Lightning for AW with ALS support - work in progress
This commit is contained in:
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commit
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13 changed files with 346 additions and 35 deletions
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@ -13,6 +13,10 @@
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<moonlight><use>/environment/moonlight</use></moonlight>
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<air_pollution><use>/environment/air-pollution-norm</use></air_pollution>
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<visibility><use>/environment/visibility-m</use></visibility>
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<flash><use>/environment/lightning/flash</use></flash>
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<lightning-pos-x><use>/environment/lightning/lightning-pos-x</use></lightning-pos-x>
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<lightning-pos-y><use>/environment/lightning/lightning-pos-y</use></lightning-pos-y>
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<lightning-range><use>/environment/lightning/lightning-range</use></lightning-range>
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</parameters>
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<technique n="9">
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@ -118,6 +122,26 @@
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<type>float</type>
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<value><use>visibility</use></value>
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</uniform>
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<uniform>
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<name>flash</name>
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<type>float</type>
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<value><use>flash</use></value>
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</uniform>
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<uniform>
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<name>lightning_pos_x</name>
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<type>float</type>
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<value><use>lightning-pos-x</use></value>
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</uniform>
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<uniform>
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<name>lightning_pos_y</name>
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<type>float</type>
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<value><use>lightning-pos-y</use></value>
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</uniform>
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<uniform>
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<name>lightning_range</name>
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<type>float</type>
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<value><use>lightning-range</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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@ -4,15 +4,13 @@
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<parameters>
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<texture n ="0">
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</texture>
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<range>
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<use>/sim/rendering/clouds3d-vis-range</use>
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</range>
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<scattering>
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<use>/rendering/scene/scattering</use>
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</scattering>
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<terminator>
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<use>/environment/terminator-relative-position-m</use>
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</terminator>
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<range><use>/sim/rendering/clouds3d-vis-range</use></range>
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<scattering><use>/rendering/scene/scattering</use></scattering>
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<terminator><use>/environment/terminator-relative-position-m</use></terminator>
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<flash><use>/environment/lightning/flash</use></flash>
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<lightning-pos-x><use>/environment/lightning/lightning-pos-x</use></lightning-pos-x>
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<lightning-pos-y><use>/environment/lightning/lightning-pos-y</use></lightning-pos-y>
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<lightning-range><use>/environment/lightning/lightning-range</use></lightning-range>
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</parameters>
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<technique n="9">
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<predicate>
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@ -60,8 +58,8 @@
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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/rain-layer-lightfield.vert</vertex-shader>
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<fragment-shader>Shaders/rain-layer-lightfield.frag</fragment-shader>
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<vertex-shader>Shaders/rain-layer-ALS.vert</vertex-shader>
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<fragment-shader>Shaders/rain-layer-ALS.frag</fragment-shader>
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</program>
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<uniform>
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<name>baseTexture</name>
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@ -83,7 +81,27 @@
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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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<vertex-program-two-side>true</vertex-program-two-side>
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<uniform>
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<name>flash</name>
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<type>float</type>
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<value><use>flash</use></value>
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</uniform>
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<uniform>
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<name>lightning_pos_x</name>
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<type>float</type>
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<value><use>lightning-pos-x</use></value>
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</uniform>
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<uniform>
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<name>lightning_pos_y</name>
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<type>float</type>
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<value><use>lightning-pos-y</use></value>
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</uniform>
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<uniform>
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<name>lightning_range</name>
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<type>float</type>
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<value><use>lightning-range</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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@ -440,6 +440,15 @@
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<snow-thickness-factor type="double" userarchive="y">1.0</snow-thickness-factor>
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</surface>
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<!-- definitions for lightning functionality -->
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<lightning>
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<flash type="double" userarchive="n">0.0</flash>
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<lightning-pos-x type="double" userarchive="n">0.0</lightning-pos-x>
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<lightning-pos-y type="double" userarchive="n">0.0</lightning-pos-y>
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<lightning-range type="double" userarchive="n">0.0</lightning-range>
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</lightning>
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<!-- definitions for the detailed precipitation manager -->
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<precipitation-control>
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<rain-droplet-size type="float" userarchive="n">0.015</rain-droplet-size>
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Binary file not shown.
