diff options
author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-04-29 07:43:28 +0300 |
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committer | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-04-29 07:56:09 +0300 |
commit | 1b68f71348ecf3983b76b40d7940da8377f049b7 (patch) | |
tree | 2974eddaef130a067c26033d60a59fc790365b3d /indra/newview/lllegacyatmospherics.cpp | |
parent | af4ea94efc1999f3b19fd8d643d0331f0b77e265 (diff) |
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
Diffstat (limited to 'indra/newview/lllegacyatmospherics.cpp')
-rw-r--r-- | indra/newview/lllegacyatmospherics.cpp | 654 |
1 files changed, 327 insertions, 327 deletions
diff --git a/indra/newview/lllegacyatmospherics.cpp b/indra/newview/lllegacyatmospherics.cpp index a34dafb19a..e5b681106a 100644 --- a/indra/newview/lllegacyatmospherics.cpp +++ b/indra/newview/lllegacyatmospherics.cpp @@ -1,25 +1,25 @@ -/** +/** * @file lllegacyatmospherics.cpp * @brief LLAtmospherics class implementation * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. - * + * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. - * + * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. - * + * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA - * + * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ @@ -53,57 +53,57 @@ class LLFastLn { public: - LLFastLn() - { - mTable[0] = 0; - for( S32 i = 1; i < 257; i++ ) - { - mTable[i] = log((F32)i); - } - } - - F32 ln( F32 x ) - { - const F32 OO_255 = 0.003921568627450980392156862745098f; - const F32 LN_255 = 5.5412635451584261462455391880218f; - - if( x < OO_255 ) - { - return log(x); - } - else - if( x < 1 ) - { - x *= 255.f; - S32 index = llfloor(x); - F32 t = x - index; - F32 low = mTable[index]; - F32 high = mTable[index + 1]; - return low + t * (high - low) - LN_255; - } - else - if( x <= 255 ) - { - S32 index = llfloor(x); - F32 t = x - index; - F32 low = mTable[index]; - F32 high = mTable[index + 1]; - return low + t * (high - low); - } - else - { - return log( x ); - } - } - - F32 pow( F32 x, F32 y ) - { - return (F32)LL_FAST_EXP(y * ln(x)); - } + LLFastLn() + { + mTable[0] = 0; + for( S32 i = 1; i < 257; i++ ) + { + mTable[i] = log((F32)i); + } + } + + F32 ln( F32 x ) + { + const F32 OO_255 = 0.003921568627450980392156862745098f; + const F32 LN_255 = 5.5412635451584261462455391880218f; + + if( x < OO_255 ) + { + return log(x); + } + else + if( x < 1 ) + { + x *= 255.f; + S32 index = llfloor(x); + F32 t = x - index; + F32 low = mTable[index]; + F32 high = mTable[index + 1]; + return low + t * (high - low) - LN_255; + } + else + if( x <= 255 ) + { + S32 index = llfloor(x); + F32 t = x - index; + F32 low = mTable[index]; + F32 high = mTable[index + 1]; + return low + t * (high - low); + } + else + { + return log( x ); + } + } + + F32 pow( F32 x, F32 y ) + { + return (F32)LL_FAST_EXP(y * ln(x)); + } private: - F32 mTable[257]; // index 0 is unused + F32 mTable[257]; // index 0 is unused }; static LLFastLn gFastLn; @@ -113,81 +113,81 @@ static LLFastLn gFastLn; inline F32 LLHaze::calcPhase(const F32 cos_theta) const { - const F32 g2 = mG * mG; - const F32 den = 1 + g2 - 2 * mG * cos_theta; - return (1 - g2) * gFastLn.pow(den, -1.5); + const