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authorRider Linden <rider@lindenlab.com>2017-09-29 16:46:39 -0700
committerRider Linden <rider@lindenlab.com>2017-09-29 16:46:39 -0700
commit23916be3dac32beebb17e0b9336b34176265783d (patch)
tree466780dfffa2be5eb6579acc0d87693c75a83635
parentb8541cddccaa86e90ed9b072b620dcd4ba1acd20 (diff)
Moon is showing, sun still not working.
-rw-r--r--indra/newview/llenvironment.cpp28
-rw-r--r--indra/newview/llenvironment.h7
-rw-r--r--indra/newview/llsettingssky.cpp34
-rw-r--r--indra/newview/llsettingssky.h55
-rw-r--r--indra/newview/llvosky.cpp416
-rw-r--r--indra/newview/llvosky.h34
-rw-r--r--indra/newview/llwaterparammanager.cpp2
7 files changed, 314 insertions, 262 deletions
diff --git a/indra/newview/llenvironment.cpp b/indra/newview/llenvironment.cpp
index ceba7fda88..4192da450e 100644
--- a/indra/newview/llenvironment.cpp
+++ b/indra/newview/llenvironment.cpp
@@ -85,7 +85,7 @@ void LLEnvironment::update(const LLViewerCamera * cam)
// mAnimator.update(mCurParams);
// }
- LLVector3 lightdir = mCurrentSky->getLightDirection();
+ //LLVector3 lightdir = mCurrentSky->getLightDirection();
// update the shaders and the menu
F32 camYaw = cam->getYaw();
@@ -95,7 +95,7 @@ void LLEnvironment::update(const LLViewerCamera * cam)
// *TODO: potential optimization - this block may only need to be
// executed some of the time. For example for water shaders only.
{
- LLVector3 lightNorm3(mCurrentSky->getLightDirection());
+ LLVector3 lightNorm3( getLightDirection() );
lightNorm3 *= LLQuaternion(-(camYaw + SUN_DELTA_YAW), LLVector3(0.f, 1.f, 0.f));
mRotatedLight = LLVector4(lightNorm3, 0.f);
@@ -125,16 +125,6 @@ void LLEnvironment::updateCloudScroll()
LLVector2 cloud_delta = static_cast<F32>(delta_t)* (mCurrentSky->getCloudScrollRate() - LLVector2(10.0, 10.0)) / 100.0;
mCloudScrollDelta += cloud_delta;
-// {
-// LLVector2 v2(mCurrentSky->getCloudScrollRate());
-// static F32 xoffset(0.f);
-// static F32 yoffset(0.f);
-//
-// xoffset += F32(delta_t * (v2[0] - 10.f) / 100.f);
-// yoffset += F32(delta_t * (v2[1] - 10.f) / 100.f);
-//
-// LL_WARNS("RIDER") << "offset " << mCloudScrollDelta << " vs (" << xoffset << ", " << yoffset << ")" << LL_ENDL;
-// }
}
@@ -223,24 +213,12 @@ void LLEnvironment::updateShaderUniforms(LLGLSLShader *shader)
else if (shader->mShaderGroup == LLGLSLShader::SG_SKY)
{
stop_glerror();
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mCurrentSky->getLightDirectionClamped().mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, getClampedLightDirection().mV);
stop_glerror();
}
shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, getSceneLightStrength());
-// {
-// LLVector4 cloud_scroll(mCloudScroll[0], mCloudScroll[1], 0.0, 0.0);
-// // val.mV[0] = F32(i->second[0].asReal()) + mCloudScrollXOffset;
-// // val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset;
-// // val.mV[2] = (F32)i->second[2].asReal();
-// // val.mV[3] = (F32)i->second[3].asReal();
-//
-// stop_glerror();
-// shader->uniform4fv(LLSettingsSky::SETTING_CLOUD_POS_DENSITY1, 1, cloud_scroll.mV);
-// stop_glerror();
-// }
-
}
//--------------------------------------------------------------------------
