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572 lines
26 KiB
C#
572 lines
26 KiB
C#
using CodeWalker.Core.Utils;
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using CodeWalker.GameFiles;
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using SharpDX;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using System.Xml;
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namespace CodeWalker.World
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{
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public class Weather
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{
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public Dictionary<string, WeatherGpuFx> WeatherGpuFx { get; set; } = new Dictionary<string, WeatherGpuFx>();
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public Dictionary<string, WeatherType> WeatherTypes { get; set; } = new Dictionary<string, WeatherType>();
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public List<WeatherCycle> WeatherCycles { get; set; } = new List<WeatherCycle>();
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public WeatherValues CurrentValues;
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public volatile bool Inited = false;
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public WeatherType CurrentWeatherType;
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public WeatherType NextWeatherType;
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public float WeatherChangeTime = 0.33f;
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public float CurrentWeatherChangeTime = 0.0f;
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public float CurrentWeatherChangeBlend = 0.0f;
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public string Region = "GLOBAL"; //URBAN or GLOBAL..
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public WeatherCycleKeyframeRegion CurrentWeatherRegion;
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public WeatherCycleKeyframeRegion NextWeatherRegion;
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public Timecycle Timecycle;
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public TimecycleMods TimecycleMods;
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public void Init(GameFileCache gameFileCache, Action<string> updateStatus, Timecycle timecycle)
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{
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using var _ = new DisposableTimer("Weather Init");
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Timecycle = timecycle;
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var rpfman = gameFileCache.RpfMan;
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//TODO: RpfMan should be able to get the right version? or maybe let gameFileCache do it!
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string filename = "common.rpf\\data\\levels\\gta5\\weather.xml";
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if (gameFileCache.EnableDlc)
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{
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filename = "update\\update.rpf\\common\\data\\levels\\gta5\\weather.xml";
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}
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XmlDocument weatherxml = rpfman.GetFileXml(filename);
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XmlElement weather = weatherxml.DocumentElement;
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XmlNodeList weathergpufx = weather.SelectNodes("WeatherGpuFx/Item");
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WeatherGpuFx.Clear();
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for (int i = 0; i < weathergpufx.Count; i++)
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{
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var weathergpufxi = new WeatherGpuFx();
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weathergpufxi.Init(weathergpufx[i]);
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WeatherGpuFx[weathergpufxi.Name] = weathergpufxi;
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}
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XmlNodeList weathertypes = weather.SelectNodes("WeatherTypes/Item");
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WeatherTypes.Clear();
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for (int i = 0; i < weathertypes.Count; i++)
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{
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var weathertype = new WeatherType();
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weathertype.Init(gameFileCache, weathertypes[i]);
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WeatherTypes[weathertype.Name] = weathertype;
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}
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XmlNodeList weathercycles = weather.SelectNodes("WeatherCycles/Item");
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WeatherCycles.Clear();
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for (int i = 0; i < weathercycles.Count; i++)
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{
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var weathercycle = new WeatherCycle();
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weathercycle.Init(weathercycles[i]);
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WeatherCycles.Add(weathercycle);
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}
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if (WeatherTypes.Count > 0)
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{
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CurrentWeatherType = WeatherTypes.Values.First();
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CurrentWeatherRegion = CurrentWeatherType.GetRegion(Region);
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NextWeatherType = CurrentWeatherType;
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NextWeatherRegion = NextWeatherType.GetRegion(Region);
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}
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TimecycleMods = new TimecycleMods();
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TimecycleMods.Init(gameFileCache, updateStatus);
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Inited = true;
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}
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public void Update(float elapsed)
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{
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if (!Inited) return;
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if (CurrentWeatherType != NextWeatherType)
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{
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CurrentWeatherChangeTime += elapsed;
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if (CurrentWeatherChangeTime >= WeatherChangeTime)
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{
