#include "sky.hpp" #include #include #include #include #include #include #include #include #include "../mwworld/environment.hpp" #include "../mwworld/world.hpp" using namespace MWRender; using namespace Ogre; BillboardObject::BillboardObject( const String& textureName, const float initialSize, const Vector3& position, SceneNode* rootNode) { init(textureName, initialSize, position, rootNode); } BillboardObject::BillboardObject() { } void BillboardObject::setVisible(const bool visible) { mNode->setVisible(visible); } void BillboardObject::setSize(const float size) { mNode->setScale(size, size, size); } void BillboardObject::setVisibility(const float visibility) { mMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, visibility); } void BillboardObject::setPosition(const Vector3& pPosition) { Vector3 normalised = pPosition.normalisedCopy(); Vector3 finalPosition = normalised * 1000.f; mBBSet->setCommonDirection( -normalised ); mNode->setPosition(finalPosition); } Vector3 BillboardObject::getPosition() const { Vector3 p = mNode->_getDerivedPosition() - mNode->getParentSceneNode()->_getDerivedPosition(); return Vector3(p.x, -p.z, p.y); } void BillboardObject::setColour(const ColourValue& pColour) { mMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(pColour); } void BillboardObject::setRenderQueue(unsigned int id) { mBBSet->setRenderQueueGroup(id); } SceneNode* BillboardObject::getNode() { return mNode; } void BillboardObject::init(const String& textureName, const float initialSize, const Vector3& position, SceneNode* rootNode) { SceneManager* sceneMgr = rootNode->getCreator(); Vector3 finalPosition = position.normalisedCopy() * 1000.f; static unsigned int bodyCount=0; /// \todo These billboards are not 100% correct, might want to revisit them later mBBSet = sceneMgr->createBillboardSet("SkyBillboardSet"+StringConverter::toString(bodyCount), 1); mBBSet->setDefaultDimensions(550.f*initialSize, 550.f*initialSize); mBBSet->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+2); mBBSet->setBillboardType(BBT_PERPENDICULAR_COMMON); mBBSet->setCommonDirection( -position.normalisedCopy() ); mNode = rootNode->createChildSceneNode(); mNode->setPosition(finalPosition); mNode->attachObject(mBBSet); mBBSet->createBillboard(0,0,0); mMaterial = MaterialManager::getSingleton().create("BillboardMaterial"+StringConverter::toString(bodyCount), ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME); mMaterial->removeAllTechniques(); Pass* p = mMaterial->createTechnique()->createPass(); p->setSceneBlending(SBT_TRANSPARENT_ALPHA); p->setDepthCheckEnabled(false); p->setDepthWriteEnabled(false); p->setSelfIllumination(1.0,1.0,1.0); p->setDiffuse(0.0,0.0,0.0,1.0); p->setAmbient(0.0,0.0,0.0); p->createTextureUnitState(textureName); mBBSet->setMaterialName("BillboardMaterial"+StringConverter::toString(bodyCount)); bodyCount++; } Moon::Moon( const String& textureName, const float initialSize, const Vector3& position, SceneNode* rootNode) { init(textureName, initialSize, position, rootNode); HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton(); HighLevelGpuProgramPtr vshader; if (mgr.resourceExists("Moon_VP")) vshader = mgr.getByName("Moon_VP"); else vshader = mgr.createProgram("Moon_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM); vshader->setParameter("profiles", "vs_2_x arbvp1"); vshader->setParameter("entry_point", "main_vp"); StringUtil::StrStreamType outStream; outStream << "void main_vp( \n" " float4 position : POSITION, \n" " in float2 uv : TEXCOORD0, \n" " out float2 oUV : TEXCOORD0, \n" " out float4 oPosition : POSITION, \n" " uniform float4x4 worldViewProj \n" ") \n" "{ \n" " oUV = uv; \n" " oPosition = mul( worldViewProj, position ); \n" "}"; vshader->setSource(outStream.str()); vshader->load(); vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); mMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName()); HighLevelGpuProgramPtr fshader; if (mgr.resourceExists("Moon_FP")) fshader = mgr.getByName("Moon_FP"); else fshader = mgr.createProgram("Moon_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM); fshader->setParameter("profiles", "ps_2_x arbfp1"); fshader->setParameter("entry_point", "main_fp"); StringUtil::StrStreamType outStream2; outStream2 << "void main_fp( \n" " in float2 uv : TEXCOORD0, \n" " out float4 oColor : COLOR, \n" " uniform sampler2D texture : TEXUNIT0, \n" " uniform float4 skyColour, \n" " uniform float4 diffuse, \n" " uniform float4 emissive \n" ") \n" "{ \n" " float4 tex = tex2D(texture, uv); \n" " oColor = float4(emissive.xyz,1) * tex; \n" // use a circle for the alpha (compute UV distance to center) // looks a bit bad because its not filtered on the edges, // but it's cheaper than a seperate alpha texture. " float sqrUVdist = pow(uv.x-0.5,2) + pow(uv.y-0.5, 2); \n" " oColor.a = diffuse.a * (sqrUVdist >= 0.24 ? 0 : 1); \n" " oColor.rgb += (1-tex.a) * oColor.a * skyColour.rgb; \n"//fill dark side of moon with skycolour " oColor.rgb += (1-diffuse.a) * skyColour.rgb; \n"//fade bump "}"; fshader->setSource(outStream2.str()); fshader->load(); fshader->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR); fshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR); mMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(fshader->getName()); setVisibility(1.0); mPhase = Moon::Phase_Full; } void Moon::setType(const Moon::Type& type) { mType = type; } void Moon::setSkyColour(const Ogre::ColourValue& colour) { mMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("skyColour", colour); } void Moon::setPhase(const Moon::Phase& phase) { // Colour texture Ogre::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"; mMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName(textureName); mPhase = phase; } Moon::Phase Moon::getPhase() const { return mPhase; } unsigned int Moon::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; } void SkyManager::ModVertexAlpha(Entity* ent, unsigned int meshType) { // Get the vertex colour buffer of this mesh const Ogre::VertexElement* ves_diffuse = ent->getMesh()->getSubMesh(0)->vertexData->vertexDeclaration->findElementBySemantic( Ogre::VES_DIFFUSE ); HardwareVertexBufferSharedPtr colourBuffer = ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource()); // Lock void* pData = colourBuffer->lock(HardwareBuffer::HBL_NORMAL); // Iterate over all vertices int vertex_size = colourBuffer->getVertexSize(); float * currentVertex = NULL; for (unsigned int i=0; igetNumVertices(); ++i) { // Get a pointer to the vertex colour ves_diffuse->baseVertexPointerToElement( pData, ¤tVertex ); unsigned char alpha; if (meshType == 0) alpha = i%2 ? 0 : 255; // this is a cylinder, so every second vertex belongs to the bottom-most row else if (meshType == 1) { if (i>= 49 && i <= 64) alpha = 0; // bottom-most row else if (i>= 33 && i <= 48) alpha = 64; // second bottom-most row else alpha = 255; } uint8 tmpR = static_cast(255); uint8 tmpG = static_cast(255); uint8 tmpB = static_cast(255); uint8 tmpA = static_cast(alpha); // This does not matter since R and B are always 1. /*VertexElementType format = Root::getSingleton().getRenderSystem()->getColourVertexElementType(); switch (format) { case VET_COLOUR_ARGB: std::swap(tmpR, tmpB); break; case VET_COLOUR_ABGR: break; default: break; }*/ // Modify *((uint32*)currentVertex) = tmpR | (tmpG << 8) | (tmpB << 16) | (tmpA << 24); // Move to the next vertex pData = static_cast (pData) + vertex_size; } // Unlock ent->getMesh()->getSubMesh(0)->vertexData->vertexBufferBinding->getBuffer(ves_diffuse->getSource())->unlock(); } SkyManager::SkyManager (SceneNode* pMwRoot, Camera* pCamera, MWWorld::Environment* env) : mGlareFade(0), mGlareEnabled(false) { mEnvironment = env; mViewport = pCamera->getViewport(); mSceneMgr = pMwRoot->getCreator(); mRootNode = pCamera->getParentSceneNode()->createChildSceneNode(); mRootNode->pitch(Degree(-90)); // convert MW to ogre coordinates mRootNode->setInheritOrientation(false); /// \todo preload all the textures and meshes that are used for sky rendering // Create overlay used for thunderstorm MaterialPtr material = MaterialManager::getSingleton().create( "ThunderMaterial", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME ); Pass* pass = material->getTechnique(0)->getPass(0); pass->setSceneBlending(SBT_TRANSPARENT_ALPHA); mThunderTextureUnit = pass->createTextureUnitState(); mThunderTextureUnit->setColourOperationEx(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, ColourValue(1.f, 1.f, 1.f)); mThunderTextureUnit->setAlphaOperation(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, 0.5f); OverlayManager& ovm = OverlayManager::getSingleton(); mThunderOverlay = ovm.create( "ThunderOverlay" ); OverlayContainer* overlay_panel; overlay_panel = (OverlayContainer*)ovm.createOverlayElement("Panel", "ThunderPanel"); overlay_panel->_setPosition(0, 0); overlay_panel->_setDimensions(1, 1); overlay_panel->setMaterialName( "ThunderMaterial" ); overlay_panel->show(); mThunderOverlay->add2D(overlay_panel); mThunderOverlay->hide(); mSecunda = new Moon("textures\\tx_secunda_full.dds", 0.5, Vector3(-0.4, 0.4, 0.5), mRootNode); mSecunda->setType(Moon::Type_Secunda); mSecunda->setRenderQueue(RENDER_QUEUE_SKIES_EARLY+4); mMasser = new Moon("textures\\tx_masser_full.dds", 0.75, Vector3(-0.4, 0.4, 0.5), mRootNode); mMasser->setRenderQueue(RENDER_QUEUE_SKIES_EARLY+3); mMasser->setType(Moon::Type_Masser); mSun = new BillboardObject("textures\\tx_sun_05.dds", 1, Vector3(0.4, 0.4, 0.4), mRootNode); mSunGlare = new BillboardObject("textures\\tx_sun_flash_grey_05.dds", 3, Vector3(0.4, 0.4, 0.4), mRootNode); mSunGlare->setRenderQueue(RENDER_QUEUE_SKIES_LATE); HighLevelGpuProgramManager& mgr = HighLevelGpuProgramManager::getSingleton(); // Stars /// \todo sky_night_02.nif (available in Bloodmoon) MeshPtr mesh = NifOgre::NIFLoader::load("meshes\\sky_night_01.nif"); Entity* night1_ent = mSceneMgr->createEntity("meshes\\sky_night_01.nif"); night1_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+1); mAtmosphereNight = mRootNode->createChildSceneNode(); mAtmosphereNight->attachObject(night1_ent); // Stars vertex shader HighLevelGpuProgramPtr stars_vp = mgr.createProgram("Stars_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM); stars_vp->setParameter("profiles", "vs_2_x arbvp1"); stars_vp->setParameter("entry_point", "main_vp"); StringUtil::StrStreamType outStream4; outStream4 << "void main_vp( \n" " float4 position : POSITION, \n" " in float2 uv : TEXCOORD0, \n" " out float2 oUV : TEXCOORD0, \n" " out float oFade : TEXCOORD1, \n" " out float4 oPosition : POSITION, \n" " uniform float4x4 worldViewProj \n" ") \n" "{ \n" " oUV = uv; \n" " oFade = (position.z > 50) ? 1.f : 0.f; \n" " oPosition = mul( worldViewProj, position ); \n" "}"; stars_vp->setSource(outStream4.str()); stars_vp->load(); stars_vp->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); // Stars fragment shader HighLevelGpuProgramPtr stars_fp = mgr.createProgram("Stars_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM); stars_fp->setParameter("profiles", "ps_2_x arbfp1"); stars_fp->setParameter("entry_point", "main_fp"); StringUtil::StrStreamType outStream5; outStream5 << "void main_fp( \n" " in float2 uv : TEXCOORD0, \n" " out float4 oColor : COLOR, \n" " in float fade : TEXCOORD1, \n" " uniform sampler2D texture : TEXUNIT0, \n" " uniform