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weather.lua
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--------
-- Basic WeatherFX implementation, this is the main file. Sets things up, includes a bunch of stuff and triggers updates.
--------
---Functions from this list will be called when resolution changes.
---@type fun()[]
OnResolutionChange = {}
---TODO: Remove once gamma becomes non-changing live.
---@type fun()[]
OnGammaFixChange = {}
ScriptSettings = ac.INIConfig.scriptSettings():mapConfig({
LINEAR_COLOR_SPACE = {
ENABLED = false,
DIM_EMISSIVES = true,
DEV_MODE = false
},
POSTPROCESSING = {
LIGHTWEIGHT_REPLACEMENT = false,
FILM_GRAIN = false,
GLARE_CHROMATIC_ABERRATION = false,
},
EXTRA_EFFECTS = {
UPPER_CLOUDS = true,
AURORAS = true,
FOG_ABOVE = true,
RAIN_HAZE = true,
LIGHTNING = true,
ECLIPSE = true,
}
})
-- Global weather values
NightK = 0 -- 1 at nights, 0 during the day
AuroraIntensity = 0
SunDir = vec3(0, 1, 0)
MoonDir = vec3(0, 1, 0)
GodraysColor = rgb()
CityHaze = 0
FinalFog = 0
SpaceLook = 0 -- turns from 0 to 1 as camera gets higher switching to space look of the Earth
CloudsMult = 0 -- turns to 0 at 4 km to hide clouds
EclipseFullK = 0 -- starts growing when moon covers sun fully blocking the light, 1 at total eclipse, used for heavy darkening of sky and sun light
ForceRapidUpdates = 0
BrightnessMultApplied = 0
StarsBrightness = 0
GroundYAveraged = math.nan
RecentlyJumped = 0
Sim = ac.getSim()
if Sim.isShowroomMode or Sim.isPreviewsGenerationMode then
ScriptSettings.LINEAR_COLOR_SPACE.ENABLED = false
require 'src/showroom_mode'
require 'src/render_postprocessing'
return
end
if Sim.isOnlineRace then
ScriptSettings.LINEAR_COLOR_SPACE.DEV_MODE = false
elseif ScriptSettings.LINEAR_COLOR_SPACE.DEV_MODE then
ui.onExclusiveHUD(function ()
ui.drawText(UseGammaFix and '[ Linear color space ]' or '[ Gamma color space ]', vec2(8, 8))
end)
end
Overrides = {gamma = ScriptSettings.LINEAR_COLOR_SPACE.ENABLED}
if ScriptSettings.LINEAR_COLOR_SPACE.DEV_MODE then
ui.addSettings({icon = ui.Icons.WeatherFewClouds, name = 'WeatherFX style', onOpen = function ()
Overrides = stringify.tryParse(ac.storage.overrides) or {}
ForceRapidUpdates = ForceRapidUpdates + 1
end, onClose = function ()
Overrides = {gamma = ScriptSettings.LINEAR_COLOR_SPACE.ENABLED}
ForceRapidUpdates = ForceRapidUpdates - 1
end}, function ()
if not Overrides.tint then
Overrides.tint = rgb.colors.white
end
ui.beginGroup(-0.1)
ui.pushItemWidth(-0.1)
ui.pushFont(ui.Font.Small)
if ui.checkbox('Linear color space', Overrides.gamma) then
Overrides.gamma = not Overrides.gamma
BrightnessMultApplied = -1
end
if ScriptSettings.POSTPROCESSING.LIGHTWEIGHT_REPLACEMENT then
if ui.checkbox('Original YEBIS post-processing', Overrides.originalPostProcessing) then
Overrides.originalPostProcessing = not Overrides.originalPostProcessing
end
end
GammaFixBrightnessOffset = ui.slider('##gfbo', GammaFixBrightnessOffset, 1e-6, 10, 'Brightness offset: %.6f', 10)
GammaFixLightsDivisor = ui.slider('##gfld', GammaFixLightsDivisor, 1e-3, 1e4, 'Lights divisor: %.6f', 10)
if ui.itemEdited() and UseGammaFix then
ac.useLinearColorSpace(true, GammaFixLightsDivisor)
end
ui.offsetCursorY(12)