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CurrentWeatherType = NextWeatherType;
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CurrentWeatherChangeTime = 0.0f;
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}
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CurrentWeatherChangeBlend = Math.Min(CurrentWeatherChangeTime / WeatherChangeTime, 1.0f);
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}
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if (CurrentWeatherType != null)
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{
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CurrentWeatherRegion = CurrentWeatherType.GetRegion(Region);
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}
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if (NextWeatherType != null)
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{
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NextWeatherRegion = NextWeatherType.GetRegion(Region);
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}
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CurrentValues.Update(this);
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}
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public void SetNextWeather(string name)
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{
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WeatherTypes.TryGetValue(name, out NextWeatherType);
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if (NextWeatherType == null)
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{
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NextWeatherType = CurrentWeatherType;
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}
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else
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{
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CurrentWeatherChangeTime = 0.0f;
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}
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}
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public float GetDynamicValue(string name)
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{
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int csi = Timecycle.CurrentSampleIndex;
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float csb = Timecycle.CurrentSampleBlend;
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if ((CurrentWeatherRegion != null) && (NextWeatherRegion != null))
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{
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float cv = CurrentWeatherRegion.GetCurrentValue(name, csi, csb);
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float nv = NextWeatherRegion.GetCurrentValue(name, csi, csb);
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return cv * (1.0f - CurrentWeatherChangeBlend) + nv * CurrentWeatherChangeBlend;
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}
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else if (CurrentWeatherRegion != null)
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{
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return CurrentWeatherRegion.GetCurrentValue(name, csi, csb);
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}
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//throw new Exception("CurrentWeatherRegion was null.");
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return 0.0f;
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}
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public Vector3 GetDynamicRGB(string rname, string gname, string bname)
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{
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int csi = Timecycle.CurrentSampleIndex;
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float csb = Timecycle.CurrentSampleBlend;
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if ((CurrentWeatherRegion != null) && (NextWeatherRegion != null))
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{
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float cvr = CurrentWeatherRegion.GetCurrentValue(rname, csi, csb);
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float cvg = CurrentWeatherRegion.GetCurrentValue(gname, csi, csb);
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float cvb = CurrentWeatherRegion.GetCurrentValue(bname, csi, csb);
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float nvr = NextWeatherRegion.GetCurrentValue(rname, csi, csb);
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float nvg = NextWeatherRegion.GetCurrentValue(gname, csi, csb);
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float nvb = NextWeatherRegion.GetCurrentValue(bname, csi, csb);
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Vector3 cv = new Vector3(cvr, cvg, cvb);
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Vector3 nv = new Vector3(nvr, nvg, nvb);
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return cv * (1.0f - CurrentWeatherChangeBlend) + nv * CurrentWeatherChangeBlend;
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}
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else if (CurrentWeatherRegion != null)
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{
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float cvr = CurrentWeatherRegion.GetCurrentValue(rname, csi, csb);
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float cvg = CurrentWeatherRegion.GetCurrentValue(gname, csi, csb);
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float cvb = CurrentWeatherRegion.GetCurrentValue(bname, csi, csb);
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return new Vector3(cvr, cvg, cvb);
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}
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//throw new Exception("CurrentWeatherRegion was null.");
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return Vector3.Zero;
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}
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public Vector4 GetDynamicRGBA(string rname, string gname, string bname, string aname)
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{
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int csi = Timecycle.CurrentSampleIndex;
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float csb = Timecycle.CurrentSampleBlend;
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if ((CurrentWeatherRegion != null) && (NextWeatherRegion != null))
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{
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float cvr = CurrentWeatherRegion.GetCurrentValue(rname, csi, csb);
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float cvg = CurrentWeatherRegion.GetCurrentValue(gname, csi, csb);
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float cvb = CurrentWeatherRegion.GetCurrentValue(bname, csi, csb);
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float cva = CurrentWeatherRegion.GetCurrentValue(aname, csi, csb);
