diff options
Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 44 |
1 files changed, 29 insertions, 15 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 7c762170a7..f9b7c749b3 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -123,7 +123,7 @@ void LLSettingsVOBase::createNewInventoryItem(LLSettingsType::type_e stype, cons void LLSettingsVOBase::createInventoryItem(const LLSettingsBase::ptr_t &settings, const LLUUID &parent_id, std::string settings_name, inventory_result_fn callback) { - U32 nextOwnerPerm = LLPermissions::DEFAULT.getMaskNextOwner(); + U32 nextOwnerPerm = LLFloaterPerms::getNextOwnerPerms("Settings"); createInventoryItem(settings, nextOwnerPerm, parent_id, settings_name, callback); } @@ -667,17 +667,17 @@ void LLSettingsVOSky::updateSettings() void LLSettingsVOSky::applySpecial(void *ptarget, bool force) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; - LLVector4 light_direction = LLEnvironment::instance().getClampedLightNorm(); + LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV); LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT]; { - shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, light_direction); + shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, LLViewerCamera::getInstance()->getOrigin()); } shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_SKY]; { - shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, light_direction); + shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); @@ -690,25 +690,30 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) // * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl cloud_scroll[0] = -cloud_scroll[0]; vect_c_p_d1 += cloud_scroll; - shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, vect_c_p_d1); + shader->uniform3fv(LLShaderMgr::CLOUD_POS_DENSITY1, LLVector3(vect_c_p_d1.mV)); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - LLVector4 sunDiffuse = LLVector4(psky->getSunlightColor().mV); - LLVector4 moonDiffuse = LLVector4(psky->getMoonlightColor().mV); + // TODO -- make these getters return vec3s + LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV); + LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV); - shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse); - shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse); + shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse); + shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse); - LLVector4 cloud_color(LLVector3(psky->getCloudColor().mV), 1.0); - shader->uniform4fv(LLShaderMgr::CLOUD_COLOR, cloud_color); + shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV)); } shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_ANY]; shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength); - LLColor4 ambient(getTotalAmbient()); - shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV)); + LLColor3 ambient(getTotalAmbient()); + + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); + shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor()/3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor())); + shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor())); + shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getReflectionProbeAmbiance()); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor()); @@ -720,6 +725,10 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::GAMMA, g); shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, display_gamma); + + shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon()/2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY + shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity()/2.f)); + shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); } LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const @@ -758,6 +767,7 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const param_map[SETTING_SKY_DROPLET_RADIUS] = DefaultParam(LLShaderMgr::DROPLET_RADIUS, sky_defaults[SETTING_SKY_DROPLET_RADIUS]); param_map[SETTING_SKY_ICE_LEVEL] = DefaultParam(LLShaderMgr::ICE_LEVEL, sky_defaults[SETTING_SKY_ICE_LEVEL]); + param_map[SETTING_REFLECTION_PROBE_AMBIANCE] = DefaultParam(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, sky_defaults[SETTING_REFLECTION_PROBE_AMBIANCE]); // AdvancedAtmospherics TODO // Provide mappings for new shader params here } @@ -939,6 +949,8 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) LLVector4 waterPlane(enorm.v[0], enorm.v[1], enorm.v[2], -ep.dot(enorm)); + LLDrawPoolAlpha::sWaterPlane = waterPlane; + shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, waterPlane.mV); LLVector4 light_direction = env.getClampedLightNorm(); @@ -953,14 +965,16 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) F32 waterFogDensity = env.getCurrentWater()->getModifiedWaterFogDensity(underwater); shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, waterFogDensity); - LLColor4 fog_color(env.getCurrentWater()->getWaterFogColor(), 0.0f); + LLColor4 fog_color(env.getCurrentWater()->getWaterFogColor()); shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, fog_color.mV); + shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR_LINEAR, linearColor3(fog_color).mV); + F32 blend_factor = env.getCurrentWater()->getBlendFactor(); shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); // update to normal lightnorm, water shader itself will use rotated lightnorm as necessary - shader->uniform4fv(LLShaderMgr::LIGHTNORM, light_direction.mV); + shader->uniform3fv(LLShaderMgr::LIGHTNORM, light_direction.mV); } } |