Esempio n. 1
0
//////////////////////////////////////////////////////////////////////////
// environment
CEnvironment::CEnvironment	()
{
	bWFX					= false;
	Current[0]				= 0;
	Current[1]				= 0;
    CurrentWeather			= 0;
    CurrentWeatherName		= 0;
	eff_Rain				= 0;
    eff_LensFlare 			= 0;
    eff_Thunderbolt			= 0;
	OnDeviceCreate			();
#ifdef _EDITOR
	ed_from_time			= 0.f;
	ed_to_time				= DAY_LENGTH;
#endif
	fGameTime				= 0.f;
    fTimeFactor				= 12.f;

	wind_strength_factor	= 0.f;
	wind_gust_factor		= 0.f;

	// fill clouds hemi verts & faces 
	const Fvector* verts;
	CloudsVerts.resize		(xrHemisphereVertices(2,verts));
	CopyMemory			(&CloudsVerts.front(),verts,CloudsVerts.size()*sizeof(Fvector));
	const u16* indices;
	CloudsIndices.resize	(xrHemisphereIndices(2,indices));
	CopyMemory			(&CloudsIndices.front(),indices,CloudsIndices.size()*sizeof(u16));

	// perlin noise
	PerlinNoise1D			= xr_new<CPerlinNoise1D>(Random.randI(0,0xFFFF));
	PerlinNoise1D->SetOctaves(2);
	PerlinNoise1D->SetAmplitude(0.66666f);

	tsky0					= Device.Resources->_CreateTexture("$user$sky0");
	tsky1					= Device.Resources->_CreateTexture("$user$sky1");
}
Esempio n. 2
0
//////////////////////////////////////////////////////////////////////////
// environment
CEnvironment::CEnvironment	() :
	CurrentEnv				(0),
	m_ambients_config		(0)
{
	bNeed_re_create_env = FALSE;
	bWFX					= false;
	Current[0]				= 0;
	Current[1]				= 0;
    CurrentWeather			= 0;
    CurrentWeatherName		= 0;
	eff_Rain				= 0;
    eff_LensFlare 			= 0;
    eff_Thunderbolt			= 0;
	OnDeviceCreate			();
#ifdef _EDITOR
	ed_from_time			= 0.f;
	ed_to_time				= DAY_LENGTH;
#endif

#ifndef _EDITOR
	m_paused				= false;
#endif

	fGameTime				= 0.f;
    fTimeFactor				= 12.f;

	wind_strength_factor	= 0.f;
	wind_gust_factor		= 0.f;

	wind_blast_strength	= 0.f;
	wind_blast_direction.set(1.f,0.f,0.f);

	wind_blast_strength_start_value	= 0.f;
	wind_blast_strength_stop_value	= 0.f;

	// fill clouds hemi verts & faces 
	const Fvector* verts;
	CloudsVerts.resize		(xrHemisphereVertices(2,verts));
	CopyMemory				(&CloudsVerts.front(),verts,CloudsVerts.size()*sizeof(Fvector));
	const u16* indices;
	CloudsIndices.resize	(xrHemisphereIndices(2,indices));
	CopyMemory				(&CloudsIndices.front(),indices,CloudsIndices.size()*sizeof(u16));

	// perlin noise
	PerlinNoise1D			= xr_new<CPerlinNoise1D>(Random.randI(0,0xFFFF));
	PerlinNoise1D->SetOctaves(2);
	PerlinNoise1D->SetAmplitude(0.66666f);

//	tsky0					= Device.Resources->_CreateTexture("$user$sky0");
//	tsky1					= Device.Resources->_CreateTexture("$user$sky1");

	string_path				file_name;
	m_ambients_config		=
		xr_new<CInifile>(
			FS.update_path(
				file_name,
				"$game_config$",
				"environment\\ambients.ltx"
			),
			TRUE,
			TRUE,
			FALSE
		);
	m_sound_channels_config	=
		xr_new<CInifile>(
			FS.update_path(
				file_name,
				"$game_config$",
				"environment\\sound_channels.ltx"
			),
			TRUE,
			TRUE,
			FALSE
		);
	m_effects_config		=
		xr_new<CInifile>(
			FS.update_path(
				file_name,
				"$game_config$",
				"environment\\effects.ltx"
			),
			TRUE,
			TRUE,
			FALSE
		);
	m_suns_config			=
		xr_new<CInifile>(
			FS.update_path(
				file_name,
				"$game_config$",
				"environment\\suns.ltx"
			),
			TRUE,
			TRUE,
			FALSE
		);
	m_thunderbolt_collections_config	=
		xr_new<CInifile>(
			FS.update_path(
				file_name,
				"$game_config$",
				"environment\\thunderbolt_collections.ltx"
			),
			TRUE,
			TRUE,
			FALSE
		);
	m_thunderbolts_config	=
		xr_new<CInifile>(
			FS.update_path(
				file_name,
				"$game_config$",
				"environment\\thunderbolts.ltx"
			),
			TRUE,
			TRUE,
			FALSE
		);

	CInifile*		config =
		xr_new<CInifile>(
			FS.update_path(
				file_name,
				"$game_config$",
				"environment\\environment.ltx"
			),
			TRUE,
			TRUE,
			FALSE
		);
    // params
	p_var_alt		= deg2rad(config->r_float					( "environment","altitude" ));  
	p_var_long		= deg2rad	(config->r_float				( "environment","delta_longitude" ));
	p_min_dist		= _min		(.95f,config->r_float			( "environment","min_dist_factor" ));
	p_tilt			= deg2rad	(config->r_float				( "environment","tilt" ));
	p_second_prop	= config->r_float							( "environment","second_propability" );
	clamp			(p_second_prop,0.f,1.f);
	p_sky_color		= config->r_float							( "environment","sky_color" );
	p_sun_color		= config->r_float							( "environment","sun_color" );
	p_fog_color		= config->r_float							( "environment","fog_color" );

	xr_delete		(config);
}