#include "weather.hpp"

#include <components/misc/rng.hpp>

#include <components/esm3/esmreader.hpp>
#include <components/esm3/esmwriter.hpp>
#include <components/esm3/weatherstate.hpp>

#include "../mwbase/environment.hpp"
#include "../mwbase/soundmanager.hpp"
#include "../mwbase/world.hpp"

#include "../mwmechanics/actorutil.hpp"

#include "../mwsound/sound.hpp"

#include "../mwrender/renderingmanager.hpp"
#include "../mwrender/sky.hpp"

#include "player.hpp"
#include "esmstore.hpp"
#include "cellstore.hpp"

#include <cmath>

namespace MWWorld
{
namespace
{
    static const int invalidWeatherID = -1;

    // linear interpolate between x and y based on factor.
    float lerp (float x, float y, float factor)
    {
        return x * (1-factor) + y * factor;
    }
    // linear interpolate between x and y based on factor.
    osg::Vec4f lerp (const osg::Vec4f& x, const osg::Vec4f& y, float factor)
    {
        return x * (1-factor) + y * factor;
    }

    osg::Vec3f calculateStormDirection(const std::string& particleEffect)
    {
        osg::Vec3f stormDirection = MWWorld::Weather::defaultDirection();
        if (particleEffect == "meshes\\ashcloud.nif" || particleEffect == "meshes\\blightcloud.nif")
        {
            osg::Vec3f playerPos = MWMechanics::getPlayer().getRefData().getPosition().asVec3();
            playerPos.z() = 0;
            osg::Vec3f redMountainPos = osg::Vec3f(25000.f, 70000.f, 0.f);
            stormDirection = (playerPos - redMountainPos);
            stormDirection.normalize();
        }
        return stormDirection;
    }
}

    template <typename T>
    T TimeOfDayInterpolator<T>::getValue(const float gameHour, const TimeOfDaySettings& timeSettings, const std::string& prefix) const
    {
        WeatherSetting setting = timeSettings.getSetting(prefix);
        float preSunriseTime = setting.mPreSunriseTime;
        float postSunriseTime = setting.mPostSunriseTime;
        float preSunsetTime = setting.mPreSunsetTime;
        float postSunsetTime = setting.mPostSunsetTime;

        // night
        if (gameHour < timeSettings.mNightEnd - preSunriseTime || gameHour > timeSettings.mNightStart + postSunsetTime)
            return mNightValue;
        // sunrise
        else if (gameHour >= timeSettings.mNightEnd - preSunriseTime && gameHour <= timeSettings.mDayStart + postSunriseTime)
        {
            float duration = timeSettings.mDayStart + postSunriseTime - timeSettings.mNightEnd + preSunriseTime;
            float middle = timeSettings.mNightEnd - preSunriseTime + duration / 2.f;

            if (gameHour <= middle)
            {
                // fade in
                float advance = middle - gameHour;
                float factor = 0.f;
                if (duration > 0)
                    factor = advance / duration * 2;
                return lerp(mSunriseValue, mNightValue, factor);
            }
            else
            {
                // fade out
                float advance = gameHour - middle;
                float factor = 1.f;
                if (duration > 0)
                    factor = advance / duration * 2;
                return lerp(mSunriseValue, mDayValue, factor);
            }
        }
        // day
        else if (gameHour > timeSettings.mDayStart + postSunriseTime && gameHour < timeSettings.mDayEnd - preSunsetTime)
            return mDayValue;
        // sunset
        else if (gameHour >= timeSettings.mDayEnd - preSunsetTime && gameHour <= timeSettings.mNightStart + postSunsetTime)
        {
            float duration = timeSettings.mNightStart + postSunsetTime - timeSettings.mDayEnd + preSunsetTime;
            float middle = timeSettings.mDayEnd - preSunsetTime + duration / 2.f;

            if (gameHour <= middle)
            {
                // fade in
                float advance = middle - gameHour;
                float factor = 0.f;
                if (duration > 0)
                    factor = advance / duration * 2;
                return lerp(mSunsetValue, mDayValue, factor);
            }
            else
            {
                // fade out
                float advance = gameHour - middle;
                float factor = 1.f;
                if (duration > 0)
                    factor = advance / duration * 2;
                return lerp(mSunsetValue, mNightValue, factor);
            }
        }
        // shut up compiler
        return T();
    }

    template class MWWorld::TimeOfDayInterpolator<float>;
    template class MWWorld::TimeOfDayInterpolator<osg::Vec4f>;

    osg::Vec3f Weather::defaultDirection()
    {
        static const osg::Vec3f direction = osg::Vec3f(0.f, 1.f, 0.f);
        return direction;
    }

    Weather::Weather(const std::string& name,
                    float stormWindSpeed,
                    float rainSpeed,
                    float dlFactor,
                    float dlOffset,
                    const std::string& particleEffect)
        : mCloudTexture(Fallback::Map::getString("Weather_" + name + "_Cloud_Texture"))
        , mSkyColor(Fallback::Map::getColour("Weather_" + name +"_Sky_Sunrise_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Sky_Day_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Sky_Sunset_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Sky_Night_Color"))
        , mFogColor(Fallback::Map::getColour("Weather_" + name + "_Fog_Sunrise_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Fog_Day_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Fog_Sunset_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Fog_Night_Color"))
        , mAmbientColor(Fallback::Map::getColour("Weather_" + name + "_Ambient_Sunrise_Color"),
                        Fallback::Map::getColour("Weather_" + name + "_Ambient_Day_Color"),
                        Fallback::Map::getColour("Weather_" + name + "_Ambient_Sunset_Color"),
                        Fallback::Map::getColour("Weather_" + name + "_Ambient_Night_Color"))
        , mSunColor(Fallback::Map::getColour("Weather_" + name + "_Sun_Sunrise_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Sun_Day_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Sun_Sunset_Color"),
                    Fallback::Map::getColour("Weather_" + name + "_Sun_Night_Color"))
        , mLandFogDepth(Fallback::Map::getFloat("Weather_" + name + "_Land_Fog_Day_Depth"),
                        Fallback::Map::getFloat("Weather_" + name + "_Land_Fog_Day_Depth"),
                        Fallback::Map::getFloat("Weather_" + name + "_Land_Fog_Day_Depth"),
                        Fallback::Map::getFloat("Weather_" + name + "_Land_Fog_Night_Depth"))
        , mSunDiscSunsetColor(Fallback::Map::getColour("Weather_" + name + "_Sun_Disc_Sunset_Color"))
        , mWindSpeed(Fallback::Map::getFloat("Weather_" + name + "_Wind_Speed"))
        , mCloudSpeed(Fallback::Map::getFloat("Weather_" + name + "_Cloud_Speed"))
        , mGlareView(Fallback::Map::getFloat("Weather_" + name + "_Glare_View"))
        , mIsStorm(mWindSpeed > stormWindSpeed)
        , mRainSpeed(rainSpeed)
        , mRainEntranceSpeed(Fallback::Map::getFloat("Weather_" + name + "_Rain_Entrance_Speed"))
        , mRainMaxRaindrops(Fallback::Map::getFloat("Weather_" + name + "_Max_Raindrops"))
        , mRainDiameter(Fallback::Map::getFloat("Weather_" + name + "_Rain_Diameter"))
        , mRainThreshold(Fallback::Map::getFloat("Weather_" + name + "_Rain_Threshold"))
        , mRainMinHeight(Fallback::Map::getFloat("Weather_" + name + "_Rain_Height_Min"))
        , mRainMaxHeight(Fallback::Map::getFloat("Weather_" + name + "_Rain_Height_Max"))
        , mParticleEffect(particleEffect)
        , mRainEffect(Fallback::Map::getBool("Weather_" + name + "_Using_Precip") ? "meshes\\raindrop.nif" : "")
        , mStormDirection(Weather::defaultDirection())
        , mTransitionDelta(Fallback::Map::getFloat("Weather_" + name + "_Transition_Delta"))
        , mCloudsMaximumPercent(Fallback::Map::getFloat("Weather_" + name + "_Clouds_Maximum_Percent"))
        , mThunderFrequency(Fallback::Map::getFloat("Weather_" + name + "_Thunder_Frequency"))
        , mThunderThreshold(Fallback::Map::getFloat("Weather_" + name + "_Thunder_Threshold"))
        , mThunderSoundID()
        , mFlashDecrement(Fallback::Map::getFloat("Weather_" + name + "_Flash_Decrement"))
        , mFlashBrightness(0.0f)
    {
        mDL.FogFactor = dlFactor;
        mDL.FogOffset = dlOffset;
        mThunderSoundID[0] = Fallback::Map::getString("Weather_" + name + "_Thunder_Sound_ID_0");
        mThunderSoundID[1] = Fallback::Map::getString("Weather_" + name + "_Thunder_Sound_ID_1");
        mThunderSoundID[2] = Fallback::Map::getString("Weather_" + name + "_Thunder_Sound_ID_2");
        mThunderSoundID[3] = Fallback::Map::getString("Weather_" + name + "_Thunder_Sound_ID_3");