ui.header('Conditions override')
Overrides.clear = ui.slider('##clear', Overrides.clear or 1, 0, 1, 'Clear: %.3f')
Overrides.fog = ui.slider('##fog', Overrides.fog or 0, 0, 1, 'Fog: %.3f')
Overrides.clouds = ui.slider('##clouds', Overrides.clouds or 0, 0, 1, 'Clouds: %.3f')
Overrides.cloudsDensity = ui.slider('##cloudsDensity', Overrides.cloudsDensity or 0, 0, 1, 'Clouds density: %.3f')
Overrides.thunder = ui.slider('##thunder', Overrides.thunder or 0, 0, 1, 'Thunder %.3f')
Overrides.pollution = ui.slider('##pollution', Overrides.pollution or 0, 0, 1, 'Pollution: %.3f')
Overrides.aurora = ui.slider('##aurora', Overrides.aurora or 0, 0, 1, 'Aurora: %.3f')
ui.offsetCursorY(12)
ui.header('Rain')
Overrides.rain = ui.slider('##rain', Overrides.rain or 0, 0, 1, 'Rain: %.3f')
Overrides.wetness = ui.slider('##wetness', Overrides.wetness or 0, 0, 1, 'Wetness: %.3f')
Overrides.water = ui.slider('##water', Overrides.water or 0, 0, 1, 'Water: %.3f')
Overrides.rainbowIntensity = ui.slider('##rainbowIntensity', Overrides.rainbowIntensity or 0, 0, 1, 'Rainbow: %.3f')
ui.offsetCursorY(12)
ui.header('Mood')
Overrides.saturation = ui.slider('##saturation', Overrides.saturation or 1, 0, 2, 'Saturation: %.3f')
ui.alignTextToFramePadding()
ui.text('Tint:')
ui.sameLine(80)
ui.colorButton('##tint', Overrides.tint, ui.ColorPickerFlags.PickerHueWheel)
ui.offsetCursorY(12)
ui.header('Light pollution')
Overrides.lightPollution = ui.slider('##lightPollution', Overrides.lightPollution or 0, 0, 3, 'Density: %.3f', 2)
ui.popItemWidth()
ui.endGroup()
ui.popFont()
if ui.itemEdited() then
ac.storage.overrides = stringify(Overrides, true)
BrightnessMultApplied = -1
end
end)
end
require 'src/consts' -- some general constant values
require 'src/utils' -- helpful functions
require 'src/conditions_converter' -- thing to turn conditions (esp. weather type) info something usable: a few easy to use numbers
require 'src/weather_application' -- most of weather stuff happens here
require 'src/light_pollution' -- adds a sky gradient for light pollution and a few global variables like light pollution intensity
require 'src/weather_clouds' -- clouds operating in chunks
require 'src/audio' -- audio
require 'src/render' -- render core
require 'src/render_aurora' -- auroras
require 'src/render_rain' -- rain haze
require 'src/render_fog' -- fog covering tops of high buildings in foggy conditions
require 'src/render_eclipse' -- glare around sun during eclipse
require 'src/render_lightning' -- simple bolt-like visual for lightnings
require 'src/render_clouds' -- upper clouds layer
require 'src/render_meteor' -- falling stars
-- Use asyncronous textures loading for faster loading
ac.setAsyncTextureLoading(true)
-- Since we’re going to use v2 of clouds, here we can set cloud map parameters
local cloudMap = ac.SkyCloudMapParams.new()
cloudMap.perlinFrequency = 4.0
cloudMap.perlinOctaves = 7
cloudMap.worleyFrequency = 3.0
cloudMap.shapeMult = 20.0
cloudMap.shapeExp = 0.5
cloudMap.shape0Mip = 0
cloudMap.shape0Contribution = 0.2
cloudMap.shape1Mip = 2.2
cloudMap.shape1Contribution = 0.5
cloudMap.shape2Mip = 3.5
cloudMap.shape2Contribution = 1.0
ac.generateCloudMap(cloudMap)
-- Loading textures for sky stuff