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float nvr = NextWeatherRegion.GetCurrentValue(rname, csi, csb);
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float nvg = NextWeatherRegion.GetCurrentValue(gname, csi, csb);
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float nvb = NextWeatherRegion.GetCurrentValue(bname, csi, csb);
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float nva = NextWeatherRegion.GetCurrentValue(aname, csi, csb);
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Vector4 cv = new Vector4(cvr, cvg, cvb, cva);
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Vector4 nv = new Vector4(nvr, nvg, nvb, nva);
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return cv * (1.0f - CurrentWeatherChangeBlend) + nv * CurrentWeatherChangeBlend;
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}
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else if (CurrentWeatherRegion != null)
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{
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float cvr = CurrentWeatherRegion.GetCurrentValue(rname, csi, csb);
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float cvg = CurrentWeatherRegion.GetCurrentValue(gname, csi, csb);
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float cvb = CurrentWeatherRegion.GetCurrentValue(bname, csi, csb);
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float cva = CurrentWeatherRegion.GetCurrentValue(aname, csi, csb);
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return new Vector4(cvr, cvg, cvb, cva);
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}
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//throw new Exception("CurrentWeatherRegion was null.");
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return Vector4.Zero;
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}
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}
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public class WeatherGpuFx
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{
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public string Name { get; set; }
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public string SystemType { get; set; }
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public string diffuseName { get; set; }
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public string distortionTexture { get; set; }
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public string diffuseSplashName { get; set; }
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public string driveType { get; set; }
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public float windInfluence { get; set; }
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public float gravity { get; set; }
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public string emitterSettingsName { get; set; }
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public string renderSettingsName { get; set; }
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public void Init(XmlNode node)
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{
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Name = Xml.GetChildInnerText(node, "Name");
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SystemType = Xml.GetChildInnerText(node, "SystemType");
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diffuseName = Xml.GetChildInnerText(node, "diffuseName");
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distortionTexture = Xml.GetChildInnerText(node, "distortionTexture");
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diffuseSplashName = Xml.GetChildInnerText(node, "diffuseSplashName");
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driveType = Xml.GetChildInnerText(node, "driveType");
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windInfluence = Xml.GetChildFloatAttribute(node, "windInfluence", "value");
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gravity = Xml.GetChildFloatAttribute(node, "gravity", "value");
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emitterSettingsName = Xml.GetChildInnerText(node, "emitterSettingsName");
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renderSettingsName = Xml.GetChildInnerText(node, "renderSettingsName");
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}
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public override string ToString()
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{
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return Name;
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}
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}
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public class WeatherType
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{
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public MetaHash NameHash { get; set; }
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public string Name { get; set; }
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public float Sun { get; set; }
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public float Cloud { get; set; }
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public float WindMin { get; set; }
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public float WindMax { get; set; }
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public float Rain { get; set; }
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public float Snow { get; set; }
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public float SnowMist { get; set; }
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public float Fog { get; set; }
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public float RippleBumpiness { get; set; }
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public float RippleMinBumpiness { get; set; }
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public float RippleMaxBumpiness { get; set; }
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public float RippleBumpinessWindScale { get; set; }
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public float RippleScale { get; set; }
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public float RippleSpeed { get; set; }
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public float RippleVelocityTransfer { get; set; }
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public float OceanBumpiness { get; set; }
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public float DeepOceanScale { get; set; }
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public float OceanNoiseMinAmplitude { get; set; }
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public float OceanWaveAmplitude { get; set; }
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public float ShoreWaveAmplitude { get; set; }
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public float OceanWaveWindScale { get; set; }
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public float ShoreWaveWindScale { get; set; }
