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authorGraham Linden <graham@lindenlab.com>2019-08-27 12:49:18 -0700
committerGraham Linden <graham@lindenlab.com>2019-08-27 12:49:18 -0700
commitad26896a1086536cf47d3cb0041b0410aebf2119 (patch)
tree66cbe552b9ea2d9a0992df0a63ffceacc504b866 /indra/newview/llsettingsvo.cpp
parentb660db7324387e2fcc55312e2c4f05897ca2c0eb (diff)
SL-11055
Remedy cloud_shadow and hack halving being done twice to ambient in some cases (i.e. artificial dimunition of necessary bullshit factor).
Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r--indra/newview/llsettingsvo.cpp56
1 files changed, 24 insertions, 32 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 11bb732be8..bbee94287d 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -663,7 +663,7 @@ void LLSettingsVOSky::updateSettings()
gSky.setMoonScale(getMoonScale());
}
-void LLSettingsVOSky::applySpecial(void *ptarget)
+void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
{
LLGLSLShader *shader = (LLGLSLShader *)ptarget;
@@ -671,46 +671,38 @@ void LLSettingsVOSky::applySpecial(void *ptarget)
if (shader->mShaderGroup == LLGLSLShader::SG_DEFAULT)
{
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
- shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
+ shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
}
else if (shader->mShaderGroup == LLGLSLShader::SG_SKY)
{
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
- LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
- vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta());
- shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV);
+ LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
+ vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta());
+ shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV);
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLColor4 sunDiffuse = psky->getSunlightColor();
- LLColor4 moonDiffuse = psky->getMoonlightColor();
+ LLColor4 sunDiffuse = psky->getSunlightColor();
+ LLColor4 moonDiffuse = psky->getMoonlightColor();
- F32 max_color = llmax(sunDiffuse.mV[0], sunDiffuse.mV[1], sunDiffuse.mV[2]);
- if (max_color > 1.f)
- {
- sunDiffuse *= 1.f/max_color;
- }
- sunDiffuse.clamp();
-
- max_color = llmax(moonDiffuse.mV[0], moonDiffuse.mV[1], moonDiffuse.mV[2]);
- if (max_color > 1.f)
- {
- moonDiffuse *= 1.f/max_color;
- }
- moonDiffuse.clamp();
+ shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, sunDiffuse.mV);
+ shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, moonDiffuse.mV);
- shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, sunDiffuse.mV);
- shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, moonDiffuse.mV);
-
- LLColor4 cloud_color(psky->getCloudColor(), 1.0);
- shader->uniform4fv(LLShaderMgr::CLOUD_COLOR, 1, cloud_color.mV);
+ LLColor4 cloud_color(psky->getCloudColor(), 1.0);
+ shader->uniform4fv(LLShaderMgr::CLOUD_COLOR, 1, cloud_color.mV);
}
-
-
shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength);
+
+ LLColor4 ambient(getTotalAmbient());
+ shader->uniform4fv(LLShaderMgr::AMBIENT, 1, ambient.mV);
+
+ shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0);
+ shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor());
+ shader->uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, getDensityMultiplier());
+ shader->uniform1f(LLShaderMgr::DISTANCE_MULTIPLIER, getDistanceMultiplier());
F32 g = getGamma();
F32 display_gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
@@ -904,13 +896,13 @@ LLSD LLSettingsVOWater::convertToLegacy(const LLSettingsWater::ptr_t &pwater)
}
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
-void LLSettingsVOWater::applySpecial(void *ptarget)
+void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
{
LLGLSLShader *shader = (LLGLSLShader *)ptarget;
LLEnvironment& env = LLEnvironment::instance();
- if (shader->mShaderGroup == LLGLSLShader::SG_WATER)
+ if (force || (shader->mShaderGroup == LLGLSLShader::SG_WATER))
{
F32 water_height = env.getWaterHeight();