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-rw-r--r--indra/newview/llvosky.cpp601
1 files changed, 230 insertions, 371 deletions
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index c131cb886f..ad68408836 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -48,8 +48,10 @@
#include "llworld.h"
#include "pipeline.h"
#include "lldrawpoolwlsky.h"
-#include "llwlparammanager.h"
-#include "llwaterparammanager.h"
+#include "v3colorutil.h"
+
+#include "llsettingssky.h"
+#include "llenvironment.h"
#undef min
#undef max
@@ -326,27 +328,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
mWorldScale(1.f),
mBumpSunDir(0.f, 0.f, 1.f)
{
- bool error = false;
-
/// WL PARAMS
- dome_radius = 1.f;
- dome_offset_ratio = 0.f;
- sunlight_color = LLColor3();
- ambient = LLColor3();
- gamma = 1.f;
- lightnorm = LLVector4();
- blue_density = LLColor3();
- blue_horizon = LLColor3();
- haze_density = 0.f;
- haze_horizon = 1.f;
- density_multiplier = 0.f;
- max_y = 0.f;
- glow = LLColor3();
- cloud_shadow = 0.f;
- cloud_color = LLColor3();
- cloud_scale = 0.f;
- cloud_pos_density1 = LLColor3();
- cloud_pos_density2 = LLColor3();
mInitialized = FALSE;
mbCanSelect = FALSE;
@@ -366,10 +348,13 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
mAtmHeight = ATM_HEIGHT;
mEarthCenter = LLVector3(mCameraPosAgent.mV[0], mCameraPosAgent.mV[1], -EARTH_RADIUS);
- mSunDefaultPosition = LLVector3(LLWLParamManager::getInstance()->mCurParams.getVector("lightnorm", error));
+ // *LAPRAS
+ mSunDefaultPosition = LLEnvironment::instance().getCurrentSky()->getSunDirection();
+
if (gSavedSettings.getBOOL("SkyOverrideSimSunPosition"))
{
- initSunDirection(mSunDefaultPosition, LLVector3(0, 0, 0));
+
+ initSunDirection(LLVector3(mSunDefaultPosition.mV[2], mSunDefaultPosition.mV[0], mSunDefaultPosition.mV[1]), LLVector3(0, 0, 0));
}
mAmbientScale = gSavedSettings.getF32("SkyAmbientScale");
mNightColorShift = gSavedSettings.getColor3("SkyNightColorShift");
@@ -560,107 +545,6 @@ void LLVOSky::createSkyTexture(const S32 side, const S32 tile)
}
}
-static inline LLColor3 componentDiv(LLColor3 const &left, LLColor3 const & right)
-{
- return LLColor3(left.mV[0]/right.mV[0],
- left.mV[1]/right.mV[1],
- left.mV[2]/right.mV[2]);
-}
-
-
-static inline LLColor3 componentMult(LLColor3 const &left, LLColor3 const & right)
-{
- return LLColor3(left.mV[0]*right.mV[0],
- left.mV[1]*right.mV[1],
- left.mV[2]*right.mV[2]);
-}
-
-
-static inline LLColor3 componentExp(LLColor3 const &v)
-{
- return LLColor3(exp(v.mV[0]),
- exp(v.mV[1]),
- exp(v.mV[2]));
-}
-
-static inline LLColor3 componentPow(LLColor3 const &v, F32 exponent)
-{
- return LLColor3(pow(v.mV[0], exponent),
- pow(v.mV[1], exponent),
- pow(v.mV[2], exponent));
-}
-
-static inline LLColor3 componentSaturate(LLColor3 const &v)
-{
- return LLColor3(std::max(std::min(v.mV[0], 1.f), 0.f),
- std::max(std::min(v.mV[1], 1.f), 0.f),
- std::max(std::min(v.mV[2], 1.f), 0.f));
-}
-
-
-static inline LLColor3 componentSqrt(LLColor3 const &v)
-{
- return LLColor3(sqrt(v.mV[0]),
- sqrt(v.mV[1]),
- sqrt(v.mV[2]));
-}
-
-static inline void componentMultBy(LLColor3 & left, LLColor3 const & right)
-{
- left.mV[0] *= right.mV[0];
- left.mV[1] *= right.mV[1];
- left.mV[2] *= right.mV[2];
-}
-
-static inline LLColor3 colorMix(LLColor3 const & left, LLColor3 const & right, F32 amount)
-{
- return (left + ((right - left) * amount));
-}
-
-static inline LLColor3 smear(F32 val)
-{
- return LLColor3(val, val, val);
-}
-
-void LLVOSky::initAtmospherics(void)
-{
- bool error;
-
- // uniform parameters for convenience
- dome_radius = LLWLParamManager::getInstance()->getDomeRadius();
- dome_offset_ratio = LLWLParamManager::getInstance()->getDomeOffset();
- sunlight_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("sunlight_color", error));
