Support for creating high altitude noctilucent clouds in Advanced Weather/ALS
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9 changed files with 340 additions and 4 deletions
156
Effects/cloud-noctilucent.eff
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156
Effects/cloud-noctilucent.eff
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<?xml version="1.0" encoding="utf-8"?>
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<PropertyList>
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<name>Effects/cloud-noctilucent</name>
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<parameters>
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<texture n ="0">
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</texture>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<altitude><use>/sim/rendering/eye-altitude-m</use></altitude>
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<cloud_self_shading><use>/environment/cloud-self-shading</use></cloud_self_shading>
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<moonlight><use>/environment/moonlight</use></moonlight>
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</parameters>
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<technique n="9">
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<predicate>
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<and>
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<property>/sim/rendering/shaders/skydome</property>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>9</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-noctilucent-lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static-lightfield.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<uniform>
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<name>cloud_self_shading</name>
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<type>float</type>
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<value><use>cloud_self_shading</use></value>
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</uniform>
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<uniform>
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<name>moonlight</name>
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<type>float</type>
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<value><use>moonlight</use></value>
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</uniform>
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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
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<technique n="10">
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<predicate>
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<and>
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<property>/sim/rendering/clouds3d-enable</property>
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<less-equal>
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<value type="float">1.0</value>
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<shader-language/>
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</less-equal>
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</and>
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</predicate>
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<pass n="0">
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<!-- This is apparently not used, so maybe we'll blow it way soon. -->
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<lighting>true</lighting>
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<material>
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<ambient type="vec4d">0.5 0.5 0.5 1.0</ambient>
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<diffuse type="vec4d">0.5 0.5 0.5 1.0</diffuse>
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<color-mode>off</color-mode>
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</material>
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<alpha-test>
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<comparison>greater</comparison>
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<reference type="float">0.01</reference>
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</alpha-test>
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<shade-model>smooth</shade-model>
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<blend>
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<source>src-alpha</source>
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<destination>one-minus-src-alpha</destination>
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</blend>
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<depth>
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<write-mask>false</write-mask>
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</depth>
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<render-bin>
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<bin-number>9</bin-number>
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<bin-name>DepthSortedBin</bin-name>
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</render-bin>
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<texture-unit>
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<unit>0</unit>
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<type><use>texture[0]/type</use></type>
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<image><use>texture[0]/image</use></image>
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<filter><use>texture[0]/filter</use></filter>
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<wrap-s><use>texture[0]/wrap-s</use></wrap-s>
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<wrap-t><use>texture[0]/wrap-t</use></wrap-t>
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<!--<wrap-s>clamp</wrap-s>
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<wrap-t>clamp</wrap-t>-->
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</texture-unit>
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<program>
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<vertex-shader>Shaders/cloud-static.vert</vertex-shader>
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<fragment-shader>Shaders/cloud-static.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</name>
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<type>sampler-2d</type>
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<value type="int">0</value>
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</uniform>
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<uniform>
