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wnsrc/lua/stormfox2/weathers/cloudrain.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

653 lines
24 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
local clamp,max,min,random = math.Clamp,math.max,math.min,math.random
-- Rain and cloud is nearly the same.
local cloudy = StormFox2.Weather.Add( "Cloud" )
local rain = StormFox2.Weather.Add( "Rain", "Cloud" )
-- cloudy.spawnable = true Cloud is not spawnable. Since it is a "default" when it is cloudy
rain.spawnable = true
rain.thunder = function(percent) -- The amount of strikes pr minute
return percent > 0.5 and random(10) > 5 and percent * 3 or 0
end
-- Cloud icon
do
-- Description
if CLIENT then
function cloudy:GetName(nTime, nTemp, nWind, bThunder, nFraction )
if StormFox2.Wind.GetBeaufort(nWind) >= 10 then
return language.GetPhrase('sf_weather.cloud.storm')
elseif bThunder then
return language.GetPhrase('sf_weather.cloud.thunder')
else
return language.GetPhrase('sf_weather.cloud')
end
end
else
function cloudy:GetName(nTime, nTemp, nWind, bThunder, nFraction )
if StormFox2.Wind.GetBeaufort(nWind) >= 10 then
return "Storm"
elseif bThunder then
return "Thunder"
else
return "Cloudy"
end
end
end
-- Icon
local m_def = Material("stormfox2/hud/w_cloudy.png")
local m_night = Material("stormfox2/hud/w_cloudy_night.png")
local m_windy = Material("stormfox2/hud/w_cloudy_windy.png")
local m_thunder = Material("stormfox2/hud/w_cloudy_thunder.png")
function cloudy.GetSymbol( nTime ) -- What the menu should show
return m_def
end
function cloudy.GetIcon( nTime, nTemp, nWind, bThunder, nFraction) -- What symbol the weather should show
local b_day = StormFox2.Time.IsDay(nTime)
local b_cold = nTemp < -2
local b_windy = StormFox2.Wind.GetBeaufort(nWind) >= 7
local b_H = nFraction > 0.5
if bThunder then
return m_thunder
elseif b_windy then
return m_windy
elseif b_H or b_day then
return m_def
else
return m_night
end
end
end
-- Rain icon
do
-- Description
if CLIENT then
function rain:GetName(nTime, nTemp, nWind, bThunder, nFraction )
if StormFox2.Wind.GetBeaufort(nWind) >= 10 then
return language.GetPhrase('sf_weather.cloud.storm'), 'Storm'
elseif bThunder then
return language.GetPhrase('sf_weather.cloud.thunder'), 'Thunder'
elseif nTemp > 0 then
return language.GetPhrase('sf_weather.rain'), 'Raining'
elseif nTemp > -2 then
return language.GetPhrase('sf_weather.rain.sleet'), 'Sleet'
else
return language.GetPhrase('sf_weather.rain.snow'), 'Snowing'
end
end
else
function rain:GetName(nTime, nTemp, nWind, bThunder, nFraction )
if StormFox2.Wind.GetBeaufort(nWind) >= 10 then
return 'Storm', 'Storm'
elseif bThunder then
return 'Thunder', 'Thunder'
elseif nTemp > 0 then
return 'Raining', 'Raining'
elseif nTemp > -2 then
return 'Sleet', 'Sleet'
else
return 'Snowing', 'Snowing'
end
end
end
-- Icon
local m_def = Material("stormfox2/hud/w_raining.png")
local m_def_light = Material("stormfox2/hud/w_raining_light.png")
local m_thunder = Material("stormfox2/hud/w_raining_thunder.png")
local m_windy = Material("stormfox2/hud/w_raining_windy.png")
local m_snow = Material("stormfox2/hud/w_snowing.png")
local m_sleet = Material("stormfox2/hud/w_sleet.png")
