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Merge branch 'master' of gitorious.org:fg/fgdata

This commit is contained in:
BARANGER Emmanuel 2013-02-11 18:59:04 +01:00
commit d84b8ae578
7 changed files with 88 additions and 22 deletions

View file

@ -367,7 +367,7 @@
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<uniform>
<name>season</name>
<type>float</type>
<value><use>season</use></value>
@ -636,6 +636,11 @@
<type>float</type>
<value><use>moonlight</use></value>
</uniform>
<uniform>
<name>season</name>
<type>float</type>
<value><use>season</use></value>
</uniform>
<uniform>
<name>quality_level</name>
<type>int</type>

View file

@ -1483,7 +1483,7 @@
<name>CropGrassCover</name>
<name>CropGrass</name>
<name>Grassland</name>
<texture>Terrain/cropgrass-hires.png</texture>
<texture>Terrain/cropgrass-hires-autumn.png</texture>
<object-mask>Terrain/cropgrass-hires.mask.png</object-mask>
<xsize>2000</xsize>
<ysize>2000</ysize>
@ -1549,7 +1549,7 @@
<material include="Materials/regions/european.xml">
<name>Town</name>
<name>SubUrban</name>
<texture>Terrain/town-europe.png</texture>
<texture>Terrain/town-europe-autumn.png</texture>
<object-mask>Terrain/town-europe.mask.png</object-mask>
<xsize>1024</xsize>
<ysize>1024</ysize>
@ -1611,7 +1611,7 @@
<name>MixedCropPastureCover</name>
<name>MixedCrop</name>
<name>ComplexCrop</name>
<texture>Terrain/irrcrop-europe.png</texture>
<texture>Terrain/irrcrop-europe-autumn.png</texture>
<object-mask>Terrain/irrcrop-europe.mask.png</object-mask>
<xsize>2000</xsize>
<ysize>2000</ysize>
@ -1929,7 +1929,7 @@
<name>Scrub</name>
<name>Sclerophyllous</name>
<texture-set>
<texture>Terrain/shrub1.png</texture>
<texture>Terrain/shrub1-autumn.png</texture>
<texture n="11">Terrain/grass_green_hires.png</texture>
<texture n="12">Terrain/herbtundra_iceland.png</texture>
</texture-set>
@ -2072,7 +2072,7 @@
<name>DeciduousForest</name>
<name>Bog</name>
<name>Heath</name>
<texture>Terrain/deciduous-hires.png</texture>
<texture>Terrain/deciduous-hires-autumn.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>10000000.0</light-coverage>
@ -2099,7 +2099,7 @@
<name>MixedForestCover</name>
<name>MixedForest</name>
<name>RainForest</name>
<texture>Terrain/mixedforest-hires.png</texture>
<texture>Terrain/mixedforest-hires-autumn.png</texture>
<xsize>2000</xsize>
<ysize>2000</ysize>
<light-coverage>5000000.0</light-coverage>
@ -2235,7 +2235,7 @@
<name>Scrub</name>
<name>Sclerophyllous</name>
<texture-set>
<texture>Terrain/shrub1.png</texture>
<texture>Terrain/shrub1-autumn.png</texture>
<texture n="11">Terrain/grass_hires.png</texture>
<texture n="12">Terrain/dirtrock.png</texture>
<texture n="12">Terrain/dirtrock.png</texture>
@ -2534,7 +2534,7 @@
<name>Cemetery</name>
<effect>Effects/landmass-nowood</effect>
<texture-set>
<texture>Terrain/tundra2.png</texture>
<texture>Terrain/tundra2-autumn.png</texture>
<texture n="11">Terrain/grass_hires.png</texture>
<texture n="12">Terrain/rock.png</texture>
</texture-set>
@ -2755,14 +2755,14 @@
<effect>Effects/crop</effect>
<name>DryCropPastureCover</name>
<name>DryCrop</name>
<texture>Terrain/drycrop1.png</texture>
<texture>Terrain/drycrop2.png</texture>
<texture>Terrain/drycrop1-autumn.png</texture>
<!--<texture>Terrain/drycrop2.png</texture>
<texture>Terrain/drycrop3.png</texture>
<texture>Terrain/drycrop4.png</texture>
<texture>Terrain/drycrop4.png</texture>-->
<object-mask>Terrain/drycrop1.mask.png</object-mask>
<object-mask>Terrain/drycrop2.mask.png</object-mask>
<object-mask>Terrain/drycrop3.mask.png</object-mask>
<object-mask>Terrain/drycrop4.mask.png</object-mask>
<!--<object-mask>Terrain/drycrop4.mask.png</object-mask>-->
<xsize>2000</xsize>
<ysize>2000</ysize>
<solid>1</solid>
@ -2902,7 +2902,7 @@
<name>CropWood</name>
<name>AgroForest</name>
<effect>Effects/landmass-nowood</effect>
<texture>Terrain/cropwood.png</texture>
<texture>Terrain/cropwood-autumn.png</texture>
<object-mask>Terrain/cropwood.mask.png</object-mask>
<xsize>2000</xsize>
<ysize>2000</ysize>

