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Draw volumetric clouds, their shadows, a volumetric fog and catalogue stars from a new weather system in the GL 4.6 renderer
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@@ -67,6 +67,12 @@ world_environment::compute_weather() const {
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Global.AirTemperature > 1 ? "rain:" :
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"snow:";
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if( Global.Overcast > 1.f ) {
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// a described weather may say what falls, whatever the temperature
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if( auto const kind { m_weather.precipitation_override() } ) {
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Global.Weather = ( *kind == precipitation_type::snow ? "snow:" : "rain:" );
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}
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}
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Global.fTurbidity = Global.Overcast <= 0.10 ? 3 :
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Global.Overcast <= 0.20 ? 4 :
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@@ -87,6 +93,8 @@ world_environment::init() {
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m_moon.init();
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m_stars.init();
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m_clouds.Init();
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// the weather of the scenery, or the one made from its overcast and fog range, before anything reads them
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m_weather.init();
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m_precipitation.init();
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{
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auto const rainsoundoverride { simulation::Sound_overrides.find( "weather.rainsound:" ) };
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@@ -105,6 +113,8 @@ world_environment::init() {
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void
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world_environment::update() {
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// the clouds move with the wind, a change of the weather goes on; the overcast and fog range follow a described weather
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m_weather.update( Timer::GetDeltaTime(), Global.pCamera.Pos );
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// move celestial bodies...
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m_sun.update();
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m_moon.update();
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