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589 lines
18 KiB
C++
589 lines
18 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdpch.h"
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/////////////
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// INCLUDE //
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/////////////
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// 3D Interface
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#include "nel/3d/u_instance.h"
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#include "nel/3d/u_scene.h"
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#include "nel/3d/u_water.h"
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#include "nel/3d/u_landscape.h"
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// Client.
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#include "light_cycle_manager.h"
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#include "client_cfg.h"
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#include "ig_client.h"
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#include "user_entity.h"
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#include "pacs_client.h"
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#include "world_database_manager.h"
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#include "continent_manager.h"
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#include "continent.h"
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#include "ig_enum.h"
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#include "ig_callback.h"
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#include "pacs_client.h"
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#include "sound_manager.h"
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#include "weather_manager_client.h"
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#include "misc.h"
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#include "interface_v3/interface_manager.h"
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//#include "sound_manager.h" // \todo GUIGUI : uncomment after new FE done and class modified
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H_AUTO_DECL(RZ_LightCycleManager)
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///////////
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// USING //
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///////////
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using namespace NLMISC;
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using namespace NL3D;
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using namespace NLPACS;
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using namespace std;
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////////////
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// EXTERN //
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////////////
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extern UDriver *Driver;
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extern UScene *Scene;
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extern UScene *SceneRoot;
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extern EGSPD::CSeason::TSeason CurrSeason;
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////////////
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// EXTERN //
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////////////
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extern ULandscape *Landscape;
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static uint diffColors(CRGBA c1, CRGBA c2)
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{
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return (uint) maxof(abs((sint) c1.R - c2.R), abs((sint) c1.G - c2.G), abs((sint) c1.B - c2.B));
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}
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//-----------------------------------------------
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float CLightCycleDesc::getNightTransitionLength() const
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{
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H_AUTO_USE(RZ_LightCycleManager)
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return NightTransitionEndHour >= NightTransitionStartHour ? NightTransitionEndHour - NightTransitionStartHour
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: NightTransitionEndHour + NumHours - NightTransitionStartHour;
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}
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//-----------------------------------------------
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float CLightCycleDesc::getDawnTransitionLength() const
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{
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H_AUTO_USE(RZ_LightCycleManager)
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return DawnTransitionEndHour >= DawnTransitionStartHour ? DawnTransitionEndHour - DawnTransitionStartHour
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: DawnTransitionEndHour + NumHours - DawnTransitionStartHour;
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}
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//-----------------------------------------------
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CLightCycleManager::CLightCycleManager() :
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_Hour(0),
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_Touched(true),
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_ValidDesc(false),
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_LightLevel(0),
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_WeatherLighting(0),
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_LastWeatherLighting(0),
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_UpdateFreq(0),
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_State(StateUnknown),
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_PrevState(StateUnknown)
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{
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H_AUTO_USE(RZ_LightCycleManager)
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}
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//-----------------------------------------------
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void CLightCycleManager::getLandscapeLightColor(NLMISC::CRGBA &diffuse, NLMISC::CRGBA &ambiant)
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{
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H_AUTO_USE(RZ_LightCycleManager)
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nlassert(_LightLevel >= 0 && _LightLevel <= 1.f);
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if(ContinentMngr.cur())
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{
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switch(_State)
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{
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case DayToNight:
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if (_LightLevel <= _Desc.DuskRatio)
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{
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// day->dusk
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uint level = (uint) (256.f * (_Desc.DuskRatio != 0.f ? _LightLevel / _Desc.DuskRatio : 0.f));
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diffuse.blendFromui(ContinentMngr.cur()->LandscapeLightDay.Diffuse, ContinentMngr.cur()->LandscapeLightDusk.Diffuse, level);
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ambiant.blendFromui(ContinentMngr.cur()->LandscapeLightDay.Ambiant, ContinentMngr.cur()->LandscapeLightDusk.Ambiant, level);
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}
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else
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{
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// dusk->night
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uint level = (uint) (256.f * (_Desc.DuskRatio != 1.f ? (_LightLevel - _Desc.DuskRatio) / (1.f - _Desc.DuskRatio) : 0.f));
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diffuse.blendFromui(ContinentMngr.cur()->LandscapeLightDusk.Diffuse, ContinentMngr.cur()->LandscapeLightNight.Diffuse, level);
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ambiant.blendFromui(ContinentMngr.cur()->LandscapeLightDusk.Ambiant, ContinentMngr.cur()->LandscapeLightNight.Ambiant, level);
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}
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break;
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default:
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uint level = (uint) (256.f * _LightLevel);
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diffuse.blendFromui(ContinentMngr.cur()->LandscapeLightDay.Diffuse, ContinentMngr.cur()->LandscapeLightNight.Diffuse, level);
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ambiant.blendFromui(ContinentMngr.cur()->LandscapeLightDay.Ambiant, ContinentMngr.cur()->LandscapeLightNight.Ambiant, level);
