1
0
Fork 0
mirror of https://github.com/OpenMW/openmw.git synced 2025-01-21 07:23:54 +00:00
This commit is contained in:
mckibbenta 2013-06-23 15:29:35 -04:00
commit 1f4d1d3b57
10 changed files with 518 additions and 363 deletions

View file

@ -90,6 +90,7 @@ target_link_libraries(omwlauncher
${Boost_LIBRARIES}
${OGRE_LIBRARIES}
${OGRE_STATIC_PLUGINS}
${SDL2_LIBRARY}
${QT_LIBRARIES}
components
)

View file

@ -3,6 +3,7 @@
#include <QDesktopWidget>
#include <QMessageBox>
#include <QDir>
#include <SDL.h>
#include <cstdlib>
@ -35,13 +36,14 @@ GraphicsPage::GraphicsPage(Files::ConfigurationManager &cfg, GraphicsSettings &g
setupUi(this);
// Set the maximum res we can set in windowed mode
QRect res = QApplication::desktop()->screenGeometry();
QRect res = getMaximumResolution();
customWidthSpinBox->setMaximum(res.width());
customHeightSpinBox->setMaximum(res.height());
connect(rendererComboBox, SIGNAL(currentIndexChanged(const QString&)), this, SLOT(rendererChanged(const QString&)));
connect(fullScreenCheckBox, SIGNAL(stateChanged(int)), this, SLOT(slotFullScreenChanged(int)));
connect(standardRadioButton, SIGNAL(toggled(bool)), this, SLOT(slotStandardToggled(bool)));
connect(screenComboBox, SIGNAL(currentIndexChanged(const QString&)), this, SLOT(screenChanged(const QString&)));
}
@ -144,17 +146,97 @@ bool GraphicsPage::setupOgre()
}
antiAliasingComboBox->clear();
resolutionComboBox->clear();
antiAliasingComboBox->addItems(getAvailableOptions(QString("FSAA"), mSelectedRenderSystem));
resolutionComboBox->addItems(getAvailableResolutions(mSelectedRenderSystem));
// Load the rest of the values
loadSettings();
return true;
}
void GraphicsPage::loadSettings()
bool GraphicsPage::setupSDL()
{
// FIXME: do setupSDLWordaround here instead.
// seems like Qt, SDL and Ogre don't like each other
// results in a segfault if SDL is initialized after Qt
QStringList screens;
for (int i = 0; i < mScreenCount; i++)
{
screens.append(QString("Screen ") + QString::number(i + 1));
}
screenComboBox->addItems(screens);
return true;
}
std::vector<VideoMode> GraphicsPage::mVideoModes;
int GraphicsPage::mScreenCount;
bool GraphicsPage::setupSDLWordaround() {
if (SDL_Init(SDL_INIT_VIDEO) != 0)
{
std::cout << "SDL_Init failed: " << SDL_GetError() << std::endl;
return false;
}
SDL_DisplayMode mode;
int displayIndex, modeIndex, displays = SDL_GetNumVideoDisplays();
mScreenCount = displays;
if(displays < 0)
{
std::cout << "SDL_GetNumVideoDisplays failed: " << SDL_GetError() << std::endl;
SDL_Quit();
return false;
}
for (displayIndex = 0; displayIndex < displays; displayIndex++)
{
int modes = SDL_GetNumDisplayModes(displayIndex);
if(modes < 0)
{
std::cout << "SDL_GetNumDisplayModes failed: " << SDL_GetError() << std::endl;
SDL_Quit();
return false;
}
for (modeIndex = 0; modeIndex < modes; modeIndex++)
{
if (SDL_GetDisplayMode(displayIndex, modeIndex, &mode) < 0)
{
std::cout << "SDL_GetDisplayMode failed: " << SDL_GetError() << std::endl;
SDL_Quit();
return false;
}
bool isDouble = false;
for (std::vector<VideoMode>::iterator it = mVideoModes.begin(); it != mVideoModes.end(); it++)
{
if ((*it).w == mode.w && (*it).h == mode.h && (*it).screen == displayIndex)
{
isDouble = true;
break;
}
}
if (isDouble)
continue;
VideoMode vmode;
vmode.w = mode.w;
vmode.h = mode.h;
vmode.screen = displayIndex;
mVideoModes.push_back(vmode);
}
}
SDL_Quit();
return true;
}
bool GraphicsPage::loadSettings()
{
if (!setupSDL())
return false;
if (!setupOgre())
return false;
if (mGraphicsSettings.value(QString("Video/vsync")) == QLatin1String("true"))
vSyncCheckBox->setCheckState(Qt::Checked);
@ -168,6 +250,11 @@ void GraphicsPage::loadSettings()
QString width = mGraphicsSettings.value(QString("Video/resolution x"));
QString height = mGraphicsSettings.value(QString("Video/resolution y"));
QString resolution = width + QString(" x ") + height;
QString screen = mGraphicsSettings.value(QString("Video/screen"));
