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-rw-r--r--indra/newview/llsettingsvo.cpp106
1 files changed, 69 insertions, 37 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 1e5b893cbc..7c762170a7 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -57,7 +57,7 @@
#include "llinventorymodel.h"
#include "llassetstorage.h"
-#include "llvfile.h"
+#include "llfilesystem.h"
#include "lldrawpoolwater.h"
#include <boost/algorithm/string/replace.hpp>
@@ -292,18 +292,18 @@ void LLSettingsVOBase::onTaskAssetUploadComplete(LLUUID itemId, LLUUID taskId, L
void LLSettingsVOBase::getSettingsAsset(const LLUUID &assetId, LLSettingsVOBase::asset_download_fn callback)
{
gAssetStorage->getAssetData(assetId, LLAssetType::AT_SETTINGS,
- [callback](LLVFS *vfs, const LLUUID &asset_id, LLAssetType::EType, void *, S32 status, LLExtStat ext_status)
- { onAssetDownloadComplete(vfs, asset_id, status, ext_status, callback); },
+ [callback](const LLUUID &asset_id, LLAssetType::EType, void *, S32 status, LLExtStat ext_status)
+ { onAssetDownloadComplete(asset_id, status, ext_status, callback); },
nullptr, true);
}
-void LLSettingsVOBase::onAssetDownloadComplete(LLVFS *vfs, const LLUUID &asset_id, S32 status, LLExtStat ext_status, LLSettingsVOBase::asset_download_fn callback)
+void LLSettingsVOBase::onAssetDownloadComplete(const LLUUID &asset_id, S32 status, LLExtStat ext_status, LLSettingsVOBase::asset_download_fn callback)
{
LLSettingsBase::ptr_t settings;
if (!status)
{
- LLVFile file(vfs, asset_id, LLAssetType::AT_SETTINGS, LLVFile::READ);
+ LLFileSystem file(asset_id, LLAssetType::AT_SETTINGS, LLFileSystem::READ);
S32 size = file.getSize();
std::string buffer(size + 1, '\0');
@@ -637,6 +637,7 @@ LLSD LLSettingsVOSky::convertToLegacy(const LLSettingsSky::ptr_t &psky, bool isA
//-------------------------------------------------------------------------
void LLSettingsVOSky::updateSettings()
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_ENVIRONMENT;
LLSettingsSky::updateSettings();
LLVector3 sun_direction = getSunDirection();
LLVector3 moon_direction = getMoonDirection();
@@ -665,55 +666,56 @@ void LLSettingsVOSky::updateSettings()
void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
{
- LLGLSLShader *shader = (LLGLSLShader *)ptarget;
-
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
LLVector4 light_direction = LLEnvironment::instance().getClampedLightNorm();
- if (shader->mShaderGroup == LLGLSLShader::SG_DEFAULT)
+ LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT];
{
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
- shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
+ shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, LLViewerCamera::getInstance()->getOrigin());
}
- else if (shader->mShaderGroup == LLGLSLShader::SG_SKY)
+
+ shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_SKY];
{
- shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, light_direction.mV);
+ shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, light_direction);
- // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
- LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
- LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
+ // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate")
+ LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
+ LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() );
- // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
- // Keep in Sync!
- // * indra\newview\llsettingsvo.cpp
- // * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
- // * 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, 1, vect_c_p_d1.mV);
+ // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll
+ // Keep in Sync!