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break;
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}
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}
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}
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//-----------------------------------------------
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bool CLightCycleManager::setLightDesc(const CLightCycleDesc &desc)
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{
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H_AUTO_USE(RZ_LightCycleManager)
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if (desc.NightTransitionStartHour > desc.NumHours)
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{
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nlwarning ("NightTransitionStartHour (%d) > NumHours (%d)", desc.NightTransitionStartHour, desc.NumHours);
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_State = StateUnknown;
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return false;
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}
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if (desc.NightTransitionEndHour > desc.NumHours)
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{
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nlwarning ("NightTransitionEndHour (%d) > NumHours (%d)", desc.NightTransitionEndHour, desc.NumHours);
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_State = StateUnknown;
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return false;
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}
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//
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if (desc.DawnTransitionStartHour > desc.NumHours)
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{
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nlwarning ("DawnTransitionStartHour (%d) > NumHours (%d)", desc.DawnTransitionStartHour, desc.NumHours);
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_State = StateUnknown;
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return false;
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}
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if (desc.DawnTransitionEndHour > desc.NumHours)
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{
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nlwarning ("DawnTransitionEndHour (%d) > NumHours (%d)", desc.DawnTransitionEndHour, desc.NumHours);
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_State = StateUnknown;
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return false;
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}
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//
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// test if intervals are not overlapping
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if (!(desc.DawnTransitionStartHour >= desc.NightTransitionEndHour
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|| desc.DawnTransitionEndHour <= desc.NightTransitionStartHour
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)
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)
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{
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nlwarning("!(DawnTransitionStartHour (%d) >= NightTransitionEndHour (%d) || DawnTransitionEndHour (%d) <= NightTransitionStartHour (%d))",
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desc.DawnTransitionStartHour, desc.NightTransitionEndHour, desc.DawnTransitionEndHour, desc.NightTransitionStartHour);
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_State = StateUnknown;
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return false;
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}
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//
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//
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_Desc = desc;
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_ValidDesc = true;
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_Hour = 0;
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updateState();
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return true;
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}
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//-----------------------------------------------
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float CLightCycleManager::getUpdateDuration() const
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{
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H_AUTO_USE(RZ_LightCycleManager)
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if (!_ValidDesc || _UpdateFreq == 0.f) return 0.f;
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return (1.f / _UpdateFreq) / _Desc.RealDayLength * _Desc.NumHours;
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}
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//-----------------------------------------------
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std::string CLightCycleManager::getStateString() const
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{
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H_AUTO_USE(RZ_LightCycleManager)
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switch(_State)
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{
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case NightToDay: return "night->day";
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case DayToNight: return "day->night";
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case Day: return "day";
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case Night: return "night";
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default:
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return "???";
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}
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return "???";
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}
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//-----------------------------------------------
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void CLightCycleManager::updateState()
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{
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H_AUTO_USE(RZ_LightCycleManager)
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_PrevState = _State;
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if(isInInterval(_Desc.DawnTransitionStartHour, _Desc.DawnTransitionEndHour, _Hour))
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{
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// night->day
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_State = NightToDay;
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return;
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}
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else if(isInInterval(_Desc.DawnTransitionEndHour, _Desc.NightTransitionStartHour, _Hour))
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{
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// day
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_State = Day;
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return;
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}
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else if(isInInterval(_Desc.NightTransitionStartHour, _Desc.NightTransitionEndHour, _Hour))
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{
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// day->night
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_State = DayToNight;
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return;
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}
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else if(isInInterval(_Desc.NightTransitionEndHour, _Desc.DawnTransitionStartHour, _Hour))
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{
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// night
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if( _PrevState != Night && _PrevState != StateUnknown)
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{
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CInterfaceManager * pIM = CInterfaceManager::getInstance();
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if( pIM )
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{
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pIM->runActionHandler("set",NULL,"dblink=UI:VARIABLES:NIGHT_WARNING_WANTED|value=1");
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}
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}
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_State = Night;
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return;
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}
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_State = StateUnknown;
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return;
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}
