diff options
Diffstat (limited to 'indra/newview/lllegacyatmospherics.cpp')
-rw-r--r-- | indra/newview/lllegacyatmospherics.cpp | 1598 |
1 files changed, 799 insertions, 799 deletions
diff --git a/indra/newview/lllegacyatmospherics.cpp b/indra/newview/lllegacyatmospherics.cpp index a30b0625ae..1403845d07 100644 --- a/indra/newview/lllegacyatmospherics.cpp +++ b/indra/newview/lllegacyatmospherics.cpp @@ -1,799 +1,799 @@ -/**
- * @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
- * $/LicenseInfo$
- */
-
-#include "llviewerprecompiledheaders.h"
-
-#include "lllegacyatmospherics.h"
-
-#include "llfeaturemanager.h"
-#include "llviewercontrol.h"
-#include "llframetimer.h"
-
-#include "llagent.h"
-#include "llagentcamera.h"
-#include "lldrawable.h"
-#include "llface.h"
-#include "llglheaders.h"
-#include "llsky.h"
-#include "llviewercamera.h"
-#include "llviewertexturelist.h"
-#include "llviewerobjectlist.h"
-#include "llviewerregion.h"
-#include "llworld.h"
-#include "pipeline.h"
-#include "v3colorutil.h"
-
-#include "llsettingssky.h"
-#include "llenvironment.h"
-#include "lldrawpoolwater.h"
-
-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));
- }
-
-
-private:
- F32 mTable[257]; // index 0 is unused
-};
-
-static LLFastLn gFastLn;
-
-
-// Functions used a lot.
-
-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);
-}
-
-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);
-}
-
-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;
-}
-
-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);
- }
-}
-
-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 constants.
-LLColor3 const LLHaze::sAirScaSeaLevel = calc_air_sca_sea_level();
-F32 const LLHaze::sAirScaIntense = color_intens(LLHaze::sAirScaSeaLevel);
-F32 const LLHaze::sAirScaAvg = LLHaze::sAirScaIntense / 3.f;
-
-/***************************************
- Atmospherics
-***************************************/
-
-LLAtmospherics::LLAtmospherics()
-: 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;
-}
-
-
-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;
-}
-
-// 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);
-}
-
-// NOTE: Keep these in sync!
-// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
-// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
-// indra\newview\lllegacyatmospherics.cpp
-void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVector3 & Pn, AtmosphericsVars& vars)
-{
- const LLColor3 blue_density = vars.blue_density;
- const LLColor3 blue_horizon = vars.blue_horizon;
- const F32 haze_horizon = vars.haze_horizon;
- const F32 haze_density = vars.haze_density;
- const F32 density_multiplier = vars.density_multiplier;
-
- 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;
- 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;
- 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;
-
- 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)
- 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];
- componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
- componentMultBy(sunlight, light_transmittance);
-
- // Distance
- temp2.mV[2] = Plen * density_multiplier;
-
- // Transparency (-> temp1)
- temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);
-
- // 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)
-
- // 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
-
- // 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));
-
- // 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);
-
- // 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);
-
-/*
- // SL-12574
-
- // Attenuate cloud color by atmosphere
- 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));
-*/
-}
-
-void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)
-{
- LLVector3 tosun = tosun_in;
-
- if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG))
- {
- return;
- }
-
- 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];
-
- 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];
-
- 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();
-
- 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.
- AtmosphericsVars vars;
-
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
-
- // NOTE: This is very similar to LLVOSky::cacheEnvironment()
- // Differences:
- // vars.sun_norm
- // vars.sunlight
- // invariants across whole sky tex process...
- vars.blue_density = psky->getBlueDensity();
- vars.blue_horizon = psky->getBlueHorizon();
- vars.haze_density = psky->getHazeDensity();
- vars.haze_horizon = psky->getHazeHorizon();
- vars.density_multiplier = psky->getDensityMultiplier();
- vars.distance_multiplier = psky->getDistanceMultiplier();
- vars.max_y = psky->getMaxY();
- vars.sun_norm = LLEnvironment::instance().getSunDirectionCFR();
- vars.sunlight = psky->getSunlightColor();
- vars.ambient = psky->getAmbientColor();
- vars.glow = psky->getGlow();
- vars.cloud_shadow = psky->getCloudShadow();
- vars.dome_radius = psky->getDomeRadius();
- vars.dome_offset = psky->getDomeOffset();
- vars.light_atten = psky->getLightAttenuation(vars.max_y);
- vars.light_transmittance = psky->getLightTransmittance(vars.max_y);
- vars.total_density = psky->getTotalDensity();
- vars.gamma = psky->getGamma();
-
- res_color[0] = calcSkyColorInDir(psky, vars, tosun);
- 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]);
-
- 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]);
- }
-
- color_gamma_correct(sky_fog_color);
-
- render_fog_color = sky_fog_color;
-
- fog_distance = mFogRatio * distance;
-
- 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());
-
- // 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);
-
- // set the gl fog color
- mGLFogCol = fogCol;
- }
-
- mFogColor = sky_fog_color;
- mFogColor.setAlpha(1);
-
- LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f;
-
- 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;
-}
-
-// Returns angle (RADIANs) between the horizontal projection of "v" and the x_axis.