function rain.GetSymbol( nTime, nTemp ) -- What the menu should show
if nTemp < -4 then
return m_snow
end
return m_def
end
function rain.GetIcon( _, nTemp, nWind, bThunder, nFraction) -- What symbol the weather should show
local b_windy = StormFox2.Wind.GetBeaufort(nWind) >= 7
if bThunder then
return m_thunder
elseif b_windy and nTemp > -4 then
return m_windy
elseif nTemp > 0 then
if nFraction > 0.4 then
return m_def
else
return m_def_light
end
elseif nTemp <= -4 then
return m_snow
else
return m_sleet
end
end
function rain.LogicRelay()
if StormFox2.Temperature.Get() < -1 then
return "snow"
end
return "rain"
end
end
-- Sky and default weather variables
do
-- Day --
cloudy:SetSunStamp("topColor",Color(3.0, 2.9, 3.5), SF_SKY_DAY)
cloudy:SetSunStamp("bottomColor",Color(20, 25, 25), SF_SKY_DAY)
cloudy:SetSunStamp("duskColor",Color(3, 2.9, 3.5), SF_SKY_DAY)
cloudy:SetSunStamp("duskScale",1, SF_SKY_DAY)
cloudy:SetSunStamp("HDRScale",0.33, SF_SKY_DAY)
-- Night
cloudy:SetSunStamp("topColor",Color(0.4, 0.2, 0.54), SF_SKY_NIGHT)
cloudy:SetSunStamp("bottomColor",Color(2.25, 2.25,2.25),SF_SKY_NIGHT)
--cloudy:SetSunStamp("bottomColor",Color(14.3* 0.5,14.8* 0.5,15.2* 0.5), SF_SKY_NIGHT)
cloudy:SetSunStamp("duskColor",Color(.4, .2, .54), SF_SKY_NIGHT)
cloudy:SetSunStamp("duskScale",0, SF_SKY_NIGHT)
cloudy:SetSunStamp("HDRScale",0.1, SF_SKY_NIGHT)
-- Sunset/rise
cloudy:SetSunStamp("duskScale",0.26, SF_SKY_SUNSET)
cloudy:SetSunStamp("duskScale",0.26, SF_SKY_SUNRISE)
cloudy:Set("starFade",0)
cloudy:Set("mapDayLight",10)
cloudy:Set("skyVisibility",0)
cloudy:Set("clouds",1)
cloudy:Set("enableThunder", true)
rain:Set("mapDayLight",0)
local cDay, cNight = Color(20, 25, 25), Color(2.25, 2.25,2.25)
local n = 7
local cDayM, cNightM = Color(40 * 2, 50 * 2, 50 * 2), Color(2.25 * n, 2.25 * n,2.25 * n)
rain:Set("bottomColor",function(nStamp)
local temp = StormFox2.Temperature.Get()
if temp >= 0 then
return nStamp == SF_SKY_DAY and cDay or cNight
elseif temp <= -4 then
return nStamp == SF_SKY_DAY and cDayM or cNightM
end
local cRain = nStamp == SF_SKY_DAY and cDay or cNight
local cSnow = nStamp == SF_SKY_DAY and cDayM or cNightM
return StormFox2.Mixer.Blender(temp / 4 + 1, cSnow, cRain)
end)
--rain:SetSunStamp("fogEnd",800,SF_SKY_DAY)
--rain:SetSunStamp("fogEnd",800,SF_SKY_SUNRISE)
--rain:SetSunStamp("fogEnd",2000,SF_SKY_NIGHT)
--rain:SetSunStamp("fogEnd",2000,SF_SKY_BLUE_HOUR)
--rain:Set("fogDensity",1)
--rain:Set("fogStart",0)
rain:Set("fogDistance", function()
local wF = StormFox2.Wind.GetForce()
local temp = clamp(StormFox2.Temperature.Get() / 4 + 1,0,1)
if wF <= 0 then return 6000 end
local tempDist = 2000 + temp * 5200
local multi = max(0, 26 - temp * 8)
return max(tempDist - multi * wF,0)
end)
rain:Set("fogIndoorDistance", 5500)
-- rain:SetSunStamp("fogDistance",2000, SF_SKY_DAY)
-- rain:SetSunStamp("fogDistance",2500, SF_SKY_SUNSET)
-- rain:SetSunStamp("fogDistance",2000, SF_SKY_NIGHT)
-- rain:SetSunStamp("fogDistance",2500, SF_SKY_SUNRISE)
end
-- Window render
local rain_normal_material = Material("stormfox2/effects/window/rain_normal")
local rain_t = StormFox2.Terrain.Create("rain")
do
local raindrops = {}
