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authorAnsariel <ansariel.hiller@phoenixviewer.com>2024-05-22 21:25:21 +0200
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-05-22 22:40:26 +0300
commite2e37cced861b98de8c1a7c9c0d3a50d2d90e433 (patch)
tree1bb897489ce524986f6196201c10ac0d8861aa5f /indra/newview/llvowlsky.cpp
parent069ea06848f766466f1a281144c82a0f2bd79f3a (diff)
Fix line endlings
Diffstat (limited to 'indra/newview/llvowlsky.cpp')
-rw-r--r--indra/newview/llvowlsky.cpp1162
1 files changed, 581 insertions, 581 deletions
diff --git a/indra/newview/llvowlsky.cpp b/indra/newview/llvowlsky.cpp
index 4c36055038..b5ee42f36c 100644
--- a/indra/newview/llvowlsky.cpp
+++ b/indra/newview/llvowlsky.cpp
@@ -1,581 +1,581 @@
-/**
- * @file llvowlsky.cpp
- * @brief LLVOWLSky class implementation
- *
- * $LicenseInfo:firstyear=2007&license=viewerlgpl$
- * 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
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "pipeline.h"
-
-#include "llvowlsky.h"
-#include "llsky.h"
-#include "lldrawpoolwlsky.h"
-#include "llface.h"
-#include "llviewercontrol.h"
-#include "llenvironment.h"
-#include "llsettingssky.h"
-
-constexpr U32 MIN_SKY_DETAIL = 8;
-constexpr U32 MAX_SKY_DETAIL = 180;
-
-inline U32 LLVOWLSky::getNumStacks(void)
-{
- return llmin(MAX_SKY_DETAIL, llmax(MIN_SKY_DETAIL, gSavedSettings.getU32("WLSkyDetail")));
-}
-
-inline U32 LLVOWLSky::getNumSlices(void)
-{
- return 2 * llmin(MAX_SKY_DETAIL, llmax(MIN_SKY_DETAIL, gSavedSettings.getU32("WLSkyDetail")));
-}
-
-inline U32 LLVOWLSky::getStripsNumVerts(void)
-{
- return (getNumStacks() - 1) * getNumSlices();
-}
-
-inline U32 LLVOWLSky::getStripsNumIndices(void)
-{
- return 2 * ((getNumStacks() - 2) * (getNumSlices() + 1)) + 1 ;
-}
-
-inline U32 LLVOWLSky::getStarsNumVerts(void)
-{
- return 1000;
-}
-
-inline U32 LLVOWLSky::getStarsNumIndices(void)
-{
- return 1000;
-}
-
-LLVOWLSky::LLVOWLSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
- : LLStaticViewerObject(id, pcode, regionp, true)
-{
- initStars();
-}
-
-void LLVOWLSky::idleUpdate(LLAgent &agent, const F64 &time)
-{
-
-}
-
-bool LLVOWLSky::isActive(void) const
-{
- return false;
-}
-
-LLDrawable * LLVOWLSky::createDrawable(LLPipeline * pipeline)
-{
- pipeline->allocDrawable(this);
-
- //LLDrawPoolWLSky *poolp = static_cast<LLDrawPoolWLSky *>(
- gPipeline.getPool(LLDrawPool::POOL_WL_SKY);
-
- mDrawable->setRenderType(LLPipeline::RENDER_TYPE_WL_SKY);
-
- return mDrawable;
-}
-
-// a tiny helper function for controlling the sky dome tesselation.
-inline F32 calcPhi(const U32 &i, const F32 &reciprocal_num_stacks)
-{
- // Calc: PI/8 * 1-((1-t^4)*(1-t^4)) { 0<t<1 }
- // Demos: \pi/8*\left(1-((1-x^{4})*(1-x^{4}))\right)\ \left\{0<x\le1\right\}
-
- // i should range from [0..SKY_STACKS] so t will range from [0.f .. 1.f]
- F32 t = float(i) * reciprocal_num_stacks; //SL-16127: remove: / float(getNumStacks());
-
- // ^4 the parameter of the tesselation to bias things toward 0 (the dome's apex)
- t *= t;
- t *= t;
-
- // invert and square the parameter of the tesselation to bias things toward 1 (the horizon)
- t = 1.f - t;
- t = t*t;
- t = 1.f - t;
-
- return (F_PI / 8.f) * t;
-}
-
-void LLVOWLSky::resetVertexBuffers()
-{
- mStripsVerts.clear();
- mStarsVerts = nullptr;
- mFsSkyVerts = nullptr;
-
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL);
-}
-
-void LLVOWLSky::cleanupGL()
-{
- mStripsVerts.clear();
- mStarsVerts = nullptr;
- mFsSkyVerts = nullptr;
-
- LLDrawPoolWLSky::cleanupGL();
-}
-
-void LLVOWLSky::restoreGL()
-{
- LLDrawPoolWLSky::restoreGL();
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL);
-}
-
-bool LLVOWLSky::updateGeometry(LLDrawable * drawable)
-{
- LL_PROFILE_ZONE_SCOPED;
- LLStrider<LLVector3> vertices;
- LLStrider<LLVector2> texCoords;
- LLStrider<U16> indices;
-
- if (mFsSkyVerts.isNull())
- {