ac.setSkyStarsMap('textures/weather_fx/starmap.dds')
ac.setSkyMoonTexture('textures/weather_fx/moon.dds')
ac.setEarthTexture('textures/weather_fx/earth.dds')
ac.setSkyMoonGradient(0)
-- Have to use original size for moon eclipse to look properly:
ac.setSkySunMoonSizeMultiplier(1)
ac.setMoonEclipse(true)
-- Use cloud shadow maps: in this mode, mirrors and reflections will use “ac.getCloudsShadow()” as light multiplier automatically
ac.setCloudShadowMaps(true)
-- Do not update cloud maps (like cloud shadows) without manual invalidation
ac.setManualCloudsInvalidation(true)
-- Set cloud shadow map parameters
ac.setCloudShadowDistance(6e3)
ac.setCloudShadowScalingFactor(1)
-- Use v2 sky shader
ac.setSkyUseV2(true)
ac.setSkyMoonClipThreshold(0.9)
ac.setCloudArcMultiplier(1)
-- Use new fog formula (instead of original AC one)
ac.setFogAlgorithm(ac.FogAlgorithm.New)
-- As time goes on, some bugs on C++ side are found, in some cases to keep things compatible, fixes need to be enabled manually
ac.fixSkyColorCalculateResult(true)
ac.fixSkyColorCalculateOrder(true)
ac.fixSkyV2Fog(true)
ac.fixCloudsV2Fog(true)
ac.useMinDepthResolution(true)
-- A tweak for lambert diffuse model making lighting of regular materials more correct and PBR-like
ac.setLambertGamma(UseLambertGammaFix and 1 / 2.2 or 1)
CloudsDT = 0
-- Called each 3rd frame or if sun moved
local function rareUpdate1(dt)
ReadConditions(dt)
ApplySky(dt)
ApplyLight()
ApplyAmbient()
ApplyFog(dt)
ApplySkyFeatures()
ApplyAdaptiveShadows()
end
-- Called each 3rd frame, but with an offset, to spread the load
local function rareUpdate2(dt)
ApplyHeatFactor()
UpdateLightPollution()
UpdateCloudMaterials()
UpdateAurora(dt)
UpdateAboveFog(dt)
UpdateCloudLayers(dt)
end
local lastSunDir = vec3()
local currentSunDir = vec3()
local lastGameTime = 0
local ruBase = RareUpdate:new{ callback = rareUpdate1 }
local ruCloudMaterials = RareUpdate:new{ callback = rareUpdate2, phase = 1 }
local ruClouds = RareUpdate:new{ callback = UpdateClouds, phase = 2 }
local function getCloudsDeltaT(dt, gameDT)
local gameTime = ac.getCurrentTime()
local cloudsDeltaTime = gameTime - lastGameTime
lastGameTime = gameTime
local ratio = math.clamp(math.abs(cloudsDeltaTime) / dt - 150, 1, 200)
return dt * math.sign(cloudsDeltaTime) * math.lerp(1, ratio, 0.4)
end
local forceUpdateShadingNext = false
local keepForceUpdates = 1
function script.update(dt)
local curGammaFix = Overrides.gamma ~= false
if Sim.currentVAOMode == ac.VAODebugMode.VAOOnly or Sim.currentVAOMode == ac.VAODebugMode.ShowNormals then
curGammaFix = false
end
if UseGammaFix ~= curGammaFix then
InitializeConsts(curGammaFix)
OnGammaToggle()
ForceRapidUpdates = ForceRapidUpdates + 1
setTimeout(function ()
ForceRapidUpdates = ForceRapidUpdates - 1
end, 0.1)
end
-- This value is time passed in seconds (as dt), but taking into account pause, slow
-- motion or fast forward, but not time scale in conditions
local gameDT = Sim.dt
-- Clouds operate on actual passed time
CloudsDT = TimelapsyCloudSpeed and getCloudsDeltaT(dt, gameDT) or gameDT
-- If sun moved too much, have to force update
ac.getSunDirectionTo(currentSunDir)
if Sim.cameraJumped then
RecentlyJumped = 5
elseif RecentlyJumped > 0 then