- ambient = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("ambient", error));
- //lightnorm = LLWLParamManager::getInstance()->mCurParams.getVector("lightnorm", error);
- gamma = LLWLParamManager::getInstance()->mCurParams.getFloat("gamma", error);
- blue_density = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_density", error));
- blue_horizon = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("blue_horizon", error));
- haze_density = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_density", error);
- haze_horizon = LLWLParamManager::getInstance()->mCurParams.getFloat("haze_horizon", error);
- density_multiplier = LLWLParamManager::getInstance()->mCurParams.getFloat("density_multiplier", error);
- max_y = LLWLParamManager::getInstance()->mCurParams.getFloat("max_y", error);
- glow = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("glow", error));
- cloud_shadow = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_shadow", error);
- cloud_color = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_color", error));
- cloud_scale = LLWLParamManager::getInstance()->mCurParams.getFloat("cloud_scale", error);
- cloud_pos_density1 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density1", error));
- cloud_pos_density2 = LLColor3(LLWLParamManager::getInstance()->mCurParams.getVector("cloud_pos_density2", error));
-
- // light norm is different. We need the sun's direction, not the light direction
- // which could be from the moon. And we need to clamp it
- // just like for the gpu
- LLVector3 sunDir = gSky.getSunDirection();
-
- // CFR_TO_OGL
- lightnorm = LLVector4(sunDir.mV[1], sunDir.mV[2], sunDir.mV[0], 0);
- unclamped_lightnorm = lightnorm;
- if(lightnorm.mV[1] < -0.1f)
- {
- lightnorm.mV[1] = -0.1f;
- }
-
-}
-
LLColor4 LLVOSky::calcSkyColorInDir(const LLVector3 &dir, bool isShiny)
{
F32 saturation = 0.3f;
@@ -733,6 +617,12 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
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);
@@ -741,7 +631,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
sinA = 0.01f;
}
- F32 Plen = dome_radius * sin(F_PI + phi + asin(dome_offset_ratio * sinA)) / sinA;
+ F32 Plen = psky->getDomeRadius() * sin(F_PI + phi + asin(psky->getDomeOffset() * sinA)) / sinA;
Pn *= Plen;
@@ -762,7 +652,14 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
Pn /= Plen;
// Initialize temp variables
- LLColor3 sunlight = sunlight_color;
+ 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
@@ -789,7 +686,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
// Compute haze glow
- temp2.mV[0] = Pn * LLVector3(lightnorm);
+ 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
@@ -823,7 +720,7 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
// Final atmosphere additive
componentMultBy(vary_HazeColor, LLColor3::white - temp1);
- sunlight = sunlight_color;
+ 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]));
@@ -864,8 +761,10 @@ LLColor3 LLVOSky::calcSkyColorWLFrag(LLVector3 & Pn, LLColor3 & vary_HazeColor,
LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
LLVector2 vary_HorizontalProjection[2])
{
- LLColor3 res;
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+ F32 gamma = psky->getGamma();
+ LLColor3 res;
LLColor3 color0 = vary_HazeColor;
if (!gPipeline.canUseWindLightShaders())
@@ -931,78 +830,9 @@ LLColor3 LLVOSky::createAmbientFromWL(LLColor3 ambient, LLColor3 sundiffuse, LLC
void LLVOSky::calcAtmospherics(void)
{
- initAtmospherics();
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
- LLColor3 vary_HazeColor;
- LLColor3 vary_SunlightColor;
- LLColor3 vary_AmbientColor;
- {
- // Initialize temp variables
- LLColor3 sunlight = sunlight_color;
-
- // 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)
- /// USE only lightnorm.
