diff options
Diffstat (limited to 'indra/newview/llvosky.cpp')
-rw-r--r-- | indra/newview/llvosky.cpp | 1375 |
1 files changed, 275 insertions, 1100 deletions
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp index 9ba6aeb37f..fc83218b1a 100644 --- a/indra/newview/llvosky.cpp +++ b/indra/newview/llvosky.cpp @@ -71,131 +71,13 @@ static const LLVector2 TEX01 = LLVector2(0.f, 1.f); static const LLVector2 TEX10 = LLVector2(1.f, 0.f); static const LLVector2 TEX11 = LLVector2(1.f, 1.f); +static const F32 LIGHT_DIRECTION_THRESHOLD = (F32) cosf(DEG_TO_RAD * 1.f); +static const F32 COLOR_CHANGE_THRESHOLD = 0.01f; + // Exported globals LLUUID gSunTextureID = IMG_SUN; LLUUID gMoonTextureID = IMG_MOON; -class LLFastLn -{ -public: - LLFastLn() - { - mTable[0] = 0; - for( S32 i = 1; i < 257; i++ ) - { - mTable[i] = log((F32)i); - } - } - - F32 ln( F32 x ) - { - const F32 OO_255 = 0.003921568627450980392156862745098f; - const F32 LN_255 = 5.5412635451584261462455391880218f; - - if( x < OO_255 ) - { - return log(x); - } - else - if( x < 1 ) - { - x *= 255.f; - S32 index = llfloor(x); - F32 t = x - index; - F32 low = mTable[index]; - F32 high = mTable[index + 1]; - return low + t * (high - low) - LN_255; - } - else - if( x <= 255 ) - { - S32 index = llfloor(x); - F32 t = x - index; - F32 low = mTable[index]; - F32 high = mTable[index + 1]; - return low + t * (high - low); - } - else - { - return log( x ); - } - } - - F32 pow( F32 x, F32 y ) - { - return (F32)LL_FAST_EXP(y * ln(x)); - } - - -private: - F32 mTable[257]; // index 0 is unused -}; - -static LLFastLn gFastLn; - - -// Functions used a lot. - -inline F32 LLHaze::calcPhase(const F32 cos_theta) const -{ - const F32 g2 = mG * mG; - const F32 den = 1 + g2 - 2 * mG * cos_theta; - return (1 - g2) * gFastLn.pow(den, -1.5); -} - -inline void color_pow(LLColor3 &col, const F32 e) -{ - col.mV[0] = gFastLn.pow(col.mV[0], e); - col.mV[1] = gFastLn.pow(col.mV[1], e); - col.mV[2] = gFastLn.pow(col.mV[2], e); -} - -inline LLColor3 color_norm(const LLColor3 &col) -{ - const F32 m = color_max(col); - if (m > 1.f) - { - return 1.f/m * col; - } - else return col; -} - -inline void color_gamma_correct(LLColor3 &col) -{ - const F32 gamma_inv = 1.f/1.2f; - if (col.mV[0] != 0.f) - { - col.mV[0] = gFastLn.pow(col.mV[0], gamma_inv); - } - if (col.mV[1] != 0.f) - { - col.mV[1] = gFastLn.pow(col.mV[1], gamma_inv); - } - if (col.mV[2] != 0.f) - { - col.mV[2] = gFastLn.pow(col.mV[2], gamma_inv); - } -} - -static LLColor3 calc_air_sca_sea_level() -{ - static LLColor3 WAVE_LEN(675, 520, 445); - static LLColor3 refr_ind = refr_ind_calc(WAVE_LEN); - static LLColor3 n21 = refr_ind * refr_ind - LLColor3(1, 1, 1); - static LLColor3 n4 = n21 * n21; - static LLColor3 wl2 = WAVE_LEN * WAVE_LEN * 1e-6f; - static LLColor3 wl4 = wl2 * wl2; - static LLColor3 mult_const = fsigma * 2.0f/ 3.0f * 1e24f * (F_PI * F_PI) * n4; - static F32 dens_div_N = F32( ATM_SEA_LEVEL_NDENS / Ndens2); - return dens_div_N * color_div ( mult_const, wl4 ); -} - -// static constants. -LLColor3 const LLHaze::sAirScaSeaLevel = calc_air_sca_sea_level(); -F32 const LLHaze::sAirScaIntense = color_intens(LLHaze::sAirScaSeaLevel); -F32 const LLHaze::sAirScaAvg = LLHaze::sAirScaIntense / 3.f; - - /*************************************** SkyTex ***************************************/ @@ -306,11 +188,165 @@ void LLSkyTex::bindTexture(BOOL curr) } /*************************************** - Sky + LLHeavenBody ***************************************/ F32 LLHeavenBody::sInterpVal = 0; +LLHeavenBody::LLHeavenBody(const F32 rad) +: mDirectionCached(LLVector3(0,0,0)), + mDirection(LLVector3(0,0,0)), + mIntensity(0.f), + mDiskRadius(rad), + mDraw(FALSE), + mHorizonVisibility(1.f), + mVisibility(1.f), + mVisible(FALSE) +{ + mColor.setToBlack(); + mColorCached.setToBlack(); +} + +const LLVector3& LLHeavenBody::getDirection() const +{ + return mDirection; +} + +void LLHeavenBody::setDirection(const LLVector3 &direction) +{ + mDirection = direction; +} + +void LLHeavenBody::setAngularVelocity(const LLVector3 &ang_vel) +{ + mAngularVelocity = ang_vel; +} + +const LLVector3& LLHeavenBody::getAngularVelocity() const +{ + return mAngularVelocity; +} + +const LLVector3& LLHeavenBody::getDirectionCached() const +{ + return mDirectionCached; +} + +void LLHeavenBody::renewDirection() +{ + mDirectionCached = mDirection; +} + +const LLColor3& LLHeavenBody::getColorCached() const +{ + return mColorCached; +} + +void LLHeavenBody::setColorCached(const LLColor3& c) +{ + mColorCached = c; +} + +const LLColor3& LLHeavenBody::getColor() const +{ + return mColor; +} + +void LLHeavenBody::setColor(const LLColor3& c) +{ + mColor = c; +} + +void LLHeavenBody::renewColor() +{ + mColorCached = mColor; +} + +F32 LLHeavenBody::interpVal() +{ + return sInterpVal; +} + +void LLHeavenBody::setInterpVal(const F32 v) +{ + sInterpVal = v; +} + +LLColor3 LLHeavenBody::getInterpColor() const +{ + return sInterpVal * mColor + (1 - sInterpVal) * mColorCached; +} + +const F32& LLHeavenBody::getVisibility() const +{ + return mVisibility; +} + +void LLHeavenBody::setVisibility(const F32 c) +{ + mVisibility = c; +} + +bool LLHeavenBody::isVisible() const +{ + return mVisible; +} + +void LLHeavenBody::setVisible(const bool v) +{ + mVisible = v; +} + +const F32& LLHeavenBody::getIntensity() const +{ + return mIntensity; +} + +void LLHeavenBody::setIntensity(const F32 c) +{ + mIntensity = c; +} + +void LLHeavenBody::setDiskRadius(const F32 radius) +{ + mDiskRadius = radius; +} + +F32 LLHeavenBody::getDiskRadius() const +{ + return mDiskRadius; +} + +void LLHeavenBody::setDraw(const