View file

@ -2090,7 +2090,7 @@ while (i < nc) {
if (detailed_terrain_interaction_flag == 1)
{
var p_lee_suppression = get_lee_bias(grad);
var p_lee_suppression = get_lee_bias(grad, tile_index);
if (rand() > p_lee_suppression) {continue;}
}
@ -2289,7 +2289,7 @@ while (i < nc) {
if (detailed_terrain_interaction_flag == 1)
{
var p_lee_suppression = get_lee_bias(grad);
var p_lee_suppression = get_lee_bias(grad, tile_index);
if (rand() > math.sqrt(p_lee_suppression)) {continue;}
}
@ -3018,7 +3018,7 @@ else
# suppression of placement in lee terrain
###########################################################
var get_lee_bias = func (grad) {
var get_lee_bias = func (grad, tile_index) {
if ((local_weather.wind_model_flag == 1) or (local_weather.wind_model_flag == 3))
@ -3703,6 +3703,8 @@ else if ((getprop("/environment/metar/valid") == 0) and (getprop(lw~"tmp/tile-ma
# see if we need to create an aloft wind interpolation structure
set_wind_model_flag();
if ((wind_model_flag == 3) or ((wind_model_flag ==5) and (getprop(lwi~"ipoint-number") == 0)))
{
if (metar_flag != 1)
@ -4056,7 +4058,7 @@ setlistener(lw~"tmp/convective-status", func {var s = size(clouds_path); compat_
setlistener(lw~"tmp/effect-thread-status", func {var s = size(effects_geo); effect_placement_loop(s); });
setlistener(lw~"tmp/presampling-status", func {manage_presampling(); });
setlistener(lw~"config/wind-model", func {set_wind_model_flag();});
# setlistener(lw~"config/wind-model", func {set_wind_model_flag();});
setlistener(lw~"config/thermal-properties", func {set_texture_mix();});
setlistener(lw~"config/clouds-in-dynamics-loop", func {weather_dynamics.max_clouds_in_loop = int(getprop(lw~"config/clouds-in-dynamics-loop"));});

View file

@ -36,6 +36,7 @@ uniform float wetness;
uniform float fogstructure;
uniform float snow_thickness_factor;
uniform float cloud_self_shading;
uniform float season;
uniform float transition_model;
uniform float hires_overlay_bias;
uniform int quality_level;
@ -204,6 +205,7 @@ float noise_2000m = Noise2D(rawPos.xy, 2000.0);
// get the texels
texel = texture2D(texture, gl_TexCoord[0].st);
float local_autumn_factor = texel.a;
float distortion_factor = 1.0;
vec2 stprime;
@ -277,7 +279,8 @@ if (tquality_level > 2)
nSum = mix(nSum, 0.5, max(0.0, 2.0 * (transition_model - 0.5)));
nSum = nSum + 0.4 * (1.0 -smoothstep(0.9,0.95, abs(steepness)+ 0.05 * (noise_50m - 0.5))) * min(1.0, 2.0 * transition_model);
mix_factor = smoothstep(0.5, 0.54, nSum);
texel = mix(texel, mix_texel, mix_factor);
texel = mix(texel, mix_texel, mix_factor);
local_autumn_factor = texel.a;
}
// then the detail texture overlay
@ -296,12 +299,32 @@ if (tquality_level > 3)
nSum = nSum - 0.08 * (1.0 -smoothstep(0.9,0.95, abs(steepness)));
mix_factor = smoothstep(0.47, 0.54, nSum +hires_overlay_bias - dist_fact);
if (mix_factor > 0.8) {mix_factor = 0.8;}
texel = mix(texel, detail_texel,mix_factor);
texel = mix(texel, detail_texel,mix_factor);
local_autumn_factor = texel.a;
}
}
}
// autumn colors
float autumn_factor = season * 2.0 * (1.0 - local_autumn_factor) ;
texel.r = min(1.0, (1.0 + 2.5 * autumn_factor) * texel.r);
texel.g = texel.g;
texel.b = max(0.0, (1.0 - 4.0 * autumn_factor) * texel.b);
if (local_autumn_factor < 1.0)
{
intensity = length(texel.rgb) * (1.0 - 0.5 * smoothstep(1.1,2.0,season));
texel.rgb = intensity * normalize(mix(texel.rgb, vec3(0.23,0.17,0.08), smoothstep(1.1,2.0, season)));
}
const vec4 dust_color = vec4 (0.76, 0.71, 0.56, 1.0);
const vec4 lichen_color = vec4 (0.17, 0.20, 0.06, 1.0);;
//float snow_alpha;

View file

@ -44,7 +44,6 @@ uniform float wetness;
uniform float fogstructure;
uniform float snow_thickness_factor;
uniform float cloud_self_shading;
uniform float moonlight;
uniform float season;
uniform float windspeed;
uniform float grain_strength;
@ -276,7 +275,7 @@ float dotnoisegrad_10m;
// get the texels
float local_autumn_factor = texel.a;
float distortion_factor = 1.0;
vec2 stprime;
int flag = 1;
@ -285,6 +284,7 @@ float dotnoisegrad_10m;
float snow_alpha;
texel = texture2D(texture, gl_TexCoord[0].st);
float local_autumn_factor = texel.a;
grain_texel = texture2D(grain_texture, gl_TexCoord[0].st * 25.0);
gradient_texel = texture2D(gradient_texture, gl_TexCoord[0].st * 4.0);

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@ -288,6 +288,42 @@
<col>3</col>
</text>
<text>
<label>Season</label>
<halign>left</halign>
<row>7</row>
<col>0</col>
</text>
<text>
<label>summer</label>
<halign>right</halign>
<row>7</row>
<col>1</col>
</text>
<slider>
<name>season</name>
<row>7</row>
<col>2</col>
<min>0.0</min>
<max>2.0</max>
<live>true</live>
<property>/environment/season</property>
<binding>
<command>dialog-apply</command>
<object-name>season</object-name>
</binding>
</slider>
<text>
<label>late autumn</label>
<halign>left</halign>
<row>7</row>
<col>3</col>
</text>
</group>
<hrule/>