54
Models/Weather/lightning1.xml
Normal file
54
Models/Weather/lightning1.xml
Normal file
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@ -0,0 +1,54 @@
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<?xml version="1.0"?>
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<PropertyList>
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<path>lightning.ac</path>
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<effect>
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<object-name>rect</object-name>
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<inherits-from>Effects/rain-layer</inherits-from>
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</effect>
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<offsets>
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<x-m> 0.0 </x-m>
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<y-m> 0.0</y-m>
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<z-m>-1.2 </z-m>
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</offsets>
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<animation>
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<type>scale</type>
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<x-offset>700.0</x-offset>
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<y-offset>700.0</y-offset>
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<z-offset>1000.0</z-offset>
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</animation>
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<animation>
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<type>material</type>
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<emission>
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<red> 0.9 </red>
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<green> 0.9 </green>
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<blue> 1.0 </blue>
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</emission>
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</animation>
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<animation>
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<type>select</type>
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<condition>
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<greater-than>
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<property>/environment/lightning/flash</property>
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<value>0.0</value>
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</greater-than>
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</condition>
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</animation>
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<animation>
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<type>billboard</type>
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<spherical>false</spherical>
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</animation>
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<animation>
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<enable-hot type="bool">false</enable-hot>
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</animation>
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</PropertyList>
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@ -618,6 +618,54 @@ model.getNode("load", 1).remove();
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}
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###########################################################
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# place a model with control properties
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###########################################################
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var place_model_controlled = func(string, path, lat, lon, alt, heading, pitch, roll) {
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var m = props.globals.getNode("models", 1);
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for (var i = 0; 1; i += 1)
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if (m.getChild("model", i, 0) == nil)
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break;
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var model = m.getChild("model", i, 1);
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setprop("/local-weather/"~string~"/latitude-deg", lat);
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setprop("/local-weather/"~string~"/longitude-deg", lon);
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setprop("/local-weather/"~string~"/elevation-ft", alt);
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setprop("/local-weather/"~string~"/heading-deg", heading);
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setprop("/local-weather/"~string~"/pitch-deg", pitch);
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setprop("/local-weather/"~string~"/roll-deg", roll);
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var cmodel = props.globals.getNode("/local-weather/"~string, 1);
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var latN = cmodel.getNode("latitude-deg",1);
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var lonN = cmodel.getNode("longitude-deg",1);
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var altN = cmodel.getNode("elevation-ft",1);
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var headN = cmodel.getNode("heading-deg",1);
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var pitchN = cmodel.getNode("pitch-deg",1);
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var rollN = cmodel.getNode("roll-deg",1);
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model.getNode("path", 1).setValue(path);
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model.getNode("latitude-deg-prop", 1).setValue(latN.getPath());
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model.getNode("longitude-deg-prop", 1).setValue(lonN.getPath());
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model.getNode("elevation-ft-prop", 1).setValue(altN.getPath());
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model.getNode("heading-deg-prop", 1).setValue(headN.getPath());
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model.getNode("pitch-deg-prop", 1).setValue(pitchN.getPath());
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model.getNode("roll-deg-prop", 1).setValue(rollN.getPath());
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model.getNode("tile-index",1).setValue(0);
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model.getNode("load", 1).remove();
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#return model;
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}
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@ -1667,6 +1667,7 @@ setprop(lw~"buffer-loop-flag",0);
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setprop(lw~"housekeeping-loop-flag",0);
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setprop(lw~"convective-loop-flag",0);
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setprop(lw~"shadow-loop-flag",0);
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setprop(lw~"thunderstorm-loop-flag",0);
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weather_dynamics.convective_loop_kill_flag = 1; # long-running loop needs a different scheme to end
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@ -1731,6 +1732,7 @@ settimer ( func {
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setsize(alt_min_array,0);
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setsize(alt_mean_array,0);
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setsize(weather_dynamics.cloudShadowArray,0);
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setsize(local_weather.thunderstormArray,0);