- mFsSkyVerts = new LLVertexBuffer(LLDrawPoolWLSky::ADV_ATMO_SKY_VERTEX_DATA_MASK);
-
- if (!mFsSkyVerts->allocateBuffer(4, 6))
- {
- LL_WARNS() << "Failed to allocate Vertex Buffer on full screen sky update" << LL_ENDL;
- }
-
- bool success = mFsSkyVerts->getVertexStrider(vertices)
- && mFsSkyVerts->getTexCoord0Strider(texCoords)
- && mFsSkyVerts->getIndexStrider(indices);
-
- if(!success)
- {
- LL_ERRS() << "Failed updating WindLight fullscreen sky geometry." << LL_ENDL;
- }
-
- *vertices++ = LLVector3(-1.0f, -1.0f, 0.0f);
- *vertices++ = LLVector3( 1.0f, -1.0f, 0.0f);
- *vertices++ = LLVector3(-1.0f, 1.0f, 0.0f);
- *vertices++ = LLVector3( 1.0f, 1.0f, 0.0f);
-
- *texCoords++ = LLVector2(0.0f, 0.0f);
- *texCoords++ = LLVector2(1.0f, 0.0f);
- *texCoords++ = LLVector2(0.0f, 1.0f);
- *texCoords++ = LLVector2(1.0f, 1.0f);
-
- *indices++ = 0;
- *indices++ = 1;
- *indices++ = 2;
- *indices++ = 1;
- *indices++ = 3;
- *indices++ = 2;
-
- mFsSkyVerts->unmapBuffer();
- }
-
- {
- const F32 dome_radius = LLEnvironment::instance().getCurrentSky()->getDomeRadius();
-
- const U32 max_buffer_bytes = gSavedSettings.getS32("RenderMaxVBOSize")*1024;
- const U32 data_mask = LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK;
- const U32 max_verts = max_buffer_bytes / LLVertexBuffer::calcVertexSize(data_mask);
-
- const U32 total_stacks = getNumStacks();
-
- const U32 verts_per_stack = getNumSlices();
-
- // each seg has to have one more row of verts than it has stacks
- // then round down
- const U32 stacks_per_seg = (max_verts - verts_per_stack) / verts_per_stack;
-
- // round up to a whole number of segments
- const U32 strips_segments = (total_stacks+stacks_per_seg-1) / stacks_per_seg;
-
- mStripsVerts.resize(strips_segments, NULL);
-
-#if RELEASE_SHOW_DEBUG
- LL_INFOS() << "WL Skydome strips in " << strips_segments << " batches." << LL_ENDL;
-
- LLTimer timer;
- timer.start();
-#endif
-
- for (U32 i = 0; i < strips_segments ;++i)
- {
- LLVertexBuffer * segment = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK);
- mStripsVerts[i] = segment;
-
- U32 num_stacks_this_seg = stacks_per_seg;
- if ((i == strips_segments - 1) && (total_stacks % stacks_per_seg) != 0)
- {
- // for the last buffer only allocate what we'll use
- num_stacks_this_seg = total_stacks % stacks_per_seg;
- }
-
- // figure out what range of the sky we're filling
- const U32 begin_stack = i * stacks_per_seg;
- const U32 end_stack = begin_stack + num_stacks_this_seg;
- llassert(end_stack <= total_stacks);
-
- const U32 num_verts_this_seg = verts_per_stack * (num_stacks_this_seg+1);
- llassert(num_verts_this_seg <= max_verts);
-
- const U32 num_indices_this_seg = 1+num_stacks_this_seg*(2+2*verts_per_stack);
- llassert(num_indices_this_seg * sizeof(U16) <= max_buffer_bytes);
-
- bool allocated = segment->allocateBuffer(num_verts_this_seg, num_indices_this_seg);
-#if RELEASE_SHOW_WARNS
- if( !allocated )
- {
- LL_WARNS() << "Failed to allocate Vertex Buffer on update to "
- << num_verts_this_seg << " vertices and "
- << num_indices_this_seg << " indices" << LL_ENDL;
- }
-#else
- (void) allocated;
-#endif
-
- // lock the buffer
- bool success = segment->getVertexStrider(vertices)
- && segment->getTexCoord0Strider(texCoords)
- && segment->getIndexStrider(indices);
-
-#if RELEASE_SHOW_DEBUG
- if(!success)
- {
- LL_ERRS() << "Failed updating WindLight sky geometry." << LL_ENDL;
- }
-#else
- (void) success;
-#endif
-
- // fill it
- buildStripsBuffer(begin_stack, end_stack, vertices, texCoords, indices, dome_radius, verts_per_stack, total_stacks);
-
- // and unlock the buffer
- segment->unmapBuffer();
- }
-
-#if RELEASE_SHOW_DEBUG
- LL_INFOS() << "completed in " << llformat("%.2f", timer.getElapsedTimeF32().value()) << "seconds" << LL_ENDL;
-#endif
- }
-
- updateStarColors();
- updateStarGeometry(drawable);
-
- LLPipeline::sCompiles++;
-
- return true;
-}
-
-void LLVOWLSky::drawStars(void)
-{
