ptr mSunFlashNode; osg::ref_ptr mSunGlareCallback; osg::ref_ptr mSunGlareNode; osg::ref_ptr mOcclusionQueryVisiblePixels; osg::ref_ptr mOcclusionQueryTotalPixels; }; class Moon : public CelestialBody { public: enum Type { Type_Masser = 0, Type_Secunda }; Moon(osg::Group* parentNode, Resource::TextureManager& textureManager, float scaleFactor, Type type) : CelestialBody(parentNode, scaleFactor, 2) , mType(type) , mPhase(MoonState::Phase_Unspecified) , mUpdater(new Updater(textureManager)) { setPhase(MoonState::Phase_Full); setVisible(true); mGeode->addUpdateCallback(mUpdater); } ~Moon() { mGeode->removeUpdateCallback(mUpdater); } virtual void adjustTransparency(const float ratio) { mUpdater->mTransparency *= ratio; } void setState(const MoonState& state) { float radsX = ((state.mRotationFromHorizon) * M_PI) / 180.0f; float radsZ = ((state.mRotationFromNorth) * M_PI) / 180.0f; osg::Quat rotX(radsX, osg::Vec3f(1.0f, 0.0f, 0.0f)); osg::Quat rotZ(radsZ, osg::Vec3f(0.0f, 0.0f, 1.0f)); osg::Vec3f direction = rotX * rotZ * osg::Vec3f(0.0f, 1.0f, 0.0f); mTransform->setPosition(direction * mDistance); // The moon quad is initially oriented facing down, so we need to offset its X-axis // rotation to rotate it to face the camera when sitting at the horizon. osg::Quat attX((-M_PI / 2.0f) + radsX, osg::Vec3f(1.0f, 0.0f, 0.0f)); mTransform->setAttitude(attX * rotZ); setPhase(state.mPhase); mUpdater->mTransparency = state.mMoonAlpha; mUpdater->mShadowBlend = state.mShadowBlend; } void setAtmosphereColor(const osg::Vec4f& color) { mUpdater->mAtmosphereColor = color; } void setColor(const osg::Vec4f& color) { mUpdater->mMoonColor = color; } unsigned int getPhaseInt() const { if (mPhase == MoonState::Phase_New) return 0; else if (mPhase == MoonState::Phase_WaxingCrescent) return 1; else if (mPhase == MoonState::Phase_WaningCrescent) return 1; else if (mPhase == MoonState::Phase_FirstQuarter) return 2; else if (mPhase == MoonState::Phase_ThirdQuarter) return 2; else if (mPhase == MoonState::Phase_WaxingGibbous) return 3; else if (mPhase == MoonState::Phase_WaningGibbous) return 3; else if (mPhase == MoonState::Phase_Full) return 4; return 0; } private: struct Updater : public SceneUtil::StateSetUpdater { Resource::TextureManager& mTextureManager; osg::ref_ptr mPhaseTex; osg::ref_ptr mCircleTex; float mTransparency; float mShadowBlend; osg::Vec4f mAtmosphereColor; osg::Vec4f mMoonColor; Updater(Resource::TextureManager& textureManager) : mTextureManager(textureManager) , mPhaseTex() , mCircleTex() , mTransparency(1.0f) , mShadowBlend(1.0f) , mAtmosphereColor(1.0f, 1.0f, 1.0f, 1.0f) , mMoonColor(1.0f, 1.0f, 1.0f, 1.0f) { } virtual void setDefaults(osg::StateSet* stateset) { stateset->setTextureAttributeAndModes(0, mPhaseTex, osg::StateAttribute::ON); osg::ref_ptr texEnv = new osg::TexEnvCombine; texEnv->setCombine_RGB(osg::TexEnvCombine::MODULATE); texEnv->setSource0_RGB(osg::TexEnvCombine::CONSTANT); texEnv->setSource1_RGB(osg::TexEnvCombine::TEXTURE); texEnv->setConstantColor(osg::Vec4f(1.f, 0.f, 0.f, 1.f)); // mShadowBlend * mMoonColor stateset->setTextureAttributeAndModes(0, texEnv, osg::StateAttribute::ON); stateset->setTextureAttributeAndModes(1, mCircleTex, osg::StateAttribute::ON); osg::ref_ptr texEnv2 = new osg::TexEnvCombine; texEnv2->setCombine_RGB(osg::TexEnvCombine::ADD); texEnv2->setCombine_Alpha(osg::TexEnvCombine::MODULATE); texEnv2->setSource0_Alpha(osg::TexEnvCombine::TEXTURE); texEnv2->setSource1_Alpha(osg::TexEnvCombine::CONSTANT); texEnv2->setSource0_RGB(osg::TexEnvCombine::PREVIOUS); texEnv2->setSource1_RGB(osg::TexEnvCombine::CONSTANT); texEnv2->setConstantColor(osg::Vec4f(0.f, 0.f, 0.f, 