Merged pull request #1670

0.6.3
Marc Zinnschlag 7 years ago
commit 1ba0317905

@ -1,6 +1,7 @@
0.45.0 0.45.0
------ ------
Bug #1990: Sunrise/sunset not set correct
Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped Bug #2326: After a bound item expires the last equipped item of that type is not automatically re-equipped
Bug #2835: Player able to slowly move when overencumbered Bug #2835: Player able to slowly move when overencumbered
Bug #3374: Touch spells not hitting kwama foragers Bug #3374: Touch spells not hitting kwama foragers

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

@ -7,6 +7,8 @@
#include <osg/Vec4f> #include <osg/Vec4f>
#include <components/fallback/fallback.hpp>
#include "../mwbase/soundmanager.hpp" #include "../mwbase/soundmanager.hpp"
#include "../mwrender/sky.hpp" #include "../mwrender/sky.hpp"
@ -38,6 +40,13 @@ namespace MWWorld
{ {
class TimeStamp; class TimeStamp;
struct WeatherSetting
{
float mPreSunriseTime;
float mPostSunriseTime;
float mPreSunsetTime;
float mPostSunsetTime;
};
struct TimeOfDaySettings struct TimeOfDaySettings
{ {
@ -45,7 +54,37 @@ namespace MWWorld
float mNightEnd; float mNightEnd;
float mDayStart; float mDayStart;
float mDayEnd; float mDayEnd;
float mSunriseTime;
std::map<std::string, WeatherSetting> mSunriseTransitions;
float mStarsPostSunsetStart;
float mStarsPreSunriseFinish;
float mStarsFadingDuration;
WeatherSetting getSetting(const std::string& type) const
{
std::map<std::string, WeatherSetting>::const_iterator it = mSunriseTransitions.find(type);
if (it != mSunriseTransitions.end())
{
return it->second;
}
else
{
return { 1.f, 1.f, 1.f, 1.f };
}
}
void addSetting(const Fallback::Map& fallback, const std::string& type)
{
WeatherSetting setting = {
fallback.getFallbackFloat("Weather_" + type + "_Pre-Sunrise_Time"),
fallback.getFallbackFloat("Weather_" + type + "_Post-Sunrise_Time"),
fallback.getFallbackFloat("Weather_" + type + "_Pre-Sunset_Time"),
fallback.getFallbackFloat("Weather_" + type + "_Post-Sunset_Time")
};
mSunriseTransitions[type] = setting;
}
}; };
/// Interpolates between 4 data points (sunrise, day, sunset, night) based on the time of day. /// Interpolates between 4 data points (sunrise, day, sunset, night) based on the time of day.
@ -59,7 +98,7 @@ namespace MWWorld
{ {
} }
T getValue (const float gameHour, const TimeOfDaySettings& timeSettings) const; T getValue (const float gameHour, const TimeOfDaySettings& timeSettings, const std::string& prefix) const;
private: private:
T mSunriseValue, mDayValue, mSunsetValue, mNightValue; T mSunriseValue, mDayValue, mSunsetValue, mNightValue;

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