- // render the stars as a sphere centered at viewer camera
- if (mStarsVerts.notNull())
- {
- mStarsVerts->setBuffer();
- mStarsVerts->drawArrays(LLRender::TRIANGLES, 0, getStarsNumVerts()*4);
- }
-}
-
-void LLVOWLSky::drawFsSky(void)
-{
- if (mFsSkyVerts.isNull())
- {
- updateGeometry(mDrawable);
- }
-
- LLGLDisable disable_blend(GL_BLEND);
-
- mFsSkyVerts->setBuffer();
- mFsSkyVerts->drawRange(LLRender::TRIANGLES, 0, mFsSkyVerts->getNumVerts() - 1, mFsSkyVerts->getNumIndices(), 0);
- gPipeline.addTrianglesDrawn(mFsSkyVerts->getNumIndices());
- LLVertexBuffer::unbind();
-}
-
-void LLVOWLSky::drawDome(void)
-{
- if (mStripsVerts.empty())
- {
- updateGeometry(mDrawable);
- }
-
- LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
-
- std::vector< LLPointer<LLVertexBuffer> >::const_iterator strips_vbo_iter, end_strips;
- end_strips = mStripsVerts.end();
- for(strips_vbo_iter = mStripsVerts.begin(); strips_vbo_iter != end_strips; ++strips_vbo_iter)
- {
- LLVertexBuffer * strips_segment = strips_vbo_iter->get();
-
- strips_segment->setBuffer();
-
- strips_segment->drawRange(
- LLRender::TRIANGLE_STRIP,
- 0, strips_segment->getNumVerts()-1, strips_segment->getNumIndices(),
- 0);
- gPipeline.addTrianglesDrawn(strips_segment->getNumIndices());
- }
-
- LLVertexBuffer::unbind();
-}
-
-void LLVOWLSky::initStars()
-{
- const F32 DISTANCE_TO_STARS = LLEnvironment::instance().getCurrentSky()->getDomeRadius();
-
- // Initialize star map
- mStarVertices.resize(getStarsNumVerts());
- mStarColors.resize(getStarsNumVerts());
- mStarIntensities.resize(getStarsNumVerts());
-
- std::vector<LLVector3>::iterator v_p = mStarVertices.begin();
- std::vector<LLColor4>::iterator v_c = mStarColors.begin();
- std::vector<F32>::iterator v_i = mStarIntensities.begin();
-
- U32 i;
-
- for (i = 0; i < getStarsNumVerts(); ++i)
- {
- v_p->mV[VX] = ll_frand() - 0.5f;
- v_p->mV[VY] = ll_frand() - 0.5f;
-
- // we only want stars on the top half of the dome!
-
- v_p->mV[VZ] = ll_frand()/2.f;
-
- v_p->normVec();
- *v_p *= DISTANCE_TO_STARS;
- *v_i = llmin((F32)pow(ll_frand(),2.f) + 0.1f, 1.f);
- v_c->mV[VRED] = 0.75f + ll_frand() * 0.25f ;
- v_c->mV[VGREEN] = 1.f ;
- v_c->mV[VBLUE] = 0.75f + ll_frand() * 0.25f ;
- v_c->mV[VALPHA] = 1.f;
- v_c->clamp();
- v_p++;
- v_c++;
- v_i++;
- }
-}
-
-void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
- U32 end_stack,
- LLStrider<LLVector3> & vertices,
- LLStrider<LLVector2> & texCoords,
- LLStrider<U16> & indices,
- const F32 dome_radius,
- const U32& num_slices,
- const U32& num_stacks)
-{
- U32 i, j;
- F32 phi0, theta, x0, y0, z0;
- const F32 reciprocal_num_stacks = 1.f / num_stacks;
-
- llassert(end_stack <= num_stacks);
-
- // stacks are iterated one-indexed since phi(0) was handled by the fan above
-#if NEW_TESS
- for(i = begin_stack; i <= end_stack; ++i)
-#else
- for(i = begin_stack + 1; i <= end_stack+1; ++i)
-#endif
- {
- phi0 = calcPhi(i, reciprocal_num_stacks);
-
- for(j = 0; j < num_slices; ++j)
- {
- theta = F_TWO_PI * (float(j) / float(num_slices));
-
- // standard transformation from spherical to
- // rectangular coordinates
- x0 = sin(phi0) * cos(theta);
- y0 = cos(phi0);
- z0 = sin(phi0) * sin(theta);
-
-#if NEW_TESS
- *vertices++ = LLVector3(x0 * dome_radius, y0 * dome_radius, z0 * dome_radius);
-#else
- if (i == num_stacks-2)
- {
- *vertices++ = LLVector3(x0*dome_radius, y0*dome_radius-1024.f*2.f, z0*dome_radius);
- }
- else if (i == num_stacks-1)
- {
- *vertices++ = LLVector3(0, y0*dome_radius-1024.f*2.f, 0);
- }
- else
- {
- *vertices++ = LLVector3(x0 * dome_radius, y0 * dome_radius, z0 * dome_radius);
- }
-#endif
-
- // generate planar uv coordinates
- // note: x and z are transposed in order for things to animate
- // correctly in the global coordinate system where +x is east and
- // +y is north
- *texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
- }
- }
-
- //build triangle strip...