1.f)); // mAtmosphereColor.rgb, mTransparency stateset->setTextureAttributeAndModes(1, texEnv2, osg::StateAttribute::ON); stateset->setAttributeAndModes(createUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); } virtual void apply(osg::StateSet* stateset, osg::NodeVisitor*) { osg::TexEnvCombine* texEnv = static_cast(stateset->getTextureAttribute(0, osg::StateAttribute::TEXENV)); texEnv->setConstantColor(mMoonColor * mShadowBlend); osg::TexEnvCombine* texEnv2 = static_cast(stateset->getTextureAttribute(1, osg::StateAttribute::TEXENV)); texEnv2->setConstantColor(osg::Vec4f(mAtmosphereColor.x(), mAtmosphereColor.y(), mAtmosphereColor.z(), mTransparency)); } void setTextures(const std::string& phaseTex, const std::string& circleTex) { mPhaseTex = mTextureManager.getTexture2D(phaseTex, osg::Texture::CLAMP, osg::Texture::CLAMP); mCircleTex = mTextureManager.getTexture2D(circleTex, osg::Texture::CLAMP, osg::Texture::CLAMP); reset(); } }; Type mType; MoonState::Phase mPhase; osg::ref_ptr mUpdater; void setPhase(const MoonState::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 == MoonState::Phase_New) textureName += "new"; else if(phase == MoonState::Phase_WaxingCrescent) textureName += "one_wax"; else if(phase == MoonState::Phase_FirstQuarter) textureName += "half_wax"; else if(phase == MoonState::Phase_WaxingGibbous) textureName += "three_wax"; else if(phase == MoonState::Phase_WaningCrescent) textureName += "one_wan"; else if(phase == MoonState::Phase_ThirdQuarter) textureName += "half_wan"; else if(phase == MoonState::Phase_WaningGibbous) textureName += "three_wan"; else if(phase == MoonState::Phase_Full) textureName += "full"; textureName += ".dds"; if (mType == Moon::Type_Secunda) mUpdater->setTextures(textureName, "textures/tx_mooncircle_full_s.dds"); else mUpdater->setTextures(textureName, "textures/tx_mooncircle_full_m.dds"); } }; SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneManager) : mSceneManager(sceneManager) , mAtmosphereNightRoll(0.f) , mCreated(false) , mIsStorm(false) , mDay(0) , mMonth(0) , mCloudAnimationTimer(0.f) , mRainTimer(0.f) , mStormDirection(0,-1,0) , mClouds() , mNextClouds() , mCloudBlendFactor(0.0f) , mCloudSpeed(0.0f) , mStarsOpacity(0.0f) , mRemainingTransitionTime(0.0f) , mRainEnabled(false) , mRainSpeed(0) , mRainFrequency(1) , mWindSpeed(0.f) , mEnabled(true) , mSunEnabled(true) { osg::ref_ptr skyroot (new CameraRelativeTransform); skyroot->setNodeMask(Mask_Sky); parentNode->addChild(skyroot); mRootNode = skyroot; // By default render before the world is rendered mRootNode->getOrCreateStateSet()->setRenderBinDetails(RenderBin_Sky, "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); mAtmosphereNightNode = new osg::PositionAttitudeTransform; mAtmosphereNightNode->setNodeMask(0); mRootNode->addChild(mAtmosphereNightNode); osg::ref_ptr atmosphereNight; if (mSceneManager->getVFS()->exists("meshes/sky_night_02.nif")) atmosphereNight = mSceneManager->createInstance("meshes/sky_night_02.nif", mAtmosphereNightNode); else atmosphereNight = mSceneManager->createInstance("meshes/sky_night_01.nif", mAtmosphereNightNode); atmosphereNight->getOrCreateStateSet()->setAttributeAndModes(createAlphaTrackingUnlitMaterial(), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE); ModVertexAlphaVisitor modStars(2); atmosphereNight->accept(modStars); mAtmosphereNightUpdater = new AtmosphereNightUpdater(mSceneManager->getTextureManager()); atmosphereNight->addUpdateCallback(mAtmosphereNightUpdater); mSun.reset(new Sun(mRootNode, *mSceneManager->getTextureManager())); const MWWorld::Fallback* fallback=MWBase::Environment::get().getWorld()->getFallback(); mMasser.reset(new