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setsize(weather_dynamics.cloudShadowCandidateArray,0);
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setsize(weather_dynamics.tile_convective_altitude,0);
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setsize(weather_dynamics.tile_convective_strength,0);
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@ -4052,6 +4054,14 @@ if (local_weather.cloud_shadow_flag == 1)
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# weather_tile_management.watchdog_loop();
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# start thunderstorm management
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setprop(lw~"thunderstorm-loop-flag",1);
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local_weather.place_model_controlled("lightning", "Models/Weather/lightning1.xml", lat, lon, 0.0, 0.0, 0.0, 0.0);
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local_weather.thunderstorm_management_loop();
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}
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# remove_impostors to delete a ring of impostors to mimick distant clouds
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# create_impostors to create a ring of impostors to mimick distant clouds
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# shadow_management_loop to manage cloud shadow information
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# thunderstorm_management_loop to manage information on thunderstorm position
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# lightning_strike to get the timing for a lightning strike to the property tree
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# watchdog loop (debug helping structure)
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# calc_geo to get local Cartesian geometry for latitude conversion
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# get_lat to get latitude from Cartesian coordinates
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@ -1261,6 +1263,86 @@ if (local_weather.debug_output_flag == 1)
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weather_tiles.create_impostor_ring(lat, lon, alt, alpha, type, n);
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}
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##################################
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# Thunderstorm positon management
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##################################
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var thunderstorm_management_loop = func {
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if (local_weather.local_weather_running_flag == 0) {return;}
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# compute some general-purpose stuff for the loop
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var eyeLat = lwObserverLat;
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var eyeLon = lwObserverLon;
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var n = size(thunderstormArray);
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#print("We have ",n," storms.");
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for (var i = 0; i < n; i=i+1)
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{
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var tstorm = thunderstormArray[i];
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var rn = rand();
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#if (i == 0) {rn = 0;} else {rn = 1;}
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if (rn < tstorm.strength)
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{
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#print("Lightning strike storm ", i,"!");
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var diffx = -(tstorm.lat - eyeLat) * local_weather.lat_to_m;
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var diffy = (tstorm.lon - eyeLon) * local_weather.lon_to_m ;
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var offset_x = -3000.0 + rand() * 6000.0;
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var offset_y = -3000.0 + rand() * 6000.0;
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var dist = math.sqrt(diffx * diffx + diffy * diffy) ;
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setprop("/environment/lightning/lightning-pos-x", diffx + offset_x);
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setprop("/environment/lightning/lightning-pos-y", diffy + offset_y);
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setprop("/environment/lightning/lightning-range", tstorm.size);
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setprop("/local-weather/lightning/latitude-deg", tstorm.lat - offset_x * local_weather.m_to_lat);
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setprop("/local-weather/lightning/longitude-deg", tstorm.lon + offset_y * local_weather.m_to_lon);
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setprop("/local-weather/lightning/altitude-ft", tstorm.alt);
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lightning_strike();
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if (dist > 50000.0)
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{
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thunderstormArray = delete_from_vector(thunderstormArray,i);
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print("Removing storm ", i);
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break;
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}
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}
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}
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if (getprop(lw~"thunderstorm-loop-flag") ==1) {settimer( func {thunderstorm_management_loop()}, 1.0);}
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}
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var lightning_strike = func {
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var rn = rand();
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var repeat = 1;
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if (rn > 0.5) {repeat = 2;}
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var duration = 0.1 + 0.1 * rand();
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var strength = 0.5 + 1.0 * rand();
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setprop("/environment/lightning/flash", strength);
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settimer( func{ setprop("/environment/lightning/flash", 0.0);}, duration);
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var duration1 = 0.1 + 0.1 * rand();
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if (repeat == 2)
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{
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settimer( func{ setprop("/environment/lightning/flash", strength);}, duration + 0.1);
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settimer( func{ setprop("/environment/lightning/flash", 0.0);}, duration + 0.1 + duration1);
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}
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}
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###############################
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# Cloud shadow management
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var modelArrays = [];
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var active_tile_list = [];
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var thunderstormArray = [];
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# a bunch of variables to be updated per frame used by different
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# routines, managed by the housekeeping loop