- *indices++ = 0 ;
-
- S32 k = 0 ;
- for(i = 1; i <= end_stack - begin_stack; ++i)
- {
- *indices++ = i * num_slices + k ;
-
- k = (k+1) % num_slices ;
- for(j = 0; j < num_slices ; ++j)
- {
- *indices++ = (i-1) * num_slices + k ;
- *indices++ = i * num_slices + k ;
-
- k = (k+1) % num_slices ;
- }
-
- if((--k) < 0)
- {
- k = num_slices - 1 ;
- }
-
- *indices++ = i * num_slices + k ;
- }
-}
-
-void LLVOWLSky::updateStarColors()
-{
- std::vector<LLColor4>::iterator v_c = mStarColors.begin();
- std::vector<F32>::iterator v_i = mStarIntensities.begin();
- std::vector<LLVector3>::iterator v_p = mStarVertices.begin();
-
- const F32 var = 0.15f;
- const F32 min = 0.5f; //0.75f;
- //const F32 sunclose_max = 0.6f;
- //const F32 sunclose_range = 1 - sunclose_max;
-
- //F32 below_horizon = - llmin(0.0f, gSky.mVOSkyp->getToSunLast().mV[2]);
- //F32 brightness_factor = llmin(1.0f, below_horizon * 20);
-
- static S32 swap = 0;
- swap++;
-
- if ((swap % 2) == 1)
- {
- F32 intensity; // max intensity of each star
- U32 x;
- for (x = 0; x < getStarsNumVerts(); ++x)
- {
- //F32 sundir_factor = 1;
- LLVector3 tostar = *v_p;
- tostar.normVec();
- //const F32 how_close_to_sun = tostar * gSky.mVOSkyp->getToSunLast();
- //if (how_close_to_sun > sunclose_max)
- //{
- // sundir_factor = (1 - how_close_to_sun) / sunclose_range;
- //}
- intensity = *(v_i);
- F32 alpha = v_c->mV[VALPHA] + (ll_frand() - 0.5f) * var * intensity;
- if (alpha < min * intensity)
- {
- alpha = min * intensity;
- }
- if (alpha > intensity)
- {
- alpha = intensity;
- }
- //alpha *= brightness_factor * sundir_factor;
-
- alpha = llclamp(alpha, 0.f, 1.f);
- v_c->mV[VALPHA] = alpha;
- v_c++;
- v_i++;
- v_p++;
- }
- }
-}
-
-bool LLVOWLSky::updateStarGeometry(LLDrawable *drawable)
-{
- LLStrider<LLVector3> verticesp;
- LLStrider<LLColor4U> colorsp;
- LLStrider<LLVector2> texcoordsp;
-
- if (mStarsVerts.isNull())
- {
- mStarsVerts = new LLVertexBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK);
- if (!mStarsVerts->allocateBuffer(getStarsNumVerts()*6, 0))
- {
- LL_WARNS() << "Failed to allocate Vertex Buffer for Sky to " << getStarsNumVerts() * 6 << " vertices" << LL_ENDL;
- }
- }
-
- bool success = mStarsVerts->getVertexStrider(verticesp)
- && mStarsVerts->getColorStrider(colorsp)
- && mStarsVerts->getTexCoord0Strider(texcoordsp);
-
- if(!success)
- {
- LL_ERRS() << "Failed updating star geometry." << LL_ENDL;
- }
-
- // *TODO: fix LLStrider with a real prefix increment operator so it can be
- // used as a model of OutputIterator. -Brad
- // std::copy(mStarVertices.begin(), mStarVertices.end(), verticesp);
-
- if (mStarVertices.size() < getStarsNumVerts())
- {
- LL_ERRS() << "Star reference geometry insufficient." << LL_ENDL;
- }
-
- for (U32 vtx = 0; vtx < getStarsNumVerts(); ++vtx)
- {
- LLVector3 at = mStarVertices[vtx];
- at.normVec();
- LLVector3 left = at%LLVector3(0,0,1);
- LLVector3 up = at%left;
-
- F32 sc = 16.0f + (ll_frand() * 20.0f);
- left *= sc;
- up *= sc;
-
- *(verticesp++) = mStarVertices[vtx];
- *(verticesp++) = mStarVertices[vtx]+up;
- *(verticesp++) = mStarVertices[vtx]+left+up;
- *(verticesp++) = mStarVertices[vtx];
- *(verticesp++) = mStarVertices[vtx]+left+up;
- *(verticesp++) = mStarVertices[vtx]+left;
-
- *(texcoordsp++) = LLVector2(1,0);
- *(texcoordsp++) = LLVector2(1,1);
- *(texcoordsp++) = LLVector2(0,1);
- *(texcoordsp++) = LLVector2(1,0);
- *(texcoordsp++) = LLVector2(0,1);
- *(texcoordsp++) = LLVector2(0,0);
-
- *(colorsp++) = LLColor4U(mStarColors[vtx]);
- *(colorsp++) = LLColor4U(mStarColors[vtx]);
- *(colorsp++) = LLColor4U(mStarColors[vtx]);
- *(colorsp++) = LLColor4U(mStarColors[vtx]);
- *(colorsp++) = LLColor4U(mStarColors[vtx]);
