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@ -6,7 +6,6 @@
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/esmwriter.hpp>
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#include <components/esm/savedgame.hpp>
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#include <components/esm/savedgame.hpp>
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#include <components/esm/weatherstate.hpp>
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#include <components/esm/weatherstate.hpp>
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#include <components/fallback/fallback.hpp>
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#include "../mwbase/environment.hpp"
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#include "../mwbase/environment.hpp"
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#include "../mwbase/soundmanager.hpp"
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#include "../mwbase/soundmanager.hpp"
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@ -43,49 +42,67 @@ namespace
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}
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}
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template <typename T>
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template <typename T>
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T TimeOfDayInterpolator<T>::getValue(const float gameHour, const TimeOfDaySettings& timeSettings) const
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T TimeOfDayInterpolator<T>::getValue(const float gameHour, const TimeOfDaySettings& timeSettings, const std::string& prefix) const
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{
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{
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// TODO: use pre/post sunset/sunrise time values in [Weather] section
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WeatherSetting setting = timeSettings.getSetting(prefix);
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float preSunriseTime = setting.mPreSunriseTime;
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float postSunriseTime = setting.mPostSunriseTime;
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float preSunsetTime = setting.mPreSunsetTime;
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float postSunsetTime = setting.mPostSunsetTime;
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// night
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// night
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if (gameHour <= timeSettings.mNightEnd || gameHour >= timeSettings.mNightStart + 1)
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if (gameHour < timeSettings.mNightEnd - preSunriseTime || gameHour > timeSettings.mNightStart + postSunsetTime)
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return mNightValue;
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return mNightValue;
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// sunrise
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// sunrise
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else if (gameHour >= timeSettings.mNightEnd && gameHour <= timeSettings.mDayStart + 1)
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else if (gameHour >= timeSettings.mNightEnd - preSunriseTime && gameHour <= timeSettings.mDayStart + postSunriseTime)
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{
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{
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if (gameHour <= timeSettings.mSunriseTime)
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float duration = timeSettings.mDayStart + postSunriseTime - timeSettings.mNightEnd + preSunriseTime;
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float middle = timeSettings.mNightEnd - preSunriseTime + duration / 2.f;
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if (gameHour <= middle)
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{
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{
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// fade in
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// fade in
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float advance = timeSettings.mSunriseTime - gameHour;
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float advance = middle - gameHour;
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float factor = advance / 0.5f;
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float factor = 0.f;
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if (duration > 0)
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factor = advance / duration * 2;
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return lerp(mSunriseValue, mNightValue, factor);
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return lerp(mSunriseValue, mNightValue, factor);
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}
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}
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else
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else
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{
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{
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// fade out
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// fade out
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float advance = gameHour - timeSettings.mSunriseTime;
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float advance = gameHour - middle;
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float factor = advance / 3.f;
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float factor = 1.f;
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if (duration > 0)
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factor = advance / duration * 2;
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return lerp(mSunriseValue, mDayValue, factor);
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return lerp(mSunriseValue, mDayValue, factor);
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}
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}
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}
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}
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// day
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// day
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else if (gameHour >= timeSettings.mDayStart + 1 && gameHour <= timeSettings.mDayEnd - 1)
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else if (gameHour > timeSettings.mDayStart + postSunriseTime && gameHour < timeSettings.mDayEnd - preSunsetTime)
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return mDayValue;
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return mDayValue;
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// sunset
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// sunset
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else if (gameHour >= timeSettings.mDayEnd - 1 && gameHour <= timeSettings.mNightStart + 1)
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else if (gameHour >= timeSettings.mDayEnd - preSunsetTime && gameHour <= timeSettings.mNightStart + postSunsetTime)
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{
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{
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if (gameHour <= timeSettings.mDayEnd + 1)
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float duration = timeSettings.mNightStart + postSunsetTime - timeSettings.mDayEnd + preSunsetTime;
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float middle = timeSettings.mDayEnd - preSunsetTime + duration / 2.f;
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if (gameHour <= middle)
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{
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{
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// fade in
