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authorDave Parks <davep@lindenlab.com>2023-02-07 12:59:38 -0600
committerDave Parks <davep@lindenlab.com>2023-02-07 12:59:38 -0600
commit055883beb5709dfb4814c8c5e90ea326abc07724 (patch)
tree82629fb9048136f538fdf9681d0d0795f01dd80f
parent8926242d096ac9975efab4426a23161f8717edcb (diff)
SL-18780 Turn down contribution of cloud shadow to reflection probe ambiance and make the value a debug setting.
-rw-r--r--indra/llinventory/llsettingssky.cpp5
-rw-r--r--indra/llinventory/llsettingssky.h2
-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/llreflectionmapmanager.cpp4
-rw-r--r--indra/newview/llsettingsvo.cpp3
5 files changed, 20 insertions, 5 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index 4004793ffd..c976307936 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -1437,12 +1437,13 @@ F32 LLSettingsSky::getReflectionProbeAmbiance() const
return mSettings[SETTING_REFLECTION_PROBE_AMBIANCE].asReal();
}
-F32 LLSettingsSky::getTotalReflectionProbeAmbiance() const
+F32 LLSettingsSky::getTotalReflectionProbeAmbiance(F32 cloud_shadow_scale) const
{
// feed cloud shadow back into reflection probe ambiance to mimic pre-reflection-probe behavior
// without brightening dark/interior spaces
F32 probe_ambiance = getReflectionProbeAmbiance();
- probe_ambiance += (1.f - probe_ambiance) * getCloudShadow()*0.5f;
+
+ probe_ambiance += (1.f - probe_ambiance) * getCloudShadow()*cloud_shadow_scale;
return probe_ambiance;
}
diff --git a/indra/llinventory/llsettingssky.h b/indra/llinventory/llsettingssky.h
index b17b32ebb1..7ae569dd4c 100644
--- a/indra/llinventory/llsettingssky.h
+++ b/indra/llinventory/llsettingssky.h
@@ -137,7 +137,7 @@ public:
F32 getReflectionProbeAmbiance() const;
// get the probe ambiance setting to use for rendering (adjusted by cloud shadow, aka cloud coverage)
- F32 getTotalReflectionProbeAmbiance() const;
+ F32 getTotalReflectionProbeAmbiance(F32 cloud_shadow_scale) const;
// Return first (only) profile layer represented in LLSD
LLSD getRayleighConfig() const;
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index bbf04a6889..304932dd1a 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8828,6 +8828,17 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>RenderCloudShadowAmbianceFactor</key>
+ <map>
+ <key>Comment</key>
+ <string>Amount that cloud shadow (aka cloud coverage) contributes to reflection probe ambiance</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>F32</string>
+ <key>Value</key>
+ <real>0.1</real>
+ </map>
<key>RenderComplexityColorMin</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp
index 4fd10b85ad..04bce58114 100644
--- a/indra/newview/llreflectionmapmanager.cpp
+++ b/indra/newview/llreflectionmapmanager.cpp
@@ -780,7 +780,9 @@ void LLReflectionMapManager::updateUniforms()
LLEnvironment& environment = LLEnvironment::instance();
LLSettingsSky::ptr_t psky = environment.getCurrentSky();
- F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance();
+ static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f);
+ F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance(cloud_shadow_scale);
+
F32 ambscale = gCubeSnapshot && !isRadiancePass() ? 0.f : 1.f;
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index c3aaac3ede..1752b2494f 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -733,7 +733,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(sunDiffuse));
shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(moonDiffuse));
- shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance());
+ static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f);
+ shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance(cloud_shadow_scale));
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0);
shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor());