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fgdata/Nasal/hdr.nas

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# Copyright (C) 2023 Fernando García Liñán
# SPDX-License-Identifier: GPL-2.0-or-later
#-------------------------------------------------------------------------------
# Utilities for the HDR Pipeline
#
# Shaders usually need to be fed uniforms that are either too expensive to
# compute on the GPU or can be precomputed once per frame. In this file we
# transform values from already existing properties into data that can be used
# by the shaders directly.
#-------------------------------------------------------------------------------
################################################################################
# Atmosphere
################################################################################
setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]", 2.8722e-24);
setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]", 4.6168e-24);
setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]", 7.9706e-24);
setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]", 1.3578e-23);
setprop("/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]", 1.5908e-22);
setprop("/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]", 1.7711e-22);
setprop("/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]", 2.0942e-22);
setprop("/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]", 2.4033e-22);
setprop("/sim/rendering/hdr/atmos/aerosol-base-density", 1.3681e17);
setprop("/sim/rendering/hdr/atmos/aerosol-relative-background-density", 1.4619e-17);
setprop("/sim/rendering/hdr/atmos/aerosol-scale-height", 0.73);
setprop("/sim/rendering/hdr/atmos/fog-density", 0.0);
setprop("/sim/rendering/hdr/atmos/fog-scale-height", 1.0);
setprop("/sim/rendering/hdr/atmos/ozone-mean-dobson", 347.0);
setprop("/sim/rendering/hdr/atmos/ground-albedo[0]", 0.4);
setprop("/sim/rendering/hdr/atmos/ground-albedo[1]", 0.4);
setprop("/sim/rendering/hdr/atmos/ground-albedo[2]", 0.4);
setprop("/sim/rendering/hdr/atmos/ground-albedo[3]", 0.4);
################################################################################
# Environment map
################################################################################
var is_envmap_updating = false;
var current_envmap_face = 0;
var update_envmap_face = func {
if (current_envmap_face < 6) {
# Render the current face
setprop("/sim/rendering/hdr/envmap/should-render-face-"
~ current_envmap_face, true);
}
if (current_envmap_face > 0) {
# Stop rendering the previous face
setprop("/sim/rendering/hdr/envmap/should-render-face-"
~ (current_envmap_face - 1), false);
}
if (current_envmap_face < 6) {
# Go to next face and update it next frame
current_envmap_face += 1;
settimer(update_envmap_face, 0);
} else {
# We have finished updating all faces, reset the face counter, end the
# update loop and prefilter the envmap.
current_envmap_face = 0;
setprop("/sim/rendering/hdr/envmap/should-prefilter", true);
settimer(func {
setprop("/sim/rendering/hdr/envmap/should-prefilter", false);
is_envmap_updating = false;
}, 0);
}
}
var update_envmap = func {
if (!is_envmap_updating) {
is_envmap_updating = true;
settimer(update_envmap_face, 0);
}
}
var update_envmap_periodically = func {
update_envmap();
var update_rate = getprop("/sim/rendering/hdr/envmap/update-rate-s");
settimer(update_envmap_periodically, update_rate);
}
# Start updating the envmap on FDM initialization
setlistener("/sim/signals/fdm-initialized", func {
update_envmap_periodically();
# Do a single update after 5 seconds when most of the scenery is loaded
settimer(update_envmap, 5)
});
setlistener("/sim/rendering/hdr/envmap/force-update", func(p) {
if (p.getValue()) {
update_envmap();
p.setValue(false);
}
}, 0, 0);