float opacity, \n" " uniform float4 diffuse, \n" " uniform float4 emissive \n" ") \n" "{ \n" " oColor = tex2D(texture, uv) * float4(emissive.xyz, 1) * float4(1,1,1,fade*diffuse.a); \n" "}"; stars_fp->setSource(outStream5.str()); stars_fp->load(); stars_fp->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR); stars_fp->getDefaultParameters()->setNamedAutoConstant("diffuse", GpuProgramParameters::ACT_SURFACE_DIFFUSE_COLOUR); for (unsigned int i=0; igetNumSubEntities(); ++i) { MaterialPtr mp = night1_ent->getSubEntity(i)->getMaterial(); mp->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0); mp->getTechnique(0)->getPass(0)->setAmbient(0.0, 0.0, 0.0); mp->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 1.0); mp->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false); mp->getTechnique(0)->getPass(0)->setDepthCheckEnabled(false); mp->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA); mp->getTechnique(0)->getPass(0)->setVertexProgram(stars_vp->getName()); mp->getTechnique(0)->getPass(0)->setFragmentProgram(stars_fp->getName()); mStarsMaterials[i] = mp; } // Atmosphere (day) mesh = NifOgre::NIFLoader::load("meshes\\sky_atmosphere.nif"); Entity* atmosphere_ent = mSceneMgr->createEntity("meshes\\sky_atmosphere.nif"); ModVertexAlpha(atmosphere_ent, 0); atmosphere_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY); mAtmosphereDay = mRootNode->createChildSceneNode(); mAtmosphereDay->attachObject(atmosphere_ent); mAtmosphereMaterial = atmosphere_ent->getSubEntity(0)->getMaterial(); // Atmosphere shader HighLevelGpuProgramPtr vshader = mgr.createProgram("Atmosphere_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM); vshader->setParameter("profiles", "vs_2_x arbvp1"); vshader->setParameter("entry_point", "main_vp"); StringUtil::StrStreamType outStream; outStream << "void main_vp( \n" " float4 position : POSITION, \n" " in float4 color : COLOR, \n" " out float4 oPosition : POSITION, \n" " out float4 oColor : COLOR, \n" " uniform float4 emissive, \n" " uniform float4x4 worldViewProj \n" ") \n" "{ \n" " oPosition = mul( worldViewProj, position ); \n" " oColor = color * emissive; \n" "}"; vshader->setSource(outStream.str()); vshader->load(); vshader->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); vshader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader->getName()); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(""); // Clouds NifOgre::NIFLoader::load("meshes\\sky_clouds_01.nif"); Entity* clouds_ent = mSceneMgr->createEntity("meshes\\sky_clouds_01.nif"); clouds_ent->setRenderQueueGroup(RENDER_QUEUE_SKIES_EARLY+5); SceneNode* clouds_node = mRootNode->createChildSceneNode(); clouds_node->attachObject(clouds_ent); mCloudMaterial = clouds_ent->getSubEntity(0)->getMaterial(); // Clouds vertex shader HighLevelGpuProgramPtr vshader2 = mgr.createProgram("Clouds_VP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_VERTEX_PROGRAM); vshader2->setParameter("profiles", "vs_2_x arbvp1"); vshader2->setParameter("entry_point", "main_vp"); StringUtil::StrStreamType outStream3; outStream3 << "void main_vp( \n" " float4 position : POSITION, \n" " in float4 color : COLOR, \n" " out float4 oColor : TEXCOORD1, \n" " in float2 uv : TEXCOORD0, \n" " out float2 oUV : TEXCOORD0, \n" " out float4 oPosition : POSITION, \n" " uniform float4x4 worldViewProj \n" ") \n" "{ \n" " oUV = uv; \n" " oColor = color; \n" " oPosition = mul( worldViewProj, position ); \n" "}"; vshader2->setSource(outStream3.str()); vshader2->load(); vshader2->getDefaultParameters()->setNamedAutoConstant("worldViewProj", GpuProgramParameters::ACT_WORLDVIEWPROJ_MATRIX); mCloudMaterial->getTechnique(0)->getPass(0)->setVertexProgram(vshader2->getName()); // Clouds fragment shader mCloudFragmentShader = mgr.createProgram("Clouds_FP", ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, "cg", GPT_FRAGMENT_PROGRAM); mCloudFragmentShader->setParameter("profiles", "ps_2_x arbfp1"); mCloudFragmentShader->setParameter("entry_point", "main_fp"); StringUtil::StrStreamType outStream2; outStream2 << "void main_fp( \n" " in float2 uv : TEXCOORD0, \n" " out float4 oColor : COLOR, \n" " in float4 color : TEXCOORD1, \n" " uniform sampler2D texture : TEXUNIT0, \n" " uniform sampler2D secondTexture : TEXUNIT1, \n" " uniform float transitionFactor, \n" " uniform float time, \n" " uniform float speed, \n" " uniform float opacity, \n" " uniform float4 emissive \n" ") \n" "{ \n" " uv += float2(1,0) * time * speed * 0.003; \n" // Scroll in x direction " float4 tex = lerp(tex2D(texture, uv), tex2D(secondTexture, uv), transitionFactor); \n" " oColor = color * float4(emissive.xyz,1) * tex * float4(1,1,1,opacity); \n" "}"; mCloudFragmentShader->setSource(outStream2.str()); mCloudFragmentShader->load(); mCloudFragmentShader->getDefaultParameters()->setNamedAutoConstant("emissive", GpuProgramParameters::ACT_SURFACE_EMISSIVE_COLOUR); mCloudMaterial->getTechnique(0)->getPass(0)->setFragmentProgram(mCloudFragmentShader->getName()); setCloudsOpacity(0.75); ModVertexAlpha(clouds_ent, 1); // I'm not sure if the materials are being used by any other objects // Make a unique "modifiable" copy of the materials to be sure mCloudMaterial = mCloudMaterial->clone("Clouds"); clouds_ent->getSubEntity(0)->setMaterial(mCloudMaterial); mAtmosphereMaterial = mAtmosphereMaterial->clone("Atmosphere"); atmosphere_ent->getSubEntity(0)->setMaterial(mAtmosphereMaterial); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, 0.0); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setAmbient(0.0, 0.0, 0.0); mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(1.0, 1.0, 1.0); mCloudMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setDepthWriteEnabled(false); mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA); mCloudMaterial->getTechnique(0)->getPass(0)->setSceneBlending(SBT_TRANSPARENT_ALPHA); mCloudMaterial->getTechnique(0)->getPass(0)->createTextureUnitState(""); } SkyManager::~SkyManager() { delete mSun; delete mSunGlare; delete mMasser; delete mSecunda; } int SkyManager::getMasserPhase() const { return mMasser->getPhaseInt(); } int SkyManager::getSecundaPhase() const { return mSecunda->getPhaseInt(); } void SkyManager::update(float duration) { if (!mEnabled) return; // UV Scroll the clouds mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstantFromTime("time", mEnvironment->mWorld->getTimeScaleFactor()/30.f); /// \todo improve this mMasser->setPhase( static_cast( (int) ((mDay % 32)/4.f)) ); mSecunda->setPhase ( static_cast( (int) ((mDay % 32)/4.f)) ); // increase the strength of the sun glare effect depending // on how directly the player is looking at the sun if (mSunEnabled) { Vector3 sun = mSunGlare->getPosition(); sun = Vector3(sun.x, sun.z, -sun.y); Vector3 cam = mViewport->getCamera()->getRealDirection(); const Degree angle = sun.angleBetween( cam ); float val = 1- (angle.valueDegrees() / 180.f); val = (val*val*val*val)*2; if (mGlareEnabled) { mGlareFade += duration*3; if (mGlareFade > 1) mGlareFade = 1; } else { mGlareFade -= duration*3; if (mGlareFade < 0.3) mGlareFade = 0; } mSunGlare->setSize(val * (mGlareFade)); } mSunGlare->setVisible(mGlareFade>0 && mSunEnabled); mSun->setVisible(mSunEnabled); mMasser->setVisible(mMasserEnabled); mSecunda->setVisible(mSecundaEnabled); // rotate the stars by 360 degrees every 4 days mAtmosphereNight->roll(Degree(mEnvironment->mWorld->getTimeScaleFactor()*duration*360 / (3600*96.f))); } void SkyManager::enable() { mRootNode->setVisible(true); mEnabled = true; } void SkyManager::disable() { mRootNode->setVisible(false); mEnabled = false; } void SkyManager::setMoonColour (bool red) { mSecunda->setColour( red ? ColourValue(1.0, 0.0784, 0.0784) : ColourValue(1.0, 1.0, 1.0)); } void SkyManager::setCloudsOpacity(float opacity) { mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("opacity", Real(opacity)); } void SkyManager::setWeather(const MWWorld::WeatherResult& weather) { if (mClouds != weather.mCloudTexture) { mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(0)->setTextureName("textures\\"+weather.mCloudTexture); mClouds = weather.mCloudTexture; } if (mNextClouds != weather.mNextCloudTexture) { mCloudMaterial->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName("textures\\"+weather.mNextCloudTexture); mNextClouds = weather.mNextCloudTexture; } if (mCloudBlendFactor != weather.mCloudBlendFactor) { mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("transitionFactor", Real(weather.mCloudBlendFactor)); mCloudBlendFactor = weather.mCloudBlendFactor; } if (mCloudOpacity != weather.mCloudOpacity) { mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("opacity", Real(weather.mCloudOpacity)); mCloudOpacity = weather.mCloudOpacity; } if (mCloudColour != weather.mSunColor) { ColourValue clr( weather.mSunColor.r*0.7 + weather.mAmbientColor.r*0.7, weather.mSunColor.g*0.7 + weather.mAmbientColor.g*0.7, weather.mSunColor.b*0.7 + weather.mAmbientColor.b*0.7); mCloudMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(clr); mCloudColour = weather.mSunColor; } if (mSkyColour != weather.mSkyColor) { mAtmosphereMaterial->getTechnique(0)->getPass(0)->setSelfIllumination(weather.mSkyColor); mMasser->setSkyColour(weather.mSkyColor); mSecunda->setSkyColour(weather.mSkyColor); mSkyColour = weather.mSkyColor; } if (mCloudSpeed != weather.mCloudSpeed) { mCloudMaterial->getTechnique(0)->getPass(0)->getFragmentProgramParameters()->setNamedConstant("speed", Real(weather.mCloudSpeed)); mCloudSpeed = weather.mCloudSpeed; } if (weather.mNight && mStarsOpacity != weather.mNightFade) { if (weather.mNightFade == 0) mAtmosphereNight->setVisible(false); else { mAtmosphereNight->setVisible(true); for (int i=0; i<7; ++i) mStarsMaterials[i]->getTechnique(0)->getPass(0)->setDiffuse(0.0, 0.0, 0.0, weather.mNightFade); mStarsOpacity = weather.mNightFade; } } 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 * strength); mSun->setVisibility(strength); mAtmosphereNight->setVisible(weather.mNight && mEnabled); } void SkyManager::setGlare(bool glare) { mGlareEnabled = glare; } Vector3 SkyManager::getRealSunPos() { return mSun->getNode()->_getDerivedPosition(); } void SkyManager::sunEnable() { mSunEnabled = true; } void SkyManager::sunDisable() { mSunEnabled = false; } void SkyManager::setSunDirection(const Vector3& direction) { mSun->setPosition(direction); mSunGlare->setPosition(direction); } void SkyManager::setMasserDirection(const Vector3& direction) { mMasser->setPosition(direction); } void SkyManager::setSecundaDirection(const Vector3& direction) { mSecunda->setPosition(direction); } void SkyManager::masserEnable() { mMasserEnabled = true; } void SkyManager::secundaEnable() { mSecundaEnabled = true; } void SkyManager::masserDisable() { mMasserEnabled = false; } void SkyManager::secundaDisable() { mSecundaEnabled = false; } void SkyManager::setThunder(const float factor) { if (factor > 0.f) { mThunderOverlay->show(); mThunderTextureUnit->setAlphaOperation(LBX_SOURCE1, LBS_MANUAL, LBS_CURRENT, factor*0.6); } else mThunderOverlay->hide(); } void SkyManager::setMasserFade(const float fade) { mMasser->setVisibility(fade); } void SkyManager::setSecundaFade(const float fade) { mSecunda->setVisibility(fade); } void SkyManager::setHour(double hour) { mHour = hour; } void SkyManager::setDate(int day, int month) { mDay = day; mMonth = month; }