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// fade in
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float advance = (timeSettings.mDayEnd + 1) - gameHour;
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float advance = middle - gameHour;
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float factor = (advance / 2);
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float factor = 0.f;
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if (duration > 0)
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factor = advance / duration * 2;
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return lerp(mSunsetValue, mDayValue, factor);
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return lerp(mSunsetValue, mDayValue, factor);
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}
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}
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else
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else
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{
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{
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// fade out
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// fade out
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float advance = gameHour - (timeSettings.mDayEnd + 1);
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float advance = gameHour - middle;
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float factor = advance / 2.f;
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float factor = 1.f;
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if (duration > 0)
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factor = advance / duration * 2;
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return lerp(mSunsetValue, mNightValue, factor);
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return lerp(mSunsetValue, mNightValue, factor);
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}
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}
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}
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}
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@ -539,10 +556,28 @@ WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, const Fall
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, mPlayingSoundID()
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, mPlayingSoundID()
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{
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{
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mTimeSettings.mNightStart = mSunsetTime + mSunsetDuration;
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mTimeSettings.mNightStart = mSunsetTime + mSunsetDuration;
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mTimeSettings.mNightEnd = mSunriseTime - 0.5f;
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mTimeSettings.mNightEnd = mSunriseTime;
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mTimeSettings.mDayStart = mSunriseTime + mSunriseDuration;
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mTimeSettings.mDayStart = mSunriseTime + mSunriseDuration;
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mTimeSettings.mDayEnd = mSunsetTime;
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mTimeSettings.mDayEnd = mSunsetTime;
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mTimeSettings.mSunriseTime = mSunriseTime;
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mTimeSettings.addSetting(fallback, "Sky");
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mTimeSettings.addSetting(fallback, "Ambient");
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mTimeSettings.addSetting(fallback, "Fog");
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mTimeSettings.addSetting(fallback, "Sun");
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// Morrowind handles stars settings differently for other ones
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mTimeSettings.mStarsPostSunsetStart = fallback.getFallbackFloat("Weather_Stars_Post-Sunset_Start");
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mTimeSettings.mStarsPreSunriseFinish = fallback.getFallbackFloat("Weather_Stars_Pre-Sunrise_Finish");
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mTimeSettings.mStarsFadingDuration = fallback.getFallbackFloat("Weather_Stars_Fading_Duration");
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WeatherSetting starSetting = {
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mTimeSettings.mStarsPreSunriseFinish,
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mTimeSettings.mStarsFadingDuration - mTimeSettings.mStarsPreSunriseFinish,
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mTimeSettings.mStarsPostSunsetStart,
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mTimeSettings.mStarsFadingDuration - mTimeSettings.mStarsPostSunsetStart
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};
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mTimeSettings.mSunriseTransitions["Stars"] = starSetting;
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mWeatherSettings.reserve(10);
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mWeatherSettings.reserve(10);
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// These distant land fog factor and offset values are the defaults MGE XE provides. Should be
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// These distant land fog factor and offset values are the defaults MGE XE provides. Should be
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@ -698,10 +733,13 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
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const float nightDuration = 24.f - dayDuration;
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const float nightDuration = 24.f - dayDuration;
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double theta;
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double theta;
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if ( !is_night ) {
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if ( !is_night )
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{
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theta = static_cast<float>(osg::PI) * (adjustedHour - mSunriseTime) / dayDuration;
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theta = static_cast<float>(osg::PI) * (adjustedHour - mSunriseTime) / dayDuration;
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} else {
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}
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theta = static_cast<float>(osg::PI) * (1.f - (adjustedHour - adjustedNightStart) / nightDuration);
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else
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{
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theta = static_cast<float>(osg::PI) + static_cast<float>(osg::PI) * (adjustedHour - adjustedNightStart) / nightDuration;
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}
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}
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osg::Vec3f final(
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osg::Vec3f final(
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@ -711,7 +749,7 @@ void WeatherManager::update(float duration, bool paused, const TimeStamp& time,
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mRendering.setSunDirection( final * -1 );
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mRendering.setSunDirection( final * -1 );
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}
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}
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float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings);
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float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings, "Fog");
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float peakHour = mSunriseTime + (mSunsetTime - mSunriseTime) / 2;