+ // * indra\newview\llsettingsvo.cpp
+ // * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl
+ // * 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);
- LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLColor4 sunDiffuse = psky->getSunlightColor();
- LLColor4 moonDiffuse = psky->getMoonlightColor();
+ LLVector4 sunDiffuse = LLVector4(psky->getSunlightColor().mV);
+ LLVector4 moonDiffuse = LLVector4(psky->getMoonlightColor().mV);
- shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, sunDiffuse.mV);
- shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, moonDiffuse.mV);
+ shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse);
+ shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse);
- LLColor4 cloud_color(psky->getCloudColor(), 1.0);
- shader->uniform4fv(LLShaderMgr::CLOUD_COLOR, 1, cloud_color.mV);
+ LLVector4 cloud_color(LLVector3(psky->getCloudColor().mV), 1.0);
+ shader->uniform4fv(LLShaderMgr::CLOUD_COLOR, cloud_color);
}
+ shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_ANY];
shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength);
LLColor4 ambient(getTotalAmbient());
- shader->uniform4fv(LLShaderMgr::AMBIENT, 1, ambient.mV);
+ shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV));
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0);
shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor());
shader->uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, getDensityMultiplier());
shader->uniform1f(LLShaderMgr::DISTANCE_MULTIPLIER, getDistanceMultiplier());
- F32 g = getGamma();
+ F32 g = getGamma();
F32 display_gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
shader->uniform1f(LLShaderMgr::GAMMA, g);
@@ -907,11 +909,13 @@ LLSD LLSettingsVOWater::convertToLegacy(const LLSettingsWater::ptr_t &pwater)
//-------------------------------------------------------------------------
void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
{
- LLGLSLShader *shader = (LLGLSLShader *)ptarget;
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
LLEnvironment& env = LLEnvironment::instance();
- if (force || (shader->mShaderGroup == LLGLSLShader::SG_WATER))
+ auto group = LLGLSLShader::SG_WATER;
+ LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[group];
+
{
F32 water_height = env.getWaterHeight();
@@ -935,7 +939,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
LLVector4 waterPlane(enorm.v[0], enorm.v[1], enorm.v[2], -ep.dot(enorm));
- shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, 1, waterPlane.mV);
+ shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, waterPlane.mV);
LLVector4 light_direction = env.getClampedLightNorm();
@@ -950,18 +954,19 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force)
shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, waterFogDensity);
LLColor4 fog_color(env.getCurrentWater()->getWaterFogColor(), 0.0f);
- shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV);
+ shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 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, 1, light_direction.mV);
+ shader->uniform4fv(LLShaderMgr::LIGHTNORM, light_direction.mV);
}
}
void LLSettingsVOWater::updateSettings()
{
+ LL_PROFILE_ZONE_SCOPED_CATEGORY_DRAWPOOL;
// base class clears dirty flag so as to not trigger recursive update
LLSettingsBase::updateSettings();
@@ -1021,12 +1026,39 @@ LLSettingsDay::ptr_t LLSettingsVODay::buildFromLegacyPreset(const std::string &n
std::set<std::string> framenames;
std::set<std::string> notfound;
+ // expected and correct folder sctructure is to have
+ // three folders in widnlight's root: days, water, skies
std::string base_path(gDirUtilp->getDirName(path));
std::string water_path(base_path);
std::string sky_path(base_path);
+ std::string day_path(base_path);
gDirUtilp->append(water_path, "water");
gDirUtilp->append(sky_path, "skies");
+ gDirUtilp->append(day_path, "days");
+
+ if (!gDirUtilp->fileExists(day_path))
+ {
+ LL_WARNS("SETTINGS") << "File " << name << ".xml is not in \"days\" folder." << LL_ENDL;
+ }
+
+ if (!gDirUtilp->fileExists(water_path))
+ {
+ LL_WARNS("SETTINGS") << "Failed to find accompaniying water folder for file " << name
+ << ".xml. Falling back to using default folder" << LL_ENDL;
+
+ water_path = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight");
+ gDirUtilp->append(water_path, "water");
+ }
+
+ if (!gDirUtilp->fileExists(sky_path))
+ {
+ LL_WARNS("SETTINGS") << "Failed to find accompaniying skies folder for file " << name
+ << ".xml. Falling back to using default folder" << LL_ENDL;
+
+ sky_path = gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight");
+ gDirUtilp->append(sky_path, "skies");
+ }
newsettings[SETTING_NAME] = name;