diff --git a/indra/newview/llenvironment.h b/indra/newview/llenvironment.h
index 0e8f39b4bf..a1bdf2c38c 100644
--- a/indra/newview/llenvironment.h
+++ b/indra/newview/llenvironment.h
@@ -48,8 +48,6 @@ public:
void update(const LLViewerCamera * cam);
- LLVector4 getRotatedLightDir() const { return mRotatedLight; }
-
void updateGLVariablesForSettings(LLGLSLShader *shader, const LLSettingsBase::ptr_t &psetting);
void updateShaderUniforms(LLGLSLShader *shader);
@@ -63,6 +61,9 @@ public:
inline F32 getSceneLightStrength() const { return mSceneLightStrength; }
inline void setSceneLightStrength(F32 light_strength) { mSceneLightStrength = light_strength; }
+ inline LLVector4 getLightDirection() const { return LLVector4(mCurrentSky->getLightDirection(), 0.0f); }
+ inline LLVector4 getClampedLightDirection() const { return LLVector4(mCurrentSky->getClampedLightDirection(), 0.0f); }
+ inline LLVector4 getRotatedLight() const { return mRotatedLight; }
private:
static const F32 SUN_DELTA_YAW;
@@ -70,7 +71,6 @@ private:
typedef std::map<std::string, LLSettingsSky::ptr_t> NamedSkyMap_t;
typedef std::map<LLUUID, LLSettingsSky::ptr_t> AssetSkyMap_t;
- LLVector4 mRotatedLight;
LLVector2 mCloudScrollDelta; // cumulative cloud delta
LLSettingsSky::ptr_t mCurrentSky;
@@ -79,6 +79,7 @@ private:
AssetSkyMap_t mSkysById;
F32 mSceneLightStrength;
+ LLVector4 mRotatedLight;
void addSky(const LLUUID &id, const LLSettingsSky::ptr_t &sky);
void removeSky(const std::string &name);
diff --git a/indra/newview/llsettingssky.cpp b/indra/newview/llsettingssky.cpp
index 191ca2d2ec..d4d9172a75 100644
--- a/indra/newview/llsettingssky.cpp
+++ b/indra/newview/llsettingssky.cpp
@@ -43,7 +43,7 @@
//=========================================================================
namespace
{
- const LLVector3 DUE_EAST(-1.0f, 0.0f, 0.0);
+ const LLVector3 DUE_EAST(0.0f, 0.0f, 1.0);
LLTrace::BlockTimerStatHandle FTM_BLEND_ENVIRONMENT("Blending Environment Params");
LLTrace::BlockTimerStatHandle FTM_UPDATE_ENVIRONMENT("Update Environment Params");
@@ -52,6 +52,8 @@ namespace
}
+const F32 LLSettingsSky::DOME_OFFSET(0.96f);
+const F32 LLSettingsSky::DOME_RADIUS(15000.f);
//=========================================================================
const std::string LLSettingsSky::SETTING_AMBIENT("ambient");
@@ -226,7 +228,7 @@ LLSettingsSky::ptr_t LLSettingsSky::buildFromLegacyPreset(const std::string &nam
F32 altitude = oldsettings[SETTING_LEGACY_SUN_ANGLE].asReal();
LLQuaternion sunquat = ::body_position_from_angles(azimuth, altitude);
- LLQuaternion moonquat = ~sunquat;
+ LLQuaternion moonquat = ::body_position_from_angles(azimuth + F_PI, -altitude);
newsettings[SETTING_SUN_ROTATION] = sunquat.getValue();
newsettings[SETTING_MOON_ROTATION] = moonquat.getValue();
@@ -302,8 +304,8 @@ LLSD LLSettingsSky::defaults()
dfltsetting[SETTING_BLOOM_TEXTUREID] = LLUUID::null;
dfltsetting[SETTING_CLOUD_TEXTUREID] = LLUUID::null;
- dfltsetting[SETTING_MOON_TEXTUREID] = IMG_SUN; // gMoonTextureID; // These two are returned by the login... wow!
- dfltsetting[SETTING_SUN_TEXUTUREID] = IMG_MOON; // gSunTextureID;
+ dfltsetting[SETTING_MOON_TEXTUREID] = IMG_MOON; // gMoonTextureID; // These two are returned by the login... wow!