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//
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//-----------------------------------------------
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bool CLightCycleManager::isInTransition() const
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{
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H_AUTO_USE(RZ_LightCycleManager)
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return isInInterval(_Desc.DawnTransitionStartHour, _Desc.DawnTransitionEndHour, _Hour)
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|| isInInterval(_Desc.NightTransitionStartHour, _Desc.DawnTransitionEndHour, _Hour);
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}
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//-----------------------------------------------
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void CLightCycleManager::setHour(float hour, const CWeatherManagerClient &wm, NLMISC::CRGBA lightningColor)
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{
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H_AUTO_USE(RZ_LightCycleManager)
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if (!_ValidDesc) return;
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if (hour < 0) hour = 0;
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if (hour > _Desc.NumHours)
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{
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hour -= ::floorf(hour / _Desc.NumHours) * _Desc.NumHours;
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}
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float updateDuration = getUpdateDuration();
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if (fabs(_Hour - hour) >= (4.f * updateDuration))
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{
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touch();
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}
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_Hour = hour;
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_LightLevel = getLightLevel(hour);
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clamp(_LightLevel, 0.f, 1.f); // should not be necessary, but we avoid imprecisions
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updateState();
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_WeatherLighting = wm.getCurrWeatherState().Lighting;
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// Change water lighting
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NL3D::UWaterHeightMapManager::setBlendFactor(Driver, _LightLevel);
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if (_PrevState != _State)
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{
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if (_State == Night || _State == Day)
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{
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// a transiation has ended, so release textures used for the blend
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NL3D::UWaterHeightMapManager::releaseBlendTextures();
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}
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}
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// directionnal lights
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// (override the global light by the light in the weather manager : during bad weather, the scene can be darker)
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setupCanopyLight(_WeatherLighting);
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setupMainLight(_WeatherLighting);
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// landscape lighting
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CRGBA diffuse, ambiant;
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getLandscapeLightColor(diffuse, ambiant);
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bool colorTouched = diffuse != _LastDiffuse || ambiant != _LastAmbient;
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if (colorTouched)
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{
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_LastDiffuse = diffuse;
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_LastAmbient = ambiant;
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// change landscape
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if (Landscape)
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{
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if(ContinentMngr.cur())
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Landscape->setupStaticLight(diffuse, ambiant, ContinentMngr.cur()->StaticLightingFactor[CurrSeason]);
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else
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Landscape->setupStaticLight(diffuse, ambiant, 1.f);
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_UpdateFreq = getLandscapePatchUpdateFreq();
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if (_Touched)
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{
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Landscape->updateLightingAll();
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Landscape->setUpdateLightingFrequency(0);
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}
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else
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{
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Landscape->setUpdateLightingFrequency(_UpdateFreq);
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}
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}
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}
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_Touched = false;
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// Set the Sun color only if not indoor
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if (ContinentMngr.cur()->Indoor)
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{
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Scene->setSunAmbient(CRGBA(150, 150, 150, 255));
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}
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else
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{
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CRGBA color;
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color.add(_LastDiffuse, lightningColor);
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Scene->setLightGroupColor (LightGroupDay, color);
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float nightLevel = _LightLevel*255.f;
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clamp (nightLevel, 0, 255);
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color.set ((uint8)nightLevel, (uint8)nightLevel, (uint8)nightLevel);
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Scene->setLightGroupColor (LightGroupNight, color);
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}
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if (Landscape)
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{
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if (!isInInterval(_Desc.DawnTransitionStartHour, _Desc.DawnTransitionEndHour + 4.f * updateDuration, hour)
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&& !isInInterval(_Desc.NightTransitionStartHour, _Desc.NightTransitionEndHour + 4.f * updateDuration, hour)
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)
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{
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Landscape->setUpdateLightingFrequency(0);
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}
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}
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/* if (SoundMngr)
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{
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float ratio;
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if(isInDayInterval(_Desc.DawnTransitionStartHour, _Desc.DawnTransitionEndHour, _Desc.NumHours, hour, ratio))
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{
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// night->day
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SoundMngr->setDayNightRatio (1.0f-ratio);
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}
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else if(isInDayInterval(_Desc.DawnTransitionEndHour, _Desc.NightTransitionStartHour, _Desc.NumHours, hour, ratio))
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{
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// day
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SoundMngr->setDayNightRatio (0.0f);
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}
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else if(isInDayInterval(_Desc.NightTransitionStartHour, _Desc.NightTransitionEndHour, _Desc.NumHours, hour, ratio))
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{
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// day->night
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SoundMngr->setDayNightRatio (ratio);