RecentlyJumped = RecentlyJumped - 1
end
if math.dot(lastSunDir, currentSunDir) < 0.999995 or Sim.cameraJumped then
keepForceUpdates = 1
end
local forceUpdate = ForceRapidUpdates > 0
if keepForceUpdates > 0 then
forceUpdate = true
keepForceUpdates = keepForceUpdates - dt
end
if forceUpdate then
lastSunDir:set(currentSunDir)
ForceRapidUpdates = ForceRapidUpdates + 1
end
local groundY = ac.getGroundYApproximation()
if math.isnan(GroundYAveraged) or Sim.cameraJumped then
GroundYAveraged = groundY
else
GroundYAveraged = math.applyLag(GroundYAveraged, groundY, 0.995, dt)
end
local forceUpdateShading = forceUpdate
if forceUpdateShadingNext then
forceUpdateShading = true
forceUpdateShadingNext = false
end
-- Thunder effect: a small extra gradient glowing in sky
if ApplyThunder(gameDT) then
forceUpdateShading = true
end
-- Actual update will happen only once in three frames, or if forceUpdate is true
ruBase:update(gameDT, forceUpdateShading)
ruCloudMaterials:update(CloudsDT, forceUpdateShading)
-- Increasing refresh rate for faster moving clouds
if math.abs(CloudsDT) > 0.5 then
ruClouds.skip = 0
ac.invalidateCloudReflections()
elseif math.abs(CloudsDT) > 0.05 then
ruClouds.skip = 1
if Sim.frame % 4 == 0 then
ac.invalidateCloudReflections()
end
elseif math.abs(CloudsDT) < 0.03 then
ruClouds.skip = 2
end
ruClouds:update(CloudsDT, forceUpdate)
-- Fake exposure aka eye adaptation needs to update each frame, with speed independant
-- from pause, slow motion and what not
ApplyFakeExposure(dt)
if ApplyFakeExposure_postponed() then
forceUpdateShadingNext = true
end
-- Rain haze: some sort of volumetric-like effect for distant rain
UpdateRainHaze(gameDT)
-- Uncomment to check how much garbage is generated each frame (slows things down)
-- RunGC()
if CurrentConditions.windDir.x == 0 and CurrentConditions.windDir.y == 0 then
CurrentConditions.windDir:set(CurrentConditions.windDirInstant)
CurrentConditions.windSpeed = CurrentConditions.windSpeedInstant
else
local mix = math.lagMult(0.995, dt)
CurrentConditions.windDir:scale(1 - mix):addScaled(CurrentConditions.windDirInstant, mix)
CurrentConditions.windSpeed = math.lerp(CurrentConditions.windSpeed, CurrentConditions.windSpeedInstant, mix)
end
end
if ScriptSettings.POSTPROCESSING.LIGHTWEIGHT_REPLACEMENT then
require 'src/render_postprocessing'
elseif ScriptSettings.LINEAR_COLOR_SPACE.ENABLED or ScriptSettings.LINEAR_COLOR_SPACE.DEV_MODE then
-- WeatherFX can convert linear to sRGB automatically, but it wouldn’t take our GammaFixBrightnessOffset into
-- account, and will just use the basic `pow(X, 1/2.2)` conversion too.
require 'src/render_linear'
end
function script.frameBegin(dt)
-- Update audio (for now, just rain)
ApplyAudio(dt)
end
-- To stop script from reloading with resolution changes, adding a subscription to the event
ac.onResolutionChange(function (newSize, makingScreenshot)
ac.log('Resolution change', newSize, makingScreenshot)
-- Instead of manually disposing all created textures, the idea is to clear out all the tables
-- containing those and then run garbage collector and let CSP clean things up automatically
for _, v in ipairs(OnResolutionChange) do v() end
collectgarbage('collect')
end)