+ dfltsetting[SETTING_SUN_TEXUTUREID] = IMG_SUN; // gSunTextureID;
return dfltsetting;
}
@@ -327,6 +329,12 @@ void LLSettingsSky::calculateHeavnlyBodyPositions()
mMoonDirection = DUE_EAST * getMoonRotation();
mMoonDirection.normalize();
+ { // set direction (in CRF) and don't allow overriding
+ LLVector3 crf_sunDirection(mSunDirection.mV[2], mSunDirection.mV[0], mSunDirection.mV[1]);
+
+ gSky.setSunDirection(crf_sunDirection, LLVector3(0, 0, 0));
+ gSky.setOverrideSun(TRUE);
+ }
// is the normal from the sun or the moon
if (mSunDirection.mV[1] >= 0.0)
@@ -338,7 +346,7 @@ void LLSettingsSky::calculateHeavnlyBodyPositions()
// clamp v1 to 0 so sun never points up and causes weirdness on some machines
LLVector3 vec(mSunDirection);
vec.mV[1] = 0.0;
- vec.normVec();
+ vec.normalize();
mLightDirection = vec;
}
else
@@ -348,16 +356,18 @@ void LLSettingsSky::calculateHeavnlyBodyPositions()
// calculate the clamp lightnorm for sky (to prevent ugly banding in sky
// when haze goes below the horizon
- mLightDirectionClamped = mSunDirection;
+ mClampedLightDirection = mLightDirection;
- if (mLightDirectionClamped.mV[1] < -0.1f)
+ if (mClampedLightDirection.mV[1] < -0.1f)
{
- mLightDirectionClamped.mV[1] = -0.1f;
+ mClampedLightDirection.mV[1] = -0.1f;
+ mClampedLightDirection.normalize();
}
}
void LLSettingsSky::calculateLightSettings()
{
+#if 0
LLColor3 vary_HazeColor;
LLColor3 vary_SunlightColor;
LLColor3 vary_AmbientColor;
@@ -461,7 +471,7 @@ void LLSettingsSky::calculateLightSettings()
mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
mFadeColor.setAlpha(1);
-
+#endif
}
LLSettingsSky::parammapping_t LLSettingsSky::getParameterMap() const
@@ -495,7 +505,7 @@ void LLSettingsSky::applySpecial(void *ptarget)
{
LLGLSLShader *shader = (LLGLSLShader *)ptarget;
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mLightDirectionClamped.mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mClampedLightDirection.mV);
shader->uniform4f(LLShaderMgr::GAMMA, getGama(), 0.0, 0.0, 1.0);
@@ -529,8 +539,8 @@ namespace
{
LLQuaternion body_position_from_angles(F32 azimuth, F32 altitude)
{
- static const LLVector3 VECT_ZENITH(0.f, 0.f, 1.f);
- static const LLVector3 VECT_NORTHSOUTH(0.f, 1.f, 0.f);
+ static const LLVector3 VECT_ZENITH(0.f, 1.f, 0.f);
+ static const LLVector3 VECT_NORTHSOUTH(1.f, 0.f, 0.f);
// Azimuth is traditionally calculated from North, we are going from East.
LLQuaternion rot_azi;
diff --git a/indra/newview/llsettingssky.h b/indra/newview/llsettingssky.h
index f6d1087442..0274661643 100644
--- a/indra/newview/llsettingssky.h
+++ b/indra/newview/llsettingssky.h
@@ -151,12 +151,14 @@ public:
F32 getDomeOffset() const
{
- return mSettings[SETTING_DOME_OFFSET].asReal();
+ return DOME_OFFSET;
+ //return mSettings[SETTING_DOME_OFFSET].asReal();
}
F32 getDomeRadius() const
{
- return mSettings[SETTING_DOME_RADIUS].asReal();
+ return DOME_RADIUS;
+ //return mSettings[SETTING_DOME_RADIUS].asReal();
}
F32 getGama() const
@@ -219,7 +221,6 @@ public:
return mSettings[SETTING_SUN_TEXUTUREID].asUUID();
}
-
// Internal/calculated settings
LLVector3 getLightDirection() const
{
@@ -227,6 +228,32 @@ public:
return mLightDirection;
};
+ LLVector3 getClampedLightDirection() const
+ {
+ update();
+ return mClampedLightDirection;
+ };
+
+ LLVector3 getSunDirection() const
+ {
+ update();
+ return mSunDirection;
+ }
+
+ LLVector3 getMoonDirection() const
+ {
+ update();
+ return mMoonDirection;
+ }
+
+
+#if 0
+ LLVector3 getLightDirection() const
+ {
+ update();
+ return mLightDirection;
+ };
+
LLVector3 getLightDirectionClamped() const
{
update();