F32 g2 = mG * mG; + const F32 den = 1 + g2 - 2 * mG * cos_theta; + return (1 - g2) * gFastLn.pow(den, -1.5); } inline void color_pow(LLColor3 &col, const F32 e) { - col.mV[0] = gFastLn.pow(col.mV[0], e); - col.mV[1] = gFastLn.pow(col.mV[1], e); - col.mV[2] = gFastLn.pow(col.mV[2], e); + col.mV[0] = gFastLn.pow(col.mV[0], e); + col.mV[1] = gFastLn.pow(col.mV[1], e); + col.mV[2] = gFastLn.pow(col.mV[2], e); } inline LLColor3 color_norm(const LLColor3 &col) { - const F32 m = color_max(col); - if (m > 1.f) - { - return 1.f/m * col; - } - else return col; + const F32 m = color_max(col); + if (m > 1.f) + { + return 1.f/m * col; + } + else return col; } inline void color_gamma_correct(LLColor3 &col) { - const F32 gamma_inv = 1.f/1.2f; - if (col.mV[0] != 0.f) - { - col.mV[0] = gFastLn.pow(col.mV[0], gamma_inv); - } - if (col.mV[1] != 0.f) - { - col.mV[1] = gFastLn.pow(col.mV[1], gamma_inv); - } - if (col.mV[2] != 0.f) - { - col.mV[2] = gFastLn.pow(col.mV[2], gamma_inv); - } + const F32 gamma_inv = 1.f/1.2f; + if (col.mV[0] != 0.f) + { + col.mV[0] = gFastLn.pow(col.mV[0], gamma_inv); + } + if (col.mV[1] != 0.f) + { + col.mV[1] = gFastLn.pow(col.mV[1], gamma_inv); + } + if (col.mV[2] != 0.f) + { + col.mV[2] = gFastLn.pow(col.mV[2], gamma_inv); + } } static LLColor3 calc_air_sca_sea_level() { - static LLColor3 WAVE_LEN(675, 520, 445); - static LLColor3 refr_ind = refr_ind_calc(WAVE_LEN); - static LLColor3 n21 = refr_ind * refr_ind - LLColor3(1, 1, 1); - static LLColor3 n4 = n21 * n21; - static LLColor3 wl2 = WAVE_LEN * WAVE_LEN * 1e-6f; - static LLColor3 wl4 = wl2 * wl2; - static LLColor3 mult_const = fsigma * 2.0f/ 3.0f * 1e24f * (F_PI * F_PI) * n4; - static F32 dens_div_N = F32( ATM_SEA_LEVEL_NDENS / Ndens2); - return dens_div_N * mult_const.divide(wl4); + static LLColor3 WAVE_LEN(675, 520, 445); + static LLColor3 refr_ind = refr_ind_calc(WAVE_LEN); + static LLColor3 n21 = refr_ind * refr_ind - LLColor3(1, 1, 1); + static LLColor3 n4 = n21 * n21; + static LLColor3 wl2 = WAVE_LEN * WAVE_LEN * 1e-6f; + static LLColor3 wl4 = wl2 * wl2; + static LLColor3 mult_const = fsigma * 2.0f/ 3.0f * 1e24f * (F_PI * F_PI) * n4; + static F32 dens_div_N = F32( ATM_SEA_LEVEL_NDENS / Ndens2); + return dens_div_N * mult_const.divide(wl4); } // static constants. LLColor3 const LLHaze::sAirScaSeaLevel = calc_air_sca_sea_level(); -F32 const LLHaze::sAirScaIntense = color_intens(LLHaze::sAirScaSeaLevel); +F32 const LLHaze::sAirScaIntense = color_intens(LLHaze::sAirScaSeaLevel); F32 const LLHaze::sAirScaAvg = LLHaze::sAirScaIntense / 3.f; /*************************************** - Atmospherics + Atmospherics ***************************************/ LLAtmospherics::LLAtmospherics() -: mCloudDensity(0.2f), - mWind(0.f), - mWorldScale(1.f) +: mCloudDensity(0.2f), + mWind(0.f), + mWorldScale(1.f) { - /// WL PARAMS - mInitialized = FALSE; - mAmbientScale = gSavedSettings.getF32("SkyAmbientScale"); - mNightColorShift = gSavedSettings.getColor3("SkyNightColorShift"); - mFogColor.mV[VRED] = mFogColor.mV[VGREEN] = mFogColor.mV[VBLUE] = 0.5f; - mFogColor.mV[VALPHA] = 0.0f; - mFogRatio = 1.2f; - mHazeConcentration = 0.f; - mInterpVal = 0.f; + /// WL PARAMS + mInitialized = FALSE; + mAmbientScale = gSavedSettings.getF32("SkyAmbientScale"); + mNightColorShift = gSavedSettings.getColor3("SkyNightColorShift"); + mFogColor.mV[VRED] = mFogColor.mV[VGREEN] = mFogColor.mV[VBLUE] = 0.5f; + mFogColor.mV[VALPHA] = 0.0f; + mFogRatio = 1.2f; + mHazeConcentration = 0.f; + mInterpVal = 0.f; } @@ -197,64 +197,64 @@ LLAtmospherics::~LLAtmospherics() void LLAtmospherics::init() { - const F32 haze_int = color_intens(mHaze.calcSigSca(0)); - mHazeConcentration = haze_int / (color_intens(mHaze.calcAirSca(0)) + haze_int); - mInitialized = true; + const F32 haze_int = color_intens(mHaze.calcSigSca(0)); + mHazeConcentration = haze_int / (color_intens(mHaze.calcAirSca(0)) + haze_int); + mInitialized = true; } // This cubemap is used as "environmentMap" in indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl LLColor4 LLAtmospherics::calcSkyColorInDir(const LLSettingsSky::ptr_t &psky, AtmosphericsVars& vars, const LLVector3 &dir, bool isShiny, bool low_end) { - const F32 sky_saturation = 0.25f; - const F32 land_saturation = 0.1f; - - if (isShiny && dir.mV[VZ] < -0.02f) - { - LLColor4 col; - LLColor3 desat_fog = LLColor3(mFogColor); - F32 brightness = desat_fog.brightness();// NOTE: Linear brightness! - // So that shiny somewhat shows up at night. - if (brightness < 0.15f) - { - brightness = 0.15f; - desat_fog = smear(0.15f); - } - F32 greyscale_sat = brightness * (1.0f - land_saturation); - desat_fog = desat_fog * land_saturation + smear(greyscale_sat); - if (low_end) - { - col = LLColor4(desat_fog, 0.f); - } - else - { - col = LLColor4(desat_fog * 0.5f, 0.f); - } - float x = 1.0f-fabsf(-0.1f-dir.mV[VZ]); - x *= x; - col.mV[0] *= x*x; - col.mV[1] *= powf(x, 2.5f); - col.mV[2] *= x*x*x; - return col; - } - - // undo OGL_TO_CFR_ROTATION and negate vertical direction. - LLVector3 Pn = LLVector3(-dir[1] , -dir[2], -dir[0]); - - //calculates hazeColor - calcSkyColorWLVert(psky, Pn, vars); - - if (isShiny) - { - F32 brightness = vars.hazeColor.brightness(); - F32 greyscale_sat = brightness * (1.0f - sky_saturation); - LLColor3 sky_color = vars.hazeColor * sky_saturation + smear(greyscale_sat); - //sky_color *= (0.5f + 0.5f * brightness); // SL-12574 EEP sky is being attenuated too much - return LLColor4(sky_color, 0.0f); - } - - LLColor3 sky_color = low_end ? vars.hazeColor * 2.0f : psky->gammaCorrect(vars.hazeColor * 2.0f, vars.gamma); - - return LLColor4(sky_color, 0.0f); + const F32 sky_saturation = 0.25f; + const F32 land_saturation = 0.1f; + + if (isShiny && dir.mV[VZ] < -0.02f) + { + LLColor4 col; + LLColor3 desat_fog = LLColor3(mFogColor); + F32 brightness = desat_fog.brightness();// NOTE: Linear brightness! + // So that shiny somewhat shows up at night. + if (brightness < 0.15f) + { + brightness = 0.15f; + desat_fog = smear(0.15f); + } + F32 greyscale_sat = brightness * (1.0f - land_saturation); + desat_fog = desat_fog * land_saturation + smear(greyscale_sat); + if (low_end) + { + col = LLColor4(desat_fog, 0.f); + } + else + { + col = LLColor4(desat_fog * 0.5f, 0.f); + } + float x = 1.0f-fabsf(-0.1f-dir.mV[VZ]); + x *= x; + col.mV[0] *= x*x; + col.mV[1] *= powf(x, 2.5f); + col.mV[2] *= x*x*x; + return col; + } + + // undo OGL_TO_CFR_ROTATION and negate vertical direction. + LLVector3 Pn = LLVector3(-dir[1] , -dir[2], -dir[0]); + + //calculates hazeColor + calcSkyColorWLVert(psky, Pn, vars); + + if (isShiny) + { + F32 brightness = vars.hazeColor.brightness(); + F32 greyscale_sat = brightness * (1.0f - sky_saturation); + LLColor3 sky_color = vars.hazeColor * sky_saturation + smear(greyscale_sat); + //sky_color *= (0.5f + 0.5f * brightness); // SL-12574 EEP sky is being attenuated too much + return LLColor4(sky_color, 0.0f); + } + + LLColor3 sky_color = low_end ? vars.hazeColor * 2.0f : psky->gammaCorrect(vars.hazeColor * 2.0f, vars.gamma); + + return LLColor4(sky_color, 0.0f); } // NOTE: Keep these in sync! @@ -272,55 +272,55 @@ void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVect F32 max_y = vars.max_y; LLVector4 sun_norm = vars.sun_norm; - // project the direction ray onto the sky dome. - F32 phi = acos(Pn[1]); - F32 sinA = sin(F_PI - phi); - if (fabsf(sinA) < 0.01f) - { //avoid division by zero - sinA = 0.01f; - } - - F32 Plen = vars.dome_radius * sin(F_PI + phi + asin(vars.dome_offset * sinA)) / sinA; - - Pn *= Plen; - - // Set altitude - if (Pn[1] > 0.f) - { - Pn *= (max_y / Pn[1]); - } - else - { - Pn *= (-32000.f / Pn[1]); - } - - Plen = Pn.length(); - Pn /= Plen; - - // Initialize temp variables - LLColor3 sunlight = vars.sunlight; + // project the direction ray onto the sky dome. + F32 phi = acos(Pn[1]); + F32 sinA = sin(F_PI - phi); + if (fabsf(sinA) < 0.01f) + { //avoid division by zero + sinA = 0.01f; + } + + F32 Plen = vars.dome_radius * sin(F_PI + phi + asin(vars.dome_offset * sinA)) / sinA; + + Pn *= Plen; + + // Set altitude + if (Pn[1] > 0.f) + { + Pn *= (max_y / Pn[1]); + } + else + { + Pn *= (-32000.f / Pn[1]); + } + + Plen = Pn.length(); + Pn /= Plen; + + // Initialize temp variables + LLColor3 sunlight = vars.sunlight; LLColor3 ambient = vars.ambient; - + LLColor3 glow = vars.glow; F32 cloud_shadow = vars.cloud_shadow; - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - LLColor3 light_atten = vars.light_atten; + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + LLColor3 light_atten = vars.light_atten; LLColor3 light_transmittance = psky->getLightTransmittanceFast(vars.total_density, vars.density_multiplier, Plen); (void)light_transmittance; // silence Clang warn-error - // Calculate relative weights - LLColor3 temp2(0.f, 0.f, 0.f); - LLColor3 temp1 = vars.total_density; + // Calculate relative weights + LLColor3 temp2(0.f, 0.f, 0.f); + LLColor3 temp1 = vars.total_density; - LLColor3 blue_weight = componentDiv(blue_density, temp1); - LLColor3 blue_factor = blue_horizon * blue_weight; - LLColor3 haze_weight = componentDiv(smear(haze_density), temp1); - LLColor3 haze_factor = haze_horizon * haze_weight; + LLColor3 blue_weight = componentDiv(blue_density, temp1); + LLColor3 blue_factor = blue_horizon * blue_weight; + LLColor3 haze_weight = componentDiv(smear(haze_density), temp1); + LLColor3 haze_factor = haze_horizon * haze_weight; - // Compute sunlight from P & lightnorm (for long rays like sky) + // Compute sunlight from P & lightnorm (for long rays like sky) temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, Pn[1]) * 1.0f + sun_norm.mV[1] ); temp2.mV[1] = 1.f / temp2.mV[1]; @@ -328,52 +328,52 @@ void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVect componentMultBy(sunlight, light_transmittance); // Distance - temp2.mV[2] = Plen * density_multiplier; + temp2.mV[2] = Plen * density_multiplier; // Transparency (-> temp1) - temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]); + temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]); - // Compute haze glow - temp2.mV[0] = Pn * LLVector3(sun_norm); + // Compute haze glow + temp2.mV[0] = Pn * LLVector3(sun_norm); - temp2.mV[0] = 1.f - temp2.mV[0]; - // temp2.x is 0 at the sun and increases away from sun - temp2.mV[0] = llmax(temp2.mV[0], .001f); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.mV[0] = 1.f - temp2.mV[0]; + // temp2.x is 0 at the sun and increases away from sun + temp2.mV[0] = llmax(temp2.mV[0], .001f); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.mV[0] *= glow.mV[0]; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.mV[0] *= glow.mV[0]; - temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function + temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function - // Add "minimum anti-solar illumination" - temp2.mV[0] += .25f; + // Add "minimum anti-solar illumination" + temp2.mV[0] += .25f; - // Haze color above cloud - vars.hazeColor = (blue_factor * (sunlight + ambient) + componentMult(haze_factor, sunlight * temp2.mV[0] + ambient)); + // Haze color above cloud + vars.hazeColor = (blue_factor * (sunlight + ambient) + componentMult(haze_factor, sunlight * temp2.mV[0] + ambient)); - // Increase ambient when there are more clouds - LLColor3 tmpAmbient = ambient + (LLColor3::white - ambient) * cloud_shadow * 0.5f; + // Increase ambient when there are more clouds + LLColor3 tmpAmbient = ambient + (LLColor3::white - ambient) * cloud_shadow * 0.5f; - // Dim sunlight by cloud shadow percentage - sunlight *= (1.f - cloud_shadow); + // Dim sunlight by cloud shadow percentage + sunlight *= (1.f - cloud_shadow); - // Haze color below cloud - vars.hazeColorBelowCloud = (blue_factor * (sunlight + tmpAmbient) + componentMult(haze_factor, sunlight * temp2.mV[0] + tmpAmbient)); + // Haze color below cloud + vars.hazeColorBelowCloud = (blue_factor * (sunlight + tmpAmbient) + componentMult(haze_factor, sunlight * temp2.mV[0] + tmpAmbient)); - // Final atmosphere additive - componentMultBy(vars.hazeColor, LLColor3::white - temp1); + // Final atmosphere additive + componentMultBy(vars.hazeColor, LLColor3::white - temp1); /* - // SL-12574 + // SL-12574 // Attenuate cloud color by atmosphere - temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds + temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds - // At horizon, blend high altitude sky color towards the darker color below the clouds - vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, LLColor3::white - componentSqrt(temp1)); + // At horizon, blend high altitude sky color towards the darker color below the clouds + vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, LLColor3::white - componentSqrt(temp1)); */ } @@ -381,44 +381,44 @@ void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in) { LLVector3 tosun = tosun_in; - if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG)) - { - return; - } + if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG)) + { + return; + } - LLColor4 