-// Range of output is 0.0f to 2pi //359.99999...f
-// 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;
-}
-
-bool operator==(const AtmosphericsVars& a, const AtmosphericsVars& b)
-{
- if (a.hazeColor != b.hazeColor)
- {
- return false;
- }
-
- if (a.hazeColorBelowCloud != b.hazeColorBelowCloud)
- {
- return false;
- }
-
- if (a.cloudColorSun != b.cloudColorSun)
- {
- return false;
- }
-
- if (a.cloudColorAmbient != b.cloudColorAmbient)
- {
- return false;
- }
-
- if (a.cloudDensity != b.cloudDensity)
- {
- return false;
- }
-
- if (a.density_multiplier != b.density_multiplier)
- {
- return false;
- }
-
- if (a.haze_horizon != b.haze_horizon)
- {
- return false;
- }
-
- if (a.haze_density != b.haze_density)
- {
- return false;
- }
-
- if (a.blue_horizon != b.blue_horizon)
- {
- return false;
- }
-
- if (a.blue_density != b.blue_density)
- {
- return false;
- }
-
- if (a.dome_offset != b.dome_offset)
- {
- return false;
- }
-
- if (a.dome_radius != b.dome_radius)
- {
- return false;
- }
-
- if (a.cloud_shadow != b.cloud_shadow)
- {
- return false;
- }
-
- if (a.glow != b.glow)
- {
- return false;
- }
-
- if (a.ambient != b.ambient)
- {
- return false;
- }
-
- if (a.sunlight != b.sunlight)
- {
- return false;
- }
-
- if (a.sun_norm != b.sun_norm)
- {
- return false;
- }
-
- if (a.gamma != b.gamma)
- {
- return false;
- }
-
- if (a.max_y != b.max_y)
- {
- return false;
- }
-
- if (a.distance_multiplier != b.distance_multiplier)
- {
- return false;
- }
-
- // light_atten, light_transmittance, total_density
- // are ignored as they always change when the values above do
- // they're just shared calc across the sky map generation to save cycles
-
- return true;
-}
-
-bool approximatelyEqual(const F32 &a, const F32 &b, const F32 &fraction_treshold)
-{
- F32 diff = fabs(a - b);
- if (diff < F_APPROXIMATELY_ZERO || diff < llmax(fabs(a), fabs(b)) * fraction_treshold)
- {
- return true;
- }
- return false;
-}
-
-bool approximatelyEqual(const LLColor3 &a, const LLColor3 &b, const F32 &fraction_treshold)
-{
- return approximatelyEqual(a.mV[0], b.mV[0], fraction_treshold)
- && approximatelyEqual(a.mV[1], b.mV[1], fraction_treshold)
- && approximatelyEqual(a.mV[2], b.mV[2], fraction_treshold);
-}
-
-bool approximatelyEqual(const LLVector4 &a, const LLVector4 &b, const F32 &fraction_treshold)
-{
- return approximatelyEqual(a.mV[0], b.mV[0], fraction_treshold)
- && approximatelyEqual(a.mV[1], b.mV[1], fraction_treshold)
- && approximatelyEqual(a.mV[2], b.mV[2], fraction_treshold)
- && approximatelyEqual(a.mV[3], b.mV[3], fraction_treshold);
-}
-
-bool approximatelyEqual(const AtmosphericsVars& a, const AtmosphericsVars& b, const F32 fraction_treshold)
-{
- if (!approximatelyEqual(a.hazeColor, b.hazeColor, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.hazeColorBelowCloud, b.hazeColorBelowCloud, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.cloudColorSun, b.cloudColorSun, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.cloudColorAmbient, b.cloudColorAmbient, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.cloudDensity, b.cloudDensity, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.density_multiplier, b.density_multiplier, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.haze_horizon, b.haze_horizon, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.haze_density, b.haze_density, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.blue_horizon, b.blue_horizon, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.blue_density, b.blue_density, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.dome_offset, b.dome_offset, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.dome_radius, b.dome_radius, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.cloud_shadow, b.cloud_shadow, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.glow, b.glow, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.ambient, b.ambient, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.sunlight, b.sunlight, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.sun_norm, b.sun_norm, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.gamma, b.gamma, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.max_y, b.max_y, fraction_treshold))
- {
- return false;
- }
-
- if (!approximatelyEqual(a.distance_multiplier, b.distance_multiplier, fraction_treshold))
- {
- return false;
- }
-
- // light_atten, light_transmittance, total_density
- // are ignored as they always change when the values above do
- // they're just shared calc across the sky map generation to save cycles
-
- return true;
-}
-