int screenIndex = screenComboBox->findText(QString("Screen ") + screen);
if (screenIndex != -1)
screenComboBox->setCurrentIndex(screenIndex);
int resIndex = resolutionComboBox->findText(resolution, Qt::MatchStartsWith);
@ -180,6 +267,8 @@ void GraphicsPage::loadSettings()
customHeightSpinBox->setValue(height.toInt());
}
return true;
}
void GraphicsPage::saveSettings()
@ -205,6 +294,11 @@ void GraphicsPage::saveSettings()
mGraphicsSettings.setValue(QString("Video/resolution x"), QString::number(customWidthSpinBox->value()));
mGraphicsSettings.setValue(QString("Video/resolution y"), QString::number(customHeightSpinBox->value()));
}
QRegExp screenRe(QString(".*(\\d+)"));
if(screenRe.exactMatch(screenComboBox->currentText())) {
mGraphicsSettings.setValue(QString("Video/screen"), screenRe.cap(1));
}
}
QStringList GraphicsPage::getAvailableOptions(const QString &key, Ogre::RenderSystem *renderer)
@ -240,64 +334,61 @@ QStringList GraphicsPage::getAvailableOptions(const QString &key, Ogre::RenderSy
return result;
}
QStringList GraphicsPage::getAvailableResolutions(Ogre::RenderSystem *renderer)
QStringList GraphicsPage::getAvailableResolutions(int screen)
{
QString key("Video Mode");
QStringList result;
uint row = 0;
Ogre::ConfigOptionMap options = renderer->getConfigOptions();
for (Ogre::ConfigOptionMap::iterator i = options.begin (); i != options.end (); i++, row++)
for (std::vector<VideoMode>::iterator it = mVideoModes.begin(); it != mVideoModes.end(); it++)
{
if (key.toStdString() != i->first)
VideoMode mode = *it;
if(mode.screen != screen)
continue;
Ogre::StringVector::iterator opt_it;
uint idx = 0;
QString aspect = getAspect(mode.w, mode.h);
QString resolution = QString::number(mode.w) + QString(" x ") + QString::number(mode.h);
for (opt_it = i->second.possibleValues.begin ();
opt_it != i->second.possibleValues.end (); opt_it++, idx++)
{
QRegExp resolutionRe(QString("(\\d+) x (\\d+).*"));
QString resolution = QString::fromStdString(*opt_it).simplified();
if (aspect == QLatin1String("16:9") || aspect == QLatin1String("16:10")) {
resolution.append(tr("\t(Wide ") + aspect + ")");
if (resolutionRe.exactMatch(resolution)) {
int width = resolutionRe.cap(1).toInt();
int height = resolutionRe.cap(2).toInt();
QString aspect = getAspect(width, height);
QString cleanRes = resolutionRe.cap(1) + QString(" x ") + resolutionRe.cap(2);
if (aspect == QLatin1String("16:9") || aspect == QLatin1String("16:10")) {
cleanRes.append(tr("\t(Wide ") + aspect + ")");
} else if (aspect == QLatin1String("4:3")) {
cleanRes.append(tr("\t(Standard 4:3)"));
}
// do not add duplicate resolutions
if (!result.contains(cleanRes))
result.append(cleanRes);
}
} else if (aspect == QLatin1String("4:3")) {
resolution.append(tr("\t(Standard 4:3)"));
}
result.append(resolution);
}
// Sort the resolutions in descending order
qSort(result.begin(), result.end(), naturalSortGreaterThanCI);
return result;
}
QRect GraphicsPage::getMaximumResolution()
{
QRect max;
int screens = QApplication::desktop()->screenCount();
for (int i = 0; i < screens; ++i)
{
QRect res = QApplication::desktop()->screenGeometry(i);
if (res.width() > max.width())
max.setWidth(res.width());
if (res.height() > max.height())
max.setHeight(res.height());
}
return max;
}
void GraphicsPage::rendererChanged(const QString &renderer)
{
mSelectedRenderSystem = mOgre->getRenderSystemByName(renderer.toStdString());
antiAliasingComboBox->clear();
resolutionComboBox->clear();
antiAliasingComboBox->addItems(getAvailableOptions(QString("FSAA"), mSelectedRenderSystem));
resolutionComboBox->addItems(getAvailableResolutions(mSelectedRenderSystem));
}
void GraphicsPage::screenChanged(const QString &screen)
{
QRegExp screenRe(QString(".*(\\d+)"));
if(screenRe.exactMatch(screen)) {
resolutionComboBox->clear();
resolutionComboBox->addItems(getAvailableResolutions(screenRe.cap(1).toInt() - 1));
}
}
void GraphicsPage::slotFullScreenChanged(int state)