- // temp2[1] = llmax(0.f, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );
-
- // and vary_sunlight will work properly with moon light
- F32 lighty = unclamped_lightnorm[1];
- if(lighty < LLSky::NIGHTTIME_ELEVATION_COS)
- {
- lighty = -lighty;
- }
-
- temp2.mV[1] = llmax(0.f, lighty);
- if(temp2.mV[1] > 0.f)
- {
- temp2.mV[1] = 1.f / temp2.mV[1];
- }
- componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
-
- // Distance
- temp2.mV[2] = density_multiplier;
-
- // Transparency (-> temp1)
- temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);
-
- // vary_AtmosAttenuation = temp1;
-
- //increase ambient when there are more clouds
- LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5f;
-
- //haze color
- vary_HazeColor =
- (blue_horizon * blue_weight * (sunlight*(1.f - cloud_shadow) + tmpAmbient)
- + componentMult(haze_horizon * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient)
- );
-
- //brightness of surface both sunlight and ambient
- vary_SunlightColor = componentMult(sunlight, temp1) * 1.f;
- vary_SunlightColor.clamp();
- vary_SunlightColor = smear(1.0f) - vary_SunlightColor;
- vary_SunlightColor = componentPow(vary_SunlightColor, gamma);
- vary_SunlightColor = smear(1.0f) - vary_SunlightColor;
- vary_AmbientColor = componentMult(tmpAmbient, temp1) * 0.5;
- vary_AmbientColor.clamp();
- vary_AmbientColor = smear(1.0f) - vary_AmbientColor;
- vary_AmbientColor = componentPow(vary_AmbientColor, gamma);
- vary_AmbientColor = smear(1.0f) - vary_AmbientColor;
-
- componentMultBy(vary_HazeColor, LLColor3(1.f, 1.f, 1.f) - temp1);
-
- }
-
- mSun.setColor(vary_SunlightColor);
+ mSun.setColor(psky->getSunlightColor());
mMoon.setColor(LLColor3(1.0f, 1.0f, 1.0f));
mSun.renewDirection();
@@ -1019,18 +849,8 @@ void LLVOSky::calcAtmospherics(void)
// 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);
- LLWLParamManager::getInstance()->mSceneLightStrength = 2.0f * (1.0f + sun_dynamic_range * dp);
+ LLEnvironment::instance().setSceneLightStrength(2.0f * (1.0f + sun_dynamic_range * dp));
- mSunDiffuse = vary_SunlightColor;
- mSunAmbient = vary_AmbientColor;
- mMoonDiffuse = vary_SunlightColor;
- mMoonAmbient = vary_AmbientColor;
-
- mTotalAmbient = vary_AmbientColor;
- mTotalAmbient.setAlpha(1);
-
- mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
- mFadeColor.setAlpha(0);
}
void LLVOSky::idleUpdate(LLAgent &agent, const F64 &time)
@@ -1039,6 +859,10 @@ void LLVOSky::idleUpdate(LLAgent &agent, const F64 &time)
BOOL LLVOSky::updateSky()
{
+ LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
+
+ LLColor4 total_ambient = psky->getTotalAmbient();
+
if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)))
{
return TRUE;
@@ -1084,9 +908,9 @@ BOOL LLVOSky::updateSky()
const F32 dot_lighting = direction * mLastLightingDirection;
LLColor3 delta_color;
- delta_color.setVec(mLastTotalAmbient.mV[0] - mTotalAmbient.mV[0],
