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https://github.com/TES3MP/openmw-tes3mp.git
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af83742e6f
- SkyManager update (initial sun glare effect, no raycast)
250 lines
8.1 KiB
C++
250 lines
8.1 KiB
C++
#include "weather.hpp"
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#include "world.hpp"
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#include "../mwrender/renderingmanager.hpp"
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using namespace Ogre;
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using namespace MWWorld;
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#define TRANSITION_TIME 10
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WeatherManager::WeatherManager(MWRender::RenderingManager* rendering, World* world) :
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mHour(0), mCurrentWeather("clear")
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{
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mRendering = rendering;
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mWorld = world;
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#define clr(r,g,b) ColourValue(r/255.f, g/255.f, b/255.f)
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/// \todo read these from Morrowind.ini
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Weather clear;
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clear.mCloudTexture = "tx_sky_clear.dds";
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clear.mCloudsMaximumPercent = 1.0;
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clear.mTransitionDelta = 0.15;
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clear.mSkySunriseColor = clr(118, 141, 164);
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clear.mSkyDayColor = clr(95, 135, 203);
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clear.mSkySunsetColor = clr(56, 89, 129);
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clear.mSkyNightColor = clr(9, 10, 11);
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clear.mFogSunriseColor = clr(255, 189, 157);
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clear.mFogDayColor = clr(206, 227, 255);
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clear.mFogSunsetColor = clr(255, 189, 157);
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clear.mFogNightColor = clr(9, 10, 11);
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clear.mAmbientSunriseColor = clr(47, 66, 96);
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clear.mAmbientDayColor = clr(137, 140, 160);
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clear.mAmbientSunsetColor = clr(68, 75, 96);
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clear.mAmbientNightColor = clr(32, 35, 42);
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clear.mSunSunriseColor = clr(242, 159, 99);
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clear.mSunDayColor = clr(255, 252, 238);
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clear.mSunSunsetColor = clr(255, 115, 79);
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clear.mSunNightColor = clr(59, 97, 176);
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clear.mSunDiscSunsetColour = clr(255, 189, 157);
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clear.mLandFogDayDepth = 0.69;
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clear.mLandFogNightDepth = 0.69;
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clear.mWindSpeed = 0.1;
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clear.mCloudSpeed = 1.25;
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clear.mGlareView = 1.0;
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mWeatherSettings["clear"] = clear;
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Weather cloudy;
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cloudy.mCloudTexture = "tx_sky_cloudy.dds";
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cloudy.mCloudsMaximumPercent = 1.0;
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cloudy.mTransitionDelta = 0.15;
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cloudy.mSkySunriseColor = clr(126, 158, 173);
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cloudy.mSkyDayColor = clr(117, 160, 215);
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cloudy.mSkySunsetColor = clr(111, 114, 159);
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cloudy.mSkyNightColor = clr(9, 10, 11);
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cloudy.mFogSunriseColor = clr(255, 207, 149);
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cloudy.mFogDayColor = clr(245, 235, 224);
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cloudy.mFogSunsetColor = clr(255, 155, 106);
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cloudy.mFogNightColor = clr(9, 10, 11);
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cloudy.mAmbientSunriseColor = clr(66, 74, 87);
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cloudy.mAmbientDayColor = clr(137, 145, 160);
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cloudy.mAmbientSunsetColor = clr(71, 80, 92);
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cloudy.mAmbientNightColor = clr(32, 39, 54);
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cloudy.mSunSunriseColor = clr(241, 177, 99);
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cloudy.mSunDayColor = clr(255, 236, 221);
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cloudy.mSunSunsetColor = clr(255, 89, 00);
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cloudy.mSunNightColor = clr(77, 91, 124);
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cloudy.mSunDiscSunsetColour = clr(255, 202, 179);
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cloudy.mLandFogDayDepth = 0.72;
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cloudy.mLandFogNightDepth = 0.72;
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cloudy.mWindSpeed = 0.2;
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cloudy.mCloudSpeed = 2;
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cloudy.mGlareView = 1.0;
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mWeatherSettings["cloudy"] = cloudy;
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/*
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Weather overcast;
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overcast.mCloudTexture = "tx_sky_overcast.dds";
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overcast.mCloudsMaximumPercent = 1.0;
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mWeatherSettings["overcast"] = overcast;
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*/
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setWeather("clear", true);
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// Test transition
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//setWeather("cloudy", false);
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}
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void WeatherManager::setWeather(const String& weather, bool instant)
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{
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if (instant)
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{
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mNextWeather = "";
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mCurrentWeather = weather;
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}
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else if (weather != mCurrentWeather)
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{
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mNextWeather = weather;
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mRemainingTransitionTime = TRANSITION_TIME;
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}
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}
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WeatherResult WeatherManager::getResult(const String& weather)
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{
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const Weather& current = mWeatherSettings[weather];
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WeatherResult result;
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result.mCloudTexture = current.mCloudTexture;
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result.mCloudBlendFactor = 0;
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result.mCloudOpacity = current.mCloudsMaximumPercent;
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result.mWindSpeed = current.mWindSpeed;
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result.mCloudSpeed = current.mCloudSpeed;
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result.mGlareView = current.mGlareView;
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result.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
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/// \todo interpolation
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// night
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if (mHour <= (mGlobals.mSunriseTime-mGlobals.mSunriseDuration) || mHour >= (mGlobals.mSunsetTime+mGlobals.mSunsetDuration))
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{