View file

@ -18,6 +18,13 @@
#include "ui_graphicspage.h"
struct VideoMode
{
int w;
int h;
int screen;
};
class GraphicsSettings;
namespace Files { struct ConfigurationManager; }
@ -30,10 +37,14 @@ public:
GraphicsPage(Files::ConfigurationManager &cfg, GraphicsSettings &graphicsSettings, QWidget *parent = 0);
void saveSettings();
bool setupOgre();
bool loadSettings();
// SDL workaround
static bool setupSDLWordaround();
public slots:
void rendererChanged(const QString &renderer);
void screenChanged(const QString &screen);
private slots:
void slotFullScreenChanged(int state);
@ -55,10 +66,14 @@ private:
GraphicsSettings &mGraphicsSettings;
QStringList getAvailableOptions(const QString &key, Ogre::RenderSystem *renderer);
QStringList getAvailableResolutions(Ogre::RenderSystem *renderer);
QStringList getAvailableResolutions(int screen);
QRect getMaximumResolution();
void loadSettings();
static std::vector<VideoMode> mVideoModes;
static int mScreenCount;
bool setupOgre();
bool setupSDL();
};
#endif

View file

@ -3,9 +3,14 @@
#include <QDir>
#include "maindialog.hpp"
// SDL workaround
#include "graphicspage.hpp"
int main(int argc, char *argv[])
{
// SDL woraround
GraphicsPage::setupSDLWordaround();
QApplication app(argc, argv);
// Now we make sure the current dir is set to application path

View file

@ -292,8 +292,8 @@ bool MainDialog::setup()
// Now create the pages as they need the settings
createPages();
// Call this so we can exit on Ogre errors before mainwindow is shown
if (!mGraphicsPage->setupOgre())
// Call this so we can exit on Ogre/SDL errors before mainwindow is shown
if (!mGraphicsPage->loadSettings())
return false;
loadSettings();

View file

@ -7,6 +7,7 @@
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwmechanics/npcstats.hpp"
@ -224,16 +225,22 @@ namespace MWGui
void Choice::activated()
{
MWBase::Environment::get().getSoundManager()->playSound("Menu Click", 1.0, 1.0);
MWBase::Environment::get().getDialogueManager()->questionAnswered(mChoiceId);
}
void Topic::activated()
{
MWBase::Environment::get().getSoundManager()->playSound("Menu Click", 1.f, 1.f);
MWBase::Environment::get().getDialogueManager()->keywordSelected(Misc::StringUtils::lowerCase(mTopicId));
}
void Goodbye::activated()
{
MWBase::Environment::get().getSoundManager()->playSound("Menu Click", 1.f, 1.f);
MWBase::Environment::get().getDialogueManager()->goodbyeSelected();
}

View file

@ -2,6 +2,8 @@
#include <components/nif/niffile.hpp>
#include <libs/openengine/ogre/fader.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp" /// FIXME
#include "../mwbase/soundmanager.hpp"
@ -353,7 +355,7 @@ namespace MWWorld
void Scene::changeToInteriorCell (const std::string& cellName, const ESM::Position& position)
{
MWBase::Environment::get().getWorld ()->getFader ()->fadeOut(0.5);
const MWWorld::Store<ESM::GameSetting> &gmst =
MWBase::Environment::get().getWorld()->getStore().get<ESM::GameSetting>();
@ -422,6 +424,7 @@ namespace MWWorld
MWBase::Environment::get().getWorld()->adjustSky();
mCellChanged = true;
MWBase::Environment::get().getWorld ()->getFader ()->fadeIn(0.5);
MWBase::Environment::get().getWindowManager ()->loadingDone ();
}