@@ -280,6 +307,7 @@ public:
update();
return mFadeColor;
}
+#endif
protected:
LLSettingsSky();
@@ -299,15 +327,18 @@ private:
LLVector3 mSunDirection;
LLVector3 mMoonDirection;
LLVector3 mLightDirection;
- LLVector3 mLightDirectionClamped;
-
- LLColor3 mSunDiffuse;
- LLColor3 mSunAmbient;
- LLColor3 mMoonDiffuse;
- LLColor3 mMoonAmbient;
-
- LLColor4 mTotalAmbient;
- LLColor4 mFadeColor;
+ LLVector3 mClampedLightDirection;
+
+ static const F32 DOME_RADIUS;
+ static const F32 DOME_OFFSET;
+
+// LLColor3 mSunDiffuse;
+// LLColor3 mSunAmbient;
+// LLColor3 mMoonDiffuse;
+// LLColor3 mMoonAmbient;
+//
+// LLColor4 mTotalAmbient;
+// LLColor4 mFadeColor;
typedef std::map<std::string, S32> mapNameToUniformId_t;
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index dc6e6e9e45..71abad79b6 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -331,24 +331,24 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
mBumpSunDir(0.f, 0.f, 1.f)
{
/// WL PARAMS
- dome_radius = 1.f;
- dome_offset_ratio = 0.f;
- sunlight_color = LLColor3();
- ambient = LLColor3();
- gamma = 1.f;
- lightnorm = LLVector4();
- blue_density = LLColor3();
- blue_horizon = LLColor3();
- haze_density = 0.f;
- haze_horizon = 1.f;
- density_multiplier = 0.f;
- max_y = 0.f;
- glow = LLColor3();
- cloud_shadow = 0.f;
- cloud_color = LLColor3();
- cloud_scale = 0.f;
- cloud_pos_density1 = LLColor3();
- cloud_pos_density2 = LLColor3();
+// dome_radius = 1.f;
+// dome_offset_ratio = 0.f;
+// sunlight_color = LLColor3();
+// ambient = LLColor3();
+// gamma = 1.f;
+// lightnorm = LLVector4();
+// blue_density = LLColor3();
+// blue_horizon = LLColor3();
+// haze_density = 0.f;
+// haze_horizon = 1.f;
+// density_multiplier = 0.f;
+// max_y = 0.f;
+// glow = LLColor3();
+// cloud_shadow = 0.f;
+// cloud_color = LLColor3();
+// cloud_scale = 0.f;
+// cloud_pos_density1 = LLColor3();
+// cloud_pos_density2 = LLColor3();
mInitialized = FALSE;
mbCanSelect = FALSE;
@@ -369,11 +369,12 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
mEarthCenter = LLVector3(mCameraPosAgent.mV[0], mCameraPosAgent.mV[1], -EARTH_RADIUS);
// *LAPRAS
- mSunDefaultPosition = LLEnvironment::instance().getCurrentSky()->getLightNormal();
+ mSunDefaultPosition = LLEnvironment::instance().getCurrentSky()->getSunDirection();
if (gSavedSettings.getBOOL("SkyOverrideSimSunPosition"))
{
- initSunDirection(mSunDefaultPosition, LLVector3(0, 0, 0));
+
+ initSunDirection(LLVector3(mSunDefaultPosition.mV[2], mSunDefaultPosition.mV[0], mSunDefaultPosition.mV[1]), LLVector3(0, 0, 0));
}
mAmbientScale = gSavedSettings.getF32("SkyAmbientScale");
mNightColorShift = gSavedSettings.getColor3("SkyNightColorShift");
@@ -569,33 +570,35 @@ void LLVOSky::initAtmospherics(void)
// *LAPRAS
// uniform parameters for convenience
- LLSettingsSky::ptr_t sky = LLEnvironment::instance().getCurrentSky();
-
- dome_radius = sky->getDomeRadius();
- dome_offset_ratio = sky->getDomeOffset();
- sunlight_color = sky->getSunlightColor();
- ambient = sky->getAmbientColor();
- gamma = sky->getGama();
- blue_density = sky->getBlueDensity();
- blue_horizon = sky->getBlueHorizon();
- haze_density = sky->getHazeDensity();
- haze_horizon = sky->getHazeHorizon();
- density_multiplier = sky->getDensityMultiplier();
- max_y = sky->getMaxY();
- glow = sky->getGlow();
- cloud_shadow = sky->getCloudShadow();
- cloud_color = sky->getCloudColor();
- cloud_scale = sky->getCloudScale();
- cloud_pos_density1 = sky->getCloudPosDensity1();
- cloud_pos_density2 = sky->getCloudPosDensity2();
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