        // TODO: support weathers that have both "Ambient Loop Sound ID" and "Rain Loop Sound ID", need to play both sounds at the same time.

        if (!mRainEffect.empty()) // NOTE: in vanilla, the weathers with rain seem to be hardcoded; changing Using_Precip has no effect
        {
            mAmbientLoopSoundID = Fallback::Map::getString("Weather_" + name + "_Rain_Loop_Sound_ID");
            if (mAmbientLoopSoundID.empty()) // default to "rain" if not set
                mAmbientLoopSoundID = "rain";
        }
        else
            mAmbientLoopSoundID = Fallback::Map::getString("Weather_" + name + "_Ambient_Loop_Sound_ID");

        if (Misc::StringUtils::ciEqual(mAmbientLoopSoundID, "None"))
            mAmbientLoopSoundID.clear();
    }

    float Weather::transitionDelta() const
    {
        // Transition Delta describes how quickly transitioning to the weather in question will take, in Hz. Note that the
        // measurement is in real time, not in-game time.
        return mTransitionDelta;
    }

    float Weather::cloudBlendFactor(const float transitionRatio) const
    {
        // Clouds Maximum Percent affects how quickly the sky transitions from one sky texture to the next.
        return transitionRatio / mCloudsMaximumPercent;
    }

    float Weather::calculateThunder(const float transitionRatio, const float elapsedSeconds, const bool isPaused)
    {
        // When paused, the flash brightness remains the same and no new strikes can occur.
        if(!isPaused)
        {
            // Morrowind doesn't appear to do any calculations unless the transition ratio is higher than the Thunder Threshold.
            if(transitionRatio >= mThunderThreshold && mThunderFrequency > 0.0f)
            {
                flashDecrement(elapsedSeconds);
                auto& prng = MWBase::Environment::get().getWorld()->getPrng();
                if(Misc::Rng::rollProbability(prng) <= thunderChance(transitionRatio, elapsedSeconds))
                {
                    lightningAndThunder();
                }
            }
            else
            {
                mFlashBrightness = 0.0f;
            }
        }

        return mFlashBrightness;
    }

    inline void Weather::flashDecrement(const float elapsedSeconds)
    {
        // The Flash Decrement is measured in whole units per second. This means that if the flash brightness was
        // currently 1.0, then it should take approximately 0.25 seconds to decay to 0.0 (the minimum).
        float decrement = mFlashDecrement * elapsedSeconds;
        mFlashBrightness = decrement > mFlashBrightness ? 0.0f : mFlashBrightness - decrement;
    }

    inline float Weather::thunderChance(const float transitionRatio, const float elapsedSeconds) const
    {
        // This formula is reversed from the observation that with Thunder Frequency set to 1, there are roughly 10 strikes
        // per minute. It doesn't appear to be tied to in game time as Timescale doesn't affect it. Various values of
        // Thunder Frequency seem to change the average number of strikes in a linear fashion.. During a transition, it appears to
        // scaled based on how far past it is past the Thunder Threshold.
        float scaleFactor = (transitionRatio - mThunderThreshold) / (1.0f - mThunderThreshold);
        return ((mThunderFrequency * 10.0f) / 60.0f) * elapsedSeconds * scaleFactor;
    }

    inline void Weather::lightningAndThunder(void)
    {
        // Morrowind seems to vary the intensity of the brightness based on which of the four sound IDs it selects.
        // They appear to go from 0 (brightest, closest) to 3 (faintest, farthest). The value of 0.25 per distance
        // was derived by setting the Flash Decrement to 0.1 and measuring how long each value took to decay to 0.
        // TODO: Determine the distribution of each distance to see if it's evenly weighted.
        auto& prng = MWBase::Environment::get().getWorld()->getPrng();
        unsigned int distance = Misc::Rng::rollDice(4, prng);
        // Flash brightness appears additive, since if multiple strikes occur, it takes longer for it to decay to 0.
        mFlashBrightness += 1 - (distance * 0.25f);
        MWBase::Environment::get().getSoundManager()->playSound(mThunderSoundID[distance], 1.0, 1.0);
    }

    RegionWeather::RegionWeather(const ESM::Region& region)
        : mWeather(invalidWeatherID)
        , mChances()
    {
        mChances.reserve(10);
        mChances.push_back(region.mData.mClear);
        mChances.push_back(region.mData.mCloudy);
        mChances.push_back(region.mData.mFoggy);
        mChances.push_back(region.mData.mOvercast);
        mChances.push_back(region.mData.mRain);
        mChances.push_back(region.mData.mThunder);
        mChances.push_back(region.mData.mAsh);
        mChances.push_back(region.mData.mBlight);
        mChances.push_back(region.mData.mSnow);
        mChances.push_back(region.mData.mBlizzard);
    }

