For clouds, use a RNG seed that only changes every 10 minutes.
This allows multi-process deploymentes to keep their clouds in sync.
This commit is contained in:
@@ -59,6 +59,11 @@ void mt_init(mt *mt, unsigned int seed)
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mt->index = MT_N+1;
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}
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void mt_init_time_10(mt *mt)
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{
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mt_init(mt, (unsigned int) time(NULL) / 600);
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}
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unsigned int mt_rand32(mt *mt)
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{
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unsigned int i, y;
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@@ -47,6 +47,13 @@ typedef struct {unsigned int array[MT_N]; int index; } mt;
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*/
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void mt_init(mt *mt, unsigned int seed);
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/**
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* Initialize a new MT state with a seed that only
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* changes every 10 minutes. Used to synchronize
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* multi-process deployments.
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*/
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void mt_init_time_10(mt *mt);
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/**
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* Generate a new 32-bit random number based on the given MT state.
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*/
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@@ -46,7 +46,7 @@ class CloudShaderGeometry : public osg::Drawable
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const static unsigned int USR_ATTR_1 = 10;
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const static unsigned int USR_ATTR_2 = 11;
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const static unsigned int USR_ATTR_3 = 12;
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const static unsigned int USR_ATTR_3 = 12;
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CloudShaderGeometry()
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{
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@@ -194,7 +194,10 @@ SGCloudLayer::SGCloudLayer( const string &tex_path ) :
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->getWhiteTexture(),
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osg::StateAttribute::ON);
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rootSet->setDataVariance(osg::Object::DYNAMIC);
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// Ensure repeatability of the random seed within 10 minutes,
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// to keep multi-computer systems in sync.
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sg_srandom_time_10();
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base = osg::Vec2(sg_random(), sg_random());
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group_top->addChild(layer_transform.get());
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group_bottom->addChild(layer_transform.get());
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@@ -40,7 +40,6 @@
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#include <simgear/compiler.h>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/props.hxx>
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#include <simgear/scene/model/model.hxx>
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@@ -73,6 +72,10 @@ float SGNewCloud::sprite_density = 1.0;
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SGNewCloud::SGNewCloud(const SGPath &texture_root, const SGPropertyNode *cld_def)
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{
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// Set up a RNG that is repeatable within 10 minutes to ensure that clouds
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// are synced up in multi-process deployments.
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mt_init_time_10(&seed);
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min_width = cld_def->getFloatValue("min-cloud-width-m", 500.0);
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max_width = cld_def->getFloatValue("max-cloud-width-m", min_width*2);
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min_height = cld_def->getFloatValue("min-cloud-height-m", 400.0);
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@@ -132,7 +135,7 @@ SGNewCloud::~SGNewCloud() {
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#if 0
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// return a random number between -n/2 and n/2, tending to 0
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static float Rnd(float n) {
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return n * (-0.5f + (sg_random() + sg_random()) / 2.0f);
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return n * (-0.5f + (mt_rand(&seed) + mt_rand(&seed)) / 2.0f);
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}
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#endif
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@@ -143,17 +146,17 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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// Determine how big this specific cloud instance is. Note that we subtract
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// the sprite size because the width/height is used to define the limits of
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// the center of the sprites, not their edges.
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float width = min_width + sg_random() * (max_width - min_width) - min_sprite_width;
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float height = min_height + sg_random() * (max_height - min_height) - min_sprite_height;
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float width = min_width + mt_rand(&seed) * (max_width - min_width) - min_sprite_width;
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float height = min_height + mt_rand(&seed) * (max_height - min_height) - min_sprite_height;
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if (width < 0.0) { width = 0.0; }
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if (height < 0.0) { height = 0.0; }
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// Determine appropriate shading factors
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float top_factor = min_top_lighting_factor + sg_random() * (max_top_lighting_factor - min_top_lighting_factor);
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float middle_factor = min_middle_lighting_factor + sg_random() * (max_middle_lighting_factor - min_middle_lighting_factor);
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float bottom_factor = min_bottom_lighting_factor + sg_random() * (max_bottom_lighting_factor - min_bottom_lighting_factor);
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float shade_factor = min_shade_lighting_factor + sg_random() * (max_shade_lighting_factor - min_shade_lighting_factor);
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float top_factor = min_top_lighting_factor + mt_rand(&seed) * (max_top_lighting_factor - min_top_lighting_factor);
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float middle_factor = min_middle_lighting_factor + mt_rand(&seed) * (max_middle_lighting_factor - min_middle_lighting_factor);
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float bottom_factor = min_bottom_lighting_factor + mt_rand(&seed) * (max_bottom_lighting_factor - min_bottom_lighting_factor);
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float shade_factor = min_shade_lighting_factor + mt_rand(&seed) * (max_shade_lighting_factor - min_shade_lighting_factor);
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//printf("Cloud: %2f, %2f, %2f, %2f\n", top_factor, middle_factor, bottom_factor, shade_factor);
