forked from mirror/openmw-tes3mp
Use alternate fog parameters when distant land is enabled
This allows the distant land to actually be seen when the user enables it. The values used are replicated from MGE XE's default settings and should probably be exposed somewhere.
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6d557fec8e
commit
154cc8c659
5 changed files with 103 additions and 37 deletions
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@ -51,6 +51,20 @@
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#include "terrainstorage.hpp"
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#include "util.hpp"
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namespace
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{
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// These values are what MGE XE uses by default when distant land is enabled, and are specified
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// in cells (8192 units each). Should make them settings somewhere? Or wait to expose them
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// "properly"?
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const float DLRenderDistance = 5.0f;
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const float DLLandFogStart = 2.0f;
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const float DLLandFogEnd = 5.0f;
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const float DLUnderwaterFogStart = -0.5f;
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const float DLUnderwaterFogEnd = 0.3f;
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const float DLInteriorFogStart = 0.0f;
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const float DLInteriorFogEnd = 2.0f;
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}
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namespace MWRender
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{
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@ -173,10 +187,12 @@ namespace MWRender
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, mResourceSystem(resourceSystem)
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, mWorkQueue(workQueue)
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, mUnrefQueue(new SceneUtil::UnrefQueue)
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, mFogDepth(0.f)
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, mLandFogStart(0.f)
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, mLandFogEnd(std::numeric_limits<float>::max())
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, mUnderwaterFogStart(0.f)
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, mUnderwaterFogEnd(std::numeric_limits<float>::max())
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, mUnderwaterColor(fallback->getFallbackColour("Water_UnderwaterColor"))
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, mUnderwaterWeight(fallback->getFallbackFloat("Water_UnderwaterColorWeight"))
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, mUnderwaterFog(0.f)
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, mUnderwaterIndoorFog(fallback->getFallbackFloat("Water_UnderwaterIndoorFog"))
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, mNightEyeFactor(0.f)
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, mDistantTerrain(false)
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@ -289,7 +305,7 @@ namespace MWRender
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mFirstPersonFieldOfView = Settings::Manager::getFloat("first person field of view", "Camera");
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mStateUpdater->setFogEnd(mViewDistance);
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mFarClip = mDistantTerrain ? 8192.0f*5.0f : mViewDistance;
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mFarClip = mDistantTerrain ? DLRenderDistance*8192.0f : mViewDistance;
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mFarClip));
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@ -482,14 +498,44 @@ namespace MWRender
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{
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osg::Vec4f color = SceneUtil::colourFromRGB(cell->mAmbi.mFog);
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configureFog (cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, color);
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if(mDistantTerrain)
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{
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float density = std::max(0.2f, cell->mAmbi.mFogDensity);
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mLandFogStart = (DLInteriorFogEnd*(1.0f-density) + DLInteriorFogStart*density) * 8192.0f;
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mLandFogEnd = DLInteriorFogEnd * 8192.0f;
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mUnderwaterFogStart = DLUnderwaterFogStart * 8192.0f;
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mUnderwaterFogEnd = DLUnderwaterFogEnd * 8192.0f;
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mFogColor = color;
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}
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else
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configureFog(cell->mAmbi.mFogDensity, mUnderwaterIndoorFog, 1.0f, 0.0f, color);
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}
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void RenderingManager::configureFog(float fogDepth, float underwaterFog, const osg::Vec4f &color)
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void RenderingManager::configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f &color)
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{
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mFogDepth = fogDepth;
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if(mDistantTerrain)
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{
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mLandFogStart = dlFactor * (DLLandFogStart - dlOffset*DLLandFogEnd) * 8192.0f;
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mLandFogEnd = dlFactor * (1.0f-dlOffset) * DLLandFogEnd * 8192.0f;
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mUnderwaterFogStart = DLUnderwaterFogStart * 8192.0f;
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mUnderwaterFogEnd = DLUnderwaterFogEnd * 8192.0f;
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}
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else
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{
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if(fogDepth == 0.0)
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{
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mLandFogStart = 0.0f;
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mLandFogEnd = std::numeric_limits<float>::max();
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}
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else
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{
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mLandFogStart = mViewDistance * (1 - fogDepth);
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mLandFogEnd = mViewDistance;
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}
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mUnderwaterFogStart = mViewDistance * (1 - underwaterFog);
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mUnderwaterFogEnd = mViewDistance;
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}
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mFogColor = color;
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mUnderwaterFog = underwaterFog;
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}
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SkyManager* RenderingManager::getSkyManager()
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@ -520,23 +566,15 @@ namespace MWRender
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float viewDistance = mViewDistance;
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viewDistance = std::min(viewDistance, 6666.f);
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setFogColor(mUnderwaterColor * mUnderwaterWeight + mFogColor * (1.f-mUnderwaterWeight));
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mStateUpdater->setFogStart(viewDistance * (1 - mUnderwaterFog));