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<name>terminator</name>
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<type>float</type>
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<value><use>terminator</use></value>
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</uniform>
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<uniform>
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<name>altitude</name>
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<type>float</type>
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<value><use>altitude</use></value>
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</uniform>
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<vertex-program-two-side>true</vertex-program-two-side>
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</pass>
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</technique>
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</PropertyList>
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@ -427,6 +427,8 @@
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<fog-structure type="double" userarchive="y">0.0</fog-structure>
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<cloud-self-shading type="double" userarchive="n">1.0</cloud-self-shading>
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<moonlight type="double" userarchive="n">0.0</moonlight>
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<!-- config for noctilucent cloud generation -->
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<create-noctilucent-clouds type="bool" userarchive="n">false</create-noctilucent-clouds>
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<!-- definitions for the environment at surface interface -->
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<surface>
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<scattering type="double" userarchive="n">0.7</scattering>
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@ -530,6 +530,12 @@ else if (type == "Cirrocumulus") {
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else {path = "Models/Weather/cirrocumulus10.xml";}
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}
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}
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else if (type=="Noctilucent") {
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if (rn>0.75) {path = "Models/Weather/noctilucent7.xml";}
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else if (rn > 0.5) {path = "Models/Weather/noctilucent8.xml";}
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else if (rn > 0.25) {path = "Models/Weather/noctilucent9.xml";}
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else {path = "Models/Weather/noctilucent10.xml";}
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}
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else if (type == "Cirrocumulus (cloudlet)") {
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cloudAssembly = local_weather.cloud.new(type, subtype);
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@ -144,7 +144,7 @@ for (i=0; i< max_num_streaks; i=i+1)
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}
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}
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print("Cloud count: ",counter);
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#print("Cloud count: ",counter);
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}
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@ -415,6 +415,9 @@ var tile_counter = getprop(lw~"tiles/tile-counter");
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var buffer_flag = getprop(lw~"config/buffer-flag");
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var d_max = weather_tile_management.cloud_view_distance + 1000.0;
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# noctilucent clouds should not be deleted with the tile, hence they're assigned to tile zero
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if (find("noctilucent",path) != -1)
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{tile_counter=0;}
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# check if we deal with a convective cloud - no need to do this any more, convective clouds go via a different system
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@ -4081,7 +4081,12 @@ setlistener(lw~"config/target-framerate", func {target_framerate = getprop(lw~"c
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setlistener(lw~"config/small-scale-persistence", func {weather_tiles.small_scale_persistence = getprop(lw~"config/small-scale-persistence");});
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setlistener(lw~"config/ground-haze-factor", func {ground_haze_factor = getprop(lw~"config/ground-haze-factor");});
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setlistener(lw~"config/aux-max-vis-range-m", func {max_vis_range = math.exp(getprop(lw~"config/aux-max-vis-range-m")); setprop(lw~"config/max-vis-range-m",max_vis_range);});
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setlistener(lw~"config/aux-max-vis-range-m", func {
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max_vis_range = math.exp(getprop(lw~"config/aux-max-vis-range-m"));
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setprop(lw~"config/max-vis-range-m",max_vis_range);
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if (max_vis_range>120000.0){setprop("/sim/rendering/camera-group/zfar",max_vis_range);}
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});
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setlistener(lw~"config/temperature-offset-degc", func {temperature_offset = getprop(lw~"config/temperature-offset-degc");});
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@ -4396,7 +4401,7 @@ var ec = "/environment/config/";
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# a hash map of the strength for convection associated with terrain types
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var landcover_map = {BuiltUpCover: 0.35, Town: 0.35, Freeway:0.35, BarrenCover:0.3, HerbTundraCover: 0.25, GrassCover: 0.2, CropGrassCover: 0.2, EvergreenBroadCover: 0.2, EvergreenNeedleCover: 0.2, Sand: 0.25, Grass: 0.2, Grassland: 0.2, Ocean: 0.01, Marsh: 0.05, Lake: 0.01, ShrubCover: 0.15, Landmass: 0.2, CropWoodCover: 0.15, MixedForestCover: 0.15, DryCropPastureCover: 0.25, MixedCropPastureCover: 0.2, IrrCropPastureCover: 0.15, DeciduousBroadCover: 0.1, DeciduousNeedleCover: 0.1, Bog: 0.05, pa_taxiway : 0.35, pa_tiedown: 0.35, pc_taxiway: 0.35, pc_tiedown: 0.35, Glacier: 0.03, SnowCover: 0.04, DryLake: 0.3, IntermittentStream: 0.2, DryCrop: 0.2, Lava: 0.3, GolfCourse: 0.2, Rock: 0.3, Construction: 0.35, PackIce: 0.04, NaturalCrop: 0.2};