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}
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else if(isInDayInterval(_Desc.NightTransitionEndHour, _Desc.DawnTransitionStartHour, _Desc.NumHours, hour, ratio))
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{
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// night
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SoundMngr->setDayNightRatio (1.0f);
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}
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}
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*/
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}
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//-----------------------------------------------
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// NB : interval can be reversed
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bool CLightCycleManager::isInInterval(float start, float end, float value)
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{
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H_AUTO_USE(RZ_LightCycleManager)
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return start <= end ? value >= start && value < end
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: value >= start || value < end;
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}
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//-----------------------------------------------
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// NB : interval can be reversed
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bool CLightCycleManager::isInDayInterval(float startHour, float endHour, float dayDuration, float hour, float &ratio)
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{
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H_AUTO_USE(RZ_LightCycleManager)
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if (startHour <= endHour)
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{
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if (hour >= startHour && hour < endHour)
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{
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ratio = startHour != endHour ? (hour - startHour) / (endHour - startHour)
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: 0;
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return true;
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}
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else
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return false;
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}
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else
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{
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if (hour >= startHour || hour < endHour)
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{
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ratio = hour >= startHour ? (hour - startHour) / (dayDuration - startHour + endHour)
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: (hour + dayDuration - startHour) / (dayDuration - startHour + endHour);
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return true;
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}
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else
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return false;
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}
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}
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//-----------------------------------------------
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float CLightCycleManager::getLightLevel(float hour) const
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{
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H_AUTO_USE(RZ_LightCycleManager)
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float lightValue = 0.f;
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if (isInDayInterval(_Desc.NightTransitionStartHour, _Desc.NightTransitionEndHour, _Desc.NumHours, hour, lightValue))
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return lightValue;
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if (isInDayInterval(_Desc.DawnTransitionStartHour, _Desc.DawnTransitionEndHour, _Desc.NumHours, hour, lightValue))
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return 1.f - lightValue;
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// No transition, it is night or day
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if (_Desc.DawnTransitionEndHour <= _Desc.NightTransitionStartHour)
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{
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return hour >= _Desc.DawnTransitionEndHour && hour < _Desc.NightTransitionStartHour ? 0.f : 1.f;
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}
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else
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{
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return hour >= _Desc.DawnTransitionEndHour || hour < _Desc.NightTransitionStartHour ? 0.f : 1.f;
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}
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}
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//-----------------------------------------------
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void CLightCycleManager::create()
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{
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H_AUTO_USE(RZ_LightCycleManager)
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Driver->enableLight(0, true);
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}
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//-----------------------------------------------
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void CLightCycleManager::setDirLight(const CDirLightSetup &setup0, const CDirLightSetup &setup1, float level, float intensity,NL3D::UScene &scene)
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{
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H_AUTO_USE(RZ_LightCycleManager)
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CDirLightSetup resultSetup;
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resultSetup.blend(setup0, setup1, level);
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resultSetup.modulate(intensity);
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//
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scene.setSunAmbient (resultSetup.Ambiant);
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scene.setSunDiffuse (resultSetup.Diffuse);
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scene.setSunSpecular (resultSetup.Specular);
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scene.setSunDirection(resultSetup.Direction);
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}
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//-----------------------------------------------
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float CLightCycleManager::getLandscapePatchUpdateFreq() const
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{
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H_AUTO_USE(RZ_LightCycleManager)
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if(!_ValidDesc)
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return 0.f;
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if(ContinentMngr.cur() == 0)
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return 0.f;
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// transition duration in seconds
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float dt = std::min(_Desc.getDawnTransitionLength(), _Desc.getNightTransitionLength()) * _Desc.RealDayLength / _Desc.NumHours;
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uint numStep = std::max(diffColors(ContinentMngr.cur()->LandscapeLightDay.Diffuse, ContinentMngr.cur()->LandscapeLightNight.Diffuse),
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diffColors(ContinentMngr.cur()->LandscapeLightDay.Ambiant, ContinentMngr.cur()->LandscapeLightNight.Ambiant)
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);
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numStep = std::min(numStep, _Desc.MaxNumColorSteps);
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return (float) numStep / dt;
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}
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//-----------------------------------------------
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void CLightCycleManager::touch()
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{
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H_AUTO_USE(RZ_LightCycleManager)
|
|
_Touched = true;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
void CLightCycleManager::instanceGroupAdded(NL3D::UInstanceGroup * /* ig */)
|
|
{
|
|
H_AUTO_USE(RZ_LightCycleManager)
|
|
}
|
|
|
|
|
|
//-----------------------------------------------
|
|
// rootLight :
|
|
// Set the light to render the root.
