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@ -45,6 +45,8 @@
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#include <components/sceneutil/visitor.hpp>
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#include <components/sceneutil/shadow.hpp>
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#include <components/nifosg/particle.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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@ -1137,7 +1139,7 @@ SkyManager::SkyManager(osg::Group* parentNode, Resource::SceneManager* sceneMana
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, mBaseWindSpeed(0.f)
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, mEnabled(true)
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, mSunEnabled(true)
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, mWeatherAlpha(0.f)
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, mEffectFade(0.f)
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{
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osg::ref_ptr<CameraRelativeTransform> skyroot (new CameraRelativeTransform);
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skyroot->setName("Sky Root");
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@ -1278,16 +1280,10 @@ private:
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class AlphaFader : public SceneUtil::StateSetUpdater
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{
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public:
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/// @param alphaUpdate variable which to update with alpha value
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AlphaFader(float *alphaUpdate)
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: mAlpha(1.f)
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{
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mAlphaUpdate = alphaUpdate;
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}
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void setAlpha(float alpha)
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/// @param alpha the variable alpha value is recovered from
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AlphaFader(float& alpha)
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: mAlpha(alpha)
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{
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mAlpha = alpha;
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}
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void setDefaults(osg::StateSet* stateset) override
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@ -1301,19 +1297,16 @@ public:
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{
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osg::Material* mat = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,mAlpha));
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if (mAlphaUpdate)
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*mAlphaUpdate = mAlpha;
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}
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// Helper for adding AlphaFaders to a subgraph
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class SetupVisitor : public osg::NodeVisitor
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{
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public:
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SetupVisitor(float *alphaUpdate)
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SetupVisitor(float &alpha)
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: osg::NodeVisitor(TRAVERSE_ALL_CHILDREN)
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, mAlpha(alpha)
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{
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mAlphaUpdate = alphaUpdate;
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}
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void apply(osg::Node &node) override
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@ -1333,56 +1326,24 @@ public:
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callback = callback->getNestedCallback();
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}
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osg::ref_ptr<AlphaFader> alphaFader (new AlphaFader(mAlphaUpdate));
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osg::ref_ptr<AlphaFader> alphaFader (new AlphaFader(mAlpha));
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if (composite)
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composite->addController(alphaFader);
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else
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node.addUpdateCallback(alphaFader);
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mAlphaFaders.push_back(alphaFader);
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}
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}
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traverse(node);
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}
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std::vector<osg::ref_ptr<AlphaFader> > getAlphaFaders()
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{
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return mAlphaFaders;
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}
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private:
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std::vector<osg::ref_ptr<AlphaFader> > mAlphaFaders;
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float *mAlphaUpdate;
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float &mAlpha;
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};
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protected:
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float mAlpha;
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float *mAlphaUpdate;
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};
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class RainFader : public AlphaFader
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{
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public:
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RainFader(float *alphaUpdate): AlphaFader(alphaUpdate)
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{
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}
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void setDefaults(osg::StateSet* stateset) override
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{
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osg::ref_ptr<osg::Material> mat (new osg::Material);
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mat->setEmission(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(0,0,0,1));
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mat->setColorMode(osg::Material::OFF);
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stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
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}
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void apply(osg::StateSet *stateset, osg::NodeVisitor *nv) override
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{
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AlphaFader::apply(stateset,nv);
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*mAlphaUpdate = mAlpha * 2.0; // mAlpha is limited to 0.6 so multiply by 2 to reach full intensity
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}
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float &mAlpha;
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};
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void SkyManager::setCamera(osg::Camera *camera)
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@ -1466,6 +1427,37 @@ protected:
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}
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};
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class WeatherAlphaOperator : public osgParticle::Operator
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{
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public:
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WeatherAlphaOperator(float& alpha, bool rain)
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: mAlpha(alpha)
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, mIsRain(rain)
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{
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}
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osg::Object *cloneType() const override
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{
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return nullptr;
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}
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osg::Object *clone(const osg::CopyOp &op) const override
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{
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return nullptr;
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}
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void operate(osgParticle::Particle *particle, double dt) override
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{
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constexpr float rainThreshold = 0.6f; // Rain_Threshold?