    RegionWeather::RegionWeather(const ESM::RegionWeatherState& state)
        : mWeather(state.mWeather)
        , mChances(state.mChances)
    {
    }

    RegionWeather::operator ESM::RegionWeatherState() const
    {
        ESM::RegionWeatherState state =
            {
                mWeather,
                mChances
            };

        return state;
    }

    void RegionWeather::setChances(const std::vector<char>& chances)
    {
        if(mChances.size() < chances.size())
        {
            mChances.reserve(chances.size());
        }

        int i = 0;
        for(char chance : chances)
        {
            mChances[i] = chance;
            i++;
        }

        // Regional weather no longer supports the current type, select a new weather pattern.
        if((static_cast<size_t>(mWeather) >= mChances.size()) || (mChances[mWeather] == 0))
        {
            chooseNewWeather();
        }
    }

    void RegionWeather::setWeather(int weatherID)
    {
        mWeather = weatherID;
    }

    int RegionWeather::getWeather()
    {
        // If the region weather was already set (by ChangeWeather, or by a previous call) then just return that value.
        // Note that the region weather will be expired periodically when the weather update timer expires.
        if(mWeather == invalidWeatherID)
        {
            chooseNewWeather();
        }

        return mWeather;
    }

    void RegionWeather::chooseNewWeather()
    {
        // All probabilities must add to 100 (responsibility of the user).
        // If chances A and B has values 30 and 70 then by generating 100 numbers 1..100, 30% will be lesser or equal 30
        // and 70% will be greater than 30 (in theory).
        auto& prng = MWBase::Environment::get().getWorld()->getPrng();
        int chance = Misc::Rng::rollDice(100, prng) + 1; // 1..100
        int sum = 0;
        int i = 0;
        for(; static_cast<size_t>(i) < mChances.size(); ++i)
        {
            sum += mChances[i];
            if(chance <= sum)
            {
                mWeather = i;
                return;
            }
        }

        // if we hit this path then the chances don't add to 100, choose a default weather instead
        mWeather = 0;
    }

    MoonModel::MoonModel(const std::string& name)
    : mFadeInStart(Fallback::Map::getFloat("Moons_" + name + "_Fade_In_Start"))
    , mFadeInFinish(Fallback::Map::getFloat("Moons_" + name + "_Fade_In_Finish"))
    , mFadeOutStart(Fallback::Map::getFloat("Moons_" + name + "_Fade_Out_Start"))
    , mFadeOutFinish(Fallback::Map::getFloat("Moons_" + name + "_Fade_Out_Finish"))
    , mAxisOffset(Fallback::Map::getFloat("Moons_" + name + "_Axis_Offset"))
    , mSpeed(Fallback::Map::getFloat("Moons_" + name + "_Speed"))
    , mDailyIncrement(Fallback::Map::getFloat("Moons_" + name + "_Daily_Increment"))
    , mFadeStartAngle(Fallback::Map::getFloat("Moons_" + name + "_Fade_Start_Angle"))
    , mFadeEndAngle(Fallback::Map::getFloat("Moons_" + name + "_Fade_End_Angle"))
    , mMoonShadowEarlyFadeAngle(Fallback::Map::getFloat("Moons_" + name + "_Moon_Shadow_Early_Fade_Angle"))
    {
        // Morrowind appears to have a minimum speed in order to avoid situations where the moon couldn't conceivably
        // complete a rotation in a single 24 hour period. The value of 180/23 was deduced from reverse engineering.
        mSpeed = std::min(mSpeed, 180.0f / 23.0f);
    }

    MWRender::MoonState MoonModel::calculateState(const TimeStamp& gameTime) const
    {
        float rotationFromHorizon = angle(gameTime);
        MWRender::MoonState state =
            {
                rotationFromHorizon,
                mAxisOffset, // Reverse engineered from Morrowind's scene graph rotation matrices.
                phase(gameTime),
                shadowBlend(rotationFromHorizon),
                earlyMoonShadowAlpha(rotationFromHorizon) * hourlyAlpha(gameTime.getHour())
            };

        return state;
    }

    inline float MoonModel::angle(const TimeStamp& gameTime) const
    {
        // Morrowind's moons start travel on one side of the horizon (let's call it H-rise) and travel 180 degrees to the
        // opposite horizon (let's call it H-set). Upon reaching H-set, they reset to H-rise until the next moon rise.

        // When calculating the angle of the moon, several cases have to be taken into account:
        // 1. Moon rises and then sets in one day.
        // 2. Moon sets and doesn't rise in one day (occurs when the moon rise hour is >= 24).
        // 3. Moon sets and then rises in one day.
        float moonRiseHourToday = moonRiseHour(gameTime.getDay());
        float moonRiseAngleToday = 0;

        if(gameTime.getHour() < moonRiseHourToday)
        {
            float moonRiseHourYesterday = moonRiseHour(gameTime.getDay() - 1);
            if(moonRiseHourYesterday < 24)
            {
                float moonRiseAngleYesterday = rotation(24 - moonRiseHourYesterday);
                if(moonRiseAngleYesterday < 180)
                {
                    // The moon rose but did not set yesterday, so accumulate yesterday's angle with how much we've travelled today.
                    moonRiseAngleToday = rotation(gameTime.getHour()) + moonRiseAngleYesterday;
                }
            }
        }
        else
        {
            moonRiseAngleToday = rotation(gameTime.getHour() - moonRiseHourToday);
        }

        if(moonRiseAngleToday >= 180)
        {
            // The moon set today, reset the angle to the horizon.
            moonRiseAngleToday = 0;
        }

        return moonRiseAngleToday;
    }

    inline float MoonModel::moonRiseHour(unsigned int daysPassed) const
    {
        // This arises from the start date of 16 Last Seed, 427
        // TODO: Find an alternate formula that doesn't rely on this day being fixed.
        static const unsigned int startDay = 16;

        // This odd formula arises from the fact that on 16 Last Seed, 17 increments have occurred, meaning
        // that upon starting a new game, it must only calculate the moon phase as far back as 1 Last Seed.
        // Note that we don't modulo after adding the latest daily increment because other calculations need to
        // know if doing so would cause the moon rise to be postponed until the next day (which happens when
        // the moon rise hour is >= 24 in Morrowind).
        return mDailyIncrement + std::fmod((daysPassed - 1 + startDay) * mDailyIncrement, 24.0f);
    }

    inline float MoonModel::rotation(float hours) const
    {
        // 15 degrees per hour was reverse engineered from the rotation matrices of the Morrowind scene graph.
        // Note that this correlates to 360 / 24, which is a full rotation every 24 hours, so speed is a measure
        // of whole rotations that could be completed in a day.
        return 15.0f * mSpeed * hours;
    }

    MWRender::MoonState::Phase MoonModel::phase(const TimeStamp& gameTime) const
    {
        // Morrowind starts with a full moon on 16 Last Seed and then begins to wane 17 Last Seed, working on 3 day phase cycle.

