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openmw-tes3mp/apps/openmw/mwrender/fogmanager.cpp

105 lines
3.6 KiB
C++

#include "fogmanager.hpp"
#include <algorithm>
#include <components/esm/loadcell.hpp>
#include <components/fallback/fallback.hpp>
#include <components/sceneutil/util.hpp>
#include <components/settings/settings.hpp>
namespace
{
float DLLandFogStart;
float DLLandFogEnd;
float DLUnderwaterFogStart;
float DLUnderwaterFogEnd;
float DLInteriorFogStart;
float DLInteriorFogEnd;
}
namespace MWRender
{
FogManager::FogManager()
: mLandFogStart(0.f)
, mLandFogEnd(std::numeric_limits<float>::max())
, mUnderwaterFogStart(0.f)
, mUnderwaterFogEnd(std::numeric_limits<float>::max())
, mFogColor(osg::Vec4f())
, mDistantFog(Settings::Manager::getBool("use distant fog", "Fog"))
, mUnderwaterColor(Fallback::Map::getColour("Water_UnderwaterColor"))
, mUnderwaterWeight(Fallback::Map::getFloat("Water_UnderwaterColorWeight"))
, mUnderwaterIndoorFog(Fallback::Map::getFloat("Water_UnderwaterIndoorFog"))
{
DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog");
DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog");
DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog");
DLUnderwaterFogEnd = Settings::Manager::getFloat("distant underwater fog end", "Fog");
DLInteriorFogStart = Settings::Manager::getFloat("distant interior fog start", "Fog");
DLInteriorFogEnd = Settings::Manager::getFloat("distant interior fog end", "Fog");
}
void FogManager::configure(float viewDistance, const ESM::Cell *cell)
{
osg::Vec4f color = SceneUtil::colourFromRGB(cell->mAmbi.mFog);
if (mDistantFog)
{
float density = std::max(0.2f, cell->mAmbi.mFogDensity);
mLandFogStart = DLInteriorFogEnd * (1.0f - density) + DLInteriorFogStart*density;
mLandFogEnd = DLInteriorFogEnd;
mUnderwaterFogStart = DLUnderwaterFogStart;
mUnderwaterFogEnd = DLUnderwaterFogEnd;
mFogColor = color;
}
else
configure(viewDistance, cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, 1.0f, 0.0f, color);
}
void FogManager::configure(float viewDistance, float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color)
{
if (mDistantFog)
{
mLandFogStart = dlFactor * (DLLandFogStart - dlOffset * DLLandFogEnd);
mLandFogEnd = dlFactor * (1.0f - dlOffset) * DLLandFogEnd;
mUnderwaterFogStart = DLUnderwaterFogStart;
mUnderwaterFogEnd = DLUnderwaterFogEnd;
}
else
{
if (fogDepth == 0.0)
{
mLandFogStart = 0.0f;
mLandFogEnd = std::numeric_limits<float>::max();
}
else
{
mLandFogStart = viewDistance * (1 - fogDepth);
mLandFogEnd = viewDistance;
}
mUnderwaterFogStart = std::min(viewDistance, 7168.f) * (1 - underwaterFog);
mUnderwaterFogEnd = std::min(viewDistance, 7168.f);
}
mFogColor = color;
}
float FogManager::getFogStart(bool isUnderwater) const
{
return isUnderwater ? mUnderwaterFogStart : mLandFogStart;
}
float FogManager::getFogEnd(bool isUnderwater) const
{
return isUnderwater ? mUnderwaterFogEnd : mLandFogEnd;
}
osg::Vec4f FogManager::getFogColor(bool isUnderwater) const
{
if (isUnderwater)
{
return mUnderwaterColor * mUnderwaterWeight + mFogColor * (1.f-mUnderwaterWeight);
}
return mFogColor;
}
}