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# hashes to manage clouds in scenery or in the buffer
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#####################################################
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var cloudBufferArray = [];
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},
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};
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var thunderstormHash = {
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new: func (lat, lon, alt, size, strength) {
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var t = {parents: [thunderstormHash] };
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t.lat = lat;
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t.lon = lon;
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t.alt = alt;
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t.size = size;
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t.strength = strength;
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return t;
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},
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};
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var cloudSceneryArray = [];
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var n_cloudSceneryArray = 0;
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@ -1720,7 +1720,7 @@ local_weather.convective_size_bias = 0.3 + rand() * 0.3;
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# and specify the atmosphere
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local_weather.set_atmosphere_ipoint(blat, blon, vis + 12000.0, alt+alt_offset, vis + 20000.0, 0.0, alt+alt_offset +20000.0, alt+alt_offset + 25000.0, 0.85, alt+alt_offset, alt+alt_offset + 2500.0);
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local_weather.set_atmosphere_ipoint(blat, blon, vis + 12000.0, alt+alt_offset, vis + 20000.0, 0.0, alt+alt_offset +20000.0, alt+alt_offset + 25000.0, 0.75, alt+alt_offset, alt+alt_offset + 2500.0);
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var rn = rand();
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@ -4295,18 +4295,34 @@ x = 2.0 * (rand()-0.5) * 12000;
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y = 2.0 * (rand()-0.5) * 12000;
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if (rand() > 0.6)
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{create_medium_thunderstorm(lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, alpha);}
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{
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create_medium_thunderstorm(lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, alpha);
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var ts = local_weather.thunderstormHash.new (lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, 3000.0, 0.2);
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append(local_weather.thunderstormArray,ts);
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}
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else
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{create_small_thunderstorm(lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, alpha);}
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{
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create_small_thunderstorm(lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, alpha);
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var ts = local_weather.thunderstormHash.new (lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, 1000.0, 0.15);
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append(local_weather.thunderstormArray,ts);
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}
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if (rand() > 0.5) # we do a second thunderstorm
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{
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x = 2.0 * (rand()-0.5) * 12000;
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y = 2.0 * (rand()-0.5) * 12000;
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if (rand() > 0.8)
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{create_medium_thunderstorm(lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt, alpha);}
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{
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create_medium_thunderstorm(lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt, alpha);
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var ts = local_weather.thunderstormHash.new (lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, 3000.0, 0.2);
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append(local_weather.thunderstormArray,ts);
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}
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else
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{create_small_thunderstorm(lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt, alpha);}
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{
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create_small_thunderstorm(lat+get_lat(x,y,phi), lon+get_lon(x,y,phi), alt, alpha);
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var ts = local_weather.thunderstormHash.new (lat +get_lat(x,y,phi), lon + get_lon(x,y,phi), alt, 1000.0, 0.15);
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append(local_weather.thunderstormArray,ts);
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}
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}
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# the convective layer
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|
@ -4315,6 +4331,10 @@ var strength = 0.10;
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var n = int(4000 * strength) * 0.5;
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local_weather.cumulus_exclusion_layer(lat, lon, alt, n, 20000.0, 20000.0, alpha, 0.3,2.5 , size(elat), elat, elon, erad);
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||||
# some additional cloud cover
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create_4_8_sstratus_domains(lat, lon, alt,alpha);
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# some turbulence in the convection layer
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||||
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|
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|
@ -13,6 +13,10 @@ uniform float cloud_self_shading;
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uniform float visibility;
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uniform float moonlight;
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uniform float air_pollution;
|
||||
uniform float flash;
|
||||
uniform float lightning_pos_x;
|
||||
uniform float lightning_pos_y;
|
||||
uniform float lightning_range;
|
||||
|
||||
attribute vec3 usrAttr1;
|
||||
attribute vec3 usrAttr2;
|
||||
|
@ -171,10 +175,21 @@ void main(void)
|
|||
|
||||
}
|
||||
|
||||
|
||||
|
||||
gl_FrontColor.rgb = intensity * shade * normalize(mix(light_diffuse.rgb, shadedFogColor, smoothstep(0.1,0.4, (1.0 - shade) ))) ;
|
||||
|
||||
// lightning
|
||||
vec2 lightningRelVector = relVector.xy - vec2(lightning_pos_x, lightning_pos_y);
|
||||
float rCoord = length(lightningRelVector);
|
||||
|
||||
|
||||
float rn = 0.5 + 0.5 * fract(gl_Color.x);
|
||||
gl_FrontColor.rgb += flash * vec3 (0.43, 0.57, 1.0) * (1.0 - smoothstep(lightning_range, 5.0 * lightning_range, rCoord)) * rn;
|
||||
|
||||
|
||||
// fading of cloudlets
|
||||
|
||||
if ((fogCoord > (0.9 * detail_range)) && (fogCoord > center_dist) && (shade_factor < 0.7)) {
|
||||
// cloudlet is almost at the detail range, so fade it out.