View file

@ -1,8 +1,5 @@
#include "weather.hpp"
#include <ctime>
#include <cstdlib>
#include <boost/algorithm/string.hpp>
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
@ -91,10 +88,11 @@ float WeatherManager::calculateAngleFade (const std::string& moonName, float ang
}
WeatherManager::WeatherManager(MWRender::RenderingManager* rendering,MWWorld::Fallback* fallback) :
mHour(14), mCurrentWeather("clear"), mFirstUpdate(true), mWeatherUpdateTime(0),
mThunderFlash(0), mThunderChance(0), mThunderChanceNeeded(50), mThunderSoundDelay(0),
mRemainingTransitionTime(0), mMonth(0), mDay(0),
mTimePassed(0), mFallback(fallback), mWindSpeed(0.f), mRendering(rendering)
mHour(14), mCurrentWeather("clear"), mNextWeather(""), mFirstUpdate(true),
mWeatherUpdateTime(0), mThunderFlash(0), mThunderChance(0),
mThunderChanceNeeded(50), mThunderSoundDelay(0), mRemainingTransitionTime(0),
mMonth(0), mDay(0), mTimePassed(0), mFallback(fallback), mWindSpeed(0.f),
mRendering(rendering)
{
//Globals
mThunderSoundID0 = mFallback->getFallbackString("Weather_Thunderstorm_Thunder_Sound_ID_0");
@ -197,32 +195,31 @@ void WeatherManager::setWeather(const String& weather, bool instant)
mFirstUpdate = false;
}
WeatherResult WeatherManager::getResult(const String& weather)
void WeatherManager::setResult(const String& weatherType)
{
const Weather& current = mWeatherSettings[weather];
WeatherResult result;
const Weather& current = mWeatherSettings[weatherType];
result.mCloudTexture = current.mCloudTexture;
result.mCloudBlendFactor = 0;
result.mCloudOpacity = current.mCloudsMaximumPercent;
result.mWindSpeed = current.mWindSpeed;
result.mCloudSpeed = current.mCloudSpeed;
result.mGlareView = current.mGlareView;
result.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
result.mSunColor = current.mSunDiscSunsetColor;
result.mNight = (mHour < mSunriseTime || mHour > mNightStart - 1);
mResult.mCloudTexture = current.mCloudTexture;
mResult.mCloudBlendFactor = 0;
mResult.mCloudOpacity = current.mCloudsMaximumPercent;
mResult.mWindSpeed = current.mWindSpeed;
mResult.mCloudSpeed = current.mCloudSpeed;
mResult.mGlareView = current.mGlareView;
mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
mResult.mSunColor = current.mSunDiscSunsetColor;
result.mFogDepth = result.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
mResult.mNight = (mHour < mSunriseTime || mHour > mNightStart - 1);
mResult.mFogDepth = mResult.mNight ? current.mLandFogNightDepth : current.mLandFogDayDepth;
// night
if (mHour <= mNightEnd || mHour >= mNightStart + 1)
{
result.mFogColor = current.mFogNightColor;
result.mAmbientColor = current.mAmbientNightColor;
result.mSunColor = current.mSunNightColor;
result.mSkyColor = current.mSkyNightColor;
result.mNightFade = 1.f;
mResult.mFogColor = current.mFogNightColor;
mResult.mAmbientColor = current.mAmbientNightColor;
mResult.mSunColor = current.mSunNightColor;
mResult.mSkyColor = current.mSkyNightColor;
mResult.mNightFade = 1.f;
}
// sunrise
@ -233,31 +230,31 @@ WeatherResult WeatherManager::getResult(const String& weather)
// fade in
float advance = mSunriseTime - mHour;
float factor = advance / 0.5f;
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor, factor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor, factor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor, factor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor, factor);
result.mNightFade = factor;
mResult.mFogColor = lerp(current.mFogSunriseColor, current.mFogNightColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientNightColor, factor);
mResult.mSunColor = lerp(current.mSunSunriseColor, current.mSunNightColor, factor);
mResult.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyNightColor, factor);
mResult.mNightFade = factor;
}
else //if (mHour >= 6)
{
// fade out
float advance = mHour - mSunriseTime;
float factor = advance / 3.f;
result.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor, factor);
result.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor, factor);
result.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor, factor);
result.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor, factor);
mResult.mFogColor = lerp(current.mFogSunriseColor, current.mFogDayColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunriseColor, current.mAmbientDayColor, factor);
mResult.mSunColor = lerp(current.mSunSunriseColor, current.mSunDayColor, factor);
mResult.mSkyColor = lerp(current.mSkySunriseColor, current.mSkyDayColor, factor);
}
}
// day
else if (mHour >= mDayStart + 1 && mHour <= mDayEnd - 1)
{
result.mFogColor = current.mFogDayColor;
result.mAmbientColor = current.mAmbientDayColor;
result.mSunColor = current.mSunDayColor;
result.mSkyColor = current.mSkyDayColor;
mResult.mFogColor = current.mFogDayColor;
mResult.mAmbientColor = current.mAmbientDayColor;
mResult.mSunColor = current.mSunDayColor;
mResult.mSkyColor = current.mSkyDayColor;
}
// sunset
@ -268,54 +265,51 @@ WeatherResult WeatherManager::getResult(const String& weather)
// fade in
float advance = (mDayEnd + 1) - mHour;
float factor = (advance / 2);
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor, factor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor, factor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor, factor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor, factor);
mResult.mFogColor = lerp(current.mFogSunsetColor, current.mFogDayColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientDayColor, factor);
mResult.mSunColor = lerp(current.mSunSunsetColor, current.mSunDayColor, factor);