- *(colorsp++) = LLColor4U(mStarColors[vtx]);
- }
-
- mStarsVerts->unmapBuffer();
- return true;
-}
+/**
+ * @file llvowlsky.cpp
+ * @brief LLVOWLSky class implementation
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * 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
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "pipeline.h"
+
+#include "llvowlsky.h"
+#include "llsky.h"
+#include "lldrawpoolwlsky.h"
+#include "llface.h"
+#include "llviewercontrol.h"
+#include "llenvironment.h"
+#include "llsettingssky.h"
+
+constexpr U32 MIN_SKY_DETAIL = 8;
+constexpr U32 MAX_SKY_DETAIL = 180;
+
+inline U32 LLVOWLSky::getNumStacks(void)
+{
+ return llmin(MAX_SKY_DETAIL, llmax(MIN_SKY_DETAIL, gSavedSettings.getU32("WLSkyDetail")));
+}
+
+inline U32 LLVOWLSky::getNumSlices(void)
+{
+ return 2 * llmin(MAX_SKY_DETAIL, llmax(MIN_SKY_DETAIL, gSavedSettings.getU32("WLSkyDetail")));
+}
+
+inline U32 LLVOWLSky::getStripsNumVerts(void)
+{
+ return (getNumStacks() - 1) * getNumSlices();
+}
+
+inline U32 LLVOWLSky::getStripsNumIndices(void)
+{
+ return 2 * ((getNumStacks() - 2) * (getNumSlices() + 1)) + 1 ;
+}
+
+inline U32 LLVOWLSky::getStarsNumVerts(void)
+{
+ return 1000;
+}
+
+inline U32 LLVOWLSky::getStarsNumIndices(void)
+{
+ return 1000;
+}
+
+LLVOWLSky::LLVOWLSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
+ : LLStaticViewerObject(id, pcode, regionp, true)
+{
+ initStars();
+}
+
+void LLVOWLSky::idleUpdate(LLAgent &agent, const F64 &time)
+{
+
+}
+
+bool LLVOWLSky::isActive(void) const
+{
+ return false;
+}
+
+LLDrawable * LLVOWLSky::createDrawable(LLPipeline * pipeline)
+{
+ pipeline->allocDrawable(this);
+
+ //LLDrawPoolWLSky *poolp = static_cast<LLDrawPoolWLSky *>(
+ gPipeline.getPool(LLDrawPool::POOL_WL_SKY);
+
+ mDrawable->setRenderType(LLPipeline::RENDER_TYPE_WL_SKY);
+
+ return mDrawable;
+}
+
+// a tiny helper function for controlling the sky dome tesselation.
+inline F32 calcPhi(const U32 &i, const F32 &reciprocal_num_stacks)
+{
+ // Calc: PI/8 * 1-((1-t^4)*(1-t^4)) { 0<t<1 }
+ // Demos: \pi/8*\left(1-((1-x^{4})*(1-x^{4}))\right)\ \left\{0<x\le1\right\}
+
+ // i should range from [0..SKY_STACKS] so t will range from [0.f .. 1.f]
+ F32 t = float(i) * reciprocal_num_stacks; //SL-16127: remove: / float(getNumStacks());
+
+ // ^4 the parameter of the tesselation to bias things toward 0 (the dome's apex)
+ t *= t;
+ t *= t;
+
+ // invert and square the parameter of the tesselation to bias things toward 1 (the horizon)
+ t = 1.f - t;
+ t = t*t;
+ t = 1.f - t;
+
+ return (F_PI / 8.f) * t;
+}
+
+void LLVOWLSky::resetVertexBuffers()
+{
+ mStripsVerts.clear();
+ mStarsVerts = nullptr;
+ mFsSkyVerts = nullptr;
+
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL);
+}
+
+void LLVOWLSky::cleanupGL()
+{
+ mStripsVerts.clear();
+ mStarsVerts = nullptr;
+ mFsSkyVerts = nullptr;
+
+ LLDrawPoolWLSky::cleanupGL();
+}
+
+void LLVOWLSky::restoreGL()
+{
+ LLDrawPoolWLSky::restoreGL();
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL);
+}
+
+bool LLVOWLSky::updateGeometry(LLDrawable * drawable)
+{
+ LL_PROFILE_ZONE_SCOPED;
+ LLStrider<LLVector3> vertices;
+ LLStrider<LLVector2> texCoords;
+ LLStrider<U16> indices;
+
+ if (mFsSkyVerts.isNull())
+ {
+ mFsSkyVerts = new LLVertexBuffer(LLDrawPoolWLSky::ADV_ATMO_SKY_VERTEX_DATA_MASK);
+
+ if (!mFsSkyVerts->allocateBuffer(4, 6))
+ {
+ LL_WARNS() << "Failed to allocate Vertex Buffer on full screen sky update" << LL_ENDL;
+ }
+
+ bool success = mFsSkyVerts->getVertexStrider(vertices)
+ && mFsSkyVerts->getTexCoord0Strider(texCoords)
+ && mFsSkyVerts->getIndexStrider(indices);
+
+ if(!success)
+ {
+ LL_ERRS() << "Failed updating WindLight fullscreen sky geometry." << LL_ENDL;