local raindrops_mat = {(Material("stormfox2/effects/window/raindrop_normal")),(Material("stormfox2/effects/window/raindrop_normal2")),(Material("stormfox2/effects/window/raindrop_normal3"))}
local s = 2
rain:RenderWindowRefract64x64(function(w, h)
if StormFox2.Temperature.Get() < -1 then return false end
local QT = StormFox2.Client.GetQualityNumber()
local P = StormFox2.Weather.GetPercent()
-- Base
surface.SetDrawColor(Color(255,255,255,255 * P))
surface.SetMaterial(rain_normal_material)
local c = (-SysTime() / 1000) % 1
surface.DrawTexturedRectUV(0,0, w, h, 0, c, s, c + s )
-- Create raindrop
if #raindrops < math.Clamp(QT * 10, 5 ,65 * P) and random(100) <= 90 then
local s = random(6,10)
local x,y = random(s, w - s * 2), random(s, h * 0.8)
local sp = random(10, 50)
local lif = CurTime() + random(3,5)
local m = table.Random(raindrops_mat)
table.insert(raindrops, {x,y,s,m,sp,lif})
end
-- Render raindrop
local r = {}
for i,v in ipairs(raindrops) do
local lif = (v[6] - CurTime()) * 10
local a_n = h - v[2] - v[3]
local a = min(25.5,min(a_n,lif)) * 10
if a > 0 then
surface.SetMaterial(v[4])
surface.SetDrawColor(Color(255,255,255,a))
surface.DrawTexturedRect(v[1],v[2],v[3],v[3])
v[2] = v[2] + FrameTime() * v[5]
else
table.insert(r, i)
end
end
-- Remove raindrop
for i = #r,1,-1 do
table.remove(raindrops, r[i])
end
end)
-- Snow window
local mat = Material("stormfox2/effects/window/snow")
local mat2 = Material("stormfox2/effects/blizzard.png","noclamp")
local mat3 = Material("stormfox2/effects/rainstorm.png","noclamp")
local size = 0.5
local function RenderWindow(w, h)
if StormFox2.Temperature.Get() > -2 then
local wi = StormFox2.Wind.GetForce()
local P = StormFox2.Weather.GetPercent()
local lum = max(min(25 + StormFox2.Weather.GetLuminance(), 255),150)
if P * wi < 10 then return false end
-- Storm
local c = Color(lum,lum,lum,math.min(255, wi * 3))
surface.SetDrawColor(c)
surface.SetMaterial(mat3)
for i = 1, math.max(1, wi / 20) do
local cx = CurTime() * -1 % size
local cu = (CurTime() * -(4 + i)) % size
local fx = i / 3 + cx
surface.DrawTexturedRectUV(0,0,w,h, fx, cu, fx + size, size + cu)
end
else
local P = 1 - StormFox2.Weather.GetPercent()
local wi = StormFox2.Wind.GetForce()
local lum = max(min(25 + StormFox2.Weather.GetLuminance(), 255),150)
local c = Color(lum,lum,lum)
local oSF = StormFox2.Environment.GetOutSideFade()
if wi > 5 and oSF < 1 then
c.a = 255 - (oSF * 255)
surface.SetDrawColor(c)
surface.SetMaterial(mat2)
local cu = CurTime() * 3
for i = 1, wi / 20 do
local sz = (i * 3.333) % 3
local sx = i * 3 + (cu * 0.2) % sz
local sy = i * 5 + -cu % (sz * 0.5)
surface.DrawTexturedRectUV(0,0,w,h,sx,sy,sx + sz,sy + sz)
end
c.a = 255
end
surface.SetMaterial(mat)
surface.SetDrawColor(c)
surface.DrawTexturedRect(0,h * 0.12 * P,w,h)
end
end
rain:RenderWindow( RenderWindow )
end
-- Snow Terrain and footsteps
do
local snow = StormFox2.Terrain.Create("snow")
-- Make the snow terrain apply, if temp is low
rain:SetTerrain( function()
if SERVER then
StormFox2.Map.w_CallLogicRelay(rain.LogicRelay())
end
return (StormFox2.Data.GetFinal("Temp") or 0) < -3 and snow or rain_t
end)
-- Make the snow stay, until temp is high or it being replaced.