mResult.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyDayColor, factor);
}
else //if (mHour >= 19)
{
// fade out
float advance = mHour - (mDayEnd + 1);
float factor = advance / 2.f;
result.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor, factor);
result.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor, factor);
result.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor, factor);
result.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor, factor);
result.mNightFade = factor;
mResult.mFogColor = lerp(current.mFogSunsetColor, current.mFogNightColor, factor);
mResult.mAmbientColor = lerp(current.mAmbientSunsetColor, current.mAmbientNightColor, factor);
mResult.mSunColor = lerp(current.mSunSunsetColor, current.mSunNightColor, factor);
mResult.mSkyColor = lerp(current.mSkySunsetColor, current.mSkyNightColor, factor);
mResult.mNightFade = factor;
}
}
return result;
}
WeatherResult WeatherManager::transition(float factor)
void WeatherManager::transition(float factor)
{
const WeatherResult& current = getResult(mCurrentWeather);
const WeatherResult& other = getResult(mNextWeather);
WeatherResult result;
setResult(mCurrentWeather);
const WeatherResult current = mResult;
setResult(mNextWeather);
const WeatherResult other = mResult;
result.mCloudTexture = current.mCloudTexture;
result.mNextCloudTexture = other.mCloudTexture;
result.mCloudBlendFactor = factor;
mResult.mCloudTexture = current.mCloudTexture;
mResult.mNextCloudTexture = other.mCloudTexture;
mResult.mCloudBlendFactor = factor;
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
result.mFogColor = lerp(current.mFogColor, other.mFogColor, factor);
result.mSunColor = lerp(current.mSunColor, other.mSunColor, factor);
result.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor);
mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
mResult.mFogColor = lerp(current.mFogColor, other.mFogColor, factor);
mResult.mSunColor = lerp(current.mSunColor, other.mSunColor, factor);
mResult.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor);
result.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
result.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
result.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
result.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
result.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
result.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
result.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
result.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);
mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
mResult.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
mResult.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);
result.mNight = current.mNight;
return result;
mResult.mNight = current.mNight;
}
void WeatherManager::update(float duration)
@ -325,263 +319,227 @@ void WeatherManager::update(float duration)
mWeatherUpdateTime -= timePassed;
bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior() || MWBase::Environment::get().getWorld()->isCellQuasiExterior());
if (exterior)
{
std::string regionstr = Misc::StringUtils::lowerCase(MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getCell()->mCell->mRegion);
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
{
mCurrentRegion = regionstr;
mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
std::string weather = "clear";
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
weather = mRegionOverrides[regionstr];
else
{
// get weather probabilities for the current region
const ESM::Region *region =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().search (regionstr);
if (region != 0)
{
float clear = region->mData.mClear/255.f;
float cloudy = region->mData.mCloudy/255.f;
float foggy = region->mData.mFoggy/255.f;
float overcast = region->mData.mOvercast/255.f;
float rain = region->mData.mRain/255.f;
float thunder = region->mData.mThunder/255.f;
float ash = region->mData.mAsh/255.f;
float blight = region->mData.mBlight/255.f;
float snow = region->mData.mA/255.f;
float blizzard = region->mData.mB/255.f;
// re-scale to 100 percent
const float total = clear+cloudy+foggy+overcast+rain+thunder+ash+blight+snow+blizzard;
float random = ((rand()%100)/100.f) * total;
if (random >= snow+blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blizzard";
else if (random >= blight+ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "snow";
else if (random >= ash+thunder+rain+overcast+foggy+cloudy+clear)
weather = "blight";
else if (random >= thunder+rain+overcast+foggy+cloudy+clear)
weather = "ashstorm";
else if (random >= rain+overcast+foggy+cloudy+clear)
weather = "thunderstorm";
else if (random >= overcast+foggy+cloudy+clear)
weather = "rain";
else if (random >= foggy+cloudy+clear)
weather = "overcast";
else if (random >= cloudy+clear)
weather = "foggy";
else if (random >= clear)
weather = "cloudy";
else
weather = "clear";
}
}
setWeather(weather, false);
}
WeatherResult result;
if (mNextWeather != "")
{
mRemainingTransitionTime -= timePassed;
if (mRemainingTransitionTime < 0)
{
mCurrentWeather = mNextWeather;
mNextWeather = "";
}
}
if (mNextWeather != "")
result = transition(1 - (mRemainingTransitionTime / (mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600)));
else
result = getResult(mCurrentWeather);
mWindSpeed = result.mWindSpeed;
mRendering->configureFog(result.mFogDepth, result.mFogColor);
// disable sun during night
if (mHour >= mNightStart || mHour <= mSunriseTime)
mRendering->getSkyManager()->sunDisable();
else
mRendering->getSkyManager()->sunEnable();
// sun angle
float height;
