diff --git a/Effects/cloud-noctilucent.eff b/Effects/cloud-noctilucent.eff
new file mode 100644
index 000000000..a390c7173
--- /dev/null
+++ b/Effects/cloud-noctilucent.eff
@@ -0,0 +1,156 @@
+
+
+ Effects/cloud-noctilucent
+
+
+
+
+
+
+
+
+
+
+
+
+ /sim/rendering/shaders/skydome
+ /sim/rendering/clouds3d-enable
+
+ 1.0
+
+
+
+
+
+
+ true
+
+ 0.5 0.5 0.5 1.0
+ 0.5 0.5 0.5 1.0
+ off
+
+
+ greater
+ 0.01
+
+ smooth
+
+ src-alpha
+ one-minus-src-alpha
+
+
+ false
+
+
+ 9
+ DepthSortedBin
+
+
+ 0
+
+
+
+
+
+
+
+
+ Shaders/cloud-noctilucent-lightfield.vert
+ Shaders/cloud-static-lightfield.frag
+
+
+ baseTexture
+ sampler-2d
+ 0
+
+
+ terminator
+ float
+
+
+
+ altitude
+ float
+
+
+
+ cloud_self_shading
+ float
+
+
+
+ moonlight
+ float
+
+
+ true
+
+
+
+
+
+ /sim/rendering/clouds3d-enable
+
+ 1.0
+
+
+
+
+
+
+ true
+
+ 0.5 0.5 0.5 1.0
+ 0.5 0.5 0.5 1.0
+ off
+
+
+ greater
+ 0.01
+
+ smooth
+
+ src-alpha
+ one-minus-src-alpha
+
+
+ false
+
+
+ 9
+ DepthSortedBin
+
+
+ 0
+
+
+
+
+
+
+
+
+ Shaders/cloud-static.vert
+ Shaders/cloud-static.frag
+
+
+ baseTexture
+ sampler-2d
+ 0
+
+
+ terminator
+ float
+
+
+
+ altitude
+ float
+
+
+ true
+
+
+
diff --git a/Environment/environment.xml b/Environment/environment.xml
index e332923ca..ec2eae7b5 100644
--- a/Environment/environment.xml
+++ b/Environment/environment.xml
@@ -427,6 +427,8 @@
0.0
1.0
0.0
+
+ false
0.7
diff --git a/Nasal/local_weather/cloud_definitions.nas b/Nasal/local_weather/cloud_definitions.nas
index 1daf7859b..c204ccccf 100644
--- a/Nasal/local_weather/cloud_definitions.nas
+++ b/Nasal/local_weather/cloud_definitions.nas
@@ -530,6 +530,12 @@ else if (type == "Cirrocumulus") {
else {path = "Models/Weather/cirrocumulus10.xml";}
}
}
+else if (type=="Noctilucent") {
+ if (rn>0.75) {path = "Models/Weather/noctilucent7.xml";}
+ else if (rn > 0.5) {path = "Models/Weather/noctilucent8.xml";}
+ else if (rn > 0.25) {path = "Models/Weather/noctilucent9.xml";}
+ else {path = "Models/Weather/noctilucent10.xml";}
+ }
else if (type == "Cirrocumulus (cloudlet)") {
cloudAssembly = local_weather.cloud.new(type, subtype);
diff --git a/Nasal/local_weather/cloud_placement_lowlevel.nas b/Nasal/local_weather/cloud_placement_lowlevel.nas
index ea948cf93..8d6f56c98 100644
--- a/Nasal/local_weather/cloud_placement_lowlevel.nas
+++ b/Nasal/local_weather/cloud_placement_lowlevel.nas
@@ -144,7 +144,7 @@ for (i=0; i< max_num_streaks; i=i+1)
}
}
- print("Cloud count: ",counter);
+ #print("Cloud count: ",counter);
}
diff --git a/Nasal/local_weather/compat_layer.nas b/Nasal/local_weather/compat_layer.nas
index 241a6921a..bee026932 100644
--- a/Nasal/local_weather/compat_layer.nas
+++ b/Nasal/local_weather/compat_layer.nas
@@ -415,6 +415,9 @@ var tile_counter = getprop(lw~"tiles/tile-counter");
var buffer_flag = getprop(lw~"config/buffer-flag");
var d_max = weather_tile_management.cloud_view_distance + 1000.0;
+# noctilucent clouds should not be deleted with the tile, hence they're assigned to tile zero
+if (find("noctilucent",path) != -1)
+ {tile_counter=0;}
# check if we deal with a convective cloud - no need to do this any more, convective clouds go via a different system
diff --git a/Nasal/local_weather/local_weather.nas b/Nasal/local_weather/local_weather.nas
index 11102b8b2..61a3a6e82 100644
