diff --git a/apps/openmw/mwrender/renderingmanager.cpp b/apps/openmw/mwrender/renderingmanager.cpp index 7797d18529..ce4dea74dd 100644 --- a/apps/openmw/mwrender/renderingmanager.cpp +++ b/apps/openmw/mwrender/renderingmanager.cpp @@ -284,23 +284,27 @@ bool RenderingManager::toggleRenderMode(int mode) void RenderingManager::configureFog(ESMS::CellStore &mCell) { - Ogre::ColourValue color; - color.setAsABGR (mCell.cell->ambi.fog); + Ogre::ColourValue color; + color.setAsABGR (mCell.cell->ambi.fog); - configureFog(mCell.cell->ambi.fogDensity, color); + configureFog(mCell.cell->ambi.fogDensity, color); } void RenderingManager::configureFog(const float density, const Ogre::ColourValue& colour) { - float max = Settings::Manager::getFloat("max viewing distance", "Viewing distance"); + float max = Settings::Manager::getFloat("max viewing distance", "Viewing distance"); - float low = max / (density) * Settings::Manager::getFloat("fog start factor", "Viewing distance"); - float high = max / (density) * Settings::Manager::getFloat("fog end factor", "Viewing distance"); + float low = max / (density) * Settings::Manager::getFloat("fog start factor", "Viewing distance"); + float high = max / (density) * Settings::Manager::getFloat("fog end factor", "Viewing distance"); - mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high); + mRendering.getScene()->setFog (FOG_LINEAR, colour, 0, low, high); - mRendering.getCamera()->setFarClipDistance ( max / density ); - mRendering.getViewport()->setBackgroundColour (colour); + mRendering.getCamera()->setFarClipDistance ( max / density ); + mRendering.getViewport()->setBackgroundColour (colour); + + CompositorInstance* inst = CompositorManager::getSingleton().getCompositorChain(mRendering.getViewport())->getCompositor("gbuffer"); + if (inst != 0) + inst->getCompositor()->getTechnique(0)->getTargetPass(0)->getPass(0)->setClearColour(colour); } @@ -327,41 +331,43 @@ void RenderingManager::setAmbientMode() void RenderingManager::configureAmbient(ESMS::CellStore &mCell) { - mAmbientColor.setAsABGR (mCell.cell->ambi.ambient); - setAmbientMode(); + mAmbientColor.setAsABGR (mCell.cell->ambi.ambient); + setAmbientMode(); - // Create a "sun" that shines light downwards. It doesn't look - // completely right, but leave it for now. - if(!mSun) - { - mSun = mRendering.getScene()->createLight(); - } - Ogre::ColourValue colour; - colour.setAsABGR (mCell.cell->ambi.sunlight); - mSun->setDiffuseColour (colour); - mSun->setType(Ogre::Light::LT_DIRECTIONAL); - mSun->setDirection(0,-1,0); + // Create a "sun" that shines light downwards. It doesn't look + // completely right, but leave it for now. + if(!mSun) + { + mSun = mRendering.getScene()->createLight(); + } + Ogre::ColourValue colour; + colour.setAsABGR (mCell.cell->ambi.sunlight); + mSun->setDiffuseColour (colour); + mSun->setType(Ogre::Light::LT_DIRECTIONAL); + mSun->setDirection(0,-1,0); } // Switch through lighting modes. void RenderingManager::toggleLight() { - if (mAmbientMode==2) - mAmbientMode = 0; - else - ++mAmbientMode; + if (mAmbientMode==2) + mAmbientMode = 0; + else + ++mAmbientMode; - switch (mAmbientMode) - { - case 0: std::cout << "Setting lights to normal\n"; break; - case 1: std::cout << "Turning the lights up\n"; break; - case 2: std::cout << "Turning the lights to full\n"; break; - } + switch (mAmbientMode) + { + case 0: std::cout << "Setting lights to normal\n"; break; + case 1: std::cout << "Turning the lights up\n"; break; + case 2: std::cout << "Turning the lights to full\n"; break; + } - setAmbientMode(); + setAmbientMode(); } -void RenderingManager::checkUnderwater(){ - if(mWater){ +void RenderingManager::checkUnderwater() +{ + if(mWater) + { mWater->checkUnderwater( mRendering.getCamera()->getRealPosition().y ); } }