//Day duration
float dayDuration = (mNightStart - 1) - mSunriseTime;
// rise at 6, set at 20
if (mHour >= mSunriseTime && mHour <= mNightStart)
height = 1 - std::abs(((mHour - dayDuration) / 7.f));
else if (mHour > mNightStart)
height = (mHour - mNightStart) / 4.f;
else //if (mHour > 0 && mHour < 6)
height = 1 - (mHour / mSunriseTime);
int facing = (mHour > 13.f) ? 1 : -1;
Vector3 final(
-(1 - height) * facing,
-(1 - height) * facing,
height);
mRendering->setSunDirection(final);
/*
* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish
* for masser and secunda
*/
float fadeOutFinish=mFallback->getFallbackFloat("Moons_Masser_Fade_Out_Finish");
float fadeInStart=mFallback->getFallbackFloat("Moons_Masser_Fade_In_Start");
//moon calculations
float moonHeight;
if (mHour >= fadeInStart)
moonHeight = mHour - fadeInStart;
else if (mHour <= fadeOutFinish)
moonHeight = mHour + fadeOutFinish;
else
moonHeight = 0;
moonHeight /= (24.f - (fadeInStart - fadeOutFinish));
if (moonHeight != 0)
{
int facing = (moonHeight <= 1) ? 1 : -1;
Vector3 masser(
(moonHeight - 1) * facing,
(1 - moonHeight) * facing,
moonHeight);
Vector3 secunda(
(moonHeight - 1) * facing * 1.25,
(1 - moonHeight) * facing * 0.8,
moonHeight);
mRendering->getSkyManager()->setMasserDirection(masser);
mRendering->getSkyManager()->setSecundaDirection(secunda);
mRendering->getSkyManager()->masserEnable();
mRendering->getSkyManager()->secundaEnable();
float angle = (1-moonHeight) * 90.f * facing;
float masserHourFade = calculateHourFade("Masser");
float secundaHourFade = calculateHourFade("Secunda");
float masserAngleFade = calculateAngleFade("Masser", angle);
float secundaAngleFade = calculateAngleFade("Secunda", angle);
masserAngleFade *= masserHourFade;
secundaAngleFade *= secundaHourFade;
mRendering->getSkyManager()->setMasserFade(masserAngleFade);
mRendering->getSkyManager()->setSecundaFade(secundaAngleFade);
}
else
{
mRendering->getSkyManager()->masserDisable();
mRendering->getSkyManager()->secundaDisable();
}
if (mCurrentWeather == "thunderstorm" && mNextWeather == "" && exterior)
{
if (mThunderFlash > 0)
{
// play the sound after a delay
mThunderSoundDelay -= duration;
if (mThunderSoundDelay <= 0)
{
// pick a random sound
int sound = rand() % 4;
std::string soundname;
if (sound == 0) soundname = mThunderSoundID0;
else if (sound == 1) soundname = mThunderSoundID1;
else if (sound == 2) soundname = mThunderSoundID2;
else if (sound == 3) soundname = mThunderSoundID3;
MWBase::Environment::get().getSoundManager()->playSound(soundname, 1.0, 1.0);
mThunderSoundDelay = 1000;
}
mThunderFlash -= duration;
if (mThunderFlash > 0)
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
else
{
srand(time(NULL));
mThunderChanceNeeded = rand() % 100;
mThunderChance = 0;
mRendering->getSkyManager()->setLightningStrength( 0.f );
}
}
else
{
// no thunder active
mThunderChance += duration*4; // chance increases by 4 percent every second
if (mThunderChance >= mThunderChanceNeeded)
{
mThunderFlash = mThunderThreshold;
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
mThunderSoundDelay = 0.25;
}
}
}
else
mRendering->getSkyManager()->setLightningStrength(0.f);
mRendering->setAmbientColour(result.mAmbientColor);
mRendering->sunEnable(false);
mRendering->setSunColour(result.mSunColor);
mRendering->getSkyManager()->setWeather(result);
}
else
const bool exterior = (MWBase::Environment::get().getWorld()->isCellExterior() || MWBase::Environment::get().getWorld()->isCellQuasiExterior());
if (!exterior)
{
mRendering->sunDisable(false);
mRendering->skyDisable();
mRendering->getSkyManager()->setLightningStrength(0.f);
stopSounds(true);
return;
}
// play sounds
std::string ambientSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID : "");
if (!exterior) ambientSnd = "";
if (ambientSnd != "")
// Exterior
std::string regionstr = Misc::StringUtils::lowerCase(MWBase::Environment::get().getWorld()->getPlayer().getPlayer().getCell()->mCell->mRegion);
if (mWeatherUpdateTime <= 0 || regionstr != mCurrentRegion)
{
if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end())
mCurrentRegion = regionstr;
mWeatherUpdateTime = mHoursBetweenWeatherChanges * 3600;
std::string weatherType = "clear";
if (mRegionOverrides.find(regionstr) != mRegionOverrides.end())
weatherType = mRegionOverrides[regionstr];
else
{
// get weather probabilities for the current region
const ESM::Region *region =
MWBase::Environment::get().getWorld()->getStore().get<ESM::Region>().search (regionstr);
if (region != 0)
{
weatherType = nextWeather(region);
}
}
setWeather(weatherType, false);
}
if (mNextWeather != "")
{
mRemainingTransitionTime -= timePassed;
if (mRemainingTransitionTime < 0)
{
mCurrentWeather = mNextWeather;
mNextWeather = "";
}
}
if (mNextWeather != "")
transition(1 - (mRemainingTransitionTime / (mWeatherSettings[mCurrentWeather].mTransitionDelta * 24.f * 3600)));
else
setResult(mCurrentWeather);
mWindSpeed = mResult.mWindSpeed;
mRendering->configureFog(mResult.mFogDepth, mResult.mFogColor);
// disable sun during night
if (mHour >= mNightStart || mHour <= mSunriseTime)
mRendering->getSkyManager()->sunDisable();
else
mRendering->getSkyManager()->sunEnable();
// sun angle
float height;
//Day duration
float dayDuration = (mNightStart - 1) - mSunriseTime;
// rise at 6, set at 20
if (mHour >= mSunriseTime && mHour <= mNightStart)
height = 1 - std::abs(((mHour - dayDuration) / 7.f));
else if (mHour > mNightStart)
height = (mHour - mNightStart) / 4.f;
else //if (mHour > 0 && mHour < 6)
height = 1 - (mHour / mSunriseTime);
int facing = (mHour > 13.f) ? 1 : -1;
Vector3 final(