|
||||
gl_FrontColor.a = 1.0 - smoothstep(0.9 * detail_range, detail_range, fogCoord);
|
||||
|
|
|
@ -230,7 +230,7 @@ else // the faster, full-day version without lightfields
|
|||
yprime_alt = -sqrt(2.0 * EarthRadius * hazeLayerAltitude);
|
||||
}
|
||||
|
||||
// irradiance mapping
|
||||
// irradiance mapping for ambient light
|
||||
|
||||
float ambient_irradiance_factor = 1.0;
|
||||
float steepness = dot(normalize(gl_Normal), vec3 (0.0, 0.0, 1.0));
|
||||
|
@ -253,6 +253,8 @@ else // the faster, full-day version without lightfields
|
|||
|
||||
light_ambient = light_ambient * ambient_irradiance_factor;
|
||||
|
||||
// residual ambience - comes with its own irradiance map
|
||||
|
||||
vec3 residual_ambience = vec3 (residual_ambience_r, residual_ambience_g, residual_ambience_b);
|
||||
|
||||
ambient_irradiance_factor = 1.0;
|
||||
|
@ -272,7 +274,10 @@ else // the faster, full-day version without lightfields
|
|||
ambient_irradiance_factor = (1.0 - ra_irradiance_map_strength) + 1.5 * ra_irradiance_map_strength * (1.0 - abs(steepness)) * (0.5 + 0.5 * forwardness);
|
||||
}
|
||||
|
||||
light_ambient.rgb += residual_ambience.rgb * ambient_irradiance_factor;
|
||||
// make sure the residual ambience is only visible when it's dark enough
|
||||
float residual_fraction = length(residual_ambience.rgb) / (length(light_ambient.rgb + residual_ambience.rgb) + 0.01);
|
||||
|
||||
light_ambient.rgb += residual_ambience.rgb * ambient_irradiance_factor * smoothstep(0.4, 0.6, residual_fraction);
|
||||
|
||||
// default lighting based on texture and material using the light we have just computed
|
||||
|
||||
|
|
|
@ -8,6 +8,10 @@ uniform float range; // From /sim/rendering/clouds3d-vis-range
|
|||
uniform float scattering;
|
||||
uniform float terminator;
|
||||
uniform float altitude;
|
||||
uniform float flash;
|
||||
uniform float lightning_pos_x;
|
||||
uniform float lightning_pos_y;
|
||||
uniform float lightning_range;
|
||||
|
||||
|
||||
float shade = 0.8;
|
||||
|
@ -88,6 +92,18 @@ void main(void)
|
|||
gl_FrontColor = mix(backlight, gl_LightSource[0].diffuse, n);
|
||||
gl_FrontColor += gl_FrontLightModelProduct.sceneColor;
|
||||
|
||||
// two times terminator width governs how quickly light fades into shadow
|
||||
float terminator_width = 200000.0;
|
||||
float earthShade = 0.9 * smoothstep(terminator_width+ terminator, -terminator_width + terminator, yprime_alt) + 0.1;
|
||||
gl_FrontColor.rgb = gl_FrontColor.rgb * earthShade;
|
||||
|
||||
// lightning
|
||||
vec2 lightningRelVector = relVector.xy - vec2(lightning_pos_x, lightning_pos_y);
|
||||
float rCoord = length(lightningRelVector);
|
||||
|
||||
gl_FrontColor.rgb += 2.0 * flash * vec3 (0.43, 0.57, 1.0) * (1.0 - smoothstep(lightning_range, 5.0 * lightning_range, rCoord));
|
||||
gl_FrontColor.rgb = clamp(gl_FrontColor.rgb,0.0,1.0);
|
||||
|
||||
// As we get within 100m of the sprite, it is faded out. Equally at large distances it also fades out.
|
||||
gl_FrontColor.a = min(smoothstep(100.0, 250.0, fogCoord), 1.0 - smoothstep(range*0.9, range, fogCoord));
|
||||
gl_BackColor = gl_FrontColor;
|
||||
|
@ -100,7 +116,7 @@ float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
|
|||
if (fadeScale < 0.05) fadeScale = 0.05;
|
||||
fogFactor = exp( -gl_Fog.density * 1.0 * fogCoord * fadeScale);
|
||||
|
||||
hazeColor = light_diffuse.xyz;
|
||||
hazeColor = light_diffuse.rgb;
|
||||
hazeColor.x = hazeColor.x * 0.83;
|
||||
hazeColor.y = hazeColor.y * 0.9;
|
||||
hazeColor = hazeColor * scattering;
|
||||
|
@ -109,14 +125,9 @@ float fadeScale = 0.05 + 0.2 * log(fogCoord/1000.0);
|
|||
intensity = length(hazeColor);
|
||||
hazeColor = intensity * normalize(mix(hazeColor, 2.0 * vec3 (0.55, 0.6, 0.8), (1.0-smoothstep(0.3,0.8,scattering))));
|
||||
|
||||
// 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;
|
||||
|
||||
hazeColor = hazeColor * earthShade;
|
||||
gl_FrontColor.xyz = gl_FrontColor.xyz * earthShade;
|
||||
gl_BackColor = gl_FrontColor;
|
||||
hazeColor = clamp(hazeColor * earthShade, 0.0,1.0);
|
||||
|
||||
|
||||
}
|
Loading…
Reference in a new issue