+/** + * @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 + * $/LicenseInfo$ + */ + +#include "llviewerprecompiledheaders.h" + +#include "lllegacyatmospherics.h" + +#include "llfeaturemanager.h" +#include "llviewercontrol.h" +#include "llframetimer.h" + +#include "llagent.h" +#include "llagentcamera.h" +#include "lldrawable.h" +#include "llface.h" +#include "llglheaders.h" +#include "llsky.h" +#include "llviewercamera.h" +#include "llviewertexturelist.h" +#include "llviewerobjectlist.h" +#include "llviewerregion.h" +#include "llworld.h" +#include "pipeline.h" +#include "v3colorutil.h" + +#include "llsettingssky.h" +#include "llenvironment.h" +#include "lldrawpoolwater.h" + +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)); + } + + +private: + F32 mTable[257]; // index 0 is unused +}; + +static LLFastLn gFastLn; + + +// Functions used a lot. + +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); +} + +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); +} + +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; +} + +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); + } +} + +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 constants. +LLColor3 const LLHaze::sAirScaSeaLevel = calc_air_sca_sea_level(); +F32 const LLHaze::sAirScaIntense = color_intens(LLHaze::sAirScaSeaLevel); +F32 const LLHaze::sAirScaAvg = LLHaze::sAirScaIntense / 3.f; + +/*************************************** + Atmospherics +***************************************/ + +LLAtmospherics::LLAtmospherics() +: 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; +} + + +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; +} + +// 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); +} + +// NOTE: Keep these in sync! +// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl +// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl +// indra\newview\lllegacyatmospherics.cpp +void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVector3 & Pn, AtmosphericsVars& vars) +{ + const LLColor3 blue_density = vars.blue_density; + const LLColor3 blue_horizon = vars.blue_horizon; + const F32 haze_horizon = vars.haze_horizon; + const F32 haze_density = vars.haze_density; + const F32 density_multiplier = vars.density_multiplier; + + 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; + 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; + 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; + + 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) + 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]; + componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1])); + componentMultBy(sunlight, light_transmittance); + + // Distance + temp2.mV[2] = Plen * density_multiplier; + + // Transparency (-> temp1) + temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]); + + // 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) + + // 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 + + // 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)); + + // 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); + + // 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); + +/* + // SL-12574 + + // Attenuate cloud color by atmosphere + 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)); +*/ +} + +void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in) +{ + LLVector3 tosun = tosun_in; + + if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG)) + { + return; + } + + 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]; + + 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]; + + 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(); + + 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. + AtmosphericsVars vars; + + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + + // NOTE: This is very similar to LLVOSky::cacheEnvironment() + // Differences: + // vars.sun_norm + // vars.sunlight + // invariants across whole sky tex process... + vars.blue_density = psky->getBlueDensity(); + vars.blue_horizon = psky->getBlueHorizon(); + vars.haze_density = psky->getHazeDensity(); + vars.haze_horizon = psky->getHazeHorizon(); + vars.density_multiplier = psky->getDensityMultiplier(); + vars.distance_multiplier = psky->getDistanceMultiplier(); + vars.max_y = psky->getMaxY(); + vars.sun_norm = LLEnvironment::instance().getSunDirectionCFR(); + vars.sunlight = psky->getSunlightColor(); + vars.ambient = psky->getAmbientColor(); + vars.glow = psky->getGlow(); + vars.cloud_shadow = psky->getCloudShadow(); + vars.dome_radius = psky->getDomeRadius(); + vars.dome_offset = psky->getDomeOffset(); + vars.light_atten = psky->getLightAttenuation(vars.max_y); + vars.light_transmittance = psky->getLightTransmittance(vars.max_y); + vars.total_density = psky->getTotalDensity(); + vars.gamma = psky->getGamma(); + + res_color[0] = calcSkyColorInDir(psky, vars, tosun); + 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]); + + 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]); + } + + color_gamma_correct(sky_fog_color); + + render_fog_color = sky_fog_color; + + fog_distance = mFogRatio * distance; + + 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()); + + // 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); + + // set