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-rw-r--r--indra/newview/llsettingsvo.cpp145
1 files changed, 99 insertions, 46 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index eaa23d6a6c..42587658a6 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -68,6 +68,8 @@
#undef VERIFY_LEGACY_CONVERSION
+extern BOOL gCubeSnapshot;
+
//=========================================================================
namespace
{
@@ -137,7 +139,7 @@ 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);
}
@@ -248,9 +250,11 @@ 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);
}
@@ -279,9 +283,11 @@ 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);
}
@@ -681,59 +687,108 @@ 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> auto_adjust_blue_horizon_scale(gSavedSettings, "RenderSkyAutoAdjustBlueHorizonScale", 1.f);
+ static LLCachedControl<F32> auto_adjust_blue_density_scale(gSavedSettings, "RenderSkyAutoAdjustBlueDensityScale", 1.f);
+ static LLCachedControl<F32> auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f);
+ static LLCachedControl<F32> auto_adjust_probe_ambiance(gSavedSettings, "RenderSkyAutoAdjustProbeAmbiance", 1.f);
+ static LLCachedControl<F32> sunlight_scale(gSavedSettings, "RenderSkySunlightScale", 1.5f);
+ static LLCachedControl<F32> ambient_scale(gSavedSettings, "RenderSkyAmbientScale", 1.5f);
+
+ shader->uniform1f(LLShaderMgr::SKY_SUNLIGHT_SCALE, sunlight_scale);
+ shader->uniform1f(LLShaderMgr::SKY_AMBIENT_SCALE, ambient_scale);
+
+ 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, LLVector3(ambient.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);
+ LLColor3 blue_horizon = getBlueHorizon() * auto_adjust_blue_horizon_scale;
+ LLColor3 blue_density = getBlueDensity() * auto_adjust_blue_density_scale;
+ LLColor3 sun_diffuse = getSunDiffuse() * auto_adjust_sun_color_scale;
+
+ shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sun_diffuse.mV);
+ shader->uniform3fv(LLShaderMgr::BLUE_DENSITY, blue_density.mV);
+ shader->uniform3fv(LLShaderMgr::BLUE_HORIZON, blue_horizon.mV);
+
+ LLSettingsSky::sAutoAdjustProbeAmbiance = auto_adjust_probe_ambiance;
+ probe_ambiance = auto_adjust_probe_ambiance; // 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
@@ -772,6 +827,7 @@ 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
}
@@ -935,7 +991,7 @@ 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++)
@@ -953,6 +1009,8 @@ 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();
@@ -967,14 +1025,16 @@ 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);
}
}
@@ -997,13 +1057,6 @@ 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;
}