diff options
Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 127 |
1 files changed, 81 insertions, 46 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index f5212a3026..ab5a154f08 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -68,6 +68,8 @@ #undef VERIFY_LEGACY_CONVERSION +extern BOOL gCubeSnapshot; + //========================================================================= namespace { @@ -123,7 +125,7 @@ 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); } @@ -234,9 +236,11 @@ void LLSettingsVOBase::updateInventoryItem(const LLSettingsBase::ptr_t &settings LLSDSerialize::serialize(settingdata, buffer, LLSDSerialize::LLSD_NOTATION); LLResourceUploadInfo::ptr_t uploadInfo = std::make_shared<LLBufferedAssetUploadInfo>(inv_item_id, LLAssetType::AT_SETTINGS, buffer.str(), - [settings, callback](LLUUID itemId, LLUUID newAssetId, LLUUID newItemId, LLSD response) { + [settings, callback](LLUUID itemId, LLUUID newAssetId, LLUUID newItemId, LLSD response) + { LLSettingsVOBase::onAgentAssetUploadComplete(itemId, newAssetId, newItemId, response, settings, callback); - }); + }, + nullptr); LLViewerAssetUpload::EnqueueInventoryUpload(agent_url, uploadInfo); } @@ -265,9 +269,11 @@ void LLSettingsVOBase::updateInventoryItem(const LLSettingsBase::ptr_t &settings LLSDSerialize::serialize(settingdata, buffer, LLSDSerialize::LLSD_NOTATION); LLResourceUploadInfo::ptr_t uploadInfo = std::make_shared<LLBufferedAssetUploadInfo>(object_id, inv_item_id, LLAssetType::AT_SETTINGS, buffer.str(), - [settings, callback](LLUUID itemId, LLUUID taskId, LLUUID newAssetId, LLSD response) { - LLSettingsVOBase::onTaskAssetUploadComplete(itemId, taskId, newAssetId, response, settings, callback); - }); + [settings, callback](LLUUID itemId, LLUUID taskId, LLUUID newAssetId, LLSD response) + { + LLSettingsVOBase::onTaskAssetUploadComplete(itemId, taskId, newAssetId, response, settings, callback); + }, + nullptr); LLViewerAssetUpload::EnqueueInventoryUpload(agent_url, uploadInfo); } @@ -667,59 +673,90 @@ 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); + + bool irradiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass(); 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); - // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") - LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); - LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() ); + shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); - // 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); + // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") + LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); + LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() ); - LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + // 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->uniform3fv(LLShaderMgr::CLOUD_POS_DENSITY1, LLVector3(vect_c_p_d1.mV)); - LLVector4 sunDiffuse = LLVector4(LLVector3(psky->getSunlightColor().mV)); - LLVector4 moonDiffuse = LLVector4(LLVector3(psky->getMoonlightColor().mV)); + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse); - shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse); + // TODO -- make these getters return vec3s + LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV); + LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV); + + shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse); + shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse); + + shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().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, LLVector4(ambient.mV)); + LLColor3 ambient(getTotalAmbient()); + + F32 g = getGamma(); + + static LLCachedControl<bool> should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + static LLCachedControl<F32> auto_adjust_ambient_scale(gSavedSettings, "RenderSkyAutoAdjustAmbientScale", 0.75f); + static LLCachedControl<F32> auto_adjust_hdr_scale(gSavedSettings, "RenderSkyAutoAdjustHDRScale", 2.f); + + 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, LLVector3::zero.mV); + } + else + { + if (psky->getReflectionProbeAmbiance() != 0.f) + { + 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 * auto_adjust_ambient_scale).mV); + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, auto_adjust_hdr_scale); + probe_ambiance = 1.f; // NOTE -- must match LLSettingsSky::getReflectionProbeAmbiance value for "auto_adjust" true + } + else + { + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 1.f); + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); + } + } + + 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()); - - F32 g = getGamma(); - F32 display_gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); shader->uniform1f(LLShaderMgr::GAMMA, g); - shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, display_gamma); } LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const @@ -758,6 +795,7 @@ 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 } @@ -921,7 +959,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) //transform water plane to eye space glh::vec3f norm(0.f, 0.f, 1.f); - glh::vec3f p(0.f, 0.f, water_height + 0.1f); + glh::vec3f p(0.f, 0.f, water_height); F32 modelView[16]; for (U32 i = 0; i < 16; i++) @@ -939,6 +977,8 @@ 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 +993,16 @@ 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); } } @@ -983,13 +1025,6 @@ LLSettingsWater::parammapping_t LLSettingsVOWater::getParameterMap() const { static parammapping_t param_map; - if (param_map.empty()) - { - //LLSD water_defaults = LLSettingsWater::defaults(); - //param_map[SETTING_FOG_COLOR] = DefaultParam(LLShaderMgr::WATER_FOGCOLOR, water_defaults[SETTING_FOG_COLOR]); - // let this get set by LLSettingsVOWater::applySpecial so that it can properly reflect the underwater modifier - //param_map[SETTING_FOG_DENSITY] = DefaultParam(LLShaderMgr::WATER_FOGDENSITY, water_defaults[SETTING_FOG_DENSITY]); - } return param_map; } |