- mLastTotalAmbient.mV[1] - mTotalAmbient.mV[1],
- mLastTotalAmbient.mV[2] - mTotalAmbient.mV[2]);
+ 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)
@@ -1095,7 +919,7 @@ BOOL LLVOSky::updateSky()
&& !direction.isExactlyZero()))
{
mLastLightingDirection = direction;
- mLastTotalAmbient = mTotalAmbient;
+ mLastTotalAmbient = total_ambient;
mInitialized = TRUE;
if (mCubeMap)
@@ -1267,6 +1091,7 @@ BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
}
mCameraPosAgent = drawable->getPositionAgent();
+
mEarthCenter.mV[0] = mCameraPosAgent.mV[0];
mEarthCenter.mV[1] = mCameraPosAgent.mV[1];
@@ -1870,157 +1695,160 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
LLFace *face = mFace[FACE_REFLECTION];
- if (!face->getVertexBuffer() || quads*4 != face->getGeomCount())
- {
- face->setSize(quads * 4, quads * 6);
- LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
- if (!buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE))
- {
- LL_WARNS() << "Failed to allocate Vertex Buffer for vosky to "
- << face->getGeomCount() << " vertices and "
- << face->getIndicesCount() << " indices" << LL_ENDL;
- }
- face->setIndicesIndex(0);
- face->setGeomIndex(0);
- face->setVertexBuffer(buff);
- }
-
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> texCoordsp;
- LLStrider<U16> indicesp;
- S32 index_offset;
-
- index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
- if (-1 == index_offset)
- {
- return;
- }
-
- LLColor3 hb_col3 = HB.getInterpColor();
- hb_col3.clamp();
- const LLColor4 hb_col = LLColor4(hb_col3);
-
- const F32 min_attenuation = 0.4f;
- const F32 max_attenuation = 0.7f;
- const F32 attenuation = min_attenuation
- + cos_angle_of_view * (max_attenuation - min_attenuation);
-
- LLColor4 hb_refl_col = (1-attenuation) * hb_col + attenuation * mFogColor;
- face->setFaceColor(hb_refl_col);
-
- LLVector3 v_far[2];
- v_far[0] = v_refl_corner[1];
- v_far[1] = v_refl_corner[3];
-
- if(dt_clip > 0)
- {
- if (dt_clip >= 1)
- {
- for (S32 vtx = 0; vtx < 4; ++vtx)
+ if (face)
+ {
+ if (!face->getVertexBuffer() || quads * 4 != face->getGeomCount())
+ {
+ face->setSize(quads * 4, quads * 6);
+ LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
+ if (!buff->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE))
{
- F32 ratio = far_clip / v_refl_corner[vtx].length();
- *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent;
+ LL_WARNS() << "Failed to allocate Vertex Buffer for vosky to "
+ << face->getGeomCount() << " vertices and "
+ << face->getIndicesCount() << " indices" << LL_ENDL;
}
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
- face->mCenterAgent = draw_pos;
- }
- else
- {
- F32 ratio = far_clip / v_refl_corner[1].length();
- v_sprite_corner[1] = v_refl_corner[1] * ratio;
-
- ratio = far_clip / v_refl_corner[3].length();
- v_sprite_corner[3] = v_refl_corner[3] * ratio;
-
