diff options
6 files changed, 343 insertions, 94 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl new file mode 100644 index 0000000000..3232f81cd9 --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -0,0 +1,197 @@ +/** + * @file class2/deferred/skyF.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +// SKY //////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +// Inputs +uniform vec3 camPosLocal; + +uniform vec4 lightnorm; +uniform vec4 sunlight_color; +uniform vec4 ambient; +uniform vec4 blue_horizon; +uniform vec4 blue_density; +uniform float haze_horizon; +uniform float haze_density; + +uniform float cloud_shadow; +uniform float density_multiplier; +uniform float max_y; + +uniform vec4 glow; + +uniform vec4 cloud_color; + +#ifdef DEFINE_GL_FRAGCOLOR +out vec4 frag_data[3]; +#else +#define frag_data gl_FragData +#endif + +VARYING vec3 pos; + +///////////////////////////////////////////////////////////////////////// +// The fragment shader for the sky +///////////////////////////////////////////////////////////////////////// + +uniform vec4 gamma; +uniform sampler2D rainbow_map; +uniform sampler2D halo_map; + +uniform float moisture_level; +uniform float droplet_radius; +uniform float ice_level; + +vec3 rainbow(float d) +{ + float rad = (droplet_radius - 5.0f) / 1024.0f; + return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; +} + +vec3 halo22(float d) +{ + float v = sqrt(max(0, 1 - (d*d))); + return texture2D(halo_map, vec2(0, v)).rgb * ice_level; +} + +/// Soft clips the light with a gamma correction +vec3 scaleSoftClip(vec3 light); + +void main() +{ + + // World / view / projection + // Get relative position + vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0); + + // Set altitude + if (P.y > 0.) + { + P *= (max_y / P.y); + } + else + { + P *= (-32000. / P.y); + } + + // Can normalize then + vec3 Pn = normalize(P); + float Plen = length(P); + + // Initialize temp variables + vec4 temp1 = vec4(0.); + vec4 temp2 = vec4(0.); + vec4 blue_weight; + vec4 haze_weight; + vec4 sunlight = sunlight_color; + vec4 light_atten; + + + // Sunlight attenuation effect (hue and brightness) due to atmosphere + // this is used later for sunlight modulation at various altitudes + light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + + // Calculate relative weights + temp1 = blue_density + haze_density; + blue_weight = blue_density / temp1; + haze_weight = haze_density / temp1; + + // Compute sunlight from P & lightnorm (for long rays like sky) + temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y ); + temp2.y = 1. / temp2.y; + sunlight *= exp( - light_atten * temp2.y); + + // Distance + temp2.z = Plen * density_multiplier; + + // Transparency (-> temp1) + // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati + // compiler gets confused. + temp1 = exp(-temp1 * temp2.z); + + + // Compute haze glow + temp2.x = dot(Pn, lightnorm.xyz); + temp2.x = 1. - temp2.x; + // temp2.x is 0 at the sun and increases away from sun + temp2.x = max(temp2.x, .001); + // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) + temp2.x *= glow.x; + // Higher glow.x gives dimmer glow (because next step is 1 / "angle") + temp2.x = pow(temp2.x, glow.z); + // glow.z should be negative, so we're doing a sort of (1 / "angle") function + + // Add "minimum anti-solar illumination" + temp2.x += .25; + + + // Haze color above cloud + vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient) + ); + + + // Increase ambient when there are more clouds + vec4 tmpAmbient = ambient; + tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5; + + // Dim sunlight by cloud shadow percentage + sunlight *= (1. - cloud_shadow); + + // Haze color below cloud + vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient) + + (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient) + ); + + // Final atmosphere additive + color *= (1. - temp1); + + // Attenuate cloud color by atmosphere + temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds + + // At horizon, blend high altitude sky color towards the darker color below the clouds + color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1)); + + float optic_d = dot(Pn, lightnorm.xyz); + + vec3 halo_22 = halo22(optic_d); + + if (optic_d <= 0) + color.rgb += rainbow(optic_d); + + color.rgb += halo_22; + + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog +} + diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl new file mode 100644 index 0000000000..bcf775577a --- /dev/null +++ b/indra/newview/app_settings/shaders/class2/deferred/skyV.glsl @@ -0,0 +1,42 @@ +/** + * @file WLSkyV.glsl + * + * $LicenseInfo:firstyear=2005&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2005, 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 + * $/LicenseInfo$ + */ + +uniform mat4 modelview_projection_matrix; + +ATTRIBUTE vec3 position; + +// SKY //////////////////////////////////////////////////////////////////////// +// The vertex shader for creating the atmospheric sky +/////////////////////////////////////////////////////////////////////////////// + +VARYING vec3 pos; + +void main() +{ + + // World / view / projection + pos = position.xyz; + gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0); +} diff --git a/indra/newview/llpaneleditsky.cpp b/indra/newview/llpaneleditsky.cpp