|
|
//-----------------------------------------------
|
|
void CLightCycleManager::setupCanopyLight(float intensity)
|
|
{
|
|
H_AUTO_USE(RZ_LightCycleManager)
|
|
if(!SceneRoot)
|
|
return;
|
|
|
|
if(ContinentMngr.cur())
|
|
{
|
|
switch (_State)
|
|
{
|
|
case DayToNight: // blend form day to night with dusk transition
|
|
setupDayToNightLight(*SceneRoot, ContinentMngr.cur()->RootLightDay, ContinentMngr.cur()->RootLightDusk, ContinentMngr.cur()->RootLightNight, intensity);
|
|
break;
|
|
default: // blend from night to day with no other transition
|
|
setDirLight(ContinentMngr.cur()->RootLightDay, ContinentMngr.cur()->RootLightNight, _LightLevel, intensity, *SceneRoot);
|
|
break;
|
|
}
|
|
}
|
|
}// setupCanopyLight //
|
|
|
|
//-----------------------------------------------
|
|
// mainLight :
|
|
// Set the light to render the main scene
|
|
//-----------------------------------------------
|
|
void CLightCycleManager::setupMainLight(float intensity)
|
|
{
|
|
H_AUTO_USE(RZ_LightCycleManager)
|
|
if(!Scene)
|
|
return;
|
|
if(ContinentMngr.cur())
|
|
{
|
|
switch (_State)
|
|
{
|
|
case DayToNight: // blend form day to night with dusk transition
|
|
setupDayToNightLight(*Scene, ContinentMngr.cur()->EntityLightDay, ContinentMngr.cur()->EntityLightDusk, ContinentMngr.cur()->EntityLightNight, intensity);
|
|
break;
|
|
default: // blend from night to day with no other transition
|
|
setDirLight(ContinentMngr.cur()->EntityLightDay, ContinentMngr.cur()->EntityLightNight, _LightLevel, intensity, *Scene);
|
|
break;
|
|
}
|
|
}
|
|
}// setupMainLight //
|
|
|
|
//-----------------------------------------------
|
|
void CLightCycleManager::setupDayToNightLight(NL3D::UScene &scene, const CDirLightSetup &dayLight, const CDirLightSetup &duskLight, const CDirLightSetup &nightLight, float lightIntensity)
|
|
{
|
|
H_AUTO_USE(RZ_LightCycleManager)
|
|
float blendFactor;
|
|
if (_LightLevel <= _Desc.DuskRatio)
|
|
{
|
|
blendFactor = _Desc.DuskRatio != 0 ? _LightLevel / _Desc.DuskRatio : 0.f;
|
|
setDirLight(dayLight,
|
|
duskLight,
|
|
blendFactor,
|
|
lightIntensity,
|
|
scene
|
|
);
|
|
}
|
|
else
|
|
{
|
|
blendFactor = _Desc.DuskRatio != 1.f ? (_LightLevel - _Desc.DuskRatio) / (1.f - _Desc.DuskRatio) : 0.f;
|
|
setDirLight(duskLight,
|
|
nightLight,
|
|
blendFactor,
|
|
lightIntensity,
|
|
scene
|
|
);
|
|
}
|
|
}
|