target_fog(0.f, 0.2f, 0.5f, 0.f); + LLColor4 target_fog(0.f, 0.2f, 0.5f, 0.f); - const F32 water_height = gAgent.getRegion() ? gAgent.getRegion()->getWaterHeight() : 0.f; - // LLWorld::getInstance()->getWaterHeight(); - F32 camera_height = gAgentCamera.getCameraPositionAgent().mV[2]; + const F32 water_height = gAgent.getRegion() ? gAgent.getRegion()->getWaterHeight() : 0.f; + // LLWorld::getInstance()->getWaterHeight(); + F32 camera_height = gAgentCamera.getCameraPositionAgent().mV[2]; - F32 near_clip_height = LLViewerCamera::getInstance()->getAtAxis().mV[VZ] * LLViewerCamera::getInstance()->getNear(); - camera_height += near_clip_height; + F32 near_clip_height = LLViewerCamera::getInstance()->getAtAxis().mV[VZ] * LLViewerCamera::getInstance()->getNear(); + camera_height += near_clip_height; - F32 fog_distance = 0.f; - LLColor3 res_color[3]; + F32 fog_distance = 0.f; + LLColor3 res_color[3]; - LLColor3 sky_fog_color = LLColor3::white; - LLColor3 render_fog_color = LLColor3::white; + LLColor3 sky_fog_color = LLColor3::white; + LLColor3 render_fog_color = LLColor3::white; - const F32 tosun_z = tosun.mV[VZ]; - tosun.mV[VZ] = 0.f; - tosun.normalize(); - LLVector3 perp_tosun; - perp_tosun.mV[VX] = -tosun.mV[VY]; - perp_tosun.mV[VY] = tosun.mV[VX]; - LLVector3 tosun_45 = tosun + perp_tosun; - tosun_45.normalize(); + const F32 tosun_z = tosun.mV[VZ]; + tosun.mV[VZ] = 0.f; + tosun.normalize(); + LLVector3 perp_tosun; + perp_tosun.mV[VX] = -tosun.mV[VY]; + perp_tosun.mV[VY] = tosun.mV[VX]; + LLVector3 tosun_45 = tosun + perp_tosun; + tosun_45.normalize(); - F32 delta = 0.06f; - tosun.mV[VZ] = delta; - perp_tosun.mV[VZ] = delta; - tosun_45.mV[VZ] = delta; - tosun.normalize(); - perp_tosun.normalize(); - tosun_45.normalize(); + F32 delta = 0.06f; + tosun.mV[VZ] = delta; + perp_tosun.mV[VZ] = delta; + tosun_45.mV[VZ] = delta; + tosun.normalize(); + perp_tosun.normalize(); + tosun_45.normalize(); - // Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun. + // Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun. AtmosphericsVars vars; LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); @@ -451,75 +451,75 @@ void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in) res_color[1] = calcSkyColorInDir(psky, vars, perp_tosun); res_color[2] = calcSkyColorInDir(psky, vars, tosun_45); - sky_fog_color = color_norm(res_color[0] + res_color[1] + res_color[2]); + sky_fog_color = color_norm(res_color[0] + res_color[1] + res_color[2]); + + F32 full_off = -0.25f; + F32 full_on = 0.00f; + F32 on = (tosun_z - full_off) / (full_on - full_off); + on = llclamp(on, 0.01f, 1.f); + sky_fog_color *= 0.5f * on; - F32 full_off = -0.25f; - F32 full_on = 0.00f; - F32 on = (tosun_z - full_off) / (full_on - full_off); - on = llclamp(on, 0.01f, 1.f); - sky_fog_color *= 0.5f * on; + // We need to clamp these to non-zero, in order for the gamma correction to work. 0^y = ??? + S32 i; + for (i = 0; i < 3; i++) + { + sky_fog_color.mV[i] = llmax(0.0001f, sky_fog_color.mV[i]); + } - // We need to clamp these to non-zero, in order for the gamma correction to work. 0^y = ??? - S32 i; - for (i = 0; i < 