snow:LockUntil(function()
return StormFox2.Temperature.Get() > -2
end)
-- Footprints
snow:MakeFootprints(true,{
"stormfox2/footstep/footstep_snow0.mp3",
"stormfox2/footstep/footstep_snow1.mp3",
"stormfox2/footstep/footstep_snow2.mp3",
"stormfox2/footstep/footstep_snow3.mp3",
"stormfox2/footstep/footstep_snow4.mp3",
"stormfox2/footstep/footstep_snow5.mp3",
"stormfox2/footstep/footstep_snow6.mp3",
"stormfox2/footstep/footstep_snow7.mp3",
"stormfox2/footstep/footstep_snow8.mp3",
"stormfox2/footstep/footstep_snow9.mp3"
},"snow.step")
snow:SetGroundTexture("nature/snowfloor001a")
snow:AddTextureSwap("models/buggy/buggy001","stormfox2/textures/buggy001-snow")
snow:AddTextureSwap("models/vehicle/musclecar_col","stormfox2/textures/musclecar_col-snow")
-- Other snow textures
-- DOD
if IsMounted("dod") then
snow:AddTextureSwap("models/props_foliage/hedge_128", "models/props_foliage/hedgesnow_128")
snow:AddTextureSwap("models/props_fortifications/hedgehog", "models/props_fortifications/hedgehog_snow")
snow:AddTextureSwap("models/props_fortifications/sandbags", "models/props_fortifications/sandbags_snow")
snow:AddTextureSwap("models/props_fortifications/dragonsteeth", "models/props_fortifications/dragonsteeth_snow")
snow:AddTextureSwap("models/props_normandy/logpile", "models/props_normandy/logpile_snow")
snow:AddTextureSwap("models/props_urban/light_fixture01", "models/props_urban/light_fixture01_snow")
snow:AddTextureSwap("models/props_urban/light_streetlight01", "models/props_urban/light_streetlight01_snow")
snow:AddTextureSwap("models/props_urban/light_fixture01_on", "models/props_urban/light_fixture01_snow_on")
snow:AddTextureSwap("models/props_urban/light_streetlight01_on", "models/props_urban/light_streetlight01_snow_on")
end
-- TF2
if IsMounted("tf") then
snow:AddTextureSwap("models/props_foliage/shrub_03","models/props_foliage/shrub_03_snow")
snow:AddTextureSwap("models/props_swamp/shrub_03","models/props_foliage/shrub_03_snow")
snow:AddTextureSwap("models/props_foliage/shrub_03_skin2","models/props_foliage/shrub_03_snow")
snow:AddTextureSwap("models/props_foliage/grass_02","models/props_foliage/grass_02_snow")
snow:AddTextureSwap("models/props_foliage/grass_02_dark","models/props_foliage/grass_02_snow")
snow:AddTextureSwap("nature/blendgrassground001","nature/blendgrasstosnow001")
snow:AddTextureSwap("nature/blendgrassground002","nature/blendgrasstosnow001")
snow:AddTextureSwap("nature/blendgrassground007","nature/blendgrasstosnow001")
snow:AddTextureSwap("detail/detailsprites_2fort","detail/detailsprites_viaduct_event")
snow:AddTextureSwap("detail/detailsprites_dustbowl","detail/detailsprites_viaduct_event")
snow:AddTextureSwap("detail/detailsprites_trainyard","detail/detailsprites_viaduct_event")