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mStateUpdater->setFogEnd(viewDistance);
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mStateUpdater->setFogStart(mUnderwaterFogStart);
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mStateUpdater->setFogEnd(mUnderwaterFogEnd);
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}
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else
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{
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setFogColor(mFogColor);
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if (mFogDepth == 0.f)
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{
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mStateUpdater->setFogStart(0.f);
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mStateUpdater->setFogEnd(std::numeric_limits<float>::max());
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}
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else
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{
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mStateUpdater->setFogStart(mViewDistance * (1 - mFogDepth));
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mStateUpdater->setFogEnd(mViewDistance);
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}
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mStateUpdater->setFogStart(mLandFogStart);
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mStateUpdater->setFogEnd(mLandFogEnd);
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}
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}
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@ -963,9 +1001,12 @@ namespace MWRender
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else if (it->first == "Camera" && it->second == "viewing distance")
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{
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mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
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mFarClip = mDistantTerrain ? 8192.0f*5.0f : mViewDistance;
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mStateUpdater->setFogEnd(mViewDistance);
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updateProjectionMatrix();
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if(!mDistantTerrain)
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{
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mFarClip = mViewDistance;
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mStateUpdater->setFogEnd(mViewDistance);
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updateProjectionMatrix();
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}
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}
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else if (it->first == "General" && (it->second == "texture filter" ||
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it->second == "texture mipmap" ||
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@ -106,7 +106,7 @@ namespace MWRender
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void configureAmbient(const ESM::Cell* cell);
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void configureFog(const ESM::Cell* cell);
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void configureFog(float fogDepth, float underwaterFog, const osg::Vec4f& colour);
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void configureFog(float fogDepth, float underwaterFog, float dlFactor, float dlOffset, const osg::Vec4f& colour);
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void addCell(const MWWorld::CellStore* store);
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void removeCell(const MWWorld::CellStore* store);
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@ -241,10 +241,12 @@ namespace MWRender
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osg::ref_ptr<StateUpdater> mStateUpdater;
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float mFogDepth;
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float mLandFogStart;
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float mLandFogEnd;
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float mUnderwaterFogStart;
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float mUnderwaterFogEnd;
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osg::Vec4f mUnderwaterColor;
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float mUnderwaterWeight;
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float mUnderwaterFog;
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float mUnderwaterIndoorFog;
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osg::Vec4f mFogColor;
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@ -65,6 +65,9 @@ namespace MWRender
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float mFogDepth;
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float mDLFogFactor;
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float mDLFogOffset;
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float mWindSpeed;
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float mCloudSpeed;
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@ -103,6 +103,8 @@ Weather::Weather(const std::string& name,
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const Fallback::Map& fallback,
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float stormWindSpeed,
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float rainSpeed,
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float dlFactor,
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float dlOffset,
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const std::string& particleEffect)
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: mCloudTexture(fallback.getFallbackString("Weather_" + name + "_Cloud_Texture"))
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, mSkyColor(fallback.getFallbackColour("Weather_" + name +"_Sky_Sunrise_Color"),
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@ -129,6 +131,7 @@ Weather::Weather(const std::string& name,
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, mWindSpeed(fallback.getFallbackFloat("Weather_" + name + "_Wind_Speed"))
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, mCloudSpeed(fallback.getFallbackFloat("Weather_" + name + "_Cloud_Speed"))
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, mGlareView(fallback.getFallbackFloat("Weather_" + name + "_Glare_View"))
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, mDL{dlFactor, dlOffset}
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, mIsStorm(mWindSpeed > stormWindSpeed)
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, mRainSpeed(rainSpeed)
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, mRainFrequency(fallback.getFallbackFloat("Weather_" + name + "_Rain_Entrance_Speed"))
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@ -541,16 +544,18 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall
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mTimeSettings.mSunriseTime = mSunriseTime;
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mWeatherSettings.reserve(10);
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addWeather("Clear", fallback); // 0
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addWeather("Cloudy", fallback); // 1
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addWeather("Foggy", fallback); // 2
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addWeather("Overcast", fallback); // 3
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addWeather("Rain", fallback); // 4
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addWeather("Thunderstorm", fallback); // 5
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addWeather("Ashstorm", fallback, "meshes\\ashcloud.nif"); // 6
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addWeather("Blight", fallback, "meshes\\blightcloud.nif"); // 7
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addWeather("Snow", fallback, "meshes\\snow.nif"); // 8
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addWeather("Blizzard", fallback, "meshes\\blizzard.nif"); // 9
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// These distant land fog factor and offset values are the defaults MGE XE provides. Should be
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// provided by settings somewhere?