+// dome_radius = psky->getDomeRadius();
+// dome_offset_ratio = psky->getDomeOffset();
+// sunlight_color = psky->getSunlightColor();
+// ambient = psky->getAmbientColor();
+// gamma = psky->getGama();
+// blue_density = psky->getBlueDensity();
+// blue_horizon = psky->getBlueHorizon();
+// haze_density = psky->getHazeDensity();
+// haze_horizon = psky->getHazeHorizon();
+// density_multiplier = psky->getDensityMultiplier();
+// max_y = psky->getMaxY();
+// glow = psky->getGlow();
+// cloud_shadow = psky->getCloudShadow();
+// cloud_color = psky->getCloudColor();
+// cloud_scale = psky->getCloudScale();
+// cloud_pos_density1 = psky->getCloudPosDensity1();
+// cloud_pos_density2 = psky->getCloudPosDensity2();
// light norm is different. We need the sun's direction, not the light direction
// which could be from the moon. And we need to clamp it
// just like for the gpu
- LLVector3 sunDir = gSky.getSunDirection();
+// LLVector3 sunDir = gSky.getSunDirection();
+ LLVector3 sunDir = psky->getSunDirection();
// CFR_TO_OGL
- lightnorm = LLVector4(sunDir.mV[1], sunDir.mV[2], sunDir.mV[0], 0);
+// lightnorm = LLVector4(sunDir.mV[1], sunDir.mV[2], sunDir.mV[0], 0);
+ lightnorm = LLVector4(sunDir, 0);
unclamped_lightnorm = lightnorm;
if(lightnorm.mV[1] < -0.1f)
{
@@ -676,6 +679,11 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
LLVector2 vary_HorizontalProjection[2])
{
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
+ LLColor3 blue_density = psky->getBlueDensity();
+ F32 max_y = psky->getMaxY();
+
// project the direction ray onto the sky dome.
F32 phi = acos(Pn[1]);
F32 sinA = sin(F_PI - phi);
@@ -684,7 +692,8 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
sinA = 0.01f;
}
- F32 Plen = dome_radius * sin(F_PI + phi + asin(dome_offset_ratio * sinA)) / sinA;
+// F32 Plen = dome_radius * sin(F_PI + phi + asin(dome_offset_ratio * sinA)) / sinA;
+ F32 Plen = psky->getDomeRadius() * sin(F_PI + phi + asin(psky->getDomeOffset() * sinA)) / sinA;
Pn *= Plen;
@@ -705,7 +714,14 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
Pn /= Plen;
// Initialize temp variables
- LLColor3 sunlight = sunlight_color;
+ LLColor3 sunlight = psky->getSunlightColor();
+ LLColor3 ambient = psky->getAmbientColor();
+ LLColor3 blue_horizon = psky->getBlueHorizon();
+ F32 haze_density = psky->getHazeDensity();
+ F32 haze_horizon = psky->getHazeHorizon();
+ F32 density_multiplier = psky->getDensityMultiplier();
+ LLColor3 glow = psky->getGlow();
+ F32 cloud_shadow = psky->getCloudShadow();
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -766,7 +782,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
// Final atmosphere additive
componentMultBy(vary_HazeColor, LLColor3::white - temp1);
- sunlight = sunlight_color;
+ sunlight = psky->getSunlightColor();
temp2.mV[1] = llmax(0.f, lightnorm[1] * 2.f);
temp2.mV[1] = 1.f / temp2.mV[1];
componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
@@ -807,8 +823,10 @@ LLColor3 LLVOSky::calcSkyColorWLFrag(LLVector3 & Pn, LLColor3 & vary_HazeColor,
LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
LLVector2 vary_HorizontalProjection[2])
{
- LLColor3 res;
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+ F32 gamma = psky->getGama();
+ LLColor3 res;
LLColor3 color0 = vary_HazeColor;
if (!gPipeline.canUseWindLightShaders())
@@ -874,6 +892,7 @@ LLColor3 LLVOSky::createAmbientFromWL(LLColor3 ambient, LLColor3 sundiffuse, LLC
void LLVOSky::calcAtmospherics(void)
{
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
initAtmospherics();
LLColor3 vary_HazeColor;
@@ -881,7 +900,16 @@ void LLVOSky::calcAtmospherics(void)