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public float OceanWaveMinAmplitude { get; set; }
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public float ShoreWaveMinAmplitude { get; set; }
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public float OceanWaveMaxAmplitude { get; set; }
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public float ShoreWaveMaxAmplitude { get; set; }
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public float OceanFoamIntensity { get; set; }
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public float OceanFoamScale { get; set; }
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public float RippleDisturb { get; set; }
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public float Lightning { get; set; }
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public float Sandstorm { get; set; }
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public string OldSettingName { get; set; }
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public string DropSettingName { get; set; }
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public string MistSettingName { get; set; }
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public string GroundSettingName { get; set; }
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public string TimeCycleFilename { get; set; }
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public string CloudSettingsName { get; set; }
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public WeatherCycleKeyframeData TimeCycleData;
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public void Init(GameFileCache gameFileCache, XmlNode node)
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{
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Name = Xml.GetChildInnerText(node, "Name");
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NameHash = new MetaHash(JenkHash.GenHash(Name.ToLowerInvariant()));
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Sun = Xml.GetChildFloatAttribute(node, "Sun", "value");
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Cloud = Xml.GetChildFloatAttribute(node, "Cloud", "value");
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WindMin = Xml.GetChildFloatAttribute(node, "WindMin", "value");
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WindMax = Xml.GetChildFloatAttribute(node, "WindMax", "value");
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Rain = Xml.GetChildFloatAttribute(node, "Rain", "value");
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Snow = Xml.GetChildFloatAttribute(node, "Snow", "value");
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SnowMist = Xml.GetChildFloatAttribute(node, "SnowMist", "value");
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Fog = Xml.GetChildFloatAttribute(node, "Fog", "value");
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RippleBumpiness = Xml.GetChildFloatAttribute(node, "RippleBumpiness", "value");
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RippleMinBumpiness = Xml.GetChildFloatAttribute(node, "RippleMinBumpiness", "value");
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RippleMaxBumpiness = Xml.GetChildFloatAttribute(node, "RippleMaxBumpiness", "value");
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RippleBumpinessWindScale = Xml.GetChildFloatAttribute(node, "RippleBumpinessWindScale", "value");
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RippleScale = Xml.GetChildFloatAttribute(node, "RippleScale", "value");
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RippleSpeed = Xml.GetChildFloatAttribute(node, "RippleSpeed", "value");
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RippleVelocityTransfer = Xml.GetChildFloatAttribute(node, "RippleVelocityTransfer", "value");
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OceanBumpiness = Xml.GetChildFloatAttribute(node, "OceanBumpiness", "value");
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DeepOceanScale = Xml.GetChildFloatAttribute(node, "DeepOceanScale", "value");
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OceanNoiseMinAmplitude = Xml.GetChildFloatAttribute(node, "OceanNoiseMinAmplitude", "value");
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OceanWaveAmplitude = Xml.GetChildFloatAttribute(node, "OceanWaveAmplitude", "value");
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ShoreWaveAmplitude = Xml.GetChildFloatAttribute(node, "ShoreWaveAmplitude", "value");
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OceanWaveWindScale = Xml.GetChildFloatAttribute(node, "OceanWaveWindScale", "value");
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ShoreWaveWindScale = Xml.GetChildFloatAttribute(node, "ShoreWaveWindScale", "value");
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OceanWaveMinAmplitude = Xml.GetChildFloatAttribute(node, "OceanWaveMinAmplitude", "value");
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ShoreWaveMinAmplitude = Xml.GetChildFloatAttribute(node, "ShoreWaveMinAmplitude", "value");
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OceanWaveMaxAmplitude = Xml.GetChildFloatAttribute(node, "OceanWaveMaxAmplitude", "value");
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ShoreWaveMaxAmplitude = Xml.GetChildFloatAttribute(node, "ShoreWaveMaxAmplitude", "value");
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OceanFoamIntensity = Xml.GetChildFloatAttribute(node, "OceanFoamIntensity", "value");
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OceanFoamScale = Xml.GetChildFloatAttribute(node, "OceanFoamScale", "value");
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RippleDisturb = Xml.GetChildFloatAttribute(node, "RippleDisturb", "value");
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Lightning = Xml.GetChildFloatAttribute(node, "Lightning", "value");
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Sandstorm = Xml.GetChildFloatAttribute(node, "Sandstorm", "value");
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OldSettingName = Xml.GetChildInnerText(node, "OldSettingName");
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DropSettingName = Xml.GetChildInnerText(node, "DropSettingName");
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MistSettingName = Xml.GetChildInnerText(node, "MistSettingName");
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GroundSettingName = Xml.GetChildInnerText(node, "GroundSettingName");
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TimeCycleFilename = Xml.GetChildInnerText(node, "TimeCycleFilename");
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CloudSettingsName = Xml.GetChildInnerText(node, "CloudSettingsName");
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if (!string.IsNullOrEmpty(TimeCycleFilename))
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{
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//TODO: RpfMan should be able to get the right version? or maybe let gameFileCache do it!