snow:AddTextureSwap("models/props_farm/tree_leaves001","models/props_farm/tree_branches001")
snow:AddTextureSwap("models/props_foliage/tree_pine01","models/props_foliage/tree_pine01_snow")
for _,v in ipairs({"02","05","06","09","10","10a"}) do
snow:AddTextureSwap("models/props_forest/cliff_wall_" .. v,"models/props_forest/cliff_wall_" .. v .. "_snow")
end
snow:AddTextureSwap("models/props_island/island_tree_leaves02","models/props_island/island_tree_roots01")
snow:AddTextureSwap("models/props_forest/train_stop","models/props_forest/train_stop_snow")
end
end
-- Rain particles and sound
if CLIENT then
-- Sound
local rain_light = StormFox2.Ambience.CreateAmbienceSnd( "stormfox2/amb/rain_light.ogg", SF_AMB_OUTSIDE, 1 )
local rain_window = StormFox2.Ambience.CreateAmbienceSnd( "stormfox2/amb/rain_glass.ogg", SF_AMB_WINDOW, 0.1 )
local rain_outside = StormFox2.Ambience.CreateAmbienceSnd( "stormfox2/amb/rain_outside.ogg", SF_AMB_NEAR_OUTSIDE, 0.1 )
--local rain_underwater = StormFox2.Ambience.CreateAmbienceSnd( "", SF_AMB_UNDER_WATER, 0.1 ) Unused
local rain_watersurf = StormFox2.Ambience.CreateAmbienceSnd( "ambient/water/water_run1.wav", SF_AMB_UNDER_WATER_Z, 0.1 )
local rain_roof_wood = StormFox2.Ambience.CreateAmbienceSnd( "stormfox2/amb/rain_roof.ogg", SF_AMB_ROOF_WOOD, 0.1 )
local rain_roof_metal = StormFox2.Ambience.CreateAmbienceSnd( "stormfox2/amb/rain_roof_metal.ogg", SF_AMB_ROOF_METAL, 0.1 )
local rain_glass = StormFox2.Ambience.CreateAmbienceSnd( "stormfox2/amb/rain_glass.ogg", SF_AMB_ROOF_GLASS, 0.1 )
rain:AddAmbience( rain_light )
rain:AddAmbience( rain_window )
rain:AddAmbience( rain_outside )
rain:AddAmbience( rain_watersurf )
rain:AddAmbience( rain_roof_wood )
rain:AddAmbience( rain_roof_metal )
rain:AddAmbience( rain_glass )
-- Edit watersurf
rain_watersurf:SetFadeDistance(0,100)
rain_watersurf:SetVolume( 0.05 )
rain_watersurf:SetPlaybackRate(2)
-- Edit rain_glass
rain_roof_metal:SetFadeDistance(10,400)
rain_glass:SetFadeDistance(10, 400)
rain_window:SetFadeDistance(100, 200)
-- Edit rain_outside
rain_outside:SetFadeDistance(100, 200)
-- Materials
local m_rain = Material("stormfox2/raindrop.png")
local m_rain2 = Material("stormfox2/effects/raindrop-multi2.png")
local m_rain3 = Material("stormfox2/effects/raindrop-multi3.png")
local m_rain_multi = Material("stormfox2/effects/snow-multi.png","noclamp smooth")
local m_snow = Material("particle/snow")
local m_snow1 = Material("stormfox2/effects/snowflake1.png")
local m_snow2 = Material("stormfox2/effects/snowflake2.png")
local m_snow3 = Material("stormfox2/effects/snowflake3.png")
local t_snow = {m_snow1, m_snow2, m_snow3}
local m_snowmulti = Material("stormfox2/effects/snow-multi.png")
local m_snowmulti2 = Material("stormfox2/effects/snow-multi2.png")
-- Make the distant rain start higer up.