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var landcover_map = {BuiltUpCover: 0.35, Town: 0.35, Freeway:0.35, BarrenCover:0.3, HerbTundraCover: 0.25, GrassCover: 0.2, CropGrassCover: 0.2, EvergreenBroadCover: 0.2, EvergreenNeedleCover: 0.2, Sand: 0.25, Grass: 0.2, Grassland: 0.2, Ocean: 0.01, Marsh: 0.05, Lake: 0.01, ShrubCover: 0.15, Landmass: 0.2, CropWoodCover: 0.15, MixedForestCover: 0.15, DryCropPastureCover: 0.25, MixedCropPastureCover: 0.2, MixedCrop: 0.2, IrrCropPastureCover: 0.15, DeciduousBroadCover: 0.1, DeciduousNeedleCover: 0.1, Bog: 0.05, Littoral: 0.05, pa_taxiway : 0.35, pa_tiedown: 0.35, pc_taxiway: 0.35, pc_tiedown: 0.35, Glacier: 0.03, SnowCover: 0.04, DryLake: 0.3, IntermittentStream: 0.2, DryCrop: 0.2, Lava: 0.3, GolfCourse: 0.2, Rock: 0.3, Construction: 0.35, PackIce: 0.04, NaturalCrop: 0.2};
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# a hash map of average vertical cloud model sizes
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var wxradar_support_flag = 1;
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var ground_haze_factor = 1.0;
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var max_vis_range = 120000.0;
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var max_vis_range = math.exp(getprop(lw~"config/aux-max-vis-range-m"));
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var temperature_offset = 0.0;
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var current_mean_alt = 0.0;
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var air_pollution_norm = 0.0;
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@ -1145,6 +1145,7 @@ for (var i = index; i < i_max; i = i+1)
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for (var j = 0; j < s; j = j+1)
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{
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if (active_tile_list[j] == c.index) {flag = 1; break;}
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if (c.index == 0) {flag =1; break;} # clouds in tile index 0 are special
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}
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if (flag == 0)
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@ -54,6 +54,17 @@ var dir_index = getprop(lw~"tiles/tmp/dir-index");
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local_weather.assemble_effect_array();
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# add a noctilucent cloud patch
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var tile_index = getprop("local-weather/tiles/tile-counter");
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if ((tile_index == 1) and (getprop("environment/create-noctilucent-clouds")==1))
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{
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alpha = 0.0;
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var blat = getprop(lw~"tiles/tmp/latitude-deg");
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var blon = getprop(lw~"tiles/tmp/longitude-deg");
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create_noctilucent_patch(blat, blon, 272000.0, alpha);
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}
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# reset lighting
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local_weather.top_shade = 1.0;
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}
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var create_noctilucent_patch = func (lat, lon, alt, alpha) {
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var phi = alpha * math.pi/180.0;
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var x = 2.0 * (rand()-0.5) * 40000;
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var y = 2.0 * (rand()-0.5) * 40000;
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local_weather.create_streak("Noctilucent",lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt,1500.0,20,10000.0,0.0, 3000.0, 8,10000.0,0.0,3000.0,alpha,1.5);
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}
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var create_2_8_cirrocumulus_patches = func (lat, lon, alt, alpha) {
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141
Shaders/cloud-noctilucent-lightfield.vert
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141
Shaders/cloud-noctilucent-lightfield.vert
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// -*-C++-*-
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#version 120
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varying float fogFactor;
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varying vec3 hazeColor;
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uniform float terminator;
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uniform float altitude;
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uniform float cloud_self_shading;
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uniform float moonlight;
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const float shade = 1.0;
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const float cloud_height = 1000.0;
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const float EarthRadius = 5800000.0;
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// light_func is a generalized logistic function fit to the light intensity as a function
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// of scaled terminator position obtained from Flightgear core
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float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
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{
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x = x-0.5;
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// use the asymptotics to shorten computations
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if (x > 30.0) {return e;}
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if (x < -15.0) {return 0.03;}
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return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
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}
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void main(void)
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{
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vec3 shadedFogColor = vec3 (0.65, 0.67, 0.78);