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result.mFogColor = current.mFogNightColor;
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result.mAmbientColor = current.mAmbientNightColor;
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result.mSunColor = current.mSunNightColor;
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result.mSkyColor = current.mSkyNightColor;
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}
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// sunrise
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else if (mHour >= (mGlobals.mSunriseTime-mGlobals.mSunriseDuration) && mHour <= (mGlobals.mSunriseTime+mGlobals.mSunriseDuration))
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{
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result.mFogColor = current.mFogSunriseColor;
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result.mAmbientColor = current.mAmbientSunriseColor;
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result.mSunColor = current.mSunSunriseColor;
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result.mSkyColor = current.mSkySunriseColor;
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}
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// day
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else if (mHour >= (mGlobals.mSunriseTime+mGlobals.mSunriseDuration) && mHour <= (mGlobals.mSunsetTime-mGlobals.mSunsetDuration))
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{
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result.mFogColor = current.mFogDayColor;
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result.mAmbientColor = current.mAmbientDayColor;
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result.mSunColor = current.mSunDayColor;
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result.mSkyColor = current.mSkyDayColor;
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}
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// sunset
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else if (mHour >= (mGlobals.mSunsetTime-mGlobals.mSunsetDuration) && mHour <= (mGlobals.mSunsetTime+mGlobals.mSunsetDuration))
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{
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result.mFogColor = current.mFogSunsetColor;
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result.mAmbientColor = current.mAmbientSunsetColor;
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result.mSunColor = current.mSunSunsetColor;
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result.mSkyColor = current.mSkySunsetColor;
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}
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return result;
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}
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WeatherResult WeatherManager::transition(float factor)
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{
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const WeatherResult& current = getResult(mCurrentWeather);
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const WeatherResult& other = getResult(mNextWeather);
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WeatherResult result;
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result.mCloudTexture = current.mCloudTexture;
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result.mNextCloudTexture = other.mCloudTexture;
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result.mCloudBlendFactor = factor;
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#define lerp(x, y) (x * (1-factor) + y * factor)
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result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
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result.mFogColor = lerp(current.mFogColor, other.mFogColor);
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result.mSunColor = lerp(current.mSunColor, other.mSunColor);
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result.mSkyColor = lerp(current.mSkyColor, other.mSkyColor);
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result.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor);
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result.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor);
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result.mFogDepth = lerp(current.mFogDepth, other.mFogDepth);
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result.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed);
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result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed);
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result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity);
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result.mGlareView = lerp(current.mGlareView, other.mGlareView);
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// sound change behaviour:
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// if 'other' has a new sound, switch to it after 1/2 of the transition length
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if (other.mAmbientLoopSoundID != "")
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result.mAmbientLoopSoundID = factor>0.5 ? other.mAmbientLoopSoundID : current.mAmbientLoopSoundID;
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// if 'current' has a sound and 'other' does not have a sound, turn off the sound immediately
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else if (current.mAmbientLoopSoundID != "")
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result.mAmbientLoopSoundID = "";
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return result;
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}
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void WeatherManager::update(float duration)
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{
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WeatherResult result;
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if (mNextWeather != "")
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{
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mRemainingTransitionTime -= duration;
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if (mRemainingTransitionTime < 0)
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{
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mCurrentWeather = mNextWeather;
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mNextWeather = "";
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}
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}
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if (mNextWeather != "")
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result = transition(1-(mRemainingTransitionTime/TRANSITION_TIME));
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else
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result = getResult(mCurrentWeather);
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if (mWorld->isCellExterior() || mWorld->isCellQuasiExterior())
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{
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mRendering->setAmbientColour(result.mAmbientColor);
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mRendering->sunEnable();
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mRendering->setSunColour(result.mSunColor);
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mRendering->skyEnable();
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mRendering->getSkyManager()->setWeather(result);
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}
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else
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{
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mRendering->sunDisable();
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mRendering->skyDisable();
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}
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}
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void WeatherManager::setHour(const float hour)
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{
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// accelerate a bit for testing
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/*
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mHour += 0.001;
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if (mHour >= 24.f) mHour = 0.f;
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#include <iostream>
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std::cout << "hour " << mHour << std::endl;
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*/
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mHour = hour;
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}
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void WeatherManager::setDate(const int day, const int month)
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{
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mDay = day;
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mMonth = month;
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}
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