1e66c4104a
- Terrain and clouds and now rendered on the envmap, with correct aerial perspective. - Each face is rendered on a separate frame to help with performance. - All faces are updated every 1.5 minutes. This can be changed through a property.
96 lines
3.9 KiB
Text
96 lines
3.9 KiB
Text
# Copyright (C) 2023 Fernando García Liñán
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# SPDX-License-Identifier: GPL-2.0-or-later
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#-------------------------------------------------------------------------------
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# Utilities for the HDR Pipeline
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#
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# Shaders usually need to be fed uniforms that are either too expensive to
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# compute on the GPU or can be precomputed once per frame. In this file we
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# transform values from already existing properties into data that can be used
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# by the shaders directly.
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#-------------------------------------------------------------------------------
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################################################################################
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# Atmosphere
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################################################################################
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setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[0]", 2.8722e-24);
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setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[1]", 4.6168e-24);
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setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[2]", 7.9706e-24);
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setprop("/sim/rendering/hdr/atmos/aerosol-absorption-cross-section[3]", 1.3578e-23);
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setprop("/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[0]", 1.5908e-22);
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setprop("/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[1]", 1.7711e-22);
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setprop("/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[2]", 2.0942e-22);
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setprop("/sim/rendering/hdr/atmos/aerosol-scattering-cross-section[3]", 2.4033e-22);
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setprop("/sim/rendering/hdr/atmos/aerosol-base-density", 1.3681e17);
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setprop("/sim/rendering/hdr/atmos/aerosol-relative-background-density", 1.4619e-17);
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setprop("/sim/rendering/hdr/atmos/aerosol-scale-height", 0.73);
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setprop("/sim/rendering/hdr/atmos/fog-density", 0.0);
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setprop("/sim/rendering/hdr/atmos/fog-scale-height", 1.0);
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setprop("/sim/rendering/hdr/atmos/ozone-mean-dobson", 347.0);
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setprop("/sim/rendering/hdr/atmos/ground-albedo[0]", 0.4);
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setprop("/sim/rendering/hdr/atmos/ground-albedo[1]", 0.4);
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setprop("/sim/rendering/hdr/atmos/ground-albedo[2]", 0.4);
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setprop("/sim/rendering/hdr/atmos/ground-albedo[3]", 0.4);
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################################################################################
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# Environment map
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################################################################################
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var is_envmap_updating = false;
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var current_envmap_face = 0;
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var update_envmap_face = func {
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if (current_envmap_face < 6) {
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# Render the current face
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setprop("/sim/rendering/hdr/envmap/should-render-face-"
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~ current_envmap_face, true);
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}
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if (current_envmap_face > 0) {
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# Stop rendering the previous face
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setprop("/sim/rendering/hdr/envmap/should-render-face-"
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~ (current_envmap_face - 1), false);
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}
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if (current_envmap_face < 6) {
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# Go to next face and update it next frame
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current_envmap_face += 1;
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settimer(update_envmap_face, 0);
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} else {
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# We have finished updating all faces, reset the face counter, end the
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# update loop and prefilter the envmap.
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current_envmap_face = 0;
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setprop("/sim/rendering/hdr/envmap/should-prefilter", true);
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settimer(func {
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setprop("/sim/rendering/hdr/envmap/should-prefilter", false);
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is_envmap_updating = false;
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}, 0);
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}
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}
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var update_envmap = func {
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if (!is_envmap_updating) {
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is_envmap_updating = true;
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settimer(update_envmap_face, 0);
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}
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}
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var update_envmap_periodically = func {
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update_envmap();
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var update_rate = getprop("/sim/rendering/hdr/envmap/update-rate-s");
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settimer(update_envmap_periodically, update_rate);
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}
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# Start updating the envmap on FDM initialization
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setlistener("/sim/signals/fdm-initialized", func {
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update_envmap_periodically();
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# Do a single update after 5 seconds when most of the scenery is loaded
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settimer(update_envmap, 5)
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});
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setlistener("/sim/rendering/hdr/envmap/force-update", func(p) {
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if (p.getValue()) {
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update_envmap();
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p.setValue(false);
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}
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}, 0, 0);
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