Moon(mRootNode, *mSceneManager->getTextureManager(), fallback->getFallbackFloat("Moons_Masser_Size")/125, Moon::Type_Masser)); mSecunda.reset(new Moon(mRootNode, *mSceneManager->getTextureManager(), fallback->getFallbackFloat("Moons_Secunda_Size")/125, Moon::Type_Secunda)); mCloudNode = new osg::PositionAttitudeTransform; mRootNode->addChild(mCloudNode); mCloudMesh = mSceneManager->createInstance("meshes/sky_clouds_01.nif", mCloudNode); ModVertexAlphaVisitor modClouds(1); mCloudMesh->accept(modClouds); mCloudUpdater = new CloudUpdater; mCloudUpdater->setOpacity(1.f); mCloudMesh->addUpdateCallback(mCloudUpdater); mCloudMesh2 = mSceneManager->createInstance("meshes/sky_clouds_01.nif", mCloudNode); mCloudMesh2->accept(modClouds); mCloudUpdater2 = new CloudUpdater; mCloudUpdater2->setOpacity(0.f); mCloudMesh2->addUpdateCallback(mCloudUpdater2); mCloudMesh2->setNodeMask(0); 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); mRootNode->getOrCreateStateSet()->setMode(GL_FOG, osg::StateAttribute::OFF); mMoonScriptColor = fallback->getFallbackColour("Moons_Script_Color"); mCreated = true; } class RainShooter : public osgParticle::Shooter { public: RainShooter() : mAngle(0.f) { } virtual void shoot(osgParticle::Particle* particle) const { particle->setVelocity(mVelocity); particle->setAngle(osg::Vec3f(-mAngle, 0, (Misc::Rng::rollProbability() * 2 - 1) * osg::PI)); } void setVelocity(const osg::Vec3f& velocity) { mVelocity = velocity; } void setAngle(float angle) { mAngle = angle; } virtual osg::Object* cloneType() const { return new RainShooter; } virtual osg::Object* clone(const osg::CopyOp &) const { return new RainShooter(*this); } private: osg::Vec3f mVelocity; float mAngle; }; // Updater for alpha value on a node's StateSet. Assumes the node has an existing Material StateAttribute. class AlphaFader : public SceneUtil::StateSetUpdater { public: AlphaFader() : mAlpha(1.f) { } void setAlpha(float alpha) { mAlpha = alpha; } virtual void setDefaults(osg::StateSet* stateset) { // need to create a deep copy of StateAttributes we will modify osg::Material* mat = static_cast(stateset->getAttribute(osg::StateAttribute::MATERIAL)); stateset->setAttribute(osg::clone(mat, osg::CopyOp::DEEP_COPY_ALL), osg::StateAttribute::ON); } virtual void apply(osg::StateSet* stateset, osg::NodeVisitor* nv) { osg::Material* mat = static_cast(stateset->getAttribute(osg::StateAttribute::MATERIAL)); mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,mAlpha)); } // Helper for adding AlphaFader to a subgraph class SetupVisitor : public osg::NodeVisitor { public: SetupVisitor() : osg::NodeVisitor(TRAVERSE_ALL_CHILDREN) { mAlphaFader = new AlphaFader; } virtual void apply(osg::Node &node) { if (osg::StateSet* stateset = node.getStateSet()) { if (stateset->getAttribute(osg::StateAttribute::MATERIAL)) { SceneUtil::CompositeStateSetUpdater* composite = NULL; #if OSG_MIN_VERSION_REQUIRED(3,3,3) osg::Callback* callback = node.getUpdateCallback(); #else osg::NodeCallback* callback = node.getUpdateCallback(); #endif while (callback) { if ((composite = dynamic_cast(callback))) break; callback = callback->getNestedCallback(); } if (composite) composite->addController(mAlphaFader); else node.addUpdateCallback(mAlphaFader); } } traverse(node); } osg::ref_ptr getAlphaFader() { return mAlphaFader; } private: osg::ref_ptr mAlphaFader; }; private: float mAlpha; }; class RainFader : public AlphaFader { public: virtual void setDefaults(osg::StateSet* stateset) { osg::ref_ptr mat (new osg::Material); mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1)); mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,1)); mat->setColorMode(osg::Material::OFF); stateset->setAttributeAndModes(mat, osg::StateAttribute::ON); } }; void