LLColor3 vary_AmbientColor;
{
// Initialize temp variables
- LLColor3 sunlight = sunlight_color;
+ LLColor3 sunlight = psky->getSunlightColor();
+ LLColor3 ambient = psky->getAmbientColor();
+ F32 gamma = psky->getGama();
+ LLColor3 blue_density = psky->getBlueDensity();
+ LLColor3 blue_horizon = psky->getBlueHorizon();
+ F32 haze_density = psky->getHazeDensity();
+ F32 haze_horizon = psky->getHazeHorizon();
+ F32 density_multiplier = psky->getDensityMultiplier();
+ F32 max_y = psky->getMaxY();
+ F32 cloud_shadow = psky->getCloudShadow();
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -1210,6 +1238,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
}
mCameraPosAgent = drawable->getPositionAgent();
+
mEarthCenter.mV[0] = mCameraPosAgent.mV[0];
mEarthCenter.mV[1] = mCameraPosAgent.mV[1];
@@ -1808,152 +1837,155 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
LLFace *face = mFace[FACE_REFLECTION];
- if (!face->getVertexBuffer() || quads*4 != face->getGeomCount())
- {
- face->setSize(quads * 4, quads * 6);
- LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
- buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
- face->setIndicesIndex(0);
- face->setGeomIndex(0);
- face->setVertexBuffer(buff);
- }
-
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> texCoordsp;
- LLStrider<U16> indicesp;
- S32 index_offset;
-
- index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
- if (-1 == index_offset)
- {
- return;
- }
-
- LLColor3 hb_col3 = HB.getInterpColor();
- hb_col3.clamp();
- const LLColor4 hb_col = LLColor4(hb_col3);
-
- const F32 min_attenuation = 0.4f;
- const F32 max_attenuation = 0.7f;
- const F32 attenuation = min_attenuation
- + cos_angle_of_view * (max_attenuation - min_attenuation);
-
- LLColor4 hb_refl_col = (1-attenuation) * hb_col + attenuation * mFogColor;
- face->setFaceColor(hb_refl_col);
-
- LLVector3 v_far[2];
- v_far[0] = v_refl_corner[1];
- v_far[1] = v_refl_corner[3];
-
- if(dt_clip > 0)
- {
- if (dt_clip >= 1)
- {
- for (S32 vtx = 0; vtx < 4; ++vtx)
- {
- F32 ratio = far_clip / v_refl_corner[vtx].length();
- *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent;
- }
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
- face->mCenterAgent = draw_pos;
- }
- else
- {
- F32 ratio = far_clip / v_refl_corner[1].length();
- v_sprite_corner[1] = v_refl_corner[1] * ratio;
-
- ratio = far_clip / v_refl_corner[3].length();
- v_sprite_corner[3] = v_refl_corner[3] * ratio;
-
- v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0];
- v_refl_corner[3] = (1 - dt_clip) * v_refl_corner[3] + dt_clip * v_refl_corner[2];
- v_sprite_corner[0] = v_refl_corner[1];
- v_sprite_corner[2] = v_refl_corner[3];
-
- for (S32 vtx = 0; vtx < 4; ++vtx)
- {
- *(verticesp++) = v_sprite_corner[vtx] + mCameraPosAgent;
- }
-
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_sprite_corner[1] + v_refl_corner[2] + v_sprite_corner[3]);
- face->mCenterAgent = draw_pos;
- }
-
- *(texCoordsp++) = TEX0tt;
- *(texCoordsp++) = TEX0t;
- *(texCoordsp++) = TEX1tt;
- *(texCoordsp++) = TEX1t;
-
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 1;
-
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 3;
-
- index_offset += 4;
- }
-
- if (dt_clip < 1)
- {
- if (dt_clip <= 0)
- {
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
- face->mCenterAgent = draw_pos;
- }
-
- const F32 raws_inv = 1.f/raws;
- const F32 cols_inv = 1.f/cols;
- LLVector3 left = v_refl_corner[0] - v_refl_corner[1];
- LLVector3 right = v_refl_corner[2] - v_refl_corner[3];
- left *= raws_inv;
- right *= raws_inv;
-
- F32 dt_raw = dt;