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string fname = TimeCycleFilename.ToLowerInvariant();
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bool useupd = gameFileCache.EnableDlc;
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if (useupd)
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{
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fname = fname.Replace("common:", "update/update.rpf/common");
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}
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XmlDocument tcxml = gameFileCache.RpfMan.GetFileXml(fname);
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if (useupd && !tcxml.HasChildNodes)
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{
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fname = TimeCycleFilename.ToLowerInvariant();
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tcxml = gameFileCache.RpfMan.GetFileXml(fname);
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}
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foreach (XmlNode cycle in tcxml.DocumentElement.ChildNodes)
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{
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TimeCycleData = new WeatherCycleKeyframeData();
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TimeCycleData.Init(cycle);
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}
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}
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}
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public WeatherCycleKeyframeRegion GetRegion(string name)
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{
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if ((TimeCycleData != null) && (TimeCycleData.Regions != null))
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{
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WeatherCycleKeyframeRegion r;
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if (TimeCycleData.Regions.TryGetValue(name, out r))
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{
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return r;
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}
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return TimeCycleData.Regions.Values.FirstOrDefault();
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}
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return null;
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}
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public override string ToString()
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{
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return Name;
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}
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}
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public class WeatherCycle
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{
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public string CycleName { get; set; }
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public float TimeMult { get; set; }
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public void Init(XmlNode node)
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{
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CycleName = Xml.GetChildInnerText(node, "CycleName");
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TimeMult = Xml.GetChildFloatAttribute(node, "TimeMult", "value");
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}
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public override string ToString()
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{
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return CycleName + ", " + TimeMult.ToString();
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}
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}
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public class WeatherCycleKeyframeData
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{
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public string Name { get; set; }
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public int RegionCount { get; set; }
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public Dictionary<string, WeatherCycleKeyframeRegion> Regions { get; set; }
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public void Init(XmlNode node)
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{
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//read cycle node
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Name = Xml.GetStringAttribute(node, "name");
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RegionCount = Xml.GetIntAttribute(node, "regions");
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Regions = new Dictionary<string, WeatherCycleKeyframeRegion>();
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foreach (XmlNode child in node.ChildNodes)
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{
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WeatherCycleKeyframeRegion r = new WeatherCycleKeyframeRegion();
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r.Init(child);
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Regions[r.Name] = r;
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}
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}
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public override string ToString()
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{
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return Name;
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}
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}
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public class WeatherCycleKeyframeRegion
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{
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public string Name { get; set; }
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public Dictionary<string, WeatherCycleKeyframeDataEntry> Data { get; set; }
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public void Init(XmlNode node)
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{
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//read region node
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Name = Xml.GetStringAttribute(node, "name");
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Data = new Dictionary<string, WeatherCycleKeyframeDataEntry>();
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foreach (XmlNode child in node.ChildNodes)
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{
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if (child != null)
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{
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WeatherCycleKeyframeDataEntry d = new WeatherCycleKeyframeDataEntry();
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d.Init(child);
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Data[d.Name] = d;
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}
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}
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}
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public float GetCurrentValue(string name, int sample, float curblend)
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{
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WeatherCycleKeyframeDataEntry e;
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if (Data.TryGetValue(name, out e))
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{
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if (sample >= e.Values.Length)
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{
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//System.Windows.Forms.MessageBox.Show("Sample index was out of range: " + sample.ToString());
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sample = e.Values.Length - 1;
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}
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int nxtsample = (sample < e.Values.Length - 1) ? sample + 1 : 0;
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float cv = e.Values[sample];
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float nv = e.Values[nxtsample];
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return cv * curblend + nv * (1.0f - curblend);
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}
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//throw new Exception("WeatherCycleKeyframeDataEntry " + name + " not found in region " + Name + ".");
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return 0.0f;
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}
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public override string ToString()
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|
{
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|
return Name;
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}
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}
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|
public class WeatherCycleKeyframeDataEntry
|
|
{
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|
public string Name { get; set; }
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public float[] Values { get; set; }
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|
|
|
public void Init(XmlNode node)
|
|
{
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|
//read data node
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|
Name = node.Name;
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string[] strvals = node.InnerText.Trim().Split(' ');
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Values = new float[strvals.Length];
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|
for (int i = 0; i < strvals.Length; i++)
|
|
{
|
|
if (!FloatUtil.TryParse(strvals[i], out Values[i]))
|
|
{
|
|
//System.Windows.Forms.MessageBox.Show("Error parsing float value: " + strvals[i] + "\n" +
|
|
// "Node: " + node.OuterXml.ToString());
|
|
//throw new Exception();
|
|
}
|
|
}
|
|
}
|
|
|
|
public override string ToString()
|
|
{
|
|
return Name;
|
|
}
|
|
}
|
|
|
|
|
|
public struct WeatherValues
|
|
{
|
|
public Vector3 sunDirection;
|
|
public Vector3 moonDirection;
|
|
public Vector4 skyZenithCol;
|
|
public Vector4 skyZenithTransitionCol;
|
|
public Vector4 skyZenithTransition;
|
|
public Vector4 skyAzimuthEastCol;