- v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0];
- v_refl_corner[3] = (1 - dt_clip) * v_refl_corner[3] + dt_clip * v_refl_corner[2];
- v_sprite_corner[0] = v_refl_corner[1];
- v_sprite_corner[2] = v_refl_corner[3];
-
- for (S32 vtx = 0; vtx < 4; ++vtx)
- {
- *(verticesp++) = v_sprite_corner[vtx] + mCameraPosAgent;
- }
-
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_sprite_corner[1] + v_refl_corner[2] + v_sprite_corner[3]);
- face->mCenterAgent = draw_pos;
- }
-
- *(texCoordsp++) = TEX0tt;
- *(texCoordsp++) = TEX0t;
- *(texCoordsp++) = TEX1tt;
- *(texCoordsp++) = TEX1t;
-
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 1;
-
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 3;
-
- index_offset += 4;
- }
-
- if (dt_clip < 1)
- {
- if (dt_clip <= 0)
- {
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
- face->mCenterAgent = draw_pos;
- }
-
- const F32 raws_inv = 1.f/raws;
- const F32 cols_inv = 1.f/cols;
- LLVector3 left = v_refl_corner[0] - v_refl_corner[1];
- LLVector3 right = v_refl_corner[2] - v_refl_corner[3];
- left *= raws_inv;
- right *= raws_inv;
-
- F32 dt_raw = dt;
-
- for (S32 raw = 0; raw < raws; ++raw)
- {
- F32 dt_v0 = raw * raws_inv;
- F32 dt_v1 = (raw + 1) * raws_inv;
- const LLVector3 BL = v_refl_corner[1] + (F32)raw * left;
- 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);
- for (S32 col = 0; col < cols; ++col)
- {
- F32 dt_h0 = col * cols_inv;
- *(verticesp++) = (1 - dt_h0) * EL + dt_h0 * ER + mCameraPosAgent;
- *(verticesp++) = (1 - dt_h0) * BL + dt_h0 * BR + mCameraPosAgent;
- F32 dt_h1 = (col + 1) * cols_inv;
- *(verticesp++) = (1 - dt_h1) * EL + dt_h1 * ER + mCameraPosAgent;
- *(verticesp++) = (1 - dt_h1) * BL + dt_h1 * BR + mCameraPosAgent;
-
- *(texCoordsp++) = LLVector2(dt_h0, dt_v1);
- *(texCoordsp++) = LLVector2(dt_h0, dt_v0);
- *(texCoordsp++) = LLVector2(dt_h1, dt_v1);
- *(texCoordsp++) = LLVector2(dt_h1, dt_v0);
-
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 1;
-
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 3;
-
- index_offset += 4;
- }
- }
- }
-
- face->getVertexBuffer()->flush();
+ face->setIndicesIndex(0);
+ face->setGeomIndex(0);
+ face->setVertexBuffer(buff);
+ }
+
+ LLStrider<LLVector3> verticesp;
+ LLStrider<LLVector3> normalsp;
+ LLStrider<LLVector2> texCoordsp;
+ LLStrider<U16> indicesp;
+ S32 index_offset;
+
+ index_offset = face->getGeometry(verticesp, normalsp, texCoordsp, indicesp);
+ if (-1 == index_offset)
+ {
+ return;
+ }
+
+ LLColor3 hb_col3 = HB.getInterpColor();
+ hb_col3.clamp();
+ const LLColor4 hb_col = LLColor4(hb_col3);
+
+ const F32 min_attenuation = 0.4f;
+ const F32 max_attenuation = 0.7f;
+ const F32 attenuation = min_attenuation
+ + cos_angle_of_view * (max_attenuation - min_attenuation);
+
+ LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * mFogColor;
+ face->setFaceColor(hb_refl_col);
+
+ LLVector3 v_far[2];
+ v_far[0] = v_refl_corner[1];