+ }
+
+ *vertices++ = LLVector3(-1.0f, -1.0f, 0.0f);
+ *vertices++ = LLVector3( 1.0f, -1.0f, 0.0f);
+ *vertices++ = LLVector3(-1.0f, 1.0f, 0.0f);
+ *vertices++ = LLVector3( 1.0f, 1.0f, 0.0f);
+
+ *texCoords++ = LLVector2(0.0f, 0.0f);
+ *texCoords++ = LLVector2(1.0f, 0.0f);
+ *texCoords++ = LLVector2(0.0f, 1.0f);
+ *texCoords++ = LLVector2(1.0f, 1.0f);
+
+ *indices++ = 0;
+ *indices++ = 1;
+ *indices++ = 2;
+ *indices++ = 1;
+ *indices++ = 3;
+ *indices++ = 2;
+
+ mFsSkyVerts->unmapBuffer();
+ }
+
+ {
+ const F32 dome_radius = LLEnvironment::instance().getCurrentSky()->getDomeRadius();
+
+ const U32 max_buffer_bytes = gSavedSettings.getS32("RenderMaxVBOSize")*1024;
+ const U32 data_mask = LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK;
+ const U32 max_verts = max_buffer_bytes / LLVertexBuffer::calcVertexSize(data_mask);
+
+ const U32 total_stacks = getNumStacks();
+
+ const U32 verts_per_stack = getNumSlices();
+
+ // each seg has to have one more row of verts than it has stacks
+ // then round down
+ const U32 stacks_per_seg = (max_verts - verts_per_stack) / verts_per_stack;
+
+ // round up to a whole number of segments
+ const U32 strips_segments = (total_stacks+stacks_per_seg-1) / stacks_per_seg;
+
+ mStripsVerts.resize(strips_segments, NULL);
+
+#if RELEASE_SHOW_DEBUG
+ LL_INFOS() << "WL Skydome strips in " << strips_segments << " batches." << LL_ENDL;
+
+ LLTimer timer;
+ timer.start();
+#endif
+
+ for (U32 i = 0; i < strips_segments ;++i)
+ {
+ LLVertexBuffer * segment = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK);
+ mStripsVerts[i] = segment;
+
+ U32 num_stacks_this_seg = stacks_per_seg;
+ if ((i == strips_segments - 1) && (total_stacks % stacks_per_seg) != 0)
+ {
+ // for the last buffer only allocate what we'll use
+ num_stacks_this_seg = total_stacks % stacks_per_seg;
+ }
+
+ // figure out what range of the sky we're filling
+ const U32 begin_stack = i * stacks_per_seg;
+ const U32 end_stack = begin_stack + num_stacks_this_seg;
+ llassert(end_stack <= total_stacks);
+
+ const U32 num_verts_this_seg = verts_per_stack * (num_stacks_this_seg+1);
+ llassert(num_verts_this_seg <= max_verts);
+
+ const U32 num_indices_this_seg = 1+num_stacks_this_seg*(2+2*verts_per_stack);
+ llassert(num_indices_this_seg * sizeof(U16) <= max_buffer_bytes);
+
+ bool allocated = segment->allocateBuffer(num_verts_this_seg, num_indices_this_seg);
+#if RELEASE_SHOW_WARNS
+ if( !allocated )
+ {
+ LL_WARNS() << "Failed to allocate Vertex Buffer on update to "
+ << num_verts_this_seg << " vertices and "
+ << num_indices_this_seg << " indices" << LL_ENDL;
+ }
+#else
+ (void) allocated;
+#endif
+
+ // lock the buffer
+ bool success = segment->getVertexStrider(vertices)
+ && segment->getTexCoord0Strider(texCoords)
+ && segment->getIndexStrider(indices);
+
+#if RELEASE_SHOW_DEBUG
+ if(!success)
+ {
+ LL_ERRS() << "Failed updating WindLight sky geometry." << LL_ENDL;
+ }
+#else
+ (void) success;
+#endif
+
+ // fill it
+ buildStripsBuffer(begin_stack, end_stack, vertices, texCoords, indices, dome_radius, verts_per_stack, total_stacks);
+
+ // and unlock the buffer
+ segment->unmapBuffer();
+ }
+
+#if RELEASE_SHOW_DEBUG
+ LL_INFOS() << "completed in " << llformat("%.2f", timer.getElapsedTimeF32().value()) << "seconds" << LL_ENDL;
+#endif
+ }
+
+ updateStarColors();
+ updateStarGeometry(drawable);
+
+ LLPipeline::sCompiles++;
+
+ return true;
+}
+
+void LLVOWLSky::drawStars(void)
+{
+ // render the stars as a sphere centered at viewer camera
+ if (mStarsVerts.notNull())
+ {
+ mStarsVerts->setBuffer();
+ mStarsVerts->drawArrays(LLRender::TRIANGLES, 0, getStarsNumVerts()*4);
+ }
+}
+