3; i++) - { - sky_fog_color.mV[i] = llmax(0.0001f, sky_fog_color.mV[i]); - } + color_gamma_correct(sky_fog_color); - color_gamma_correct(sky_fog_color); + render_fog_color = sky_fog_color; - render_fog_color = sky_fog_color; + fog_distance = mFogRatio * distance; - fog_distance = mFogRatio * distance; - - if (camera_height > water_height) - { - LLColor4 fog(render_fog_color); - mGLFogCol = fog; - } - else - { + if (camera_height > water_height) + { + LLColor4 fog(render_fog_color); + mGLFogCol = fog; + } + else + { LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); - F32 depth = water_height - camera_height; - LLColor4 water_fog_color(pwater->getWaterFogColor()); + F32 depth = water_height - camera_height; + LLColor4 water_fog_color(pwater->getWaterFogColor()); - // adjust the color based on depth. We're doing linear approximations - float depth_scale = gSavedSettings.getF32("WaterGLFogDepthScale"); - float depth_modifier = 1.0f - llmin(llmax(depth / depth_scale, 0.01f), - gSavedSettings.getF32("WaterGLFogDepthFloor")); + // adjust the color based on depth. We're doing linear approximations + float depth_scale = gSavedSettings.getF32("WaterGLFogDepthScale"); + float depth_modifier = 1.0f - llmin(llmax(depth / depth_scale, 0.01f), + gSavedSettings.getF32("WaterGLFogDepthFloor")); - LLColor4 fogCol = water_fog_color * depth_modifier; - fogCol.setAlpha(1); + LLColor4 fogCol = water_fog_color * depth_modifier; + fogCol.setAlpha(1); - // set the gl fog color - mGLFogCol = fogCol; - } + // set the gl fog color + mGLFogCol = fogCol; + } - mFogColor = sky_fog_color; - mFogColor.setAlpha(1); + mFogColor = sky_fog_color; + mFogColor.setAlpha(1); - LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f; + LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f; - stop_glerror(); + stop_glerror(); } // Functions used a lot. F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply) { - F32 mv = color_max(col); - if (0 == mv) - { - return 0; - } - - col *= 1.f / mv; - color_pow(col, e); - if (postmultiply) - { - col *= mv; - } - return mv; + F32 mv = color_max(col); + if (0 == mv) + { + return 0; + } + + col *= 1.f / mv; + color_pow(col, e); + if (postmultiply) + { + col *= mv; + } + return mv; } // Returns angle (RADIANs) between the horizontal projection of "v" and the x_axis. @@ -527,31 +527,31 @@ F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply) // Returns 0.0f when "v" = +/- z_axis. F32 azimuth(const LLVector3 &v) { - F32 azimuth = 0.0f; - if (v.mV[VX] == 0.0f) - { - if (v.mV[VY] > 0.0f) - { - azimuth = F_PI * 0.5f; - } - else if (v.mV[VY] < 0.0f) - { - azimuth = F_PI * 1.5f;// 270.f; - } - } - else - { - azimuth = (F32) atan(v.mV[VY] / v.mV[VX]); - if (v.mV[VX] < 0.0f) - { - azimuth += F_PI; - } - else if (v.mV[VY] < 0.0f) - { - azimuth += F_PI * 2; - } - } - return azimuth; + F32 azimuth = 0.0f; + if (v.mV[VX] == 0.0f) + { + if (v.mV[VY] > 0.0f) + { + azimuth = F_PI * 0.5f; + } + else if (v.mV[VY] < 0.0f) + { + azimuth = F_PI * 1.5f;// 270.f; + } + } + else + { + azimuth = (F32) atan(v.mV[VY] / v.mV[VX]); + if (v.mV[VX] < 0.0f) + { + azimuth += F_PI; + } + else if (v.mV[VY] < 0.0f) + { + azimuth += F_PI * 2; + } + } + return azimuth; } bool operator==(const AtmosphericsVars& a, const AtmosphericsVars& b) |