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@@ -173,7 +176,7 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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float cull_distance_squared = min_sprite_height * min_sprite_height * 0.1f;
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// The number of sprites we actually use is a function of the (user-controlled) density
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int n_sprites = num_sprites * sprite_density * (0.5f + sg_random());
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int n_sprites = num_sprites * sprite_density * (0.5f + mt_rand(&seed));
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for (int i = 0; i < n_sprites; i++)
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{
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@@ -191,16 +194,16 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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y = 0;
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z = height * 0.5;
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} else {
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float theta = sg_random() * SGD_2PI;
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float elev = sg_random() * SGD_PI;
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float theta = mt_rand(&seed) * SGD_2PI;
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float elev = mt_rand(&seed) * SGD_PI;
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x = width * cos(theta) * 0.5f * sin(elev);
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y = width * sin(theta) * 0.5f * sin(elev);
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z = height * cos(elev) * 0.5f + height * 0.5f;
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}
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// Determine the height and width
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float sprite_width = min_sprite_width + sg_random() * (max_sprite_width - min_sprite_width);
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float sprite_height = min_sprite_height + sg_random() * (max_sprite_height - min_sprite_height);
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float sprite_width = min_sprite_width + mt_rand(&seed) * (max_sprite_width - min_sprite_width);
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float sprite_height = min_sprite_height + mt_rand(&seed) * (max_sprite_height - min_sprite_height);
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// Sprites are never taller than square.
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if (sprite_height > sprite_width )
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@@ -223,10 +226,10 @@ osg::ref_ptr<EffectGeode> SGNewCloud::genCloud() {
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}
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// Determine the sprite texture indexes.
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int index_x = (int) floor(sg_random() * num_textures_x);
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int index_x = (int) floor(mt_rand(&seed) * num_textures_x);
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if (index_x >= num_textures_x) { index_x = num_textures_x - 1; }
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int index_y = (int) floor(sg_random() * num_textures_y);
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int index_y = (int) floor(mt_rand(&seed) * num_textures_y);
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if (height_map_texture) {
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// The y index depends on the position of the sprite within the cloud.
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@@ -28,6 +28,7 @@
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#include <vector>
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#include <osg/Fog>
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#include <simgear/math/sg_random.h>
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#include <simgear/scene/material/Effect.hxx>
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#include <simgear/scene/material/EffectGeode.hxx>
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@@ -100,6 +101,9 @@ private:
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osg::Geometry* quad;
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osg::ref_ptr<simgear::Effect> effect;
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static float sprite_density;
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// RNG seed for this cloud
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mt seed;
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osg::Geometry* createOrthQuad(float w, float h, int varieties_x, int varieties_y);
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};
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@@ -29,7 +29,6 @@
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#include "cloudfield.hxx"
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#include "newcloud.hxx"
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#include <simgear/math/sg_random.h>
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#include <simgear/scene/util/RenderConstants.hxx>
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#include <simgear/scene/util/OsgMath.hxx>
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#include <simgear/sg_inlines.h>
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@@ -68,6 +67,10 @@ SGSky::SGSky( void ) {
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pre_transform = new osg::Group;
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_ephTransform = new osg::MatrixTransform;
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// Set up a RNG that is repeatable within 10 minutes to ensure that clouds
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// are synced up in multi-process deployments.
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mt_init_time_10(&seed);
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}
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@@ -373,11 +376,11 @@ void SGSky::modify_vis( float alt, float time_factor ) {
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if ( ratio < 1.0 ) {
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if ( ! in_puff ) {
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// calc chance of entering cloud puff
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double rnd = sg_random();
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double rnd = mt_rand(&seed);
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double chance = rnd * rnd * rnd;
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if ( chance > 0.95 /* * (diff - 25) / 50.0 */ ) {
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in_puff = true;
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puff_length = sg_random() * 2.0; // up to 2 seconds
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puff_length = mt_rand(&seed) * 2.0; // up to 2 seconds
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puff_progression = 0.0;
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}
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}
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@@ -34,6 +34,7 @@
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#endif
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#include <simgear/compiler.h>
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#include <simgear/math/sg_random.h>
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#include <simgear/misc/sg_path.hxx>
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#include <simgear/props/props.hxx>
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@@ -250,6 +251,9 @@ private:
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// 3D cloud density
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double clouds_3d_density;
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// RNG seed
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mt seed;
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public:
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