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vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
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gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
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//gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
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vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
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vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
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vec3 u = normalize(ep.xyz - l.xyz);
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gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
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gl_Position.x = gl_Vertex.x;
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gl_Position.y += gl_Vertex.y;
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gl_Position.z += gl_Vertex.z;
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gl_Position.xyz += gl_Color.xyz;
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// Determine a lighting normal based on the vertex position from the
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// center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
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float n = dot(normalize(-gl_LightSource[0].position.xyz),
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normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
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// Determine the position - used for fog and shading calculations
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vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
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float fogCoord = abs(ecPosition.z);
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float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
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vec3 relVector = gl_Position.xyz - ep.xyz;
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gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
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// Light at the final position
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// first obtain normal to sun position
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vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
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vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
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// yprime is the distance of the vertex into sun direction, corrected for altitude
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//float vertex_alt = max(altitude * 0.30480 + relVector.z,100.0);
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float vertex_alt = altitude + relVector.z;
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float yprime = -dot(relVector, lightHorizon);
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float yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
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// compute the light at the position
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//vec4 light_diffuse;
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float lightArg = (terminator-yprime_alt)/100000.0;
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//light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
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//light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
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//light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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//light_diffuse.a = 1.0;
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float light_intensity = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
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vec4 light_diffuse = vec4 (0.57, 0.57, 0.9, 1.0);
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light_diffuse.rgb = light_intensity * light_diffuse.rgb;
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float intensity = length(light_diffuse.rgb);
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//light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
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// Determine the shading of the sprite based on its vertical position and position relative to the sun.
|
||||
n = min(smoothstep(-0.5, 0.0, n), fract);
|
||||
// Determine the shading based on a mixture from the backlight to the front
|
||||
vec4 backlight = light_diffuse * shade;
|
||||
|
||||
gl_FrontColor = mix(backlight, light_diffuse, n);
|
||||
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
|
||||
|
||||
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
|
||||
gl_FrontColor.a = 0.2 * min(smoothstep(100.0, 250.0, fogCoord), 1.0 - smoothstep(250000.0, 300000.0, fogCoord));
|
||||
// During the day, noctilucent clouds are invisible
|
||||
gl_FrontColor.a = gl_FrontColor.a * (1.0 - smoothstep(4.0,8.0,lightArg));
|
||||
|
||||
|
||||
// Fog doesn't affect rain as much as other objects.
|
||||
//fogFactor = exp( -gl_Fog.density * fogCoord * 0.4);
|
||||
//fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||
|
||||
float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
|
||||
if (fadeScale < 0.05) fadeScale = 0.05;
|
||||
fogFactor = exp( -gl_Fog.density * fogCoord * fadeScale);
|
||||
|
||||
hazeColor = light_diffuse.rgb;
|
||||
hazeColor.r = hazeColor.r * 0.83;
|
||||
hazeColor.g = hazeColor.g * 0.9;
|
||||
|
||||
// in sunset or sunrise conditions, do extra shading of clouds
|
||||
|
||||
|
||||
|
||||
// two times terminator width governs how quickly light fades into shadow
|
||||
float terminator_width = 200000.0;
|
||||
|
||||
// now dim the light
|
||||
float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
|
||||
if (earthShade < 0.8)
|
||||
{
|
||||
intensity = length(light_diffuse.rgb);
|
||||
gl_FrontColor.rgb = intensity * normalize(mix(gl_FrontColor.rgb, shadedFogColor, 1.0 -smoothstep(0.1, 0.8,earthShade ) ));
|
||||
}
|
||||
|
||||
hazeColor = hazeColor * earthShade;
|
||||
gl_FrontColor.rgb = gl_FrontColor.rgb * earthShade;
|
||||
gl_FrontColor.rgb = gl_FrontColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
|
||||
hazeColor.rgb = hazeColor.rgb + moonLightColor * (1.0 - smoothstep(0.4, 0.5, earthShade));
|
||||
gl_BackColor = gl_FrontColor;
|
||||
|
||||
}
|
Loading…
Reference in a new issue