        // If the moon didn't rise yet today, use yesterday's moon phase.
        if(gameTime.getHour() < moonRiseHour(gameTime.getDay()))
            return static_cast<MWRender::MoonState::Phase>((gameTime.getDay() / 3) % 8);
        else
            return static_cast<MWRender::MoonState::Phase>(((gameTime.getDay() + 1) / 3) % 8);
    }

    inline float MoonModel::shadowBlend(float angle) const
    {
        // The Fade End Angle and Fade Start Angle describe a region where the moon transitions from a solid disk
        // that is roughly the color of the sky, to a textured surface.
        // Depending on the current angle, the following values describe the ratio between the textured moon
        // and the solid disk:
        // 1. From Fade End Angle 1 to Fade Start Angle 1 (during moon rise): 0..1
        // 2. From Fade Start Angle 1 to Fade Start Angle 2 (between moon rise and moon set): 1 (textured)
        // 3. From Fade Start Angle 2 to Fade End Angle 2 (during moon set): 1..0
        // 4. From Fade End Angle 2 to Fade End Angle 1 (between moon set and moon rise): 0 (solid disk)
        float fadeAngle = mFadeStartAngle - mFadeEndAngle;
        float fadeEndAngle2 = 180.0f - mFadeEndAngle;
        float fadeStartAngle2 = 180.0f - mFadeStartAngle;
        if((angle >= mFadeEndAngle) && (angle < mFadeStartAngle))
            return (angle - mFadeEndAngle) / fadeAngle;
        else if((angle >= mFadeStartAngle) && (angle < fadeStartAngle2))
            return 1.0f;
        else if((angle >= fadeStartAngle2) && (angle < fadeEndAngle2))
            return (fadeEndAngle2 - angle) / fadeAngle;
        else
            return 0.0f;
    }

    inline float MoonModel::hourlyAlpha(float gameHour) const
    {
        // The Fade Out Start / Finish and Fade In Start / Finish describe the hours at which the moon
        // appears and disappears.
        // Depending on the current hour, the following values describe how transparent the moon is.
        // 1. From Fade Out Start to Fade Out Finish: 1..0
        // 2. From Fade Out Finish to Fade In Start: 0 (transparent)
        // 3. From Fade In Start to Fade In Finish: 0..1
        // 4. From Fade In Finish to Fade Out Start: 1 (solid)
        if((gameHour >= mFadeOutStart) && (gameHour < mFadeOutFinish))
            return (mFadeOutFinish - gameHour) / (mFadeOutFinish - mFadeOutStart);
        else if((gameHour >= mFadeOutFinish) && (gameHour < mFadeInStart))
            return 0.0f;
        else if((gameHour >= mFadeInStart) && (gameHour < mFadeInFinish))
            return (gameHour - mFadeInStart) / (mFadeInFinish - mFadeInStart);
        else
            return 1.0f;
    }

    inline float MoonModel::earlyMoonShadowAlpha(float angle) const
    {
        // The Moon Shadow Early Fade Angle describes an arc relative to Fade End Angle.
        // Depending on the current angle, the following values describe how transparent the moon is.
        // 1. From Moon Shadow Early Fade Angle 1 to Fade End Angle 1 (during moon rise): 0..1
        // 2. From Fade End Angle 1 to Fade End Angle 2 (between moon rise and moon set): 1 (solid)
        // 3. From Fade End Angle 2 to Moon Shadow Early Fade Angle 2 (during moon set): 1..0
        // 4. From Moon Shadow Early Fade Angle 2 to Moon Shadow Early Fade Angle 1: 0 (transparent)
        float moonShadowEarlyFadeAngle1 = mFadeEndAngle - mMoonShadowEarlyFadeAngle;
        float fadeEndAngle2 = 180.0f - mFadeEndAngle;
        float moonShadowEarlyFadeAngle2 = fadeEndAngle2 + mMoonShadowEarlyFadeAngle;
        if((angle >= moonShadowEarlyFadeAngle1) && (angle < mFadeEndAngle))
            return (angle - moonShadowEarlyFadeAngle1) / mMoonShadowEarlyFadeAngle;
        else if((angle >= mFadeEndAngle) && (angle < fadeEndAngle2))
            return 1.0f;
        else if((angle >= fadeEndAngle2) && (angle < moonShadowEarlyFadeAngle2))
            return (moonShadowEarlyFadeAngle2 - angle) / mMoonShadowEarlyFadeAngle;
        else
            return 0.0f;
    }

    WeatherManager::WeatherManager(MWRender::RenderingManager& rendering, MWWorld::ESMStore& store)
        : mStore(store)
        , mRendering(rendering)
        , mSunriseTime(Fallback::Map::getFloat("Weather_Sunrise_Time"))
        , mSunsetTime(Fallback::Map::getFloat("Weather_Sunset_Time"))
        , mSunriseDuration(Fallback::Map::getFloat("Weather_Sunrise_Duration"))
        , mSunsetDuration(Fallback::Map::getFloat("Weather_Sunset_Duration"))
        , mSunPreSunsetTime(Fallback::Map::getFloat("Weather_Sun_Pre-Sunset_Time"))
        , mNightFade(0, 0, 0, 1)
        , mHoursBetweenWeatherChanges(Fallback::Map::getFloat("Weather_Hours_Between_Weather_Changes"))
        , mRainSpeed(Fallback::Map::getFloat("Weather_Precip_Gravity"))
        , mUnderwaterFog(Fallback::Map::getFloat("Water_UnderwaterSunriseFog"),
                        Fallback::Map::getFloat("Water_UnderwaterDayFog"),
                        Fallback::Map::getFloat("Water_UnderwaterSunsetFog"),
                        Fallback::Map::getFloat("Water_UnderwaterNightFog"))
        , mWeatherSettings()
        , mMasser("Masser")
        , mSecunda("Secunda")
        , mWindSpeed(0.f)
        , mCurrentWindSpeed(0.f)
        , mNextWindSpeed(0.f)
        , mIsStorm(false)
        , mPrecipitation(false)
        , mStormDirection(Weather::defaultDirection())
        , mCurrentRegion()
        , mTimePassed(0)
        , mFastForward(false)
        , mWeatherUpdateTime(mHoursBetweenWeatherChanges)
        , mTransitionFactor(0)
        , mNightDayMode(Default)
        , mCurrentWeather(0)
        , mNextWeather(0)
        , mQueuedWeather(0)
        , mRegions()
        , mResult()
        , mAmbientSound(nullptr)
        , mPlayingSoundID()
    {
        mTimeSettings.mNightStart = mSunsetTime + mSunsetDuration;
        mTimeSettings.mNightEnd = mSunriseTime;
        mTimeSettings.mDayStart = mSunriseTime + mSunriseDuration;
        mTimeSettings.mDayEnd = mSunsetTime;

        mTimeSettings.addSetting("Sky");
        mTimeSettings.addSetting("Ambient");
        mTimeSettings.addSetting("Fog");
        mTimeSettings.addSetting("Sun");