+void LLVOWLSky::drawFsSky(void)
+{
+ if (mFsSkyVerts.isNull())
+ {
+ updateGeometry(mDrawable);
+ }
+
+ LLGLDisable disable_blend(GL_BLEND);
+
+ mFsSkyVerts->setBuffer();
+ mFsSkyVerts->drawRange(LLRender::TRIANGLES, 0, mFsSkyVerts->getNumVerts() - 1, mFsSkyVerts->getNumIndices(), 0);
+ gPipeline.addTrianglesDrawn(mFsSkyVerts->getNumIndices());
+ LLVertexBuffer::unbind();
+}
+
+void LLVOWLSky::drawDome(void)
+{
+ if (mStripsVerts.empty())
+ {
+ updateGeometry(mDrawable);
+ }
+
+ LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
+
+ std::vector< LLPointer<LLVertexBuffer> >::const_iterator strips_vbo_iter, end_strips;
+ end_strips = mStripsVerts.end();
+ for(strips_vbo_iter = mStripsVerts.begin(); strips_vbo_iter != end_strips; ++strips_vbo_iter)
+ {
+ LLVertexBuffer * strips_segment = strips_vbo_iter->get();
+
+ strips_segment->setBuffer();
+
+ strips_segment->drawRange(
+ LLRender::TRIANGLE_STRIP,
+ 0, strips_segment->getNumVerts()-1, strips_segment->getNumIndices(),
+ 0);
+ gPipeline.addTrianglesDrawn(strips_segment->getNumIndices());
+ }
+
+ LLVertexBuffer::unbind();
+}
+
+void LLVOWLSky::initStars()
+{
+ const F32 DISTANCE_TO_STARS = LLEnvironment::instance().getCurrentSky()->getDomeRadius();
+
+ // Initialize star map
+ mStarVertices.resize(getStarsNumVerts());
+ mStarColors.resize(getStarsNumVerts());
+ mStarIntensities.resize(getStarsNumVerts());
+
+ std::vector<LLVector3>::iterator v_p = mStarVertices.begin();
+ std::vector<LLColor4>::iterator v_c = mStarColors.begin();
+ std::vector<F32>::iterator v_i = mStarIntensities.begin();
+
+ U32 i;
+
+ for (i = 0; i < getStarsNumVerts(); ++i)
+ {
+ v_p->mV[VX] = ll_frand() - 0.5f;
+ v_p->mV[VY] = ll_frand() - 0.5f;
+
+ // we only want stars on the top half of the dome!
+
+ v_p->mV[VZ] = ll_frand()/2.f;
+
+ v_p->normVec();
+ *v_p *= DISTANCE_TO_STARS;
+ *v_i = llmin((F32)pow(ll_frand(),2.f) + 0.1f, 1.f);
+ v_c->mV[VRED] = 0.75f + ll_frand() * 0.25f ;
+ v_c->mV[VGREEN] = 1.f ;
+ v_c->mV[VBLUE] = 0.75f + ll_frand() * 0.25f ;
+ v_c->mV[VALPHA] = 1.f;
+ v_c->clamp();
+ v_p++;
+ v_c++;
+ v_i++;
+ }
+}
+
+void LLVOWLSky::buildStripsBuffer(U32 begin_stack,
+ U32 end_stack,
+ LLStrider<LLVector3> & vertices,
+ LLStrider<LLVector2> & texCoords,
+ LLStrider<U16> & indices,
+ const F32 dome_radius,
+ const U32& num_slices,
+ const U32& num_stacks)
+{
+ U32 i, j;
+ F32 phi0, theta, x0, y0, z0;
+ const F32 reciprocal_num_stacks = 1.f / num_stacks;
+
+ llassert(end_stack <= num_stacks);
+
+ // stacks are iterated one-indexed since phi(0) was handled by the fan above
+#if NEW_TESS
+ for(i = begin_stack; i <= end_stack; ++i)
+#else
+ for(i = begin_stack + 1; i <= end_stack+1; ++i)
+#endif
+ {
+ phi0 = calcPhi(i, reciprocal_num_stacks);
+
+ for(j = 0; j < num_slices; ++j)
+ {
+ theta = F_TWO_PI * (float(j) / float(num_slices));
+
+ // standard transformation from spherical to
+ // rectangular coordinates
+ x0 = sin(phi0) * cos(theta);
+ y0 = cos(phi0);
+ z0 = sin(phi0) * sin(theta);
+
+#if NEW_TESS
+ *vertices++ = LLVector3(x0 * dome_radius, y0 * dome_radius, z0 * dome_radius);
+#else
+ if (i == num_stacks-2)
+ {
+ *vertices++ = LLVector3(x0*dome_radius, y0*dome_radius-1024.f*2.f, z0*dome_radius);
+ }
+ else if (i == num_stacks-1)
+ {
+ *vertices++ = LLVector3(0, y0*dome_radius-1024.f*2.f, 0);
+ }
+ else
+ {
+ *vertices++ = LLVector3(x0 * dome_radius, y0 * dome_radius, z0 * dome_radius);
+ }
+#endif
+
+ // generate planar uv coordinates
+ // note: x and z are transposed in order for things to animate
+ // correctly in the global coordinate system where +x is east and
+ // +y is north
+ *texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
+ }
+ }
+
+ //build triangle strip...