the gl fog color + mGLFogCol = fogCol; + } + + mFogColor = sky_fog_color; + mFogColor.setAlpha(1); + + LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f; + + 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; +} + +// Returns angle (RADIANs) between the horizontal projection of "v" and the x_axis. +// Range of output is 0.0f to 2pi //359.99999...f +// 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; +} + +bool operator==(const AtmosphericsVars& a, const AtmosphericsVars& b) +{ + if (a.hazeColor != b.hazeColor) + { + return false; + } + + if (a.hazeColorBelowCloud != b.hazeColorBelowCloud) + { + return false; + } + + if (a.cloudColorSun != b.cloudColorSun) + { + return false; + } + + if (a.cloudColorAmbient != b.cloudColorAmbient) + { + return false; + } + + if (a.cloudDensity != b.cloudDensity) + { + return false; + } + + if (a.density_multiplier != b.density_multiplier) + { + return false; + } + + if (a.haze_horizon != b.haze_horizon) + { + return false; + } + + if (a.haze_density != b.haze_density) + { + return false; + } + + if (a.blue_horizon != b.blue_horizon) + { + return false; + } + + if (a.blue_density != b.blue_density) + { + return false; + } + + if (a.dome_offset != b.dome_offset) + { + return false; + } + + if (a.dome_radius != b.dome_radius) + { + return false; + } + + if (a.cloud_shadow != b.cloud_shadow) + { + return false; + } + + if (a.glow != b.glow) + { + return false; + } + + if (a.ambient != b.ambient) + { + return false; + } + + if (a.sunlight != b.sunlight) + { + return false; + } + + if (a.sun_norm != b.sun_norm) + { + return false; + } + + if (a.gamma != b.gamma) + { + return false; + } + + if (a.max_y != b.max_y) + { + return false; + } + + if (a.distance_multiplier != b.distance_multiplier) + { + return false; + } + + // light_atten, light_transmittance, total_density + // are ignored as they always change when the values above do + // they're just shared calc across the sky map generation to save cycles + + return true; +} + +bool approximatelyEqual(const F32 &a, const F32 &b, const F32 &fraction_treshold) +{ + F32 diff = fabs(a - b); + if (diff < F_APPROXIMATELY_ZERO || diff < llmax(fabs(a), fabs(b)) * fraction_treshold) + { + return true; + } + return false; +} + +bool approximatelyEqual(const LLColor3 &a, const LLColor3 &b, const F32 &fraction_treshold) +{ + return approximatelyEqual(a.mV[0], b.mV[0], fraction_treshold) + && approximatelyEqual(a.mV[1], b.mV[1], fraction_treshold) + && approximatelyEqual(a.mV[2], b.mV[2], fraction_treshold); +} + +bool approximatelyEqual(const LLVector4 &a, const LLVector4 &b, const F32 &fraction_treshold) +{ + return approximatelyEqual(a.mV[0], b.mV[0], fraction_treshold) + && approximatelyEqual(a.mV[1], b.mV[1], fraction_treshold) + && approximatelyEqual(a.mV[2], b.mV[2], fraction_treshold) + && approximatelyEqual(a.mV[3], b.mV[3], fraction_treshold); +} + +bool approximatelyEqual(const AtmosphericsVars& a, const AtmosphericsVars& b, const F32 fraction_treshold) +{ + if (!approximatelyEqual(a.hazeColor, b.hazeColor, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.hazeColorBelowCloud, b.hazeColorBelowCloud, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.cloudColorSun, b.cloudColorSun, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.cloudColorAmbient, b.cloudColorAmbient, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.cloudDensity, b.cloudDensity, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.density_multiplier, b.density_multiplier, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.haze_horizon, b.haze_horizon, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.haze_density, b.haze_density, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.blue_horizon, b.blue_horizon, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.blue_density, b.blue_density, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.dome_offset, b.dome_offset, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.dome_radius, b.dome_radius, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.cloud_shadow, b.cloud_shadow, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.glow, b.glow, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.ambient, b.ambient, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.sunlight, b.sunlight, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.sun_norm, b.sun_norm, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.gamma, b.gamma, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.max_y, b.max_y, fraction_treshold)) + { + return false; + } + + if (!approximatelyEqual(a.distance_multiplier, b.distance_multiplier, fraction_treshold)) + { + return false; + } + + // light_atten, light_transmittance, total_density + // are ignored as they always change when the values above do + // they're just shared calc across the sky map generation to save cycles + + return true; +} + |