bool draw) +{ + mDraw = draw; +} + +bool LLHeavenBody::getDraw() const +{ + return mDraw; +} + +const LLVector3& LLHeavenBody::corner(const S32 n) const +{ + return mQuadCorner[n]; +} + +LLVector3& LLHeavenBody::corner(const S32 n) +{ + return mQuadCorner[n]; +} + +const LLVector3* LLHeavenBody::corners() const +{ + return mQuadCorner; +} + +/*************************************** + Sky +***************************************/ + + S32 LLVOSky::sResolution = LLSkyTex::getResolution(); S32 LLVOSky::sTileResX = sResolution/NUM_TILES_X; S32 LLVOSky::sTileResY = sResolution/NUM_TILES_Y; @@ -348,20 +384,6 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) mAtmHeight = ATM_HEIGHT; mEarthCenter = LLVector3(mCameraPosAgent.mV[0], mCameraPosAgent.mV[1], -EARTH_RADIUS); - // *LAPRAS - mSunDefaultPosition = LLEnvironment::instance().getCurrentSky()->getSunDirection(); - - if (gSavedSettings.getBOOL("SkyOverrideSimSunPosition")) - { - - initSunDirection(LLVector3(mSunDefaultPosition.mV[2], mSunDefaultPosition.mV[0], mSunDefaultPosition.mV[1]), LLVector3(0, 0, 0)); - } - mAmbientScale = gSavedSettings.getF32("SkyAmbientScale"); - mNightColorShift = gSavedSettings.getColor3("SkyNightColorShift"); - mFogColor.mV[VRED] = mFogColor.mV[VGREEN] = mFogColor.mV[VBLUE] = 0.5f; - mFogColor.mV[VALPHA] = 0.0f; - mFogRatio = 1.2f; - mSun.setIntensity(SUN_INTENSITY); mMoon.setIntensity(0.1f * SUN_INTENSITY); @@ -376,7 +398,6 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) mHeavenlyBodyUpdated = FALSE ; mDrawRefl = 0; - mHazeConcentration = 0.f; mInterpVal = 0.f; } @@ -391,13 +412,13 @@ LLVOSky::~LLVOSky() void LLVOSky::init() { - const F32 haze_int = color_intens(mHaze.calcSigSca(0)); - mHazeConcentration = haze_int / - (color_intens(LLHaze::calcAirSca(0)) + haze_int); + llassert(!mInitialized); - calcAtmospherics(); + // Update sky at least once to get correct initial sun/moon directions and lighting calcs performed + LLEnvironment::instance().getCurrentSky()->update(); + + updateDirections(); -// LEGACY_ATMOSPHERICS // Initialize the cached normalized direction vectors for (S32 side = 0; side < 6; ++side) { @@ -468,7 +489,7 @@ void LLVOSky::restoreGL() mBloomTexturep->setNoDelete() ; mBloomTexturep->setAddressMode(LLTexUnit::TAM_CLAMP); - calcAtmospherics(); + updateDirections(); if (gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps) @@ -484,10 +505,11 @@ void LLVOSky::restoreGL() if(cube_map) { cube_map->init(images); - mForceUpdate = TRUE; } } + mForceUpdate = TRUE; + if (mDrawable) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); @@ -495,7 +517,6 @@ void LLVOSky::restoreGL() } -// LEGACY_ATMOSPHERICS void LLVOSky::initSkyTextureDirs(const S32 side, const S32 tile) { S32 tile_x = tile % NUM_TILES_X; @@ -541,290 +562,13 @@ void LLVOSky::createSkyTexture(const S32 side, const S32 tile) { for (x = tile_x_pos; x < (tile_x_pos + sTileResX); ++x) { - mSkyTex[side].setPixel(calcSkyColorInDir(mSkyTex[side].getDir(x, y)), x, y); - mShinyTex[side].setPixel(calcSkyColorInDir(mSkyTex[side].getDir(x, y), true), x, y); + mSkyTex[side].setPixel(m_legacyAtmospherics.calcSkyColorInDir(mSkyTex[side].getDir(x, y)), x, y); + mShinyTex[side].setPixel(m_legacyAtmospherics.calcSkyColorInDir(mSkyTex[side].getDir(x, y), true), x, y); } } } -LLColor4 LLVOSky::calcSkyColorInDir(const LLVector3 &dir, bool isShiny) -{ - F32 saturation = 0.3f; - if (dir.mV[VZ] < -0.02f) - { - LLColor4 col = LLColor4(llmax(mFogColor[0],0.2f), llmax(mFogColor[1],0.2f), llmax(mFogColor[2],0.22f),0.f); - if (isShiny) - { - LLColor3 desat_fog = LLColor3(mFogColor); - F32 brightness = desat_fog.brightness(); - // So that shiny somewhat shows up at night. - if (brightness < 0.15f) - { - brightness = 0.15f; - desat_fog = smear(0.15f); - } - LLColor3 greyscale = smear(brightness); - desat_fog = desat_fog * saturation + greyscale * (1.0f - saturation); - if (!gPipeline.canUseWindLightShaders()) - { - col = LLColor4(desat_fog, 0.f); - } - else - { - col = LLColor4(desat_fog * 0.5f, 0.f); - } - } - float x = 1.0f-fabsf(-0.1f-dir.mV[VZ]); - x *= x; - col.mV[0] *= x*x; - col.mV[1] *= powf(x, 2.5f); - col.mV[2] *= x*x*x; - return col; - } - - // undo OGL_TO_CFR_ROTATION and negate vertical direction. - LLVector3 Pn = LLVector3(-dir[1] , -dir[2], -dir[0]); - - LLColor3 vary_HazeColor(0,0,0); - LLColor3 vary_CloudColorSun(0,0,0); - LLColor3 vary_CloudColorAmbient(0,0,0); - F32 vary_CloudDensity(0); - LLVector2 vary_HorizontalProjection[2]; - vary_HorizontalProjection[0] = LLVector2(0,0); - vary_HorizontalProjection[1] = LLVector2(0,0); - - calcSkyColorWLVert(Pn, vary_HazeColor, vary_CloudColorSun, vary_CloudColorAmbient, - vary_CloudDensity, vary_HorizontalProjection); - - LLColor3 sky_color = calcSkyColorWLFrag(Pn, vary_HazeColor, vary_CloudColorSun, vary_CloudColorAmbient, - vary_CloudDensity, vary_HorizontalProjection); - if (isShiny) - { - F32 brightness = sky_color.brightness(); - LLColor3 greyscale = smear(brightness); - sky_color = sky_color * saturation + greyscale * (1.0f - saturation); - sky_color *= (0.5f + 0.5f * brightness); - } - return LLColor4(sky_color, 0.0f); -} - -// turn on floating point precision -// in vs2003 for this function. Otherwise -// sky is aliased looking 7:10 - 8:50 -#if LL_MSVC && __MSVC_VER__ < 8 -#pragma optimize("p", on) -#endif - -void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun, - LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity, - LLVector2 vary_HorizontalProjection[2]) -{ - LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - - LLColor3 blue_density = psky->getBlueDensity(); - F32 max_y = psky->getMaxY(); - LLVector3 lightnorm = psky->getLightNormal(); - - // project the direction ray onto the sky dome. - F32 phi = acos(Pn[1]); - F32 sinA = sin(F_PI - phi); - if (fabsf(sinA) < 0.01f) - { //avoid division by zero - sinA = 0.01f; - } - - F32 Plen = psky->getDomeRadius() * sin(F_PI + phi + asin(psky->getDomeOffset() * sinA)) / sinA; - - Pn *= Plen; - - vary_HorizontalProjection[0] = LLVector2(Pn[0], Pn[2]); - vary_HorizontalProjection[0] /= - 2.f * Plen; - - // Set altitude - if (Pn[1] > 0.f) - { - Pn *= (max_y / Pn[1]); - } - else - { - Pn *= (-32000.f / Pn[1]); - } - - Plen = Pn.length(); - Pn /= Plen; - - // Initialize temp variables - LLColor3 sunlight = psky->getSunlightColor(); - LLColor3 ambient = psky->getAmbientColor(); - LLColor3 blue_horizon = psky->getBlueHorizon(); - F32 haze_density = psky->getHazeDensity(); - F32 haze_horizon = psky->getHazeHorizon(); - F32 density_multiplier = psky->getDensityMultiplier(); - LLColor3 glow = psky->getGlow(); - F32 cloud_shadow = psky->getCloudShadow(); - - // Sunlight attenuation effect (hue and brightness) due to atmosphere - // this is used later for sunlight modulation at various altitudes - LLColor3 light_atten = (blue_density * 1.0 + smear(haze_density * 0.25f)) * (density_multiplier * max_y); - - // Calculate relative weights - LLColor3 temp2(0.f, 0.f, 0.f); - LLColor3 temp1 = blue_density + smear(haze_density); - LLColor3 blue_weight = componentDiv(blue_density, temp1); - LLColor3 haze_weight = componentDiv(smear(haze_density), temp1); - - // Compute sunlight from P & lightnorm (for long rays like sky) - temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] ); - - temp2.mV[1] = 1.f / temp2.mV[1]; - componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1])); - - // Distance - temp2.mV[2] = Plen * density_multiplier; - - // Transparency (-> temp1) - temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]); - - - // Compute haze glow - temp2.mV[0] = Pn * lightnorm; - - temp2.mV[0] = 1.f - temp2.mV[0]; - // temp2.x is 0 at the sun and increases away from sun - temp2.mV[0] = llmax(temp2.mV[0], .001f); - // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.mV[0] *= glow.mV[0]; - // Higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]); - // glow.z should be negative, so we're doing a sort of (1 / "angle") function - - // Add "minimum anti-solar illumination" - temp2.mV[0] += .25f; - - - // Haze color above cloud - vary_HazeColor = (blue_horizon * blue_weight * (sunlight + ambient) + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + ambient)); - - // Increase ambient when there are more clouds - LLColor3 tmpAmbient = ambient + (LLColor3::white - ambient) * cloud_shadow * 0.5f; - - // Dim sunlight by cloud shadow percentage - sunlight *= (1.f - cloud_shadow); - - // Haze color below cloud - LLColor3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + tmpAmbient)); - - // Final atmosphere additive - componentMultBy(vary_HazeColor, LLColor3::white - temp1); - - sunlight = psky->getSunlightColor(); - temp2.mV[1] = llmax(0.f, lightnorm[1] * 2.f); - temp2.mV[1] = 1.f / temp2.mV[1]; - componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1])); - - // Attenuate cloud color by atmosphere - temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds - - // At horizon, blend high altitude sky color towards the darker color below the clouds - vary_HazeColor += componentMult(additiveColorBelowCloud - vary_HazeColor, LLColor3::white - componentSqrt(temp1)); - - if (Pn[1] < 0.f) - { - // Eric's original: - // LLColor3 dark_brown(0.143f, 0.129f, 0.114f); - LLColor3 dark_brown(0.082f, 0.076f, 0.066f); - LLColor3 brown(0.430f, 0.386f, 0.322f); - LLColor3 sky_lighting = sunlight + ambient; - F32 haze_brightness = vary_HazeColor.brightness(); - - if (Pn[1] < -0.05f) - { - vary_HazeColor = colorMix(dark_brown, brown, -Pn[1] * 0.9f) * sky_lighting * haze_brightness; - } - - if (Pn[1] > -0.1f) - { - vary_HazeColor = colorMix(LLColor3::white * haze_brightness, vary_HazeColor, fabs((Pn[1] + 0.05f) * -20.f)); - } - } -} - -#if LL_MSVC && __MSVC_VER__ < 8 -#pragma optimize("p", off) -#endif - -LLColor3 LLVOSky::calcSkyColorWLFrag(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun, - LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity, - LLVector2 vary_HorizontalProjection[2]) -{ - LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - F32 gamma = psky->getGamma(); - - LLColor3 res; - LLColor3 color0 = vary_HazeColor; - - if (!gPipeline.canUseWindLightShaders()) - { - LLColor3 color1 = color0 * 2.0f; - color1 = smear(1.f) - componentSaturate(color1); - componentPow(color1, gamma); - res = smear(1.f) - color1; - } - else - { - res = color0; - } - -# ifndef LL_RELEASE_FOR_DOWNLOAD - - LLColor3 color2 = 2.f * color0; - - LLColor3 color3 = LLColor3(1.f, 1.f, 1.f) - componentSaturate(color2); - componentPow(color3, gamma); - color3 = LLColor3(1.f, 1.f, 1.f) - color3; - - static enum { - OUT_DEFAULT = 0, - OUT_SKY_BLUE = 1, - OUT_RED = 2, - OUT_PN = 3, - OUT_HAZE = 4, - } debugOut = OUT_DEFAULT; - - switch(debugOut) - { - case OUT_DEFAULT: - break; - case OUT_SKY_BLUE: - res = LLColor3(0.4f, 0.4f, 0.9f); - break; - case OUT_RED: - res = LLColor3(1.f, 0.f, 0.f); - break; - case OUT_PN: - res = LLColor3(Pn[0], Pn[1], Pn[2]); - break; - case OUT_HAZE: - res = vary_HazeColor; - break; - } -# endif // LL_RELEASE_FOR_DOWNLOAD - return res; -} - - -LLColor3 LLVOSky::createDiffuseFromWL(LLColor3 diffuse, LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient) -{ - return componentMult(diffuse, sundiffuse) * 4.0f + - componentMult(ambient, sundiffuse) * 2.0f + sunambient; -} - -LLColor3 LLVOSky::createAmbientFromWL(LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient) -{ - return (componentMult(ambient, sundiffuse) + sunambient) * 0.8f; -} - -void LLVOSky::calcAtmospherics(void) +void LLVOSky::updateDirections(void) { LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); @@ -835,25 +579,13 @@ void LLVOSky::calcAtmospherics(void) mSun.renewColor(); mMoon.renewDirection(); mMoon.renewColor(); - - float dp = getToSunLast() * LLVector3(0,0,1.f); - if (dp < 0) - { - dp = 0; - } - - // Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio - // between sunlight and point lights in windlight to normalize point lights. - F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f); - LLEnvironment::instance().setSceneLightStrength(2.0f * (1.0f + sun_dynamic_range * dp)); - } void LLVOSky::idleUpdate(LLAgent &agent, const F64 &time) { } -BOOL LLVOSky::updateSky() +bool LLVOSky::updateSky() { LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); @@ -874,16 +606,17 @@ BOOL LLVOSky::updateSky() return TRUE; } -// LEGACY_ATMOSPHERICS static S32 next_frame = 0; const S32 total_no_tiles = 6 * NUM_TILES; const S32 cycle_frame_no = total_no_tiles + 1; - if (mUpdateTimer.getElapsedTimeF32() > 0.001f) + if (mUpdateTimer.getElapsedTimeF32() > 0.025f) { mUpdateTimer.reset(); const S32 frame = next_frame; + mForceUpdate = mForceUpdate || (total_no_tiles == frame); + ++next_frame; next_frame = next_frame % cycle_frame_no; @@ -891,29 +624,29 @@ BOOL LLVOSky::updateSky() // sInterpVal = (F32)next_frame / cycle_frame_no; LLSkyTex::setInterpVal( mInterpVal ); LLHeavenBody::setInterpVal( mInterpVal ); - calcAtmospherics(); + updateDirections(); + + LLVector3 direction = mSun.getDirection(); + direction.normalize(); + const F32 dot_lighting = direction * mLastLightingDirection; + + LLColor3 delta_color; + delta_color.setVec(mLastTotalAmbient.mV[0] - total_ambient.mV[0], + mLastTotalAmbient.mV[1] - total_ambient.mV[1], + mLastTotalAmbient.mV[2] - total_ambient.mV[2]); + + bool light_direction_changed = (dot_lighting >= LIGHT_DIRECTION_THRESHOLD); + bool color_changed = (delta_color.length() >= COLOR_CHANGE_THRESHOLD); + + mForceUpdate = mForceUpdate || light_direction_changed; + mForceUpdate = mForceUpdate || color_changed; + mForceUpdate = mForceUpdate || !mInitialized; - if (mForceUpdate || total_no_tiles == frame) + if (mForceUpdate) { - LLSkyTex::stepCurrent(); - - const static F32 LIGHT_DIRECTION_THRESHOLD = (F32) cos(DEG_TO_RAD * 1.f); - const static F32 COLOR_CHANGE_THRESHOLD = 0.01f; - - LLVector3 direction = mSun.getDirection(); - direction.normalize(); - const F32 dot_lighting = direction * mLastLightingDirection; - - LLColor3 delta_color; - delta_color.setVec(mLastTotalAmbient.mV[0] - total_ambient.mV[0], - mLastTotalAmbient.mV[1] - total_ambient.mV[1], - mLastTotalAmbient.mV[2] - total_ambient.mV[2]); - - if ( mForceUpdate - || (((dot_lighting < LIGHT_DIRECTION_THRESHOLD) - || (delta_color.length() > COLOR_CHANGE_THRESHOLD) - || !mInitialized) - && !direction.isExactlyZero())) + LLSkyTex::stepCurrent(); + + if (!direction.isExactlyZero()) { mLastLightingDirection = direction; mLastTotalAmbient = total_ambient; @@ -921,72 +654,55 @@ BOOL LLVOSky::updateSky() if (mCubeMap) { - if (mForceUpdate) - { - updateFog(LLViewerCamera::getInstance()->getFar()); - - for (int side = 0; side < 6; side++) - { - for (int tile = 0; tile < NUM_TILES; tile++) - { - createSkyTexture(side, tile); - } - } + updateFog(LLViewerCamera::getInstance()->getFar()); - calcAtmospherics(); - - for (int side = 0; side < 6; side++) + for (int side = 0; side < 6; side++) + { + for (int tile = 0; tile < NUM_TILES; tile++) { - LLImageRaw* raw1 = mSkyTex[side].getImageRaw(TRUE); - LLImageRaw* raw2 = mSkyTex[side].getImageRaw(FALSE); - raw2->copy(raw1); - mSkyTex[side].createGLImage(mSkyTex[side].getWhich(FALSE)); - - raw1 = mShinyTex[side].getImageRaw(TRUE); - raw2 = mShinyTex[side].getImageRaw(FALSE); - raw2->copy(raw1); - mShinyTex[side].createGLImage(mShinyTex[side].getWhich(FALSE)); + createSkyTexture(side, tile); } - next_frame = 0; } - } - } - /// *TODO really, sky texture and env map should be shared on a single texture - /// I'll let Brad take this at some point - - // update the sky texture - for (S32 i = 0; i < 6; ++i) - { - mSkyTex[i].create(1.0f); - mShinyTex[i].create(1.0f); - } - - // update the environment map - if (mCubeMap) - { - std::vector<LLPointer<LLImageRaw> > images; - images.reserve(6); - for (S32 side = 0; side < 6; side++) - { - images.push_back(mShinyTex[side].getImageRaw(TRUE)); + for (int side = 0; side < 6; side++) + { + LLImageRaw* raw1 = mSkyTex[side].getImageRaw(TRUE); + LLImageRaw* raw2 = mSkyTex[side].getImageRaw(FALSE); + raw2->copy(raw1); + mSkyTex[side].createGLImage(mSkyTex[side].getWhich(FALSE)); + + raw1 = mShinyTex[side].getImageRaw(TRUE); + raw2 = mShinyTex[side].getImageRaw(FALSE); + raw2->copy(raw1); + mShinyTex[side].createGLImage(mShinyTex[side].getWhich(FALSE)); + } + next_frame = 0; + + // update the sky texture + for (S32 i = 0; i < 6; ++i) + { + mSkyTex[i].create(1.0f); + mShinyTex[i].create(1.0f); + } + + // update the environment map + if (mCubeMap) + { + std::vector<LLPointer<LLImageRaw> > images; + images.reserve(6); + for (S32 side = 0; side < 6; side++) + { + images.push_back(mShinyTex[side].getImageRaw(TRUE)); + } + mCubeMap->init(images); + gGL.getTexUnit(0)->disable(); + } } - mCubeMap->init(images); - gGL.getTexUnit(0)->disable(); - } + } gPipeline.markRebuild(gSky.mVOGroundp->mDrawable, LLDrawable::REBUILD_ALL, TRUE); - // *TODO: decide whether we need to update the stars vertex buffer in LLVOWLSky -Brad. - //gPipeline.markRebuild(gSky.mVOWLSkyp->mDrawable, LLDrawable::REBUILD_ALL, TRUE); - mForceUpdate = FALSE; } - else - { - const S32 side = frame / NUM_TILES; - const S32 tile = frame % NUM_TILES; - createSkyTexture(side, tile); - } } if (mDrawable.notNull() && mDrawable->getFace(0) && !mDrawable->getFace(0)->getVertexBuffer()) @@ -1028,53 +744,6 @@ LLDrawable *LLVOSky::createDrawable(LLPipeline *pipeline) return mDrawable; } -//by bao -//fake vertex buffer updating -//to guarantee at least updating one VBO buffer every frame -//to walk around the bug caused by ATI card --> DEV-3855 -// -void LLVOSky::createDummyVertexBuffer() -{ - if(!mFace[FACE_DUMMY]) - { - LLDrawPoolSky *poolp = (LLDrawPoolSky*) gPipeline.getPool(LLDrawPool::POOL_SKY); - mFace[FACE_DUMMY] = mDrawable->addFace(poolp, NULL); - } - - if(!mFace[FACE_DUMMY]->getVertexBuffer()) - { - LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB); - buff->allocateBuffer(1, 1, TRUE); - mFace[FACE_DUMMY]->setVertexBuffer(buff); - } -} - -static LLTrace::BlockTimerStatHandle FTM_RENDER_FAKE_VBO_UPDATE("Fake VBO Update"); - -void LLVOSky::updateDummyVertexBuffer() -{ - if(!LLVertexBuffer::sEnableVBOs) - return ; - - if(mHeavenlyBodyUpdated) - { - mHeavenlyBodyUpdated = FALSE ; - return ; - } - - LL_RECORD_BLOCK_TIME(FTM_RENDER_FAKE_VBO_UPDATE) ; - - if(!mFace[FACE_DUMMY] || !mFace[FACE_DUMMY]->getVertexBuffer()) - createDummyVertexBuffer() ; - - LLStrider<LLVector3> vertices ; - mFace[FACE_DUMMY]->getVertexBuffer()->getVertexStrider(vertices, 0); - *vertices = mCameraPosAgent ; - mFace[FACE_DUMMY]->getVertexBuffer()->flush(); -} -//---------------------------------- -//end of fake vertex buffer updating -//---------------------------------- static LLTrace::BlockTimerStatHandle FTM_GEO_SKY("Sky Geometry"); BOOL LLVOSky::updateGeometry(LLDrawable *drawable) @@ -1164,18 +833,22 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) LLVector3 up = right % look_at; right.normalize(); up.normalize(); + + bool draw_sun = updateHeavenlyBodyGeometry(drawable, FACE_SUN, mSun, up, right); + bool draw_moon = updateHeavenlyBodyGeometry(drawable, FACE_MOON, mMoon, up, right); - const static F32 elevation_factor = 0.0f/sResolution; - const F32 cos_max_angle = cosHorizon(elevation_factor); - mSun.setDraw(updateHeavenlyBodyGeometry(drawable, FACE_SUN, TRUE, mSun, cos_max_angle, up, right)); - mMoon.setDraw(updateHeavenlyBodyGeometry(drawable, FACE_MOON, FALSE, mMoon, cos_max_angle, up, right)); + draw_sun &= LLEnvironment::getInstance()->getIsSunUp(); + draw_moon &= LLEnvironment::getInstance()->getIsMoonUp(); + + mSun.setDraw(draw_sun); + mMoon.setDraw(draw_moon); const F32 water_height = gAgent.getRegion()->getWaterHeight() + 0.01f; // LLWorld::getInstance()->getWaterHeight() + 0.01f; const F32 camera_height = mCameraPosAgent.mV[2]; const F32 height_above_water = camera_height - water_height; - BOOL sun_flag = FALSE; + bool sun_flag = FALSE; if (mSun.isVisible()) { @@ -1191,7 +864,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) if (height_above_water > 0) { - BOOL render_ref = gPipeline.getPool(LLDrawPool::POOL_WATER)->getVertexShaderLevel() == 0; + bool render_ref = gPipeline.getPool(LLDrawPool::POOL_WATER)->getVertexShaderLevel() == 0; if (sun_flag) { @@ -1219,9 +892,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable) return TRUE; } -BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, const BOOL is_sun, - LLHeavenBody& hb, const F32 cos_max_angle, - const LLVector3 &up, const LLVector3 &right) +bool LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, LLHeavenBody& hb, const LLVector3 &up, const LLVector3 &right) { mHeavenlyBodyUpdated = TRUE ; @@ -1232,52 +903,28 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons S32 index_offset; LLFace *facep; - LLVector3 to_dir = hb.getDirection(); - - if (!is_sun) - { - to_dir.mV[2] = llmax(to_dir.mV[2]+0.1f, 0.1f); - } + LLVector3 to_dir = hb.getDirection(); LLVector3 draw_pos = to_dir * HEAVENLY_BODY_DIST; - LLVector3 hb_right = to_dir % LLVector3::z_axis; LLVector3 hb_up = hb_right % to_dir; hb_right.normalize(); hb_up.normalize(); - //const static F32 cos_max_turn = sqrt(3.f) / 2; // 30 degrees - //const F32 cos_turn_right = 1. / (llmax(cos_max_turn, hb_right * right)); - //const F32 cos_turn_up = 1. / llmax(cos_max_turn, hb_up * up); - - const F32 enlargm_factor = ( 1 - to_dir.mV[2] ); + const F32 enlargm_factor = ( 1 - to_dir.mV[2] ); F32 horiz_enlargement = 1 + enlargm_factor * 0.3f; F32 vert_enlargement = 1 + enlargm_factor * 0.2f; - // Parameters for the water reflection - hb.setU(HEAVENLY_BODY_FACTOR * horiz_enlargement * hb.getDiskRadius() * hb_right); - hb.setV(HEAVENLY_BODY_FACTOR * vert_enlargement * hb.getDiskRadius() * hb_up); - // End of parameters for the water reflection - - const LLVector3 scaled_right = HEAVENLY_BODY_DIST * hb.getU(); - const LLVector3 scaled_up = HEAVENLY_BODY_DIST * hb.getV(); + const LLVector3 scaled_right = horiz_enlargement * HEAVENLY_BODY_DIST * HEAVENLY_BODY_FACTOR * hb.getDiskRadius() * hb_right; + const LLVector3 scaled_up = vert_enlargement * HEAVENLY_BODY_DIST * HEAVENLY_BODY_FACTOR * hb.getDiskRadius() * hb_up; - //const LLVector3 scaled_right = horiz_enlargement * HEAVENLY_BODY_SCALE * hb.getDiskRadius() * hb_right;//right; - //const LLVector3 scaled_up = vert_enlargement * HEAVENLY_BODY_SCALE * hb.getDiskRadius() * hb_up;//up; LLVector3 v_clipped[4]; - hb.corner(0) = draw_pos - scaled_right + scaled_up; - hb.corner(1) = draw_pos - scaled_right - scaled_up; - hb.corner(2) = draw_pos + scaled_right + scaled_up; - hb.corner(3) = draw_pos + scaled_right - scaled_up; + v_clipped[0] = draw_pos - scaled_right + scaled_up; + v_clipped[1] = draw_pos - scaled_right - scaled_up; + v_clipped[2] = draw_pos + scaled_right + scaled_up; + v_clipped[3] = draw_pos + scaled_right - scaled_up; - - F32 t_left, t_right; - if (!clip_quad_to_horizon(t_left, t_right, v_clipped, hb.corners(), cos_max_angle)) - { - hb.setVisible(FALSE); - return FALSE; - } hb.setVisible(TRUE); facep = mFace[f]; @@ -1327,164 +974,9 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons facep->getVertexBuffer()->flush(); - if (is_sun) - { - if ((t_left > 0) && (t_right > 0)) - { - F32 t = (t_left + t_right) * 0.5f; - mSun.setHorizonVisibility(0.5f * (1 + cos(t * F_PI))); - } - else - { - mSun.setHorizonVisibility(); - } - updateSunHaloGeometry(drawable); - } - - return TRUE; -} - - - - -// Clips quads with top and bottom sides parallel to horizon. - -BOOL clip_quad_to_horizon(F32& t_left, F32& t_right, LLVector3 v_clipped[4], - const LLVector3 v_corner[4], const F32 cos_max_angle) -{ - t_left = clip_side_to_horizon(v_corner[1], v_corner[0], cos_max_angle); - t_right = clip_side_to_horizon(v_corner[3], v_corner[2], cos_max_angle); - - if ((t_left >= 1) || (t_right >= 1)) - { - return FALSE; - } - - //const BOOL left_clip = (t_left > 0); - //const BOOL right_clip = (t_right > 0); - - //if (!left_clip && !right_clip) - { - for (S32 vtx = 0; vtx < 4; ++vtx) - { - v_clipped[vtx] = v_corner[vtx]; - } - } -/* else - { - v_clipped[0] = v_corner[0]; - v_clipped[1] = left_clip ? ((1 - t_left) * v_corner[1] + t_left * v_corner[0]) - : v_corner[1]; - v_clipped[2] = v_corner[2]; - v_clipped[3] = right_clip ? ((1 - t_right) * v_corner[3] + t_right * v_corner[2]) - : v_corner[3]; - }*/ - return TRUE; } - -F32 clip_side_to_horizon(const LLVector3& V0, const LLVector3& V1, const F32 cos_max_angle) -{ - const LLVector3 V = V1 - V0; - const F32 k2 = 1.f/(cos_max_angle * cos_max_angle) - 1; - const F32 A = V.mV[0] * V.mV[0] + V.mV[1] * V.mV[1] - k2 * V.mV[2] * V.mV[2]; - const F32 B = V0.mV[0] * V.mV[0] + V0.mV[1] * V.mV[1] - k2 * V0.mV[2] * V.mV[2]; - const F32 C = V0.mV[0] * V0.mV[0] + V0.mV[1] * V0.mV[1] - k2 * V0.mV[2] * V0.mV[2]; - - if (fabs(A) < 1e-7) - { - return -0.1f; // v0 is cone origin and v1 is on the surface of the cone. - } - - const F32 det = sqrt(B*B - A*C); - const F32 t1 = (-B - det) / A; - const F32 t2 = (-B + det) / A; - const F32 z1 = V0.mV[2] + t1 * V.mV[2]; - const F32 z2 = V0.mV[2] + t2 * V.mV[2]; - if (z1 * cos_max_angle < 0) - { - return t2; - } - else if (z2 * cos_max_angle < 0) - { - return t1; - } - else if ((t1 < 0) || (t1 > 1)) - { - return t2; - } - else - { - return t1; - } -} - - -void LLVOSky::updateSunHaloGeometry(LLDrawable *drawable ) -{ -#if 0 - const LLVector3* v_corner = mSun.corners(); - - LLStrider<LLVector3> verticesp; - LLStrider<LLVector3> normalsp; - LLStrider<LLVector2> texCoordsp; - LLStrider<U16> indicesp; - S32 index_offset; - LLFace *face; - - const LLVector3 right = 2 * (v_corner[2] - v_corner[0]); - LLVector3 up = 2 * (v_corner[2] - v_corner[3]); - up.normalize(); - F32 size = right.length(); - up = size * up; - const LLVector3 draw_pos = 0.25 * (v_corner[0] + v_corner[1] + v_corner[2] + v_corner[3]); - - LLVector3 v_glow_corner[4]; - - v_glow_corner[0] = draw_pos - right + up; - v_glow_corner[1] = draw_pos - right - up; - v_glow_corner[2] = draw_pos + right + up; - v_glow_corner[3] = draw_pos + right - up; - - face = mFace[FACE_BLOOM]; - - if (face->mVertexBuffer.isNull()) - { - face->setSize(4, 6); - face->setGeomIndex(0); - face->setIndicesIndex(0); - face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); - face->mVertexBuffer->allocateBuffer(4, 6, TRUE); - } - - index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp); - if (-1 == index_offset) - { - return; - } - - for (S32 vtx = 0; vtx < 4; ++vtx) - { - *(verticesp++) = v_glow_corner[vtx] + mCameraPosAgent; - } - - *(texCoordsp++) = TEX01; - *(texCoordsp++) = TEX00; - *(texCoordsp++) = TEX11; - *(texCoordsp++) = TEX10; - - *indicesp++ = index_offset + 0; - *indicesp++ = index_offset + 2; - *indicesp++ = index_offset + 1; - - *indicesp++ = index_offset + 1; - *indicesp++ = index_offset + 2; - *indicesp++ = index_offset + 3; -#endif -} - - F32 dtReflection(const LLVector3& p, F32 cos_dir_from_top, F32 sin_dir_from_top, F32 diff_angl_dir) { LLVector3 P = p; @@ -1546,9 +1038,6 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, LLVector3 look_at_right = look_at % LLVector3::z_axis; look_at_right.normalize(); - const static F32 cos_horizon_angle = cosHorizon(0.0f/sResolution); - //const static F32 horizon_angle = acos(cos_horizon_angle); - const F32 enlargm_factor = ( 1 - to_dir.mV[2] ); F32 horiz_enlargement = 1 + enlargm_factor * 0.3f; F32 vert_enlargement = 1 + enlargm_factor * 0.2f; @@ -1563,22 +1052,10 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, LLVector3 top_hb = v_corner[0] = stretch_corner[0] = hb_pos - Right + Up; v_corner[1] = stretch_corner[1] = hb_pos - Right - Up; - F32 dt_hor, dt; - dt_hor = clip_side_to_horizon(v_corner[1], v_corner[0], cos_horizon_angle); - LLVector2 TEX0t = TEX00; LLVector2 TEX1t = TEX10; LLVector3 lower_corner = v_corner[1]; - if ((dt_hor > 0) && (dt_hor < 1)) - { - TEX0t = LLVector2(0, dt_hor); - TEX1t = LLVector2(1, dt_hor); - lower_corner = (1 - dt_hor) * v_corner[1] + dt_hor * v_corner[0]; - } - else - dt_hor = llmax(0.0f, llmin(1.0f, dt_hor)); - top_hb.normalize(); const F32 cos_angle_of_view = fabs(top_hb.mV[VZ]); const F32 