-- Update the rain templates every 10th second
function rain.TickSlow()
local W = StormFox2.Wind.GetForce()
local P = StormFox2.Weather.GetPercent() * (0.5 + W / 30)
local L = StormFox2.Weather.GetLuminance()
local T = StormFox2.Temperature.Get() + 2
local TL = StormFox2.Thunder.GetLight()
local TP = math.Clamp(T / 4,0,1)
rain_outside:SetVolume( P * TP )
rain_light:SetVolume( P * TP )
rain_window:SetVolume( P * 0.3 * TP )
rain_roof_wood:SetVolume( P * 0.3 * TP )
rain_roof_metal:SetVolume( P * 1 * TP )
rain_glass:SetVolume( P * 0.5 * TP )
local P = StormFox2.Weather.GetPercent()
local speed = 0.72 + 0.36 * P
StormFox2.Misc.rain_template:SetSpeed( speed )
StormFox2.Misc.rain_template_medium:SetSpeed( speed )
StormFox2.Misc.rain_template_medium:SetAlpha( L / 5)
end
-- Gets called every tick to add rain.
local multi_dis = 1200
local m2 = Material("particle/particle_smokegrenade1")
local tc = Color(150,150,150)
local snow_col = Color(255,255,255)
function rain.Think()
local P = StormFox2.Weather.GetPercent()
local L = StormFox2.Weather.GetLuminance()
local W = StormFox2.Wind.GetForce()
if StormFox2.DownFall.GetGravity() < 0 then return end -- Rain can't come from the ground.
local T = StormFox2.Temperature.Get() + 2
if T > 0 or T > random(-3, 0) then -- Spawn rain particles
-- Set alpha
local s = 1.22 + 1.56 * P
StormFox2.Misc.rain_template:SetSize( s , 5.22 + 7.56 * P)
StormFox2.Misc.rain_template:SetColor(tc)
StormFox2.Misc.rain_template:SetAlpha(min(100 + 15 * P + L,255))
StormFox2.Misc.rain_template_medium:SetAlpha(min(150 + 15 * P + L,255) /3)
StormFox2.Misc.rain_template_fog:SetAlpha( L )
local rain_distance = min(random(300,900), StormFox2.Fog.GetEnd())
-- Spawn rain particles
for _,v in ipairs( StormFox2.DownFall.SmartTemplate( StormFox2.Misc.rain_template, 10, 700, 10 + P * 900, 5, vNorm ) or {} ) do
v:SetSize( 1.22 + 1.56 * P * math.Rand(1,2), 5.22 + 7.56 * P )
end
-- Spawn distant rain
if P > 0.15 then
for _,v in ipairs( StormFox2.DownFall.SmartTemplate( StormFox2.Misc.rain_template_medium, 250, 1500, 10 + P * 300, 250, vNorm ) or {} ) do
local d = v:GetDistance()
if d < 700 then
if random()>0.5 then
v:SetMaterial( m_rain2 )
else
v:SetMaterial(m_rain3 )
end
v:SetSize( 250, 250 )
v:SetSpeed( v:GetSpeed() * math.Rand(1,2))
else
v:SetSize( 1.22 + 1.56 * P * math.Rand(1,3) * 10, 5.22 + 7.56 * P * 10 )
end
v:SetAlpha(min(15 + 4 * P + L,255) * 0.2)
end
end
if P > (0.7 - W * 0.4) and L > 5 then -- If it is too dark, make it invis
local max_fog = (90 + P * (20 + (W / 80) * 102)) * 0.5
for _,v in ipairs( StormFox2.DownFall.SmartTemplate( StormFox2.Misc.rain_template_fog, rain_distance, rain_distance * 2 , max_fog, 200, vNorm ) or {} ) do
local d = v:GetDistance()
if not d or d < 500 then
v:SetSize( 225, 500 )
else
v:SetSize( d * .45, d)
end
if random(0,1) >= 0.5 then
v:SetMaterial(m2)