        // Morrowind handles stars settings differently for other ones
        mTimeSettings.mStarsPostSunsetStart = Fallback::Map::getFloat("Weather_Stars_Post-Sunset_Start");
        mTimeSettings.mStarsPreSunriseFinish = Fallback::Map::getFloat("Weather_Stars_Pre-Sunrise_Finish");
        mTimeSettings.mStarsFadingDuration = Fallback::Map::getFloat("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);
        // These distant land fog factor and offset values are the defaults MGE XE provides. Should be
        // provided by settings somewhere?
        addWeather("Clear", 1.0f, 0.0f); // 0
        addWeather("Cloudy", 0.9f, 0.0f); // 1
        addWeather("Foggy", 0.2f, 30.0f); // 2
        addWeather("Overcast", 0.7f, 0.0f); // 3
        addWeather("Rain", 0.5f, 10.0f); // 4
        addWeather("Thunderstorm", 0.5f, 20.0f); // 5
        addWeather("Ashstorm", 0.2f, 50.0f, "meshes\\ashcloud.nif"); // 6
        addWeather("Blight", 0.2f, 60.0f, "meshes\\blightcloud.nif"); // 7
        addWeather("Snow", 0.5f, 40.0f, "meshes\\snow.nif"); // 8
        addWeather("Blizzard", 0.16f, 70.0f, "meshes\\blizzard.nif"); // 9

        Store<ESM::Region>::iterator it = store.get<ESM::Region>().begin();
        for(; it != store.get<ESM::Region>().end(); ++it)
        {
            std::string regionID = Misc::StringUtils::lowerCase(it->mId);
            mRegions.insert(std::make_pair(regionID, RegionWeather(*it)));
        }

        forceWeather(0);
    }

    WeatherManager::~WeatherManager()
    {
        stopSounds();
    }

    void WeatherManager::changeWeather(const std::string& regionID, const unsigned int weatherID)
    {
        // In Morrowind, this seems to have the following behavior, when applied to the current region:
        // - When there is no transition in progress, start transitioning to the new weather.
        // - If there is a transition in progress, queue up the transition and process it when the current one completes.
        // - If there is a transition in progress, and a queued transition, overwrite the queued transition.
        // - If multiple calls to ChangeWeather are made while paused (console up), only the last call will be used,
        //   meaning that if there was no transition in progress, only the last ChangeWeather will be processed.
        // If the region isn't current, Morrowind will store the new weather for the region in question.

        if(weatherID < mWeatherSettings.size())
        {
            std::string lowerCaseRegionID = Misc::StringUtils::lowerCase(regionID);
            std::map<std::string, RegionWeather>::iterator it = mRegions.find(lowerCaseRegionID);
            if(it != mRegions.end())
            {
                it->second.setWeather(weatherID);
                regionalWeatherChanged(it->first, it->second);
            }
        }
    }

    void WeatherManager::modRegion(const std::string& regionID, const std::vector<char>& chances)
    {
        // Sets the region's probability for various weather patterns. Note that this appears to be saved permanently.
        // In Morrowind, this seems to have the following behavior when applied to the current region:
        // - If the region supports the current weather, no change in current weather occurs.
        // - If the region no longer supports the current weather, and there is no transition in progress, begin to
        //   transition to a new supported weather type.
        // - If the region no longer supports the current weather, and there is a transition in progress, queue a
        //   transition to a new supported weather type.

        std::string lowerCaseRegionID = Misc::StringUtils::lowerCase(regionID);
        std::map<std::string, RegionWeather>::iterator it = mRegions.find(lowerCaseRegionID);
        if(it != mRegions.end())
        {
            it->second.setChances(chances);
            regionalWeatherChanged(it->first, it->second);
        }
    }

    void WeatherManager::playerTeleported(const std::string& playerRegion, bool isExterior)
    {
        // If the player teleports to an outdoors cell in a new region (for instance, by travelling), the weather needs to
        // be changed immediately, and any transitions for the previous region discarded.
        {
            std::map<std::string, RegionWeather>::iterator it = mRegions.find(playerRegion);
            if(it != mRegions.end() && playerRegion != mCurrentRegion)
            {
                mCurrentRegion = playerRegion;
                forceWeather(it->second.getWeather());
            }
        }
    }

    float WeatherManager::calculateWindSpeed(int weatherId, float currentSpeed)
    {
        float targetSpeed = std::min(8.0f * mWeatherSettings[weatherId].mWindSpeed, 70.f);
        if (currentSpeed == 0.f)
            currentSpeed = targetSpeed;

        float multiplier = mWeatherSettings[weatherId].mRainEffect.empty() ? 1.f : 0.5f;
        auto& prng = MWBase::Environment::get().getWorld()->getPrng();
        float updatedSpeed = (Misc::Rng::rollClosedProbability(prng) - 0.5f) * multiplier * targetSpeed + currentSpeed;

        if (updatedSpeed > 0.5f * targetSpeed && updatedSpeed < 2.f * targetSpeed)
            currentSpeed = updatedSpeed;

        return currentSpeed;
    }

    void WeatherManager::update(float duration, bool paused, const TimeStamp& time, bool isExterior)
    {
        MWWorld::ConstPtr player = MWMechanics::getPlayer();

        if(!paused || mFastForward)
        {
            // Add new transitions when either the player's current external region changes.
            std::string playerRegion = Misc::StringUtils::lowerCase(player.getCell()->getCell()->mRegion);
            if(updateWeatherTime() || updateWeatherRegion(playerRegion))
            {
                std::map<std::string, RegionWeather>::iterator it = mRegions.find(mCurrentRegion);
                if(it != mRegions.end())
                {
                    addWeatherTransition(it->second.getWeather());
                }
            }

            updateWeatherTransitions(duration);
        }

        bool isDay = time.getHour() >= mSunriseTime && time.getHour() <= mTimeSettings.mNightStart;
        if (isExterior && !isDay)
            mNightDayMode = ExteriorNight;
        else if (!isExterior && isDay && mWeatherSettings[mCurrentWeather].mGlareView >= 0.5f)
            mNightDayMode = InteriorDay;
        else
            mNightDayMode = Default;

        if(!isExterior)
        {
            mRendering.setSkyEnabled(false);
            stopSounds();
            mWindSpeed = 0.f;
            mCurrentWindSpeed = 0.f;
            mNextWindSpeed = 0.f;
            return;
        }

        calculateWeatherResult(time.getHour(), duration, paused);

        if (!paused)
        {
            mWindSpeed = mResult.mWindSpeed;
            mCurrentWindSpeed = mResult.mCurrentWindSpeed;
            mNextWindSpeed = mResult.mNextWindSpeed;
        }

        mIsStorm = mResult.mIsStorm;

