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 + + + + /environment/terminator-relative-position-m + /sim/rendering/eye-altitude-m + /environment/cloud-self-shading + /environment/moonlight + + + + + + /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 + texture[0]/type + texture[0]/image + texture[0]/filter + texture[0]/wrap-s + texture[0]/wrap-t + + + + Shaders/cloud-noctilucent-lightfield.vert + Shaders/cloud-static-lightfield.frag + + + baseTexture + sampler-2d + 0 + + + terminator + float + terminator + + + altitude + float + altitude + + + cloud_self_shading + float + cloud_self_shading + + + moonlight + float + moonlight + + 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 + texture[0]/type + texture[0]/image + texture[0]/filter + texture[0]/wrap-s + texture[0]/wrap-t + + + + Shaders/cloud-static.vert + Shaders/cloud-static.frag + + + baseTexture + sampler-2d + 0 + + + terminator + float + terminator + + + altitude + float + altitude + + 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; + +}