--- a/Nasal/local_weather/local_weather.nas
+++ b/Nasal/local_weather/local_weather.nas
@@ -4081,7 +4081,12 @@ setlistener(lw~"config/target-framerate", func {target_framerate = getprop(lw~"c
setlistener(lw~"config/small-scale-persistence", func {weather_tiles.small_scale_persistence = getprop(lw~"config/small-scale-persistence");});
setlistener(lw~"config/ground-haze-factor", func {ground_haze_factor = getprop(lw~"config/ground-haze-factor");});
-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);});
+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);
+ if (max_vis_range>120000.0){setprop("/sim/rendering/camera-group/zfar",max_vis_range);}
+ });
+
setlistener(lw~"config/temperature-offset-degc", func {temperature_offset = getprop(lw~"config/temperature-offset-degc");});
@@ -4396,7 +4401,7 @@ var ec = "/environment/config/";
# a hash map of the strength for convection associated with terrain types
-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};
+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};
# a hash map of average vertical cloud model sizes
@@ -4523,7 +4528,7 @@ var scattering_shader_flag = 0;
var wxradar_support_flag = 1;
var ground_haze_factor = 1.0;
-var max_vis_range = 120000.0;
+var max_vis_range = math.exp(getprop(lw~"config/aux-max-vis-range-m"));
var temperature_offset = 0.0;
var current_mean_alt = 0.0;
var air_pollution_norm = 0.0;
diff --git a/Nasal/local_weather/weather_tile_management.nas b/Nasal/local_weather/weather_tile_management.nas
index 3228be22e..ab9162aa4 100644
--- a/Nasal/local_weather/weather_tile_management.nas
+++ b/Nasal/local_weather/weather_tile_management.nas
@@ -1145,6 +1145,7 @@ for (var i = index; i < i_max; i = i+1)
for (var j = 0; j < s; j = j+1)
{
if (active_tile_list[j] == c.index) {flag = 1; break;}
+ if (c.index == 0) {flag =1; break;} # clouds in tile index 0 are special
}
if (flag == 0)
diff --git a/Nasal/local_weather/weather_tiles.nas b/Nasal/local_weather/weather_tiles.nas
index a46a70d1f..77576174d 100644
--- a/Nasal/local_weather/weather_tiles.nas
+++ b/Nasal/local_weather/weather_tiles.nas
@@ -54,6 +54,17 @@ var dir_index = getprop(lw~"tiles/tmp/dir-index");
local_weather.assemble_effect_array();
+# add a noctilucent cloud patch
+
+var tile_index = getprop("local-weather/tiles/tile-counter");
+ if ((tile_index == 1) and (getprop("environment/create-noctilucent-clouds")==1))
+ {
+ alpha = 0.0;
+ var blat = getprop(lw~"tiles/tmp/latitude-deg");
+ var blon = getprop(lw~"tiles/tmp/longitude-deg");
+ create_noctilucent_patch(blat, blon, 272000.0, alpha);
+ }
+
# reset lighting
local_weather.top_shade = 1.0;
@@ -4377,6 +4388,17 @@ if (local_weather.wxradar_support_flag == 1)
}
+var create_noctilucent_patch = func (lat, lon, alt, alpha) {
+
+var phi = alpha * math.pi/180.0;
+
+var x = 2.0 * (rand()-0.5) * 40000;
+var y = 2.0 * (rand()-0.5) * 40000;
+
+
+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);
+
+}
var create_2_8_cirrocumulus_patches = func (lat, lon, alt, alpha) {
diff --git a/Shaders/cloud-noctilucent-lightfield.vert b/Shaders/cloud-noctilucent-lightfield.vert
new file mode 100644
index 000000000..1d3d76516
--- /dev/null
+++ b/Shaders/cloud-noctilucent-lightfield.vert
@@ -0,0 +1,141 @@
+// -*-C++-*-
+#version 120
+
+varying float fogFactor;
+varying vec3 hazeColor;
+