-
- for (S32 raw = 0; raw < raws; ++raw)
- {
- F32 dt_v0 = raw * raws_inv;
- F32 dt_v1 = (raw + 1) * raws_inv;
- const LLVector3 BL = v_refl_corner[1] + (F32)raw * left;
- const LLVector3 BR = v_refl_corner[3] + (F32)raw * right;
- const LLVector3 EL = BL + left;
- const LLVector3 ER = BR + right;
- dt_v0 = dt_raw;
- dt_raw = dt_v1 = dtReflection(EL, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir);
- for (S32 col = 0; col < cols; ++col)
- {
- F32 dt_h0 = col * cols_inv;
- *(verticesp++) = (1 - dt_h0) * EL + dt_h0 * ER + mCameraPosAgent;
- *(verticesp++) = (1 - dt_h0) * BL + dt_h0 * BR + mCameraPosAgent;
- F32 dt_h1 = (col + 1) * cols_inv;
- *(verticesp++) = (1 - dt_h1) * EL + dt_h1 * ER + mCameraPosAgent;
- *(verticesp++) = (1 - dt_h1) * BL + dt_h1 * BR + mCameraPosAgent;
-
- *(texCoordsp++) = LLVector2(dt_h0, dt_v1);
- *(texCoordsp++) = LLVector2(dt_h0, dt_v0);
- *(texCoordsp++) = LLVector2(dt_h1, dt_v1);
- *(texCoordsp++) = LLVector2(dt_h1, dt_v0);
-
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 1;
-
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 3;
-
- index_offset += 4;
- }
- }
- }
-
- face->getVertexBuffer()->flush();
+ if (face)
+ {
+ if (!face->getVertexBuffer() || quads * 4 != face->getGeomCount())
+ {
+ face->setSize(quads * 4, quads * 6);
+ LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
+ buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
+ face->setIndicesIndex(0);
+ face->setGeomIndex(0);
+ face->setVertexBuffer(buff);
+ }
+
+ LLStrider<LLVector3> verticesp;
+ LLStrider<LLVector3> normalsp;
+ LLStrider<LLVector2> texCoordsp;
+ LLStrider<U16> indicesp;
+ S32 index_offset;
+
+ index_offset = face->getGeometry(verticesp, normalsp, texCoordsp, indicesp);
+ if (-1 == index_offset)
+ {
+ return;
+ }
+
+ LLColor3 hb_col3 = HB.getInterpColor();
+ hb_col3.clamp();
+ const LLColor4 hb_col = LLColor4(hb_col3);
+
+ const F32 min_attenuation = 0.4f;
+ const F32 max_attenuation = 0.7f;
+ const F32 attenuation = min_attenuation
+ + cos_angle_of_view * (max_attenuation - min_attenuation);
+
+ LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * mFogColor;
+ face->setFaceColor(hb_refl_col);
+
+ LLVector3 v_far[2];
+ v_far[0] = v_refl_corner[1];
+ v_far[1] = v_refl_corner[3];
+
+ if (dt_clip > 0)
+ {
+ if (dt_clip >= 1)
+ {
+ for (S32 vtx = 0; vtx < 4; ++vtx)
+ {
+ F32 ratio = far_clip / v_refl_corner[vtx].length();
+ *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent;
+ }
+ const LLVector3 draw_pos = 0.25 *
+ (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
+ face->mCenterAgent = draw_pos;
+ }
+ else
+ {
+ F32 ratio = far_clip / v_refl_corner[1].length();
+ v_sprite_corner[1] = v_refl_corner[1] * ratio;
+
+ ratio = far_clip / v_refl_corner[3].length();
+ v_sprite_corner[3] = v_refl_corner[3] * ratio;
+
+ v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0];
+ v_refl_corner[3] = (1 - dt_clip) * v_refl_corner[3] + dt_clip * v_refl_corner[2];
+ v_sprite_corner[0] = v_refl_corner[1];
+ v_sprite_corner[2] = v_refl_corner[3];
+
+ for (S32 vtx = 0; vtx < 4; ++vtx)
+ {
+ *(verticesp++) = v_sprite_corner[vtx] + mCameraPosAgent;
+ }
+
+ const LLVector3 draw_pos = 0.25 *
+ (v_refl_corner[0] + v_sprite_corner[1] + v_refl_corner[2] + v_sprite_corner[3]);
+ face->mCenterAgent = draw_pos;
+ }
+
+ *(texCoordsp++) = TEX0tt;
+ *(texCoordsp++) = TEX0t;
+ *(texCoordsp++) = TEX1tt;
+ *(texCoordsp++) = TEX1t;
+
+ *indicesp++ = index_offset + 0;
+ *indicesp++ = index_offset + 2;
+ *indicesp++ = index_offset + 1;
+
+ *indicesp++ = index_offset + 1;
+ *indicesp++ = index_offset + 2;