extension = llmin (5.0f, 1.0f / cos_angle_of_view); @@ -1590,9 +1067,6 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, stretch_corner[0] = lower_corner + extension * (stretch_corner[0] - lower_corner); stretch_corner[1] = lower_corner + extension * (stretch_corner[1] - lower_corner); - dt = dt_hor; - - F32 cos_dir_from_top[2]; LLVector3 dir = stretch_corner[0]; @@ -1681,9 +1155,8 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, F32 dt_tex = dtReflection(P, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir); - dt = dt_tex; - TEX0tt = LLVector2(0, dt); - TEX1tt = LLVector2(1, dt); + TEX0tt = LLVector2(0, dt_tex); + TEX1tt = LLVector2(1, dt_tex); quads++; } else @@ -1732,7 +1205,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, const F32 attenuation = min_attenuation + cos_angle_of_view * (max_attenuation - min_attenuation); - LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * mFogColor; + LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * getSkyFogColor(); face->setFaceColor(hb_refl_col); LLVector3 v_far[2]; @@ -1807,8 +1280,6 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, left *= raws_inv; right *= raws_inv; - F32 dt_raw = dt; - for (S32 raw = 0; raw < raws; ++raw) { F32 dt_v0 = raw * raws_inv; @@ -1817,8 +1288,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, const LLVector3 BR = v_refl_corner[3] + (F32)raw * right; const LLVector3 EL = BL + left; const LLVector3 ER = BR + right; - dt_v0 = dt_raw; - dt_raw = dt_v1 = dtReflection(EL, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir); + dt_v0 = dt_v1 = dtReflection(EL, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir); for (S32 col = 0; col < cols; ++col) { F32 dt_h0 = col * cols_inv; @@ -1850,332 +1320,37 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, } } - - - void LLVOSky::updateFog(const F32 distance) { - -// LEGACY_ATMOSPHERICS - if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG)) - { - if (!LLGLSLShader::sNoFixedFunction) - { - glFogf(GL_FOG_DENSITY, 0); - glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV); - glFogf(GL_FOG_END, 1000000.f); - } - return; - } - - const BOOL hide_clip_plane = TRUE; - LLColor4 target_fog(0.f, 0.2f, 0.5f, 0.f); - - const F32 water_height = gAgent.getRegion() ? gAgent.getRegion()->getWaterHeight() : 0.f; - // LLWorld::getInstance()->getWaterHeight(); - F32 camera_height = gAgentCamera.getCameraPositionAgent().mV[2]; - - F32 near_clip_height = LLViewerCamera::getInstance()->getAtAxis().mV[VZ] * LLViewerCamera::getInstance()->getNear(); - camera_height += near_clip_height; - - F32 fog_distance = 0.f; - LLColor3 res_color[3]; - - LLColor3 sky_fog_color = LLColor3::white; - LLColor3 render_fog_color = LLColor3::white; - - LLVector3 tosun = getToSunLast(); - const F32 tosun_z = tosun.mV[VZ]; - tosun.mV[VZ] = 0.f; - tosun.normalize(); - LLVector3 perp_tosun; - perp_tosun.mV[VX] = -tosun.mV[VY]; - perp_tosun.mV[VY] = tosun.mV[VX]; - LLVector3 tosun_45 = tosun + perp_tosun; - tosun_45.normalize(); - - F32 delta = 0.06f; - tosun.mV[VZ] = delta; - perp_tosun.mV[VZ] = delta; - tosun_45.mV[VZ] = delta; - tosun.normalize(); - perp_tosun.normalize(); - tosun_45.normalize(); - - // Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun. - res_color[0] = calcSkyColorInDir(tosun); - res_color[1] = calcSkyColorInDir(perp_tosun); - res_color[2] = calcSkyColorInDir(tosun_45); - - sky_fog_color = color_norm(res_color[0] + res_color[1] + res_color[2]); - - F32 full_off = -0.25f; - F32 full_on = 0.00f; - F32 on = (tosun_z - full_off) / (full_on - full_off); - on = llclamp(on, 0.01f, 1.f); - sky_fog_color *= 0.5f * on; - - - // We need to clamp these to non-zero, in order for the gamma correction to work. 0^y = ??? - S32 i; - for (i = 0; i < 3; i++) - { - sky_fog_color.mV[i] = llmax(0.0001f, sky_fog_color.mV[i]); - } - - color_gamma_correct(sky_fog_color); - - render_fog_color = sky_fog_color; - - F32 fog_density = 0.f; - fog_distance = mFogRatio * distance; - - if (camera_height > water_height) - { - LLColor4 fog(render_fog_color); - if (!LLGLSLShader::sNoFixedFunction) - { - glFogfv(GL_FOG_COLOR, fog.mV); - } - mGLFogCol = fog; - - if (hide_clip_plane) - { - // For now, set the density to extend to the cull distance. - const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f))) - fog_density = f_log/fog_distance; - if (!LLGLSLShader::sNoFixedFunction) - { - glFogi(GL_FOG_MODE, GL_EXP2); - } - } - else - { - const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f)) - fog_density = (f_log)/fog_distance; - if (!LLGLSLShader::sNoFixedFunction) - { - glFogi(GL_FOG_MODE, GL_EXP); - } - } - } - else - { - LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater(); - F32 depth = water_height - camera_height; - - // get the water param manager variables - float water_fog_density = pwater->getFogDensity(); - LLColor4 water_fog_color(pwater->getFogColor()); - - // adjust the color based on depth. We're doing linear approximations - float depth_scale = gSavedSettings.getF32("WaterGLFogDepthScale"); - float depth_modifier = 1.0f - llmin(llmax(depth / depth_scale, 0.01f), - gSavedSettings.getF32("WaterGLFogDepthFloor")); - - LLColor4 fogCol = water_fog_color * depth_modifier; - fogCol.setAlpha(1); - - // set the gl fog color - mGLFogCol = fogCol; - - // set the density based on what the shaders use - fog_density = water_fog_density * gSavedSettings.getF32("WaterGLFogDensityScale"); - - if (!LLGLSLShader::sNoFixedFunction) - { - glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV); - glFogi(GL_FOG_MODE, GL_EXP2); - } - } - - mFogColor = sky_fog_color; - mFogColor.setAlpha(1); - LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f; - - if (!LLGLSLShader::sNoFixedFunction) - { - LLGLSFog gls_fog; - glFogf(GL_FOG_END, fog_distance*2.2f); - glFogf(GL_FOG_DENSITY, fog_density); - glHint(GL_FOG_HINT, GL_NICEST); - } - stop_glerror(); + LLEnvironment& environment = LLEnvironment::instance(); + LLVector3 light_dir = LLVector3(environment.getClampedLightNorm()); + m_legacyAtmospherics.updateFog(distance, light_dir); } - -// Functions used a lot. -F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply) +void LLVOSky::setSunAndMoonDirectionsCFR(const LLVector3 &sun_dir_cfr, const LLVector3 &moon_dir_cfr) { - F32 mv = color_max(col); - if (0 == mv) - { - return 0; - } - - col *= 1.f / mv; - color_pow(col, e); - if (postmultiply) - { - col *= mv; - } - return mv; -} - -// Returns angle (RADIANs) between the horizontal projection of "v" and the x_axis. -// Range of output is 0.0f to 2pi //359.99999...f -// Returns 0.0f when "v" = +/- z_axis. -F32 azimuth(const LLVector3 &v) -{ - F32 azimuth = 0.0f; - if (v.mV[VX] == 0.0f) - { - if (v.mV[VY] > 0.0f) - { - azimuth = F_PI * 0.5f; - } - else if (v.mV[VY] < 0.0f) - { - azimuth = F_PI * 1.5f;// 270.f; - } - } - else - { - azimuth = (F32) atan(v.mV[VY] / v.mV[VX]); - if (v.mV[VX] < 0.0f) - { - azimuth += F_PI; - } - else if (v.mV[VY] < 0.0f) - { - azimuth += F_PI * 2; - } - } - return azimuth; -} + mSun.setDirection(sun_dir_cfr); + mMoon.setDirection(moon_dir_cfr); -void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) -{ - LLVector3 sun_direction = (sun_dir.length() == 0) ? LLVector3::x_axis : sun_dir; - sun_direction.normalize(); - mSun.setDirection(sun_direction); - mSun.renewDirection(); - mSun.setAngularVelocity(sun_ang_velocity); - mMoon.setDirection(-mSun.getDirection()); - mMoon.renewDirection(); mLastLightingDirection = mSun.getDirection(); - calcAtmospherics(); - - if ( !mInitialized ) - { - init(); - LLSkyTex::stepCurrent(); - } -} - -void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &moon_dir) -{ - LLVector3 sun_direction = (sun_dir.length() == 0) ? LLVector3::x_axis : sun_dir; - sun_direction.normalize(); - // Push the sun "South" as it approaches directly overhead so that we can always see bump mapping // on the upward facing faces of cubes. - LLVector3 newDir = sun_direction; - - // Same as dot product with the up direction + clamp. - F32 sunDot = llmax(0.f, newDir.mV[2]); - sunDot *= sunDot; - - // Create normalized vector that has the sunDir pushed south about an hour and change. - LLVector3 adjustedDir = (newDir + LLVector3(0.f, -0.70711f, 0.70711f)) * 0.5f; - - // Blend between normal sun dir and adjusted sun dir based on how close we are - // to having the sun overhead. - mBumpSunDir = adjustedDir * sunDot + newDir * (1.0f - sunDot); - mBumpSunDir.normalize(); - - F32 dp = mLastLightingDirection * sun_direction; - mSun.setDirection(sun_direction); - - mMoon.setDirection(moon_dir); - calcAtmospherics(); - if (dp < 0.995f) { //the sun jumped a great deal, update immediately - mForceUpdate = TRUE; - } -} - -// void LLVOSky::checkAndLoadSkyTextures(LLDrawPoolWLSky *pskypool) -// { -// LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); -// -// if (mMoonCurrentId != psky->getMoonTextureId()) -// { -// mMoonCurrentId = psky->getMoonTextureId(); -// if (mMoonCurrentId.isNull()) -// { -// mMoonTexturep = NULL; -// mMoon.setDraw(FALSE); -// } -// else -// { -// mMoonTexturep = LLViewerTextureManager::getFetchedTexture(mMoonCurrentId, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI); -// if (mMoonTexturep) -// { -// mMoonTexturep->setAddressMode(LLTexUnit::TAM_CLAMP); -// } -// mMoon.setDraw(TRUE); -// } -// mFace[FACE_MOON] = mDrawable->addFace(pskypool, mMoonTexturep); -// } -// -// if (mSunCurrentId != psky->getSunTextureId()) -// { -// mSunCurrentId = psky->getSunTextureId(); -// if (mSunCurrentId.isNull()) -// { -// mSunTexturep = NULL; -// mSun.setDraw(FALSE); -// } -// else -// { -// mSunTexturep = LLViewerTextureManager::getFetchedTexture(mSunCurrentId, FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI); -// if (mSunTexturep) -// { -// mSunTexturep->setAddressMode(LLTexUnit::TAM_CLAMP); -// } -// mSun.setDraw(TRUE); -// } -// mFace[FACE_SUN] = mDrawable->addFace(pskypool, mSunTexturep); -// } -// } - -LLColor4U LLVOSky::getFadeColor() const -{ - return LLEnvironment::instance().getCurrentSky()->getFadeColor(); -} - -LLColor3 LLVOSky::getSunDiffuseColor() const -{ - return LLEnvironment::instance().getCurrentSky()->getSunDiffuse(); -} + { + // Same as dot product with the up direction + clamp. + F32 sunDot = llmax(0.f, sun_dir_cfr.mV[2]); + sunDot *= sunDot; -LLColor3 LLVOSky::getMoonDiffuseColor() const -{ - return LLEnvironment::instance().getCurrentSky()->getMoonDiffuse(); -} + // Create normalized vector that has the sunDir pushed south about an hour and change. + LLVector3 adjustedDir = (sun_dir_cfr + LLVector3(0.f, -0.70711f, 0.70711f)) * 0.5f; -LLColor4 LLVOSky::getSunAmbientColor() const -{ - return LLEnvironment::instance().getCurrentSky()->getSunAmbient(); -} + // Blend between normal sun dir and adjusted sun dir based on how close we are + // to having the sun overhead. + mBumpSunDir = adjustedDir * sunDot + sun_dir_cfr * (1.0f - sunDot); + mBumpSunDir.normalize(); + } -LLColor4 LLVOSky::getMoonAmbientColor() const -{ - return LLEnvironment::instance().getCurrentSky()->getMoonAmbient(); -} + updateDirections(); -LLColor4 LLVOSky::getTotalAmbientColor() const -{ - return LLEnvironment::instance().getCurrentSky()->getTotalAmbient(); + LLSkyTex::stepCurrent(); } |