SkyManager::createRain() { if (mRainNode) return; mRainNode = new osg::Group; mRainParticleSystem = new osgParticle::ParticleSystem; mRainParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED); mRainParticleSystem->setAlignVectorX(osg::Vec3f(0.1,0,0)); mRainParticleSystem->setAlignVectorY(osg::Vec3f(0,0,-1)); osg::ref_ptr stateset (mRainParticleSystem->getOrCreateStateSet()); stateset->setTextureAttributeAndModes(0, mSceneManager->getTextureManager()->getTexture2D("textures/tx_raindrop_01.dds", osg::Texture::CLAMP, osg::Texture::CLAMP), osg::StateAttribute::ON); stateset->setNestRenderBins(false); stateset->setRenderingHint(osg::StateSet::TRANSPARENT_BIN); stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF); osgParticle::Particle& particleTemplate = mRainParticleSystem->getDefaultParticleTemplate(); particleTemplate.setSizeRange(osgParticle::rangef(5.f, 15.f)); particleTemplate.setAlphaRange(osgParticle::rangef(1.f, 1.f)); particleTemplate.setLifeTime(1); osg::ref_ptr emitter (new osgParticle::ModularEmitter); emitter->setParticleSystem(mRainParticleSystem); osg::ref_ptr placer (new osgParticle::BoxPlacer); placer->setXRange(-300, 300); // Rain_Diameter placer->setYRange(-300, 300); placer->setZRange(300, 300); emitter->setPlacer(placer); osg::ref_ptr counter (new osgParticle::ConstantRateCounter); counter->setNumberOfParticlesPerSecondToCreate(600.0); emitter->setCounter(counter); osg::ref_ptr shooter (new RainShooter); mRainShooter = shooter; emitter->setShooter(shooter); osg::ref_ptr updater (new osgParticle::ParticleSystemUpdater); updater->addParticleSystem(mRainParticleSystem); osg::ref_ptr geode (new osg::Geode); geode->addDrawable(mRainParticleSystem); mRainNode->addChild(emitter); mRainNode->addChild(geode); mRainNode->addChild(updater); mRainFader = new RainFader; mRainNode->addUpdateCallback(mRainFader); mRootNode->addChild(mRainNode); } void SkyManager::destroyRain() { if (!mRainNode) return; mRootNode->removeChild(mRainNode); mRainNode = NULL; mRainParticleSystem = NULL; mRainShooter = NULL; mRainFader = NULL; } SkyManager::~SkyManager() { if (mRootNode) { mRootNode->getParent(0)->removeChild(mRootNode); mRootNode = NULL; } } int SkyManager::getMasserPhase() const { if (!mCreated) return 0; return mMasser->getPhaseInt(); } int SkyManager::getSecundaPhase() const { if (!mCreated) return 0; return mSecunda->getPhaseInt(); } void SkyManager::update(float duration) { if (!mEnabled) return; if (mIsStorm) { osg::Quat quat; quat.makeRotate(osg::Vec3f(0,1,0), mStormDirection); if (mParticleNode) mParticleNode->setAttitude(quat); mCloudNode->setAttitude(quat); } else mCloudNode->setAttitude(osg::Quat()); // UV Scroll the clouds mCloudAnimationTimer += duration * mCloudSpeed * 0.003; mCloudUpdater->setAnimationTimer(mCloudAnimationTimer); mCloudUpdater2->setAnimationTimer(mCloudAnimationTimer); // rotate the stars by 360 degrees every 4 days mAtmosphereNightRoll += MWBase::Environment::get().getWorld()->getTimeScaleFactor()*duration*osg::DegreesToRadians(360.f) / (3600*96.f); if (mAtmosphereNightNode->getNodeMask() != 0) mAtmosphereNightNode->setAttitude(osg::Quat(mAtmosphereNightRoll, osg::Vec3f(0,0,1))); } void SkyManager::setEnabled(bool enabled) { if (enabled && !mCreated) create(); mRootNode->setNodeMask(enabled ? Mask_Sky : 0); mEnabled = enabled; } void SkyManager::setMoonColour (bool red) { if (!mCreated) return; mSecunda->setColor(red ? mMoonScriptColor : osg::Vec4f(1,1,1,1)); } void SkyManager::updateRainParameters() { if (mRainShooter) { float windFactor = mWindSpeed/3.f; float angle = windFactor * osg::PI/4; mRainShooter->setVelocity(osg::Vec3f(0, mRainSpeed * windFactor, -mRainSpeed)); mRainShooter->setAngle(angle); } } void SkyManager::setWeather(const WeatherResult& weather) { if (!mCreated) return; if (mRainEffect != weather.mRainEffect) { mRainEffect = weather.mRainEffect; if (!mRainEffect.empty()) { createRain(); } else { destroyRain(); } } mRainFrequency = weather.mRainFrequency; mRainSpeed = weather.mRainSpeed; mWindSpeed = weather.mWindSpeed; updateRainParameters(); mIsStorm = weather.mIsStorm; if (mCurrentParticleEffect != weather.mParticleEffect) { mCurrentParticleEffect = weather.mParticleEffect; if (mCurrentParticleEffect.empty()) { if (mParticleNode) { mRootNode->removeChild(mParticleNode); mParticleNode = NULL; } mParticleEffect = NULL; mParticleFader = NULL; } else { if (!mParticleNode) { mParticleNode = new osg::PositionAttitudeTransform; mRootNode->addChild(mParticleNode); } mParticleEffect = mSceneManager->createInstance(mCurrentParticleEffect, mParticleNode); SceneUtil::AssignControllerSourcesVisitor assignVisitor(boost::shared_ptr(new SceneUtil::FrameTimeSource)); mParticleEffect->accept(assignVisitor); AlphaFader::SetupVisitor alphaFaderSetupVisitor; mParticleEffect->accept(alphaFaderSetupVisitor); mParticleFader = alphaFaderSetupVisitor.getAlphaFader(); } } 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; std::string texture = Misc::ResourceHelpers::correctTexturePath(mNextClouds, mSceneManager->getVFS()); if (!texture.empty()) mCloudUpdater2->setTexture(mSceneManager->getTextureManager()->getTexture2D(texture, osg::Texture::REPEAT, osg::Texture::REPEAT)); } if (mCloudBlendFactor != weather.mCloudBlendFactor) { mCloudBlendFactor = weather.mCloudBlendFactor; mCloudUpdater->setOpacity((1.f-mCloudBlendFactor)); mCloudUpdater2->setOpacity(mCloudBlendFactor); mCloudMesh2->setNodeMask(mCloudBlendFactor > 0.f ? ~0 : 0); } 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); mCloudUpdater2->setEmissionColor(clr); mCloudColour = weather.mSunColor; } if (mSkyColour != weather.mSkyColor) { mSkyColour = weather.mSkyColor; mAtmosphereUpdater->setEmissionColor(mSkyColour); mMasser->setAtmosphereColor(mSkyColour); mSecunda->setAtmosphereColor(mSkyColour); } if (mFogColour != weather.mFogColor) { mFogColour = weather.mFogColor; } mCloudSpeed = weather.mCloudSpeed; mMasser->adjustTransparency(weather.mGlareView); mSecunda->adjustTransparency(weather.mGlareView); mSun->setColor(weather.mSunDiscColor); mSun->adjustTransparency(weather.mGlareView * weather.mSunDiscColor.a()); float nextStarsOpacity = weather.mNightFade * weather.mGlareView; if(weather.mNight && mStarsOpacity != nextStarsOpacity) { mStarsOpacity = nextStarsOpacity; mAtmosphereNightUpdater->setFade(mStarsOpacity); } mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0); if (mRainFader) mRainFader->setAlpha(weather.mEffectFade * 0.6); // * Rain_Threshold? if (mParticleFader) mParticleFader->setAlpha(weather.mEffectFade); } void SkyManager::sunEnable() { if (!mCreated) return; mSun->setVisible(true); } void SkyManager::sunDisable() { if (!mCreated) return; mSun->setVisible(false); } void SkyManager::setStormDirection(const osg::Vec3f &direction) { mStormDirection = direction; } void SkyManager::setSunDirection(const osg::Vec3f& direction) { if (!mCreated) return; mSun->setDirection(direction); } void SkyManager::setMasserState(const MoonState& state) { if(!mCreated) return; mMasser->setState(state); } void SkyManager::setSecundaState(const MoonState& state) { if(!mCreated) return; mSecunda->setState(state); } void SkyManager::setDate(int day, int month) { mDay = day; mMonth = month; } void SkyManager::setGlareTimeOfDayFade(float val) { mSun->setGlareTimeOfDayFade(val); } }