(height - 1) * facing,
(height - 1) * facing,
height);
mRendering->setSunDirection(final);
/*
* TODO: import separated fadeInStart/Finish, fadeOutStart/Finish
* for masser and secunda
*/
float fadeOutFinish=mFallback->getFallbackFloat("Moons_Masser_Fade_Out_Finish");
float fadeInStart=mFallback->getFallbackFloat("Moons_Masser_Fade_In_Start");
//moon calculations
float moonHeight;
if (mHour >= fadeInStart)
moonHeight = mHour - fadeInStart;
else if (mHour <= fadeOutFinish)
moonHeight = mHour + fadeOutFinish;
else
moonHeight = 0;
moonHeight /= (24.f - (fadeInStart - fadeOutFinish));
if (moonHeight != 0)
{
int facing = (moonHeight <= 1) ? 1 : -1;
Vector3 masser(
(moonHeight - 1) * facing,
(1 - moonHeight) * facing,
moonHeight);
Vector3 secunda(
(moonHeight - 1) * facing * 1.25,
(1 - moonHeight) * facing * 0.8,
moonHeight);
mRendering->getSkyManager()->setMasserDirection(masser);
mRendering->getSkyManager()->setSecundaDirection(secunda);
mRendering->getSkyManager()->masserEnable();
mRendering->getSkyManager()->secundaEnable();
float angle = (1-moonHeight) * 90.f * facing;
float masserHourFade = calculateHourFade("Masser");
float secundaHourFade = calculateHourFade("Secunda");
float masserAngleFade = calculateAngleFade("Masser", angle);
float secundaAngleFade = calculateAngleFade("Secunda", angle);
masserAngleFade *= masserHourFade;
secundaAngleFade *= secundaHourFade;
mRendering->getSkyManager()->setMasserFade(masserAngleFade);
mRendering->getSkyManager()->setSecundaFade(secundaAngleFade);
}
else
{
mRendering->getSkyManager()->masserDisable();
mRendering->getSkyManager()->secundaDisable();
}
if (mCurrentWeather == "thunderstorm" && mNextWeather == "")
{
if (mThunderFlash > 0)
{
// play the sound after a delay
mThunderSoundDelay -= duration;
if (mThunderSoundDelay <= 0)
{
// pick a random sound
int sound = rand() % 4;
std::string* soundName;
if (sound == 0) soundName = &mThunderSoundID0;
else if (sound == 1) soundName = &mThunderSoundID1;
else if (sound == 2) soundName = &mThunderSoundID2;
else if (sound == 3) soundName = &mThunderSoundID3;
MWBase::Environment::get().getSoundManager()->playSound(*soundName, 1.0, 1.0);
mThunderSoundDelay = 1000;
}
mThunderFlash -= duration;
if (mThunderFlash > 0)
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
else
{
mThunderChanceNeeded = rand() % 100;
mThunderChance = 0;
mRendering->getSkyManager()->setLightningStrength( 0.f );
}
}
else
{
// no thunder active
mThunderChance += duration*4; // chance increases by 4 percent every second
if (mThunderChance >= mThunderChanceNeeded)
{
mThunderFlash = mThunderThreshold;
mRendering->getSkyManager()->setLightningStrength( mThunderFlash / mThunderThreshold );
mThunderSoundDelay = 0.25;
}
}
}
else
mRendering->getSkyManager()->setLightningStrength(0.f);
mRendering->setAmbientColour(mResult.mAmbientColor);
mRendering->sunEnable(false);
mRendering->setSunColour(mResult.mSunColor);
mRendering->getSkyManager()->setWeather(mResult);
// Play sounds
if (mNextWeather == "")
{
std::string ambientSnd = mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID;
if (!ambientSnd.empty() && std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), ambientSnd) == mSoundsPlaying.end())
{
mSoundsPlaying.push_back(ambientSnd);
MWBase::Environment::get().getSoundManager()->playSound(ambientSnd, 1.0, 1.0, MWBase::SoundManager::Play_Loop);
}
}
std::string rainSnd = (mNextWeather == "" ? mWeatherSettings[mCurrentWeather].mRainLoopSoundID : "");
if (!exterior) rainSnd = "";
if (rainSnd != "")
{
if (std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), rainSnd) == mSoundsPlaying.end())
std::string rainSnd = mWeatherSettings[mCurrentWeather].mRainLoopSoundID;
if (!rainSnd.empty() && std::find(mSoundsPlaying.begin(), mSoundsPlaying.end(), rainSnd) == mSoundsPlaying.end())
{
mSoundsPlaying.push_back(rainSnd);
MWBase::Environment::get().getSoundManager()->playSound(rainSnd, 1.0, 1.0, MWBase::SoundManager::Play_Loop);
}
}
// stop sounds
std::vector<std::string>::iterator it=mSoundsPlaying.begin();
stopSounds(false);
}
void WeatherManager::stopSounds(bool stopAll)
{
std::vector<std::string>::iterator it = mSoundsPlaying.begin();
while (it!=mSoundsPlaying.end())
{
if ( *it != ambientSnd && *it != rainSnd)
if (stopAll || \
!((*it == mWeatherSettings[mCurrentWeather].mAmbientLoopSoundID) || \
(*it == mWeatherSettings[mCurrentWeather].mRainLoopSoundID)))
{
MWBase::Environment::get().getSoundManager()->stopSound(*it);
it = mSoundsPlaying.erase(it);
@ -591,6 +549,61 @@ void WeatherManager::update(float duration)
}
}
Ogre::String WeatherManager::nextWeather(const ESM::Region* region) const
{
/*
* All probabilities must add to 100 (responsibility of the user).
* If chances A and B has values 30 and 70 then by generating
* 100 numbers 1..100, 30% will be lesser or equal 30 and
* 70% will be greater than 30 (in theory).
*/
const int probability[] = {
region->mData.mClear,
region->mData.mCloudy,
region->mData.mFoggy,
region->mData.mOvercast,
region->mData.mRain,
region->mData.mThunder,
region->mData.mAsh,
region->mData.mBlight,
region->mData.mA,
region->mData.mB
}; // 10 elements
int chance = (rand() % 100) + 1; // 1..100
int sum = 0;
for (int i = 0; i < 10; ++i)
{
sum += probability[i];
if (chance < sum)
{
switch (i)
{
case 1:
return "cloudy";
case 2:
return "foggy";
case 3:
return "overcast";
case 4:
return "rain";
case 5:
return "thunderstorm";
case 6:
return "ashstorm";
case 7:
return "blight";
case 8:
return "snow";
case 9:
return "blizzard";
default: // case 0
return "clear";
}
}
}
}
void WeatherManager::setHour(const float hour)
{
mHour = hour;