        // For some reason Ash Storm is not considered as a precipitation weather in game
        mPrecipitation = !(mResult.mParticleEffect.empty() && mResult.mRainEffect.empty())
                                        && mResult.mParticleEffect != "meshes\\ashcloud.nif";

        mStormDirection = calculateStormDirection(mResult.mParticleEffect);
        mRendering.getSkyManager()->setStormParticleDirection(mStormDirection);

        // disable sun during night
        if (time.getHour() >= mTimeSettings.mNightStart || time.getHour() <= mSunriseTime)
            mRendering.getSkyManager()->sunDisable();
        else
            mRendering.getSkyManager()->sunEnable();

        // Update the sun direction.  Run it east to west at a fixed angle from overhead.
        // The sun's speed at day and night may differ, since mSunriseTime and mNightStart
        // mark when the sun is level with the horizon.
        {
            // Shift times into a 24-hour window beginning at mSunriseTime...
            float adjustedHour = time.getHour();
            float adjustedNightStart = mTimeSettings.mNightStart;
            if ( time.getHour() < mSunriseTime )
                adjustedHour += 24.f;
            if ( mTimeSettings.mNightStart < mSunriseTime )
                adjustedNightStart += 24.f;

            const bool is_night = adjustedHour >= adjustedNightStart;
            const float dayDuration = adjustedNightStart - mSunriseTime;
            const float nightDuration = 24.f - dayDuration;

            double theta;
            if ( !is_night )
            {
                theta = static_cast<float>(osg::PI) * (adjustedHour - mSunriseTime) / dayDuration;
            }
            else
            {
                theta = static_cast<float>(osg::PI) - static_cast<float>(osg::PI) * (adjustedHour - adjustedNightStart) / nightDuration;
            }

            osg::Vec3f final(
                static_cast<float>(cos(theta)),
                -0.268f, // approx tan( -15 degrees )
                static_cast<float>(sin(theta)));
            mRendering.setSunDirection( final * -1 );
            mRendering.setNight(is_night);
        }

        float underwaterFog = mUnderwaterFog.getValue(time.getHour(), mTimeSettings, "Fog");

        float peakHour = mSunriseTime + (mTimeSettings.mNightStart - mSunriseTime) / 2;
        float glareFade = 1.f;
        if (time.getHour() < mSunriseTime || time.getHour() > mTimeSettings.mNightStart)
            glareFade = 0.f;
        else if (time.getHour() < peakHour)
            glareFade = 1.f - (peakHour - time.getHour()) / (peakHour - mSunriseTime);
        else
            glareFade = 1.f - (time.getHour() - peakHour) / (mTimeSettings.mNightStart - peakHour);

        mRendering.getSkyManager()->setGlareTimeOfDayFade(glareFade);

        mRendering.getSkyManager()->setMasserState(mMasser.calculateState(time));
        mRendering.getSkyManager()->setSecundaState(mSecunda.calculateState(time));

        mRendering.configureFog(mResult.mFogDepth, underwaterFog, mResult.mDLFogFactor,
                                mResult.mDLFogOffset/100.0f, mResult.mFogColor);
        mRendering.setAmbientColour(mResult.mAmbientColor);
        mRendering.setSunColour(mResult.mSunColor, mResult.mSunColor * mResult.mGlareView * glareFade, mResult.mGlareView * glareFade);

        mRendering.getSkyManager()->setWeather(mResult);

        // Play sounds
        if (mPlayingSoundID != mResult.mAmbientLoopSoundID)
        {
            stopSounds();
            if (!mResult.mAmbientLoopSoundID.empty())
                mAmbientSound = MWBase::Environment::get().getSoundManager()->playSound(
                    mResult.mAmbientLoopSoundID, mResult.mAmbientSoundVolume, 1.0,
                    MWSound::Type::Sfx, MWSound::PlayMode::Loop
                );
            mPlayingSoundID = mResult.mAmbientLoopSoundID;
        }
        else if (mAmbientSound)
            mAmbientSound->setVolume(mResult.mAmbientSoundVolume);
    }

    void WeatherManager::stopSounds()
    {
        if (mAmbientSound)
            MWBase::Environment::get().getSoundManager()->stopSound(mAmbientSound);
        mAmbientSound = nullptr;
        mPlayingSoundID.clear();
    }

    float WeatherManager::getWindSpeed() const
    {
        return mWindSpeed;
    }

    bool WeatherManager::isInStorm() const
    {
        return mIsStorm;
    }

    osg::Vec3f WeatherManager::getStormDirection() const
    {
        return mStormDirection;
    }

    void WeatherManager::advanceTime(double hours, bool incremental)
    {
        // In Morrowind, when the player sleeps/waits, serves jail time, travels, or trains, all weather transitions are
        // immediately applied, regardless of whatever transition time might have been remaining.
        mTimePassed += hours;
        mFastForward = !incremental ? true : mFastForward;
    }

    NightDayMode WeatherManager::getNightDayMode() const
    {
        return mNightDayMode;
    }

    bool WeatherManager::useTorches(float hour) const
    {
        bool isDark = hour < mSunriseTime || hour > mTimeSettings.mNightStart;

        return isDark && !mPrecipitation;
    }

    void WeatherManager::write(ESM::ESMWriter& writer, Loading::Listener& progress)
    {
        ESM::WeatherState state;
        state.mCurrentRegion = mCurrentRegion;
        state.mTimePassed = mTimePassed;
        state.mFastForward = mFastForward;
        state.mWeatherUpdateTime = mWeatherUpdateTime;
        state.mTransitionFactor = mTransitionFactor;
        state.mCurrentWeather = mCurrentWeather;
        state.mNextWeather = mNextWeather;
        state.mQueuedWeather = mQueuedWeather;

        std::map<std::string, RegionWeather>::iterator it = mRegions.begin();
        for(; it != mRegions.end(); ++it)
        {
            state.mRegions.insert(std::make_pair(it->first, it->second));
        }

        writer.startRecord(ESM::REC_WTHR);
        state.save(writer);
        writer.endRecord(ESM::REC_WTHR);
    }

    bool WeatherManager::readRecord(ESM::ESMReader& reader, uint32_t type)
    {
        if(ESM::REC_WTHR == type)
        {
            static const int oldestCompatibleSaveFormat = 2;
            if(reader.getFormat() < oldestCompatibleSaveFormat)
            {
                // Weather state isn't really all that important, so to preserve older save games, we'll just discard the
                // older weather records, rather than fail to handle the record.
                reader.skipRecord();
            }
            else
            {
                ESM::WeatherState state;
                state.load(reader);

                mCurrentRegion.swap(state.mCurrentRegion);
                mTimePassed = state.mTimePassed;
                mFastForward = state.mFastForward;
                mWeatherUpdateTime = state.mWeatherUpdateTime;
                mTransitionFactor = state.mTransitionFactor;
                mCurrentWeather = state.mCurrentWeather;
                mNextWeather = state.mNextWeather;
                mQueuedWeather = state.mQueuedWeather;

                mRegions.clear();
                importRegions();

                for(std::map<std::string, ESM::RegionWeatherState>::iterator it = state.mRegions.begin(); it != state.mRegions.end(); ++it)
                {
                    std::map<std::string, RegionWeather>::iterator found = mRegions.find(it->first);
                    if (found != mRegions.end())
                    {
                        found->second = RegionWeather(it->second);
                    }
                }
            }

            return true;
        }

        return false;
    }

    void WeatherManager::clear()
    {
        stopSounds();

        mCurrentRegion.clear();
        mTimePassed = 0.0f;
        mWeatherUpdateTime = 0.0f;
        forceWeather(0);
        mRegions.clear();
        importRegions();
    }

    inline void WeatherManager::addWeather(const std::string& name,
                                        float dlFactor, float dlOffset,
                                        const std::string& particleEffect)
    {
        static const float fStromWindSpeed = mStore.get<ESM::GameSetting>().find("fStromWindSpeed")->mValue.getFloat();