+ *indicesp++ = index_offset + 3;
+
+ index_offset += 4;
+ }
+
+ if (dt_clip < 1)
+ {
+ if (dt_clip <= 0)
+ {
+ const LLVector3 draw_pos = 0.25 *
+ (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
+ face->mCenterAgent = draw_pos;
+ }
+
+ const F32 raws_inv = 1.f / raws;
+ const F32 cols_inv = 1.f / cols;
+ LLVector3 left = v_refl_corner[0] - v_refl_corner[1];
+ LLVector3 right = v_refl_corner[2] - v_refl_corner[3];
+ left *= raws_inv;
+ right *= raws_inv;
+
+ F32 dt_raw = dt;
+
+ for (S32 raw = 0; raw < raws; ++raw)
+ {
+ F32 dt_v0 = raw * raws_inv;
+ F32 dt_v1 = (raw + 1) * raws_inv;
+ const LLVector3 BL = v_refl_corner[1] + (F32)raw * left;
+ const LLVector3 BR = v_refl_corner[3] + (F32)raw * right;
+ const LLVector3 EL = BL + left;
+ const LLVector3 ER = BR + right;
+ dt_v0 = dt_raw;
+ dt_raw = dt_v1 = dtReflection(EL, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir);
+ for (S32 col = 0; col < cols; ++col)
+ {
+ F32 dt_h0 = col * cols_inv;
+ *(verticesp++) = (1 - dt_h0) * EL + dt_h0 * ER + mCameraPosAgent;
+ *(verticesp++) = (1 - dt_h0) * BL + dt_h0 * BR + mCameraPosAgent;
+ F32 dt_h1 = (col + 1) * cols_inv;
+ *(verticesp++) = (1 - dt_h1) * EL + dt_h1 * ER + mCameraPosAgent;
+ *(verticesp++) = (1 - dt_h1) * BL + dt_h1 * BR + mCameraPosAgent;
+
+ *(texCoordsp++) = LLVector2(dt_h0, dt_v1);
+ *(texCoordsp++) = LLVector2(dt_h0, dt_v0);
+ *(texCoordsp++) = LLVector2(dt_h1, dt_v1);
+ *(texCoordsp++) = LLVector2(dt_h1, dt_v0);
+
+ *indicesp++ = index_offset + 0;
+ *indicesp++ = index_offset + 2;
+ *indicesp++ = index_offset + 1;
+
+ *indicesp++ = index_offset + 1;
+ *indicesp++ = index_offset + 2;
+ *indicesp++ = index_offset + 3;
+
+ index_offset += 4;
+ }
+ }
+ }
+
+ face->getVertexBuffer()->flush();
+ }
}
diff --git a/indra/newview/llvosky.h b/indra/newview/llvosky.h
index c865e8701c..32b5a7eba8 100644
--- a/indra/newview/llvosky.h
+++ b/indra/newview/llvosky.h
@@ -381,25 +381,25 @@ class LLVOSky : public LLStaticViewerObject
{
public:
/// WL PARAMS
- F32 dome_radius;
- F32 dome_offset_ratio;
- LLColor3 sunlight_color;
- LLColor3 ambient;
- F32 gamma;
+// F32 dome_radius;
+// F32 dome_offset_ratio;
+// LLColor3 sunlight_color;
+// LLColor3 ambient;
+// F32 gamma;
LLVector4 lightnorm;
LLVector4 unclamped_lightnorm;
- LLColor3 blue_density;
- LLColor3 blue_horizon;
- F32 haze_density;
- F32 haze_horizon;
- F32 density_multiplier;
- F32 max_y;
- LLColor3 glow;
- F32 cloud_shadow;
- LLColor3 cloud_color;
- F32 cloud_scale;
- LLColor3 cloud_pos_density1;
- LLColor3 cloud_pos_density2;
+// LLColor3 blue_density;
+// LLColor3 blue_horizon;
+// F32 haze_density;
+// F32 haze_horizon;
+// F32 density_multiplier;
+// F32 max_y;
+// LLColor3 glow;
+// F32 cloud_shadow;
+// LLColor3 cloud_color;
+// F32 cloud_scale;
+// LLColor3 cloud_pos_density1;
+// LLColor3 cloud_pos_density2;
public:
void initAtmospherics(void);
diff --git a/indra/newview/llwaterparammanager.cpp b/indra/newview/llwaterparammanager.cpp
index 689296a53a..6d1bb43258 100644
--- a/indra/newview/llwaterparammanager.cpp
+++ b/indra/newview/llwaterparammanager.cpp
@@ -187,7 +187,7 @@ void LLWaterParamManager::updateShaderUniforms(LLGLSLShader * shader)
{
if (shader->mShaderGroup == LLGLSLShader::SG_WATER)
{
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLEnvironment::instance().getRotatedLightDir().mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, LLEnvironment::instance().getRotatedLight().mV);
shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, LLDrawPoolWater::sWaterFogColor.mV);
shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, mWaterPlane.mV);