+ *indices++ = 0 ;
+
+ S32 k = 0 ;
+ for(i = 1; i <= end_stack - begin_stack; ++i)
+ {
+ *indices++ = i * num_slices + k ;
+
+ k = (k+1) % num_slices ;
+ for(j = 0; j < num_slices ; ++j)
+ {
+ *indices++ = (i-1) * num_slices + k ;
+ *indices++ = i * num_slices + k ;
+
+ k = (k+1) % num_slices ;
+ }
+
+ if((--k) < 0)
+ {
+ k = num_slices - 1 ;
+ }
+
+ *indices++ = i * num_slices + k ;
+ }
+}
+
+void LLVOWLSky::updateStarColors()
+{
+ std::vector<LLColor4>::iterator v_c = mStarColors.begin();
+ std::vector<F32>::iterator v_i = mStarIntensities.begin();
+ std::vector<LLVector3>::iterator v_p = mStarVertices.begin();
+
+ const F32 var = 0.15f;
+ const F32 min = 0.5f; //0.75f;
+ //const F32 sunclose_max = 0.6f;
+ //const F32 sunclose_range = 1 - sunclose_max;
+
+ //F32 below_horizon = - llmin(0.0f, gSky.mVOSkyp->getToSunLast().mV[2]);
+ //F32 brightness_factor = llmin(1.0f, below_horizon * 20);
+
+ static S32 swap = 0;
+ swap++;
+
+ if ((swap % 2) == 1)
+ {
+ F32 intensity; // max intensity of each star
+ U32 x;
+ for (x = 0; x < getStarsNumVerts(); ++x)
+ {
+ //F32 sundir_factor = 1;
+ LLVector3 tostar = *v_p;
+ tostar.normVec();
+ //const F32 how_close_to_sun = tostar * gSky.mVOSkyp->getToSunLast();
+ //if (how_close_to_sun > sunclose_max)
+ //{
+ // sundir_factor = (1 - how_close_to_sun) / sunclose_range;
+ //}
+ intensity = *(v_i);
+ F32 alpha = v_c->mV[VALPHA] + (ll_frand() - 0.5f) * var * intensity;
+ if (alpha < min * intensity)
+ {
+ alpha = min * intensity;
+ }
+ if (alpha > intensity)
+ {
+ alpha = intensity;
+ }
+ //alpha *= brightness_factor * sundir_factor;
+
+ alpha = llclamp(alpha, 0.f, 1.f);
+ v_c->mV[VALPHA] = alpha;
+ v_c++;
+ v_i++;
+ v_p++;
+ }
+ }
+}
+
+bool LLVOWLSky::updateStarGeometry(LLDrawable *drawable)
+{
+ LLStrider<LLVector3> verticesp;
+ LLStrider<LLColor4U> colorsp;
+ LLStrider<LLVector2> texcoordsp;
+
+ if (mStarsVerts.isNull())
+ {
+ mStarsVerts = new LLVertexBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK);
+ if (!mStarsVerts->allocateBuffer(getStarsNumVerts()*6, 0))
+ {
+ LL_WARNS() << "Failed to allocate Vertex Buffer for Sky to " << getStarsNumVerts() * 6 << " vertices" << LL_ENDL;
+ }
+ }
+
+ bool success = mStarsVerts->getVertexStrider(verticesp)
+ && mStarsVerts->getColorStrider(colorsp)
+ && mStarsVerts->getTexCoord0Strider(texcoordsp);
+
+ if(!success)
+ {
+ LL_ERRS() << "Failed updating star geometry." << LL_ENDL;
+ }
+
+ // *TODO: fix LLStrider with a real prefix increment operator so it can be
+ // used as a model of OutputIterator. -Brad
+ // std::copy(mStarVertices.begin(), mStarVertices.end(), verticesp);
+
+ if (mStarVertices.size() < getStarsNumVerts())
+ {
+ LL_ERRS() << "Star reference geometry insufficient." << LL_ENDL;
+ }
+
+ for (U32 vtx = 0; vtx < getStarsNumVerts(); ++vtx)
+ {
+ LLVector3 at = mStarVertices[vtx];
+ at.normVec();
+ LLVector3 left = at%LLVector3(0,0,1);
+ LLVector3 up = at%left;
+
+ F32 sc = 16.0f + (ll_frand() * 20.0f);
+ left *= sc;
+ up *= sc;
+
+ *(verticesp++) = mStarVertices[vtx];
+ *(verticesp++) = mStarVertices[vtx]+up;
+ *(verticesp++) = mStarVertices[vtx]+left+up;
+ *(verticesp++) = mStarVertices[vtx];
+ *(verticesp++) = mStarVertices[vtx]+left+up;
+ *(verticesp++) = mStarVertices[vtx]+left;
+
+ *(texcoordsp++) = LLVector2(1,0);
+ *(texcoordsp++) = LLVector2(1,1);
+ *(texcoordsp++) = LLVector2(0,1);
+ *(texcoordsp++) = LLVector2(1,0);
+ *(texcoordsp++) = LLVector2(0,1);
+ *(texcoordsp++) = LLVector2(0,0);
+
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ }
+
+ mStarsVerts->unmapBuffer();
+ return true;
+}