|
|
public Vector4 skyAzimuthWestCol;
|
|
public Vector4 skyAzimuthTransitionCol;
|
|
public float skyAzimuthTransition;
|
|
public float skyHdr;
|
|
public Vector4 skyPlane;
|
|
public Vector3 skySunCol;
|
|
public Vector3 skySunDiscCol;
|
|
public float skySunDiscSize;
|
|
public float skySunHdr;
|
|
public Vector3 skySunMie;
|
|
public float skySunInfluenceRadius;
|
|
public float skySunScatterInten;
|
|
public Vector3 skyMoonCol;
|
|
public float skyMoonDiscSize;
|
|
public float skyMoonIten;
|
|
public float skyMoonInfluenceRadius;
|
|
public float skyMoonScatterInten;
|
|
public float skyStarsIten;
|
|
public Vector4 lightDirCol;
|
|
public Vector4 lightDirAmbCol;
|
|
public float lightDirAmbIntensityMult;
|
|
public float lightDirAmbBounce;
|
|
public Vector4 lightNaturalAmbDown;
|
|
public Vector4 lightNaturalAmbUp;
|
|
public float lightNaturalAmbUpIntensityMult;
|
|
public Vector4 lightArtificialIntDown;
|
|
public Vector4 lightArtificialIntUp;
|
|
public Vector4 lightArtificialExtDown;
|
|
public Vector4 lightArtificialExtUp;
|
|
|
|
public void Update(Weather w)
|
|
{
|
|
sunDirection = w.GetDynamicRGB("sun_direction_x", "sun_direction_y", "sun_direction_z");
|
|
moonDirection = w.GetDynamicRGB("moon_direction_x", "moon_direction_y", "moon_direction_z");
|
|
skyZenithCol = w.GetDynamicRGBA("sky_zenith_col_r", "sky_zenith_col_g", "sky_zenith_col_b", "sky_zenith_col_inten");
|
|
skyZenithTransitionCol = w.GetDynamicRGBA("sky_zenith_transition_col_r", "sky_zenith_transition_col_g", "sky_zenith_transition_col_b", "sky_zenith_transition_col_inten");
|
|
//skyZenithTransition = w.GetDynamicRGBA("sky_zenith_transition_position", "sky_zenith_transition_east_blend", "sky_zenith_transition_west_blend", "sky_zenith_blend_start");
|
|
skyZenithTransition = w.GetDynamicRGBA("sky_zenith_blend_start", "sky_zenith_transition_east_blend", "sky_zenith_transition_west_blend", "sky_zenith_transition_position");
|
|
skyAzimuthEastCol = w.GetDynamicRGBA("sky_azimuth_east_col_r", "sky_azimuth_east_col_g", "sky_azimuth_east_col_b", "sky_azimuth_east_col_inten");
|
|
skyAzimuthWestCol = w.GetDynamicRGBA("sky_azimuth_west_col_r", "sky_azimuth_west_col_g", "sky_azimuth_west_col_b", "sky_azimuth_west_col_inten");
|
|
skyAzimuthTransitionCol = w.GetDynamicRGBA("sky_azimuth_transition_col_r", "sky_azimuth_transition_col_g", "sky_azimuth_transition_col_b", "sky_azimuth_transition_col_inten");
|
|
skyAzimuthTransition = w.GetDynamicValue("sky_azimuth_transition_position");
|
|
skyHdr = w.GetDynamicValue("sky_hdr");
|
|
skyPlane = w.GetDynamicRGBA("sky_plane_r", "sky_plane_g", "sky_plane_b", "sky_plane_inten");
|
|
skySunCol = w.GetDynamicRGB("sky_sun_col_r", "sky_sun_col_g", "sky_sun_col_b");
|
|
skySunDiscCol = w.GetDynamicRGB("sky_sun_disc_col_r", "sky_sun_disc_col_g", "sky_sun_disc_col_b");
|
|
skySunDiscSize = w.GetDynamicValue("sky_sun_disc_size");
|
|
skySunHdr = w.GetDynamicValue("sky_sun_hdr");
|
|
skySunMie = w.GetDynamicRGB("sky_sun_miephase", "sky_sun_miescatter", "sky_sun_mie_intensity_mult");
|
|
skySunInfluenceRadius = w.GetDynamicValue("sky_sun_influence_radius");
|
|
skySunScatterInten = w.GetDynamicValue("sky_sun_scatter_inten");
|
|
skyMoonCol = w.GetDynamicRGB("sky_moon_col_r", "sky_moon_col_g", "sky_moon_col_b");
|
|
skyMoonDiscSize = w.GetDynamicValue("sky_moon_disc_size");
|
|
skyMoonIten = w.GetDynamicValue("sky_moon_iten");
|
|
skyMoonInfluenceRadius = w.GetDynamicValue("sky_moon_influence_radius");
|
|
skyMoonScatterInten = w.GetDynamicValue("sky_moon_scatter_inten");
|
|
skyStarsIten = w.GetDynamicValue("sky_stars_iten");
|
|
lightDirCol = w.GetDynamicRGBA("light_dir_col_r", "light_dir_col_g", "light_dir_col_b", "light_dir_mult");
|
|
lightDirAmbCol = w.GetDynamicRGBA("light_directional_amb_col_r", "light_directional_amb_col_g", "light_directional_amb_col_b", "light_directional_amb_intensity");
|
|
lightDirAmbIntensityMult = w.GetDynamicValue("light_directional_amb_intensity_mult");
|
|
lightDirAmbBounce = w.GetDynamicValue("light_directional_amb_bounce_enabled");
|
|
lightNaturalAmbDown = w.GetDynamicRGBA("light_natural_amb_down_col_r", "light_natural_amb_down_col_g", "light_natural_amb_down_col_b", "light_natural_amb_down_intensity");
|
|
lightNaturalAmbUp = w.GetDynamicRGBA("light_natural_amb_up_col_r", "light_natural_amb_up_col_g", "light_natural_amb_up_col_b", "light_natural_amb_up_intensity");
|
|
lightNaturalAmbUpIntensityMult = w.GetDynamicValue("light_natural_amb_up_intensity_mult");
|
|
lightArtificialIntDown = w.GetDynamicRGBA("light_artificial_int_down_col_r", "light_artificial_int_down_col_g", "light_artificial_int_down_col_b", "light_artificial_int_down_intensity");
|
|
lightArtificialIntUp = w.GetDynamicRGBA("light_artificial_int_up_col_r", "light_artificial_int_up_col_g", "light_artificial_int_up_col_b", "light_artificial_int_up_intensity");
|
|
lightArtificialExtDown = w.GetDynamicRGBA("light_artificial_ext_down_col_r", "light_artificial_ext_down_col_g", "light_artificial_ext_down_col_b", "light_artificial_ext_down_intensity");
|
|
lightArtificialExtUp = w.GetDynamicRGBA("light_artificial_ext_up_col_r", "light_artificial_ext_up_col_g", "light_artificial_ext_up_col_b", "light_artificial_ext_up_intensity");
|
|
|
|
}
|
|
}
|
|
}
|