index d0e916363d..1ae220a5ca 100644 --- a/indra/newview/llpaneleditsky.cpp +++ b/indra/newview/llpaneleditsky.cpp @@ -137,7 +137,9 @@ BOOL LLPanelSettingsSkyAtmosTab::postBuild() getChild<LLUICtrl>(FIELD_SKY_DENSITY_MULTIP)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDensityMultipChanged(); }); getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDistanceMultipChanged(); }); getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMaxAltChanged(); }); - + getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoistureLevelChanged(); }); + getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDropletRadiusChanged(); }); + getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onIceLevelChanged(); }); refresh(); return TRUE; @@ -153,6 +155,9 @@ void LLPanelSettingsSkyAtmosTab::setEnabled(BOOL enabled) getChild<LLUICtrl>(FIELD_SKY_DENSITY_MULTIP)->setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setEnabled(enabled); + getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setEnabled(enabled); + getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setEnabled(enabled); + getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setEnabled(enabled); } void LLPanelSettingsSkyAtmosTab::refresh() @@ -178,6 +183,13 @@ void LLPanelSettingsSkyAtmosTab::refresh() getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setValue(mSkySettings->getDistanceMultiplier()); getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setValue(mSkySettings->getMaxY()); + F32 moisture_level = mSkySettings->getSkyMoistureLevel(); + F32 droplet_radius = mSkySettings->getSkyDropletRadius(); + F32 ice_level = mSkySettings->getSkyIceLevel(); + + getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setValue(moisture_level); + getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setValue(droplet_radius); + getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setValue(ice_level); } //------------------------------------------------------------------------- @@ -244,13 +256,36 @@ void LLPanelSettingsSkyAtmosTab::onMaxAltChanged() setIsDirty(); } +void LLPanelSettingsSkyAtmosTab::onMoistureLevelChanged() +{ + F32 moisture_level = getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->getValue().asReal(); + mSkySettings->setSkyMoistureLevel(moisture_level); + mSkySettings->update(); + setIsDirty(); +} + +void LLPanelSettingsSkyAtmosTab::onDropletRadiusChanged() +{ + F32 droplet_radius = getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->getValue().asReal(); + mSkySettings->setSkyDropletRadius(droplet_radius); + mSkySettings->update(); + setIsDirty(); +} + +void LLPanelSettingsSkyAtmosTab::onIceLevelChanged() +{ + F32 ice_level = getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->getValue().asReal(); + mSkySettings->setSkyIceLevel(ice_level); + mSkySettings->update(); + setIsDirty(); +} + //========================================================================== LLPanelSettingsSkyCloudTab::LLPanelSettingsSkyCloudTab() : LLPanelSettingsSky() { } - BOOL LLPanelSettingsSkyCloudTab::postBuild() { getChild<LLUICtrl>(FIELD_SKY_CLOUD_COLOR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudColorChanged(); }); @@ -564,10 +599,6 @@ BOOL LLPanelSettingsSkyDensityTab::postBuild() getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAbsorptionMaxAltitudeChanged(); }); - getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoistureLevelChanged(); }); - getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDropletRadiusChanged(); }); - getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onIceLevelChanged(); }); - refresh(); return TRUE; } @@ -594,11 +625,6 @@ void LLPanelSettingsSkyDensityTab::setEnabled(BOOL enabled) getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setEnabled(enabled); getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setEnabled(enabled); - - getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setEnabled(enabled); - getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setEnabled(enabled); - getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setEnabled(enabled); - } void LLPanelSettingsSkyDensityTab::refresh() @@ -637,10 +663,6 @@ void LLPanelSettingsSkyDensityTab::refresh() F32 absorption_constant_term = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM].asReal(); F32 absorption_max_alt = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH].asReal(); - F32 moisture_level = mSkySettings->getSkyMoistureLevel(); - F32 droplet_radius = mSkySettings->getSkyDropletRadius(); - F32 ice_level = mSkySettings->getSkyIceLevel(); - getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL)->setValue(rayleigh_exponential_term); getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL_SCALE)->setValue(rayleigh_exponential_scale); getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_LINEAR)->setValue(rayleigh_linear_term); @@ -659,10 +681,6 @@ void LLPanelSettingsSkyDensityTab::refresh() getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setValue(absorption_linear_term); getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setValue(absorption_constant_term); getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setValue(absorption_max_alt); - - getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setValue(moisture_level); - getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setValue(droplet_radius); - getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setValue(ice_level); } void