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addWeather("Clear", fallback, 1.0f, 0.0f); // 0
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addWeather("Cloudy", fallback, 0.9f, 0.0f); // 1
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addWeather("Foggy", fallback, 0.2f, 30.0f); // 2
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addWeather("Overcast", fallback, 0.7f, 0.0f); // 3
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addWeather("Rain", fallback, 0.5f, 10.0f); // 4
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addWeather("Thunderstorm", fallback, 0.5f, 20.0f); // 5
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addWeather("Ashstorm", fallback, 0.2f, 50.0f, "meshes\\ashcloud.nif"); // 6
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addWeather("Blight", fallback, 0.2f, 60.0f, "meshes\\blightcloud.nif"); // 7
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addWeather("Snow", fallback, 0.5f, 40.0f, "meshes\\snow.nif"); // 8
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addWeather("Blizzard", fallback, 0.16f, 70.0f, "meshes\\blizzard.nif"); // 9
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Store<ESM::Region>::iterator it = store.get<ESM::Region>().begin();
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for(; it != store.get<ESM::Region>().end(); ++it)
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@ -720,7 +725,8 @@ void WeatherManager::update(float duration, bool paused)
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mRendering.getSkyManager()->setMasserState(mMasser.calculateState(time));
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mRendering.getSkyManager()->setSecundaState(mSecunda.calculateState(time));
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mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mFogColor);
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mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mDLFogFactor,
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mResult.mDLFogOffset/100.0f, mResult.mFogColor);
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mRendering.setAmbientColour(mResult.mAmbientColor);
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mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor * mResult.mGlareView);
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@ -866,11 +872,12 @@ void WeatherManager::clear()
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inline void WeatherManager::addWeather(const std::string& name,
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const Fallback::Map& fallback,
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float dlFactor, float dlOffset,
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const std::string& particleEffect)
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{
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static const float fStromWindSpeed = mStore.get<ESM::GameSetting>().find("fStromWindSpeed")->getFloat();
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Weather weather(name, fallback, fStromWindSpeed, mRainSpeed, particleEffect);
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Weather weather(name, fallback, fStromWindSpeed, mRainSpeed, dlFactor, dlOffset, particleEffect);
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mWeatherSettings.push_back(weather);
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}
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@ -1058,6 +1065,8 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
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mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart - 1);
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mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings);
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mResult.mDLFogFactor = current.mDL.FogFactor;
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mResult.mDLFogOffset = current.mDL.FogOffset;
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mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings);
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mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings);
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mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings);
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@ -1113,6 +1122,8 @@ inline void WeatherManager::calculateTransitionResult(const float factor, const
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mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
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mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
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mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
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mResult.mDLFogFactor = lerp(current.mDLFogFactor, other.mDLFogFactor, factor);
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mResult.mDLFogOffset = lerp(current.mDLFogOffset, other.mDLFogOffset, 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.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
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@ -73,6 +73,8 @@ namespace MWWorld
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const Fallback::Map& fallback,
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float stormWindSpeed,
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float rainSpeed,
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float dlFactor,
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float dlOffset,
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const std::string& particleEffect);
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std::string mCloudTexture;
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@ -102,6 +104,12 @@ namespace MWWorld
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// Also appears to modify how visible the sun, moons, and stars are for various weather effects.
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float mGlareView;
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// Fog factor and offset used with distant land rendering.
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struct {
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float FogFactor;
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float FogOffset;
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} mDL;
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// Sound effect
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// This is used for Blight, Ashstorm and Blizzard (Bloodmoon)
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std::string mAmbientLoopSoundID;
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@ -293,6 +301,7 @@ namespace MWWorld
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void addWeather(const std::string& name,
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const Fallback::Map& fallback,
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float dlFactor, float dlOffset,
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const std::string& particleEffect = "");
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void importRegions();
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