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float peakHour = mSunriseTime + (mSunsetTime - mSunriseTime) / 2;
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if (time.getHour() < mSunriseTime || time.getHour() > mSunsetTime)
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if (time.getHour() < mSunriseTime || time.getHour() > mSunsetTime)
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@ -784,7 +822,7 @@ unsigned int WeatherManager::getWeatherID() const
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bool WeatherManager::useTorches(float hour) const
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bool WeatherManager::useTorches(float hour) const
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{
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{
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bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart - 1;
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bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart;
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return isDark && !mPrecipitation;
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return isDark && !mPrecipitation;
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}
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}
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@ -1060,20 +1098,25 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
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mResult.mParticleEffect = current.mParticleEffect;
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mResult.mParticleEffect = current.mParticleEffect;
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mResult.mRainEffect = current.mRainEffect;
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mResult.mRainEffect = current.mRainEffect;
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mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart - 1);
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mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart + mTimeSettings.mStarsPostSunsetStart - mTimeSettings.mStarsFadingDuration);
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mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings);
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mResult.mFogDepth = current.mLandFogDepth.getValue(gameHour, mTimeSettings, "Fog");
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mResult.mFogColor = current.mFogColor.getValue(gameHour, mTimeSettings, "Fog");
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mResult.mAmbientColor = current.mAmbientColor.getValue(gameHour, mTimeSettings, "Ambient");
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mResult.mSunColor = current.mSunColor.getValue(gameHour, mTimeSettings, "Sun");
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mResult.mSkyColor = current.mSkyColor.getValue(gameHour, mTimeSettings, "Sky");
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mResult.mNightFade = mNightFade.getValue(gameHour, mTimeSettings, "Stars");
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mResult.mDLFogFactor = current.mDL.FogFactor;
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mResult.mDLFogFactor = current.mDL.FogFactor;
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mResult.mDLFogOffset = current.mDL.FogOffset;
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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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mResult.mSkyColor = current.mSkyColor.getValue(gameHour, mTimeSettings);
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mResult.mNightFade = mNightFade.getValue(gameHour, mTimeSettings);
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if (gameHour >= mSunsetTime - mSunPreSunsetTime)
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WeatherSetting setting = mTimeSettings.getSetting("Sun");
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float preSunsetTime = setting.mPreSunsetTime;
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if (gameHour >= mTimeSettings.mDayEnd - preSunsetTime)
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{
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{
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float factor = (gameHour - (mSunsetTime - mSunPreSunsetTime)) / mSunPreSunsetTime;
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float factor = 1.f;
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if (preSunsetTime > 0)
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factor = (gameHour - (mTimeSettings.mDayEnd - preSunsetTime)) / preSunsetTime;
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factor = std::min(1.f, factor);
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factor = std::min(1.f, factor);
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mResult.mSunDiscColor = lerp(osg::Vec4f(1,1,1,1), current.mSunDiscSunsetColor, factor);
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mResult.mSunDiscColor = lerp(osg::Vec4f(1,1,1,1), current.mSunDiscSunsetColor, factor);
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// The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because
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// The SunDiscSunsetColor in the INI isn't exactly the resulting color on screen, most likely because
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@ -1087,15 +1130,17 @@ inline void WeatherManager::calculateResult(const int weatherID, const float gam
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else
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else
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mResult.mSunDiscColor = osg::Vec4f(1,1,1,1);
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mResult.mSunDiscColor = osg::Vec4f(1,1,1,1);
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if (gameHour >= mSunsetTime)
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if (gameHour >= mTimeSettings.mDayEnd)
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{
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{
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float fade = std::min(1.f, (gameHour - mSunsetTime) / 2.f);
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// sunset
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float fade = std::min(1.f, (gameHour - mTimeSettings.mDayEnd) / (mTimeSettings.mNightStart - mTimeSettings.mDayEnd));
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fade = fade*fade;
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fade = fade*fade;
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mResult.mSunDiscColor.a() = 1.f - fade;
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mResult.mSunDiscColor.a() = 1.f - fade;
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}
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}
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else if (gameHour >= mSunriseTime && gameHour <= mSunriseTime + 1)
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else if (gameHour >= mTimeSettings.mNightEnd && gameHour <= mTimeSettings.mNightEnd + mSunriseDuration / 2.f)
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{
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{
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mResult.mSunDiscColor.a() = gameHour - mSunriseTime;
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// sunrise
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mResult.mSunDiscColor.a() = gameHour - mTimeSettings.mNightEnd;
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}
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}
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else
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else
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mResult.mSunDiscColor.a() = 1;
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mResult.mSunDiscColor.a() = 1;
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