        Weather weather(name, fStromWindSpeed, mRainSpeed, dlFactor, dlOffset, particleEffect);

        mWeatherSettings.push_back(weather);
    }

    inline void WeatherManager::importRegions()
    {
        for(const ESM::Region& region : mStore.get<ESM::Region>())
        {
            std::string regionID = Misc::StringUtils::lowerCase(region.mId);
            mRegions.insert(std::make_pair(regionID, RegionWeather(region)));
        }
    }

    inline void WeatherManager::regionalWeatherChanged(const std::string& regionID, RegionWeather& region)
    {
        // If the region is current, then add a weather transition for it.
        MWWorld::ConstPtr player = MWMechanics::getPlayer();
        if(player.isInCell())
        {
            if(Misc::StringUtils::ciEqual(regionID, mCurrentRegion))
            {
                addWeatherTransition(region.getWeather());
            }
        }
    }

    inline bool WeatherManager::updateWeatherTime()
    {
        mWeatherUpdateTime -= mTimePassed;
        mTimePassed = 0.0f;
        if(mWeatherUpdateTime <= 0.0f)
        {
            // Expire all regional weather, so that any call to getWeather() will return a new weather ID.
            std::map<std::string, RegionWeather>::iterator it = mRegions.begin();
            for(; it != mRegions.end(); ++it)
            {
                it->second.setWeather(invalidWeatherID);
            }

            mWeatherUpdateTime += mHoursBetweenWeatherChanges;

            return true;
        }

        return false;
    }

    inline bool WeatherManager::updateWeatherRegion(const std::string& playerRegion)
    {
        if(!playerRegion.empty() && playerRegion != mCurrentRegion)
        {
            mCurrentRegion = playerRegion;

            return true;
        }

        return false;
    }

    inline void WeatherManager::updateWeatherTransitions(const float elapsedRealSeconds)
    {
        // When a player chooses to train, wait, or serves jail time, any transitions will be fast forwarded to the last
        // weather type set, regardless of the remaining transition time.
        if(!mFastForward && inTransition())
        {
            const float delta = mWeatherSettings[mNextWeather].transitionDelta();
            mTransitionFactor -= elapsedRealSeconds * delta;
            if(mTransitionFactor <= 0.0f)
            {
                mCurrentWeather = mNextWeather;
                mNextWeather = mQueuedWeather;
                mQueuedWeather = invalidWeatherID;

                // We may have begun processing the queued transition, so we need to apply the remaining time towards it.
                if(inTransition())
                {
                    const float newDelta = mWeatherSettings[mNextWeather].transitionDelta();
                    const float remainingSeconds = -(mTransitionFactor / delta);
                    mTransitionFactor = 1.0f - (remainingSeconds * newDelta);
                }
                else
                {
                    mTransitionFactor = 0.0f;
                }
            }
        }
        else
        {
            if(mQueuedWeather != invalidWeatherID)
            {
                mCurrentWeather = mQueuedWeather;
            }
            else if(mNextWeather != invalidWeatherID)
            {
                mCurrentWeather = mNextWeather;
            }

            mNextWeather = invalidWeatherID;
            mQueuedWeather = invalidWeatherID;
            mFastForward = false;
        }
    }

    inline void WeatherManager::forceWeather(const int weatherID)
    {
        mTransitionFactor = 0.0f;
        mCurrentWeather = weatherID;
        mNextWeather = invalidWeatherID;
        mQueuedWeather = invalidWeatherID;
    }

    inline bool WeatherManager::inTransition()
    {
        return mNextWeather != invalidWeatherID;
    }

    inline void WeatherManager::addWeatherTransition(const int weatherID)
    {
        // In order to work like ChangeWeather expects, this method begins transitioning to the new weather immediately if
        // no transition is in progress, otherwise it queues it to be transitioned.

        assert(weatherID >= 0 && static_cast<size_t>(weatherID) < mWeatherSettings.size());

        if(!inTransition() && (weatherID != mCurrentWeather))
        {
            mNextWeather = weatherID;
            mTransitionFactor = 1.0f;
        }
        else if(inTransition() && (weatherID != mNextWeather))
        {
            mQueuedWeather = weatherID;
        }
    }

    inline void WeatherManager::calculateWeatherResult(const float gameHour,
                                                    const float elapsedSeconds,
                                                    const bool isPaused)
    {
        float flash = 0.0f;
        if(!inTransition())
        {
            calculateResult(mCurrentWeather, gameHour);
            flash = mWeatherSettings[mCurrentWeather].calculateThunder(1.0f, elapsedSeconds, isPaused);
        }
        else
        {
            calculateTransitionResult(1 - mTransitionFactor, gameHour);
            float currentFlash = mWeatherSettings[mCurrentWeather].calculateThunder(mTransitionFactor,
                                                                                    elapsedSeconds,
                                                                                    isPaused);
            float nextFlash = mWeatherSettings[mNextWeather].calculateThunder(1 - mTransitionFactor,
                                                                            elapsedSeconds,
                                                                            isPaused);
            flash = currentFlash + nextFlash;
        }
        osg::Vec4f flashColor(flash, flash, flash, 0.0f);

        mResult.mFogColor += flashColor;
        mResult.mAmbientColor += flashColor;
        mResult.mSunColor += flashColor;
    }

    inline void WeatherManager::calculateResult(const int weatherID, const float gameHour)
    {
        const Weather& current = mWeatherSettings[weatherID];

        mResult.mCloudTexture = current.mCloudTexture;
        mResult.mCloudBlendFactor = 0;
        mResult.mNextWindSpeed = 0;
        mResult.mWindSpeed = mResult.mCurrentWindSpeed = calculateWindSpeed(weatherID, mWindSpeed);
        mResult.mBaseWindSpeed = mWeatherSettings[weatherID].mWindSpeed;

        mResult.mCloudSpeed = current.mCloudSpeed;
        mResult.mGlareView = current.mGlareView;
        mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
        mResult.mAmbientSoundVolume = 1.f;
        mResult.mPrecipitationAlpha = 1.f;

        mResult.mIsStorm = current.mIsStorm;

        mResult.mRainSpeed = current.mRainSpeed;
        mResult.mRainEntranceSpeed = current.mRainEntranceSpeed;
        mResult.mRainDiameter = current.mRainDiameter;
        mResult.mRainMinHeight = current.mRainMinHeight;
        mResult.mRainMaxHeight = current.mRainMaxHeight;
        mResult.mRainMaxRaindrops = current.mRainMaxRaindrops;

        mResult.mParticleEffect = current.mParticleEffect;
        mResult.mRainEffect = current.mRainEffect;

        mResult.mNight = (gameHour < mSunriseTime || gameHour > mTimeSettings.mNightStart + mTimeSettings.mStarsPostSunsetStart - mTimeSettings.mStarsFadingDuration);