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const float alpha = mIsRain ? mAlpha * rainThreshold : mAlpha;
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particle->setAlphaRange(osgParticle::rangef(alpha, alpha));
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}
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private:
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float &mAlpha;
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bool mIsRain;
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};
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void SkyManager::createRain()
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{
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if (mRainNode)
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@ -1473,7 +1465,7 @@ void SkyManager::createRain()
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mRainNode = new osg::Group;
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mRainParticleSystem = new osgParticle::ParticleSystem;
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mRainParticleSystem = new NifOsg::ParticleSystem;
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osg::Vec3 rainRange = osg::Vec3(mRainDiameter, mRainDiameter, (mRainMinHeight+mRainMaxHeight)/2.f);
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mRainParticleSystem->setParticleAlignment(osgParticle::ParticleSystem::FIXED);
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@ -1492,6 +1484,12 @@ void SkyManager::createRain()
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stateset->setMode(GL_CULL_FACE, osg::StateAttribute::OFF);
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stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
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osg::ref_ptr<osg::Material> mat (new osg::Material);
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mat->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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mat->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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mat->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE);
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stateset->setAttributeAndModes(mat, osg::StateAttribute::ON);
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osgParticle::Particle& particleTemplate = mRainParticleSystem->getDefaultParticleTemplate();
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particleTemplate.setSizeRange(osgParticle::rangef(5.f, 15.f));
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particleTemplate.setAlphaRange(osgParticle::rangef(1.f, 1.f));
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@ -1524,6 +1522,7 @@ void SkyManager::createRain()
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osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
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program->addOperator(new WrapAroundOperator(mCamera,rainRange));
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program->addOperator(new WeatherAlphaOperator(mEffectFade, true));
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program->setParticleSystem(mRainParticleSystem);
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mRainNode->addChild(program);
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@ -1531,8 +1530,7 @@ void SkyManager::createRain()
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mRainNode->addChild(mRainParticleSystem);
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mRainNode->addChild(updater);
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mRainFader = new RainFader(&mWeatherAlpha);
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mRainNode->addUpdateCallback(mRainFader);
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// Note: if we ever switch to regular geometry rain, it'll need to use an AlphaFader.
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mRainNode->addCullCallback(mUnderwaterSwitch);
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mRainNode->setNodeMask(Mask_WeatherParticles);
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@ -1550,7 +1548,6 @@ void SkyManager::destroyRain()
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mCounter = nullptr;
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mRainParticleSystem = nullptr;
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mRainShooter = nullptr;
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mRainFader = nullptr;
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}
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SkyManager::~SkyManager()
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@ -1589,17 +1586,18 @@ void SkyManager::update(float duration)
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if (!mEnabled)
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{
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if (mRainIntensityUniform)
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mRainIntensityUniform->set((float) 0.0);
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mRainIntensityUniform->set(0.f);
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return;
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}
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if (mRainIntensityUniform)
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{
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if (mIsStorm || (!hasRain() && !mParticleNode))
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mRainIntensityUniform->set((float) 0.0);
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else
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mRainIntensityUniform->set((float) mWeatherAlpha);
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float rainIntensity = 0.f;
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if (!mIsStorm && (hasRain() || mParticleNode))
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rainIntensity = mEffectFade;
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mRainIntensityUniform->set(rainIntensity);
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}
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switchUnderwaterRain();
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@ -1714,7 +1712,6 @@ void SkyManager::setWeather(const WeatherResult& weather)
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{
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mParticleNode->removeChild(mParticleEffect);
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mParticleEffect = nullptr;
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mParticleFaders.clear();
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}
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if (mCurrentParticleEffect.empty())
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@ -1740,28 +1737,26 @@ void SkyManager::setWeather(const WeatherResult& weather)
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SceneUtil::AssignControllerSourcesVisitor assignVisitor(std::shared_ptr<SceneUtil::ControllerSource>(new SceneUtil::FrameTimeSource));
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mParticleEffect->accept(assignVisitor);
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AlphaFader::SetupVisitor alphaFaderSetupVisitor(&mWeatherAlpha);
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AlphaFader::SetupVisitor alphaFaderSetupVisitor(mEffectFade);
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mParticleEffect->accept(alphaFaderSetupVisitor);
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mParticleFaders = alphaFaderSetupVisitor.getAlphaFaders();
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SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor;
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mParticleEffect->accept(disableFreezeOnCullVisitor);
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if (!weather.mIsStorm)
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{
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SceneUtil::FindByClassVisitor findPSVisitor(std::string("ParticleSystem"));
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mParticleEffect->accept(findPSVisitor);
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SceneUtil::FindByClassVisitor findPSVisitor(std::string("ParticleSystem"));
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mParticleEffect->accept(findPSVisitor);
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for (unsigned int i = 0; i < findPSVisitor.mFoundNodes.size(); ++i)
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{
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osgParticle::ParticleSystem *ps = static_cast<osgParticle::ParticleSystem *>(findPSVisitor.mFoundNodes[i]);
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for (unsigned int i = 0; i < findPSVisitor.mFoundNodes.size(); ++i)
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{
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osgParticle::ParticleSystem *ps = static_cast<osgParticle::ParticleSystem *>(findPSVisitor.mFoundNodes[i]);
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osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
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osg::ref_ptr<osgParticle::ModularProgram> program (new osgParticle::ModularProgram);
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if (!mIsStorm)
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program->addOperator(new WrapAroundOperator(mCamera,osg::Vec3(1024,1024,800)));
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program->setParticleSystem(ps);
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mParticleNode->addChild(program);
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}
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program->addOperator(new WeatherAlphaOperator(mEffectFade, false));
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program->setParticleSystem(ps);
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mParticleNode->addChild(program);
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}
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}
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}
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@ -1848,11 +1843,7 @@ void SkyManager::setWeather(const WeatherResult& weather)
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mAtmosphereNightNode->setNodeMask(weather.mNight ? ~0 : 0);
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if (mRainFader)
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mRainFader->setAlpha(weather.mEffectFade * 0.6); // * Rain_Threshold?
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for (AlphaFader* fader : mParticleFaders)
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fader->setAlpha(weather.mEffectFade);
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mEffectFade = weather.mEffectFade;
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}
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float SkyManager::getBaseWindSpeed() const
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