diff options
Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 43 |
1 files changed, 16 insertions, 27 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index a7a5a9223c..6321dbc085 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -717,54 +717,43 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor3 ambient(getTotalAmbient()); F32 g = getGamma(); - if (ambient != LLColor3::black && getReflectionProbeAmbiance() == 0.f) - { //desaturate ambient for legacy compatibility - F32 h, s, l; - ambient.calcHSL(&h, &s, &l); - s *= 0.5f; - l *= 1.f / (g + llmax(g-1.f, 0.f)); - ambient.setHSL(h, s, l); - } + + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); + F32 probe_ambiance = getTotalReflectionProbeAmbiance(cloud_shadow_scale); if (irradiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV); } else { - if (psky->getReflectionProbeAmbiance() == 0.f) + if (psky->getReflectionProbeAmbiance() != 0.f) { - LLVector3 ambcol(ambient.mV); - F32 cloud_shadow = psky->getCloudShadow(); - LLVector3 tmpAmbient = ambcol + ((LLVector3::all_one - ambcol) * cloud_shadow * 0.5f); - - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(tmpAmbient)); - shader->uniform3fv(LLShaderMgr::AMBIENT, tmpAmbient.mV); + shader->uniform3fv(LLShaderMgr::AMBIENT, getAmbientColor().mV); + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, sqrtf(g)*2.0); // use a modifier here so 1.0 maps to the "most desirable" default and the maximum value doesn't go off the rails + } + else if (psky->canAutoAdjust() && should_auto_adjust) + { // auto-adjust legacy sky to take advantage of probe ambiance + shader->uniform3fv(LLShaderMgr::AMBIENT, (ambient * 0.5f).mV); + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 2.f); + probe_ambiance = 1.f; } else { - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 1.f); shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); } } - 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->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(sunDiffuse)); - shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(moonDiffuse)); - - static LLCachedControl<F32> cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); - shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance(cloud_shadow_scale)); + shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, probe_ambiance); 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()); - shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); - shader->uniform1f(LLShaderMgr::GAMMA, g); } |