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Remove incorrect implementation of "Clouds Maximum Percent" weather setting
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parent
52dbb24bb9
commit
56b7196bea
4 changed files with 7 additions and 13 deletions
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@ -605,7 +605,6 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
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, mClouds()
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, mNextClouds()
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, mCloudBlendFactor(0.0f)
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, mCloudOpacity(0.0f)
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, mCloudSpeed(0.0f)
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, mStarsOpacity(0.0f)
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, mRemainingTransitionTime(0.0f)
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@ -666,12 +665,15 @@ void SkyManager::create()
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ModVertexAlphaVisitor modClouds(1);
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mCloudMesh->accept(modClouds);
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mCloudUpdater = new CloudUpdater;
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mCloudUpdater->setOpacity(1.f);
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mCloudMesh->addUpdateCallback(mCloudUpdater);
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mCloudMesh2 = mSceneManager->createInstance("meshes/sky_clouds_01.nif", mCloudNode);
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mCloudMesh2->accept(modClouds);
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mCloudUpdater2 = new CloudUpdater;
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mCloudUpdater2->setOpacity(0.f);
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mCloudMesh2->addUpdateCallback(mCloudUpdater2);
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mCloudMesh2->setNodeMask(0);
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osg::ref_ptr<osg::Depth> depth = new osg::Depth;
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depth->setWriteMask(false);
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@ -1060,14 +1062,12 @@ void SkyManager::setWeather(const WeatherResult& weather)
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osg::Texture::REPEAT, osg::Texture::REPEAT));
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}
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if (mCloudBlendFactor != weather.mCloudBlendFactor
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|| mCloudOpacity != weather.mCloudOpacity)
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if (mCloudBlendFactor != weather.mCloudBlendFactor)
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{
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mCloudBlendFactor = weather.mCloudBlendFactor;
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mCloudOpacity = weather.mCloudOpacity;
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mCloudUpdater->setOpacity(mCloudOpacity * (1.f-mCloudBlendFactor));
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mCloudUpdater2->setOpacity(mCloudOpacity * mCloudBlendFactor);
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mCloudUpdater->setOpacity((1.f-mCloudBlendFactor));
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mCloudUpdater2->setOpacity(mCloudBlendFactor);
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mCloudMesh2->setNodeMask(mCloudBlendFactor > 0.f ? ~0 : 0);
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}
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@ -58,8 +58,6 @@ namespace MWRender
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float mCloudSpeed;
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float mCloudOpacity;
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float mGlareView;
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bool mNight; // use night skybox
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@ -204,7 +202,6 @@ namespace MWRender
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std::string mClouds;
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std::string mNextClouds;
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float mCloudBlendFactor;
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float mCloudOpacity;
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float mCloudSpeed;
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float mStarsOpacity;
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osg::Vec4f mCloudColour;
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@ -374,7 +374,6 @@ void WeatherManager::setResult(const std::string& weatherType)
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mResult.mCloudTexture = current.mCloudTexture;
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mResult.mCloudBlendFactor = 0;
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mResult.mCloudOpacity = current.mCloudsMaximumPercent;
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mResult.mWindSpeed = current.mWindSpeed;
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mResult.mCloudSpeed = current.mCloudSpeed;
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mResult.mGlareView = current.mGlareView;
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@ -478,7 +477,6 @@ void WeatherManager::transition(float factor)
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mResult.mNextCloudTexture = other.mCloudTexture;
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mResult.mCloudBlendFactor = factor;
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mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
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mResult.mFogColor = lerp(current.mFogColor, other.mFogColor, factor);
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mResult.mSunColor = lerp(current.mSunColor, other.mSunColor, factor);
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mResult.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor);
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@ -488,7 +486,6 @@ void WeatherManager::transition(float factor)
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mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
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mResult.mWindSpeed = lerp(current.mWindSpeed, other.mWindSpeed, factor);
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mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
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mResult.mCloudOpacity = lerp(current.mCloudOpacity, other.mCloudOpacity, factor);
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mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
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mResult.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);
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@ -77,7 +77,7 @@ namespace MWWorld
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// Cloud animation speed multiplier
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float mCloudSpeed;
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// Multiplier for clouds transparency
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// TODO: What is this supposed to do?
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float mCloudsMaximumPercent;
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// Value between 0 and 1, defines the strength of the sun glare effect.
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