+uniform float terminator;
+uniform float altitude;
+uniform float cloud_self_shading;
+uniform float moonlight;
+
+const float shade = 1.0;
+const float cloud_height = 1000.0;
+const float EarthRadius = 5800000.0;
+
+// light_func is a generalized logistic function fit to the light intensity as a function
+// of scaled terminator position obtained from Flightgear core
+
+float light_func (in float x, in float a, in float b, in float c, in float d, in float e)
+{
+x = x-0.5;
+
+// use the asymptotics to shorten computations
+if (x > 30.0) {return e;}
+if (x < -15.0) {return 0.03;}
+
+
+return e / pow((1.0 + a * exp(-b * (x-c)) ),(1.0/d));
+}
+
+void main(void)
+{
+
+ vec3 shadedFogColor = vec3 (0.65, 0.67, 0.78);
+ vec3 moonLightColor = vec3 (0.095, 0.095, 0.15) * moonlight;
+
+ gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;
+ //gl_TexCoord[0] = gl_MultiTexCoord0 + vec4(textureIndexX, textureIndexY, 0.0, 0.0);
+ vec4 ep = gl_ModelViewMatrixInverse * vec4(0.0,0.0,0.0,1.0);
+ vec4 l = gl_ModelViewMatrixInverse * vec4(0.0,0.0,1.0,1.0);
+ vec3 u = normalize(ep.xyz - l.xyz);
+
+ gl_Position = vec4(0.0, 0.0, 0.0, 1.0);
+ gl_Position.x = gl_Vertex.x;
+ gl_Position.y += gl_Vertex.y;
+ gl_Position.z += gl_Vertex.z;
+ gl_Position.xyz += gl_Color.xyz;
+
+
+ // Determine a lighting normal based on the vertex position from the
+ // center of the cloud, so that sprite on the opposite side of the cloud to the sun are darker.
+ float n = dot(normalize(-gl_LightSource[0].position.xyz),
+ normalize(mat3x3(gl_ModelViewMatrix) * (- gl_Position.xyz)));;
+
+ // Determine the position - used for fog and shading calculations
+ vec3 ecPosition = vec3(gl_ModelViewMatrix * gl_Position);
+ float fogCoord = abs(ecPosition.z);
+ float fract = smoothstep(0.0, cloud_height, gl_Position.z + cloud_height);
+
+ vec3 relVector = gl_Position.xyz - ep.xyz;
+ gl_Position = gl_ModelViewProjectionMatrix * gl_Position;
+
+ // Light at the final position
+
+ // first obtain normal to sun position
+
+ vec3 lightFull = (gl_ModelViewMatrixInverse * gl_LightSource[0].position).xyz;
+ vec3 lightHorizon = normalize(vec3(lightFull.x,lightFull.y, 0.0));
+
+ // yprime is the distance of the vertex into sun direction, corrected for altitude
+ //float vertex_alt = max(altitude * 0.30480 + relVector.z,100.0);
+ float vertex_alt = altitude + relVector.z;
+ float yprime = -dot(relVector, lightHorizon);
+ float yprime_alt = yprime -sqrt(2.0 * EarthRadius * vertex_alt);
+
+ // compute the light at the position
+ //vec4 light_diffuse;
+
+ float lightArg = (terminator-yprime_alt)/100000.0;
+
+ //light_diffuse.b = light_func(lightArg, 1.330e-05, 0.264, 2.227, 1.08e-05, 1.0);
+ //light_diffuse.g = light_func(lightArg, 3.931e-06, 0.264, 3.827, 7.93e-06, 1.0);
+ //light_diffuse.r = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
+ //light_diffuse.a = 1.0;
+
+ float light_intensity = light_func(lightArg, 8.305e-06, 0.161, 3.827, 3.04e-05, 1.0);
+ vec4 light_diffuse = vec4 (0.57, 0.57, 0.9, 1.0);
+ light_diffuse.rgb = light_intensity * light_diffuse.rgb;
+
+ float intensity = length(light_diffuse.rgb);
+ //light_diffuse.rgb = intensity * normalize(mix(light_diffuse.rgb, shadedFogColor, (1.0 - smoothstep(0.5,0.9, cloud_self_shading ))));
+
+// 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;
+
+}