LLPanelSettingsSkyDensityTab::updateProfile() @@ -690,10 +708,6 @@ void LLPanelSettingsSkyDensityTab::updateProfile() LLSD mie_config = LLSettingsSky::createSingleLayerDensityProfile(mie_max_alt, mie_exponential_term, mie_exponential_scale, mie_linear_term, mie_constant_term, mie_aniso_factor); LLSD absorption_layer = LLSettingsSky::createSingleLayerDensityProfile(absorption_max_alt, absorption_exponential_term, absorption_exponential_scale, absorption_linear_term, absorption_constant_term); - F32 moisture_level = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->getValueF32(); - F32 droplet_radius = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->getValueF32(); - F32 ice_level = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->getValueF32(); - static LLSD absorption_layer_ozone = LLSettingsSky::createDensityProfileLayer(0.0f, 0.0f, 0.0f, -1.0f / 15000.0f, 8.0f / 3.0f); LLSD absorption_config; @@ -703,9 +717,6 @@ void LLPanelSettingsSkyDensityTab::updateProfile() mSkySettings->setRayleighConfigs(rayleigh_config); mSkySettings->setMieConfigs(mie_config); mSkySettings->setAbsorptionConfigs(absorption_config); - mSkySettings->setSkyMoistureLevel(moisture_level); - mSkySettings->setSkyDropletRadius(droplet_radius); - mSkySettings->setSkyIceLevel(ice_level); mSkySettings->update(); setIsDirty(); @@ -796,18 +807,3 @@ void LLPanelSettingsSkyDensityTab::onAbsorptionMaxAltitudeChanged() { updateProfile(); } - -void LLPanelSettingsSkyDensityTab::onMoistureLevelChanged() -{ - updateProfile(); -} - -void LLPanelSettingsSkyDensityTab::onDropletRadiusChanged() -{ - updateProfile(); -} - -void LLPanelSettingsSkyDensityTab::onIceLevelChanged() -{ - updateProfile(); -} diff --git a/indra/newview/llpaneleditsky.h b/indra/newview/llpaneleditsky.h index 002586b550..c02c9c95a0 100644 --- a/indra/newview/llpaneleditsky.h +++ b/indra/newview/llpaneleditsky.h @@ -76,6 +76,10 @@ private: void onDensityMultipChanged(); void onDistanceMultipChanged(); void onMaxAltChanged(); + void onMoistureLevelChanged(); + void onDropletRadiusChanged(); + void onIceLevelChanged(); + }; class LLPanelSettingsSkyCloudTab : public LLPanelSettingsSky @@ -160,9 +164,6 @@ protected: void onAbsorptionLinearChanged(); void onAbsorptionConstantChanged(); void onAbsorptionMaxAltitudeChanged(); - void onMoistureLevelChanged(); - void onDropletRadiusChanged(); - void onIceLevelChanged(); // update the settings for our profile type void updateProfile(); diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml index 18c2ac0db9..5af009e3aa 100644 --- a/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml +++ b/indra/newview/skins/default/xui/en/panel_settings_sky_atmos.xml @@ -154,6 +154,69 @@ left_delta="-5" top_delta="25" width="80"> + Moisture Level: + </text> + <slider + decimal_digits="3" + follows="left|top" + height="14" + increment="0.001" + initial_value="0" + layout="topleft" + min_val="0" + max_val="1" + name="moisture_level" + width="207" + can_edit_text="true"/> + <text + follows="left|top" + height="10" + layout="topleft" + left_delta="-5" + top_delta="25" + width="80"> + Droplet Radius: + </text> + <slider + decimal_digits="2" + follows="left|top" + height="14" + increment="0.01" + initial_value="0" + layout="topleft" + min_val="5.0" + max_val="1000.0" + name="droplet_radius" + width="207" + can_edit_text="true"/> + <text + follows="left|top" + height="10" + layout="topleft" + left_delta="-5" + top_delta="25" + width="80"> + Ice Level: + </text> + <slider + decimal_digits="1" + follows="left|top" + height="14" + increment="0.1" + initial_value="0" + layout="topleft" + min_val="0" + max_val="1" + name="ice_level" + width="207" + can_edit_text="true"/> + <text + follows="left|top" + height="10" + layout="topleft" + left_delta="-5" + top_delta="25" + width="80"> Scene Gamma: </text> <slider diff --git a/indra/newview/skins/default/xui/en/panel_settings_sky_density.xml b/indra/newview/skins/default/xui/en/panel_settings_sky_density.xml index a21ba44b32..b3a33961bc 100644 --- a/indra/newview/skins/default/xui/en/panel_settings_sky_density.xml +++ b/indra/newview/skins/default/xui/en/panel_settings_sky_density.xml @@ -269,55 +269,5 @@ label_width="160" can_edit_text="true"/> </layout_panel> - <layout_panel - border="true" - bevel_style="in" - auto_resize="true" - user_resize="false" - visible="true" - height="14"> - <slider - decimal_digits="3" - follows="left|top" - height="14" - increment="0.001" - initial_value="0" - layout="topleft" - min_val="0" - max_val="1" - name="moisture_level" - label="Moisture Level:" - width="400" - label_width="160" - can_edit_text="true"/> - <slider - decimal_digits="2" - follows="left|top" - height="14" - increment="0.01" - initial_value="0" - layout="topleft" - min_val="5.0" - max_val="1000.0" - name="droplet_radius" - label="Droplet Radius:" - width="400" - label_width="160" - can_edit_text="true"/> - <slider - decimal_digits="1" - follows="left|top" - height="14" - increment="0.1" - initial_value="0" - layout="topleft" - min_val="0" - max_val="1" - name="ice_level" - label="Ice Level:" - width="400" - label_width="160" - can_edit_text="true"/> - </layout_panel> </layout_stack> </panel> |