        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.mDLFogOffset = current.mDL.FogOffset;

        WeatherSetting setting = mTimeSettings.getSetting("Sun");
        float preSunsetTime = setting.mPreSunsetTime;

        if (gameHour >= mTimeSettings.mDayEnd - preSunsetTime)
        {
            float factor = 1.f;
            if (preSunsetTime > 0)
                factor = (gameHour - (mTimeSettings.mDayEnd - preSunsetTime)) / preSunsetTime;
            factor = std::min(1.f, 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
            // MW applied the color to the ambient term as well. After the ambient and emissive terms are added together, the fixed pipeline
            // would then clamp the total lighting to (1,1,1). A noticeable change in color tone can be observed when only one of the color components gets clamped.
            // Unfortunately that means we can't use the INI color as is, have to replicate the above nonsense.
            mResult.mSunDiscColor = mResult.mSunDiscColor + osg::componentMultiply(mResult.mSunDiscColor, mResult.mAmbientColor);
            for (int i=0; i<3; ++i)
                mResult.mSunDiscColor[i] = std::min(1.f, mResult.mSunDiscColor[i]);
        }
        else
            mResult.mSunDiscColor = osg::Vec4f(1,1,1,1);

        if (gameHour >= mTimeSettings.mDayEnd)
        {
            // sunset
            float fade = std::min(1.f, (gameHour - mTimeSettings.mDayEnd) / (mTimeSettings.mNightStart - mTimeSettings.mDayEnd));
            fade = fade*fade;
            mResult.mSunDiscColor.a() = 1.f - fade;
        }
        else if (gameHour >= mTimeSettings.mNightEnd && gameHour <= mTimeSettings.mNightEnd + mSunriseDuration / 2.f)
        {
            // sunrise
            mResult.mSunDiscColor.a() = gameHour - mTimeSettings.mNightEnd;
        }
        else
            mResult.mSunDiscColor.a() = 1;

        mResult.mStormDirection = calculateStormDirection(mResult.mParticleEffect);
    }

    inline void WeatherManager::calculateTransitionResult(const float factor, const float gameHour)
    {
        calculateResult(mCurrentWeather, gameHour);
        const MWRender::WeatherResult current = mResult;
        calculateResult(mNextWeather, gameHour);
        const MWRender::WeatherResult other = mResult;

        mResult.mStormDirection = current.mStormDirection;
        mResult.mNextStormDirection = other.mStormDirection;

        mResult.mCloudTexture = current.mCloudTexture;
        mResult.mNextCloudTexture = other.mCloudTexture;
        mResult.mCloudBlendFactor = mWeatherSettings[mNextWeather].cloudBlendFactor(factor);

        mResult.mFogColor = lerp(current.mFogColor, other.mFogColor, factor);
        mResult.mSunColor = lerp(current.mSunColor, other.mSunColor, factor);
        mResult.mSkyColor = lerp(current.mSkyColor, other.mSkyColor, factor);

        mResult.mAmbientColor = lerp(current.mAmbientColor, other.mAmbientColor, factor);
        mResult.mSunDiscColor = lerp(current.mSunDiscColor, other.mSunDiscColor, factor);
        mResult.mFogDepth = lerp(current.mFogDepth, other.mFogDepth, factor);
        mResult.mDLFogFactor = lerp(current.mDLFogFactor, other.mDLFogFactor, factor);
        mResult.mDLFogOffset = lerp(current.mDLFogOffset, other.mDLFogOffset, factor);

        mResult.mCurrentWindSpeed = calculateWindSpeed(mCurrentWeather, mCurrentWindSpeed);
        mResult.mNextWindSpeed = calculateWindSpeed(mNextWeather, mNextWindSpeed);
        mResult.mBaseWindSpeed = lerp(current.mBaseWindSpeed, other.mBaseWindSpeed, factor);

        mResult.mWindSpeed = lerp(mResult.mCurrentWindSpeed, mResult.mNextWindSpeed, factor);
        mResult.mCloudSpeed = lerp(current.mCloudSpeed, other.mCloudSpeed, factor);
        mResult.mGlareView = lerp(current.mGlareView, other.mGlareView, factor);
        mResult.mNightFade = lerp(current.mNightFade, other.mNightFade, factor);

        mResult.mNight = current.mNight;

        float threshold = mWeatherSettings[mNextWeather].mRainThreshold;
        if (threshold <= 0.f)
            threshold = 0.5f;

        if(factor < threshold)
        {
            mResult.mIsStorm = current.mIsStorm;
            mResult.mParticleEffect = current.mParticleEffect;
            mResult.mRainEffect = current.mRainEffect;
            mResult.mRainSpeed = current.mRainSpeed;
            mResult.mRainEntranceSpeed = current.mRainEntranceSpeed;
            mResult.mAmbientSoundVolume = 1.f - factor / threshold;
            mResult.mPrecipitationAlpha = mResult.mAmbientSoundVolume;
            mResult.mAmbientLoopSoundID = current.mAmbientLoopSoundID;
            mResult.mRainDiameter = current.mRainDiameter;
            mResult.mRainMinHeight = current.mRainMinHeight;
            mResult.mRainMaxHeight = current.mRainMaxHeight;
            mResult.mRainMaxRaindrops = current.mRainMaxRaindrops;
        }
        else
        {
            mResult.mIsStorm = other.mIsStorm;
            mResult.mParticleEffect = other.mParticleEffect;
            mResult.mRainEffect = other.mRainEffect;
            mResult.mRainSpeed = other.mRainSpeed;
            mResult.mRainEntranceSpeed = other.mRainEntranceSpeed;
            mResult.mAmbientSoundVolume = (factor - threshold) / (1 - threshold);
            mResult.mPrecipitationAlpha = mResult.mAmbientSoundVolume;
            mResult.mAmbientLoopSoundID = other.mAmbientLoopSoundID;

            mResult.mRainDiameter = other.mRainDiameter;
            mResult.mRainMinHeight = other.mRainMinHeight;
            mResult.mRainMaxHeight = other.mRainMaxHeight;
            mResult.mRainMaxRaindrops = other.mRainMaxRaindrops;
        }
    }
}

