240 lines
8.8 KiB
Text
240 lines
8.8 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 envmap_frame_listener = nil;
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var envmap_updating = false;
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var envmap_current_face = 0;
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var envmap_prefiltering_active = false;
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var envmap_instant_update_active = false;
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var envmap_reset_internal_variables = func {
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if (envmap_frame_listener != nil) {
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removelistener(envmap_frame_listener);
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envmap_frame_listener = nil;
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}
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envmap_updating = false;
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envmap_current_face = 0;
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envmap_prefiltering_active = false;
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envmap_instant_update_active = false;
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}
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var envmap_set_render_face = func(face, active) {
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setprop("/sim/rendering/hdr/envmap/should-render-face-" ~ face, active);
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}
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var envmap_set_render_all_faces = func(active) {
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for (var i = 0; i < 6; i += 1) {
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envmap_set_render_face(i, active);
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}
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}
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var envmap_set_prefilter = func(active) {
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setprop("/sim/rendering/hdr/envmap/should-prefilter", active);
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}
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# Update all the faces of the environment cubemap in a single frame
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var envmap_update_instant_callback = func {
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if (!envmap_instant_update_active) {
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# This is the first time this callback has been called so enable
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# rendering for all faces.
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envmap_set_render_all_faces(true);
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envmap_set_prefilter(true);
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envmap_instant_update_active = true;
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} else {
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# This is the second time this callback has been called. Disable
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# rendering for all faces.
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envmap_set_render_all_faces(false);
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envmap_set_prefilter(false);
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envmap_reset_internal_variables();
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}
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}
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# Update a single cubemap face each frame. The prefiltering step is also done
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# in a separate step, totalling 7 frames to update the entire environment map.
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var envmap_update_progressive_callback = func {
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if (envmap_prefiltering_active) {
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# Last frame we activated the prefiltering, which is the last step.
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# Now disable it and reset all variables for the next update cycle.
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envmap_set_prefilter(false);
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envmap_reset_internal_variables();
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return;
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}
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if (envmap_current_face < 6) {
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# Render the current face
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envmap_set_render_face(envmap_current_face, true);
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}
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if (envmap_current_face > 0) {
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# Stop rendering the previous face
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envmap_set_render_face(envmap_current_face - 1, false);
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}
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if (envmap_current_face < 6) {
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# Go to next face and update it next frame
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envmap_current_face += 1;
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} else {
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# We have finished updating all faces. Reset the face counter and
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# prefilter the envmap.
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envmap_current_face = 0;
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envmap_prefiltering_active = true;
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envmap_set_prefilter(true);
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}
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}
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var update_envmap = func(instant = false) {
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if (getprop("/sim/rendering/hdr/envmap/update-continuously"))
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return;
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if (envmap_updating) {
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# We were already updating the envmap. If the requested update is
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# instant, cancel the ongoing update and start over. If it is a
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# progressive update, let the ongoing one finish and do nothing.
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if (instant) {
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envmap_set_render_all_faces(false);
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envmap_set_prefilter(false);
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envmap_reset_internal_variables();
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envmap_updating = true;
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} else {
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return;
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}
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} else {
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envmap_updating = true;
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}
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var callback = instant ? envmap_update_instant_callback
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: envmap_update_progressive_callback;
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# We use a listener to the frame signal because it is guaranteed to be
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# fired at a defined moment, while a settimer() with interval 0 might
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# not if subsystems are re-ordered.
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envmap_frame_listener = setlistener("/sim/signals/frame", callback);
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}
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# Continuous update
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setlistener("/sim/rendering/hdr/envmap/update-continuously", func(p) {
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if (p.getValue()) {
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envmap_set_render_all_faces(true);
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envmap_set_prefilter(true);
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envmap_reset_internal_variables();
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} else {
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envmap_set_render_all_faces(false);
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envmap_set_prefilter(false);
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}
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}, 1, 0);
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# Manual update
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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(true);
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p.setValue(false);
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}
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}, 0, 0);
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# Automatically update the envmap every so often
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var envmap_timer = maketimer(getprop("/sim/rendering/hdr/envmap/update-rate-s"),
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func {
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update_envmap(false);
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});
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envmap_timer.simulatedTime = true;
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# Start updating when the FDM is initialized
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setlistener("/sim/signals/fdm-initialized", func {
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update_envmap(true);
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envmap_timer.start();
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# Do a single update after 5 seconds when most of the scenery is loaded
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settimer(func {
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update_envmap(true);
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}, 5);
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});
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# If the update rate is modified at runtime, force an envmap update and restart
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# the timer with the new period.
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setlistener("/sim/rendering/hdr/envmap/update-rate-s", func(p) {
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if (envmap_timer.isRunning) {
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update_envmap(false);
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envmap_timer.restart(p.getValue());
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}
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});
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# Update the envmap at a much faster rate when time warp is active
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var envmap_warp_listener = nil;
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var prev_warp = getprop("/sim/time/warp");
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var envmap_warp_listener_callback = func {
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removelistener(envmap_warp_listener);
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envmap_warp_timer.start();
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}
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var envmap_warp_timer_callback = func {
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# Check if the time warp has ended so we can stop updating the envmap so
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# regularly.
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var current_warp = getprop("/sim/time/warp");
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if (current_warp == prev_warp) {
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# Time warp has ended, so stop the timer and reattach the listener
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envmap_warp_timer.stop();
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envmap_warp_listener = setlistener("/sim/time/warp",
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envmap_warp_listener_callback, 0, 0);
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# Do a final update to make sure the envmap corresponds to the new
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# time of day.
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update_envmap(true);
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} else {
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# Time warp is still going so store the previous warp value and update
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# the envmap.
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prev_warp = current_warp;
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update_envmap(true);
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}
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}
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var envmap_warp_timer = maketimer(0.5, envmap_warp_timer_callback);
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envmap_warp_timer.simulatedTime = true;
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envmap_warp_listener = setlistener("/sim/time/warp",
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envmap_warp_listener_callback, 0, 0);
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# Update the envmap when the view changes
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setlistener("/sim/current-view/view-number", func {
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update_envmap(true);
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}, 0, 0);
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# Update fog density when the visibility changes
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setlistener("/environment/visibility-m", func {
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var max = 30000000.0;
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var visibility = getprop("/environment/visibility-m");
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var vis = math.min(visibility, max);
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setprop("/sim/rendering/hdr/atmos/fog-density", max*math.pow(0.99937, vis));
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}, 1, 0);
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