end
end
end
else
-- Spawn snow particles
local force_multi = max(1, (W / 6))
local snow_distance = min(random(140,500), StormFox2.Fog.GetEnd())
local d = min(snow_distance / 500, 1)
local snow_size = math.Rand(3,5) * d * max(0.7,P)
local s = math.Rand(3,5) * d * max(0.7,P)
local snow_speed = 0.15 * force_multi
StormFox2.Misc.snow_template:SetSpeed( snow_speed )
local n = max(min(L * 3, 255), 150)
snow_col.r = n
snow_col.g = n
snow_col.b = n
StormFox2.Misc.snow_template:SetColor(snow_col)
StormFox2.Misc.snow_template_multi:SetColor(snow_col)
local max_normal = 40 * P * (50 - W)
if StormFox2.Environment.GetOutSideFade() < 0.9 then
max_normal = 40 * P
end
for _,v in ipairs( StormFox2.DownFall.SmartTemplate( StormFox2.Misc.snow_template, 20, snow_distance, max_normal, 5, vNorm ) or {} ) do
v:SetSize( s, s )
v:SetSpeed( math.Rand(1, 2) * snow_speed)
if snow_speed > 0.15 and random(snow_speed)> 0.15 then
v.hitType = SF_DOWNFALL_HIT_NIL
end
end
-- Spawn snow distant
if P > 0.15 then
local max_multi = 10 * (P - 0.15) * (70 - W)
if StormFox2.Environment.GetOutSideFade() < 0.9 then
max_normal = 10 * (P - 0.15)
end
local snow_distance = min(random(300,900), StormFox2.Fog.GetEnd())
local d = max(snow_distance / 900, 0.5)
local snow_size = math.Rand(0.5,1) * max(0.7,P) * 500 * d
local snow_speed = 0.15 * d * force_multi
StormFox2.Misc.snow_template:SetSpeed( mult_speed )
for _,v in ipairs( StormFox2.DownFall.SmartTemplate( StormFox2.Misc.snow_template_multi, 500, snow_distance / 1, max_multi, s, vNorm ) or {} ) do
v:SetSize( snow_size, snow_size )
v:SetSpeed( math.Rand(1, 2) * snow_speed)
v:SetRoll( math.Rand(0, 360))
if random(0,1) == 0 then
v:SetMaterial(m_snowmulti2)
end
end
end
local max_fog = (90 + P * (20 + (W / 80) * 102))
for _,v in ipairs( StormFox2.DownFall.SmartTemplate( StormFox2.Misc.rain_template_fog, snow_distance, snow_distance * 2 , max_fog, 200, vNorm ) or {} ) do
local d = v:GetDistance()
if not d or d < 500 then
v:SetSize( 225, 500 )
else
v:SetSize( d * .45, d)
end
if random(0,1) >= 0 then
v:SetMaterial(m2)
end
end
end
end
-- Render Filter (Screen filter, this is additive)
local blizard = Material("stormfox2/effects/blizzard.png", "noclamp")
local storm = Material("stormfox2/effects/rainstorm.png", "noclamp")
local sx,sy = 0,0
local rx,ry,rx2,ry2 = 0,0,0,0
--surface.SetDrawColor( Color(255,255,255,34 * a) )
--surface.SetMaterial( snowMulti )
--surface.DrawTexturedRectUV( 0, 0, ScrW(), ScrH() ,c2,0 + c,2 + c2,2 + c)
--surface.DrawTexturedRectUV( 0, 0, ScrW(), ScrH() ,-c2 + c4,0 + c3,1 - c2 + c4,1 + c3)
local up = Vector(0,0,1)
local function setMaterialRoll(mat, roll, u, v)
local matrix = Matrix()
local w = mat:Width()
local h = mat:Height()
matrix:SetAngles(Angle(0,roll,0))
matrix:Translate(Vector(u, v, 0))
mat:SetMatrix("$basetexturetransform", matrix)
end
