diff options
author | Graham Linden <graham@lindenlab.com> | 2018-10-09 18:44:43 +0100 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2018-10-09 18:44:43 +0100 |
commit | f8aac192378462b5824d28808ed84833e2cbfe0f (patch) | |
tree | 8b2cfff19afd6fce5e514471e59d3c1496653191 /indra/newview | |
parent | 8c4258009b09f16751437d0549067ab2950e725a (diff) |
SL-1289
add cloud_variance control for randomized perturbance of clouds to break up tiling monotony
Diffstat (limited to 'indra/newview')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl | 13 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl | 31 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl | 37 | ||||
-rw-r--r-- | indra/newview/lldrawpoolwlsky.cpp | 7 | ||||
-rw-r--r-- | indra/newview/llpaneleditsky.cpp | 12 | ||||
-rw-r--r-- | indra/newview/llpaneleditsky.h | 1 | ||||
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 3 | ||||
-rw-r--r-- | indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml | 25 |
8 files changed, 93 insertions, 36 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index c1a9a6f454..caedd25221 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -44,6 +44,8 @@ uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; +uniform float cloud_scale; +uniform float cloud_variance; VARYING vec2 vary_texcoord0; VARYING vec2 vary_texcoord1; @@ -73,16 +75,19 @@ void main() vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; + vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + // Offset texture coords - uv1 += cloud_pos_density1.xy; //large texture, visible density + uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density + uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow // Compute alpha1, the main cloud opacity + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; @@ -96,7 +101,7 @@ void main() // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); // And smooth alpha2 = 1. - alpha2; diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl index 24fdb45749..cdd84faba9 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl @@ -36,10 +36,6 @@ out vec4 frag_color; VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; @@ -47,16 +43,23 @@ uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; +uniform float cloud_scale; +uniform float cloud_variance; + +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); vec4 cloudNoise(vec2 uv) { - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 samp = mix(a, b, blend_factor); - return samp; + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 cloud_noise_sample = mix(a, b, blend_factor); + return cloud_noise_sample; } void main() @@ -71,26 +74,28 @@ void main() vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; + vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + // Offset texture coords - uv1 += cloud_pos_density1.xy; //large texture, visible density + uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density + uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow // Compute alpha1, the main cloud opacity + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; alpha1 = 1. - alpha1 * alpha1; - // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); // And smooth alpha2 = 1. - alpha2; diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl index d9fcc0a9ea..9f06319da3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl @@ -36,10 +36,6 @@ out vec4 frag_color; VARYING vec4 vary_CloudColorSun; VARYING vec4 vary_CloudColorAmbient; VARYING float vary_CloudDensity; -VARYING vec2 vary_texcoord0; -VARYING vec2 vary_texcoord1; -VARYING vec2 vary_texcoord2; -VARYING vec2 vary_texcoord3; uniform sampler2D cloud_noise_texture; uniform sampler2D cloud_noise_texture_next; @@ -47,19 +43,25 @@ uniform float blend_factor; uniform vec4 cloud_pos_density1; uniform vec4 cloud_pos_density2; uniform vec4 gamma; +uniform float cloud_scale; +uniform float cloud_variance; -vec4 cloudNoise(vec2 uv) -{ - vec4 a = texture2D(cloud_noise_texture, uv); - vec4 b = texture2D(cloud_noise_texture_next, uv); - vec4 samp = mix(a, b, blend_factor); - return samp; -} - +VARYING vec2 vary_texcoord0; +VARYING vec2 vary_texcoord1; +VARYING vec2 vary_texcoord2; +VARYING vec2 vary_texcoord3; /// Soft clips the light with a gamma correction vec3 scaleSoftClip(vec3 light); +vec4 cloudNoise(vec2 uv) +{ + vec4 a = texture2D(cloud_noise_texture, uv); + vec4 b = texture2D(cloud_noise_texture_next, uv); + vec4 cloud_noise_sample = mix(a, b, blend_factor); + return cloud_noise_sample; +} + void main() { // Set variables @@ -72,16 +74,19 @@ void main() vec2 uv3 = vary_texcoord2.xy; vec2 uv4 = vary_texcoord3.xy; + vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f); + // Offset texture coords - uv1 += cloud_pos_density1.xy; //large texture, visible density + uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density uv2 += cloud_pos_density1.xy; //large texture, self shadow - uv3 += cloud_pos_density2.xy; //small texture, visible density + uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density uv4 += cloud_pos_density2.xy; //small texture, self shadow // Compute alpha1, the main cloud opacity + float alpha1 = (cloudNoise(uv1).x - 0.5) + (cloudNoise(uv3).x - 0.5) * cloud_pos_density2.z; - alpha1 = min(max(alpha1 + cloudDensity, 0.) * 10. * cloud_pos_density1.z, 1.); + alpha1 = min(max(alpha1 + cloudDensity, 0.) * (10. + disturbance.y) * cloud_pos_density1.z, 1.); // And smooth alpha1 = 1. - alpha1 * alpha1; @@ -91,7 +96,7 @@ void main() // Compute alpha2, for self shadowing effect // (1 - alpha2) will later be used as percentage of incoming sunlight float alpha2 = (cloudNoise(uv2).x - 0.5); - alpha2 = min(max(alpha2 + cloudDensity, 0.) * 2.5 * cloud_pos_density1.z, 1.); + alpha2 = min(max(alpha2 + cloudDensity, 0.) * (2.5 + disturbance.x) * cloud_pos_density1.z, 1.); // And smooth alpha2 = 1. - alpha2; diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index b89588a463..b9e041a3d5 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -394,8 +394,13 @@ void LLDrawPoolWLSky::renderSkyClouds(const LLVector3& camPosLocal, F32 camHeigh cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP, gSky.mVOSkyp->getCloudNoiseTex()); cloud_shader->bindTexture(LLShaderMgr::CLOUD_NOISE_MAP_NEXT, gSky.mVOSkyp->getCloudNoiseTexNext()); - F32 blend_factor = LLEnvironment::instance().getCurrentSky()->getBlendFactor(); + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + + F32 blend_factor = psky ? psky->getBlendFactor() : 0.0f; + F32 cloud_variance = psky ? psky->getCloudVariance() : 0.0f; + cloud_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); + cloud_shader->uniform1f(LLShaderMgr::CLOUD_VARIANCE, cloud_variance); /// Render the skydome renderDome(camPosLocal, camHeightLocal, cloud_shader); diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp index 0d8c9a988a..d0e916363d 100644 --- a/indra/newview/llpaneleditsky.cpp +++ b/indra/newview/llpaneleditsky.cpp @@ -53,6 +53,8 @@ namespace const std::string FIELD_SKY_CLOUD_COLOR("cloud_color"); const std::string FIELD_SKY_CLOUD_COVERAGE("cloud_coverage"); const std::string FIELD_SKY_CLOUD_SCALE("cloud_scale"); + const std::string FIELD_SKY_CLOUD_VARIANCE("cloud_variance"); + const std::string FIELD_SKY_CLOUD_SCROLL_XY("cloud_scroll_xy"); const std::string FIELD_SKY_CLOUD_MAP("cloud_map"); const std::string FIELD_SKY_CLOUD_DENSITY_X("cloud_density_x"); @@ -254,6 +256,8 @@ BOOL LLPanelSettingsSkyCloudTab::postBuild() getChild<LLUICtrl>(FIELD_SKY_CLOUD_COLOR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudColorChanged(); }); getChild<LLUICtrl>(FIELD_SKY_CLOUD_COVERAGE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudCoverageChanged(); }); getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCALE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudScaleChanged(); }); + getChild<LLUICtrl>(FIELD_SKY_CLOUD_VARIANCE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudVarianceChanged(); }); + getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCROLL_XY)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudScrollChanged(); }); getChild<LLTextureCtrl>(FIELD_SKY_CLOUD_MAP)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudMapChanged(); }); getChild<LLTextureCtrl>(FIELD_SKY_CLOUD_MAP)->setDefaultImageAssetID(LLSettingsSky::GetDefaultCloudNoiseTextureId()); @@ -278,6 +282,7 @@ void LLPanelSettingsSkyCloudTab::setEnabled(BOOL enabled) LLPanelSettingsSky::setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_CLOUD_COVERAGE)->setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCALE)->setEnabled(enabled); + getChild<LLUICtrl>(FIELD_SKY_CLOUD_VARIANCE)->setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_CLOUD_DENSITY_X)->setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_CLOUD_DENSITY_Y)->setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_CLOUD_DENSITY_D)->setEnabled(enabled); @@ -301,6 +306,7 @@ void LLPanelSettingsSkyCloudTab::refresh() getChild<LLColorSwatchCtrl>(FIELD_SKY_CLOUD_COLOR)->set(mSkySettings->getCloudColor()); getChild<LLUICtrl>(FIELD_SKY_CLOUD_COVERAGE)->setValue(mSkySettings->getCloudShadow()); getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCALE)->setValue(mSkySettings->getCloudScale()); + getChild<LLUICtrl>(FIELD_SKY_CLOUD_VARIANCE)->setValue(mSkySettings->getCloudVariance()); LLVector2 cloudScroll(mSkySettings->getCloudScrollRate()); getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCROLL_XY)->setValue(cloudScroll.getValue()); @@ -339,6 +345,12 @@ void LLPanelSettingsSkyCloudTab::onCloudScaleChanged() setIsDirty(); } +void LLPanelSettingsSkyCloudTab::onCloudVarianceChanged() +{ + mSkySettings->setCloudVariance(getChild<LLUICtrl>(FIELD_SKY_CLOUD_VARIANCE)->getValue().asReal()); + setIsDirty(); +} + void LLPanelSettingsSkyCloudTab::onCloudScrollChanged() { LLVector2 scroll(getChild<LLUICtrl>(FIELD_SKY_CLOUD_SCROLL_XY)->getValue()); diff --git a/indra/newview/llpaneleditsky.h b/indra/newview/llpaneleditsky.h index 829a65dae5..002586b550 100644 --- a/indra/newview/llpaneleditsky.h +++ b/indra/newview/llpaneleditsky.h @@ -95,6 +95,7 @@ private: void onCloudColorChanged(); void onCloudCoverageChanged(); void onCloudScaleChanged(); + void onCloudVarianceChanged(); void onCloudScrollChanged(); void onCloudMapChanged(); void onCloudDensityChanged(); diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 386a5deec6..17384a3a6b 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -657,10 +657,11 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const param_map[SETTING_CLOUD_POS_DENSITY2] = LLShaderMgr::CLOUD_POS_DENSITY2; param_map[SETTING_CLOUD_SCALE] = LLShaderMgr::CLOUD_SCALE; param_map[SETTING_CLOUD_SHADOW] = LLShaderMgr::CLOUD_SHADOW; + param_map[SETTING_CLOUD_VARIANCE] = LLShaderMgr::CLOUD_VARIANCE; param_map[SETTING_GLOW] = LLShaderMgr::GLOW; param_map[SETTING_MAX_Y] = LLShaderMgr::MAX_Y; param_map[SETTING_SUNLIGHT_COLOR] = LLShaderMgr::SUNLIGHT_COLOR; - + param_map[SETTING_MOON_BRIGHTNESS] = LLShaderMgr::MOON_BRIGHTNESS; param_map[SETTING_SKY_MOISTURE_LEVEL] = LLShaderMgr::MOISTURE_LEVEL; param_map[SETTING_SKY_DROPLET_RADIUS] = LLShaderMgr::DROPLET_RADIUS; param_map[SETTING_SKY_ICE_LEVEL] = LLShaderMgr::ICE_LEVEL; diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml index 886e3c1e04..325df39f87 100644 --- a/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml +++ b/indra/newview/skins/default/xui/en/panel_settings_sky_clouds.xml @@ -95,6 +95,29 @@ left_delta="-5" top_delta="25" width="200"> + Cloud Variance: + </text> + <slider + decimal_digits="2" + follows="left|top" + height="16" + increment="0.01" + initial_value="0" + layout="topleft" + left_delta="5" + min_val="0" + max_val="1.0" + name="cloud_variance" + top_delta="20" + width="214" + can_edit_text="true"/> + <text + follows="left|top" + height="10" + layout="topleft" + left_delta="-5" + top_delta="25" + width="200"> Cloud Scroll: </text> <xy_vector @@ -244,4 +267,4 @@ can_edit_text="true"/> </layout_panel> </layout_stack> -</panel>
\ No newline at end of file +</panel> |