View file

@ -4,6 +4,11 @@
#include <OgreString.h>
#include <OgreColourValue.h>
namespace ESM
{
struct Region;
}
namespace MWRender
{
class RenderingManager;
@ -129,6 +134,8 @@ namespace MWWorld
*/
void update(float duration);
void stopSounds(bool stopAll);
void setHour(const float hour);
float getWindSpeed() const;
@ -171,13 +178,16 @@ namespace MWWorld
double mTimePassed; // time passed since last update
WeatherResult transition(const float factor);
WeatherResult getResult(const Ogre::String& weather);
void transition(const float factor);
void setResult(const Ogre::String& weatherType);
float calculateHourFade (const std::string& moonName) const;
float calculateAngleFade (const std::string& moonName, float angle) const;
void setWeather(const Ogre::String& weather, bool instant=false);
void setWeather(const Ogre::String& weatherType, bool instant=false);
Ogre::String nextWeather(const ESM::Region* region) const;
WeatherResult mResult;
float mSunriseTime;
float mSunsetTime;
float mSunriseDuration;

View file

@ -58,6 +58,13 @@
</widget>
</item>
<item row="3" column="0">
<widget class="QLabel" name="screenLabel">
<property name="text">
<string>Screen:</string>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QLabel" name="resolutionLabel">
<property name="text">
<string>Resolution:</string>
@ -71,6 +78,9 @@
<widget class="QComboBox" name="antiAliasingComboBox"/>
</item>
<item row="3" column="1">
<widget class="QComboBox" name="screenComboBox"/>
</item>
<item row="4" column="1">
<layout class="QGridLayout" name="resolutionLayout">
<item row="1" column="2">
<layout class="QHBoxLayout" name="customResolutionLayout" stretch="1,0,1">