function rain.DepthFilter(w, h, a)
a = (a - 0.50) * 2
if a <= 0 then return end
local windDir = (-StormFox2.Wind.GetNorm()):Angle()
local rainscale = (StormFox2.Temperature.Get() + 2) / 2
local ad = math.AngleDifference(StormFox2.Wind.GetYaw() + 180, StormFox2.util.GetCalcView().ang.y)
local ada = math.sin(math.rad(ad))
-- 0 = directly into the wind
-- 1 = directly to the side of the wind
-- 0 = not moving at all
-- 1 = max movment
local A = EyeAngles():Forward()
local B = windDir:Forward()
local D = math.abs(A:Dot(B))
local C = 1 - D
local P = StormFox2.Weather.GetPercent()
local W = math.min(1, StormFox2.Wind.GetForce() / 60)
local B2 = windDir:Right()
local D2 = (A:Dot(B2))
if rainscale > -1 then
local WP = math.min(1, P) -- 0 - 1 Wimdy
local wind_x = ada * -C * 4 * WP
local wind_y = -8 * math.max(0.5, WP)
local roll = (windDir.p - 270) * -D2 * 0.8
rx = (rx + FrameTime() * wind_x) % 1
ry = (ry + FrameTime() * wind_y) % 1
setMaterialRoll(storm, 180 - roll + 3, rx, ry)
surface.SetMaterial( storm )
surface.SetDrawColor( Color(255,255,255,154 * a * math.max(0.1, W) * WP * math.max(C,0)) )
local s,s2 = 1.7, 1.8
surface.DrawTexturedRectUV( 0, 0, ScrW(), ScrH(), 0, 0,0 + s, 0 + s)
-- surface.DrawTexturedRectUV( 0, 0, ScrW(), ScrH(), rx,ry, rx + s2,ry + s2)
elseif rainscale < 1 then
local WP = math.min(1, W)
local wind_x = ada * -C * 4 * WP
local wind_y = -8 * math.max(0.5, WP)
local roll = (windDir.p - 270) * -ada
sx = (sx + FrameTime() * wind_x) % 1
sy = (sy + FrameTime() * wind_y) % 1
setMaterialRoll(blizard, 180 - roll + 14, w / 2, h / 2)
surface.SetDrawColor( Color(255,255,255,144 * a * math.max(WP,0.1) * ((P) * 1.15) ) )
surface.SetMaterial( blizard )
surface.DrawTexturedRectUV( 0, 0, ScrW(), ScrH(), sx, sy, 2 + sx, 2 + sy)
surface.DrawTexturedRectUV( 0, 0, ScrW(), ScrH(), -sx, sy, 1 - sx, 1 + sy)
-- surface.SetDrawColor( Color(255,255,255,255 * a * WP * D ) )
-- surface.DrawTexturedRectUV( 0, 0, ScrW(), ScrH(), 0, 0, 1, 1)
-- surface.DrawTexturedRectUV( 0, 0, ScrW(), ScrH(), 0, 0, 0.6, 0.6)
end
--print(">",w,h,a)
end
-- Render water
local debri = Material("stormfox2/effects/terrain/snow_water")
rain.PreDrawTranslucentRenderables = function( a, b)
local f = 5 + StormFox2.Temperature.Get()
if f > 0 then return end
debri:SetFloat("$alpha",StormFox2.Weather.GetPercent() * 0.3 * math.Clamp(-f, 0, 1))
render.SetMaterial(debri)
StormFox2.Environment.DrawWaterOverlay( b )
end
end
-- 2D skyboxes
if SERVER then
local t_day, t_night, t_sunrise, t_sunset
t_day = {"sky_day03_02", "sky_day03_03", "sky_day03_04"}
t_sunrise = {"sky_day01_01"}
t_sunset = {"sky_day01_06"}
t_night = {"sky_day01_09"}
cloudy:SetSunStamp("skyBox",t_day, SF_SKY_DAY)
cloudy:SetSunStamp("skyBox",t_sunrise, SF_SKY_SUNRISE)
cloudy:SetSunStamp("skyBox",t_sunset, SF_SKY_SUNSET)
cloudy:SetSunStamp("skyBox",t_night, SF_SKY_NIGHT)
end