+ v_far[1] = v_refl_corner[3];
+
+ if (dt_clip > 0)
+ {
+ if (dt_clip >= 1)
+ {
+ for (S32 vtx = 0; vtx < 4; ++vtx)
+ {
+ F32 ratio = far_clip / v_refl_corner[vtx].length();
+ *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent;
+ }
+ const LLVector3 draw_pos = 0.25 *
+ (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
+ face->mCenterAgent = draw_pos;
+ }
+ else
+ {
+ F32 ratio = far_clip / v_refl_corner[1].length();
+ v_sprite_corner[1] = v_refl_corner[1] * ratio;
+
+ ratio = far_clip / v_refl_corner[3].length();
+ v_sprite_corner[3] = v_refl_corner[3] * ratio;
+
+ v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0];
+ v_refl_corner[3] = (1 - dt_clip) * v_refl_corner[3] + dt_clip * v_refl_corner[2];
+ v_sprite_corner[0] = v_refl_corner[1];
+ v_sprite_corner[2] = v_refl_corner[3];
+
+ for (S32 vtx = 0; vtx < 4; ++vtx)
+ {
+ *(verticesp++) = v_sprite_corner[vtx] + mCameraPosAgent;
+ }
+
+ const LLVector3 draw_pos = 0.25 *
+ (v_refl_corner[0] + v_sprite_corner[1] + v_refl_corner[2] + v_sprite_corner[3]);
+ face->mCenterAgent = draw_pos;
+ }
+
+ *(texCoordsp++) = TEX0tt;
+ *(texCoordsp++) = TEX0t;
+ *(texCoordsp++) = TEX1tt;
+ *(texCoordsp++) = TEX1t;
+
+ *indicesp++ = index_offset + 0;
+ *indicesp++ = index_offset + 2;
+ *indicesp++ = index_offset + 1;
+
+ *indicesp++ = index_offset + 1;
+ *indicesp++ = index_offset + 2;
+ *indicesp++ = index_offset + 3;
+
+ index_offset += 4;
+ }
+
+ if (dt_clip < 1)
+ {
+ if (dt_clip <= 0)
+ {
+ const LLVector3 draw_pos = 0.25 *
+ (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
+ face->mCenterAgent = draw_pos;
+ }
+
+ const F32 raws_inv = 1.f / raws;
+ const F32 cols_inv = 1.f / cols;
+ LLVector3 left = v_refl_corner[0] - v_refl_corner[1];
+ LLVector3 right = v_refl_corner[2] - v_refl_corner[3];
+ left *= raws_inv;
+ right *= raws_inv;
+
+ F32 dt_raw = dt;
+
+ for (S32 raw = 0; raw < raws; ++raw)
+ {
+ F32 dt_v0 = raw * raws_inv;
+ F32 dt_v1 = (raw + 1) * raws_inv;
+ const LLVector3 BL = v_refl_corner[1] + (F32)raw * left;
+ 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);
+ for (S32 col = 0; col < cols; ++col)
+ {
+ F32 dt_h0 = col * cols_inv;
+ *(verticesp++) = (1 - dt_h0) * EL + dt_h0 * ER + mCameraPosAgent;
+ *(verticesp++) = (1 - dt_h0) * BL + dt_h0 * BR + mCameraPosAgent;
+ F32 dt_h1 = (col + 1) * cols_inv;
+ *(verticesp++) = (1 - dt_h1) * EL + dt_h1 * ER + mCameraPosAgent;
+ *(verticesp++) = (1 - dt_h1) * BL + dt_h1 * BR + mCameraPosAgent;
+
+ *(texCoordsp++) = LLVector2(dt_h0, dt_v1);
+ *(texCoordsp++) = LLVector2(dt_h0, dt_v0);
+ *(texCoordsp++) = LLVector2(dt_h1, dt_v1);
+ *(texCoordsp++) = LLVector2(dt_h1, dt_v0);
+
+ *indicesp++ = index_offset + 0;
+ *indicesp++ = index_offset + 2;
+ *indicesp++ = index_offset + 1;
+
+ *indicesp++ = index_offset + 1;
+ *indicesp++ = index_offset + 2;
+ *indicesp++ = index_offset + 3;
+
+ index_offset += 4;
+ }
+ }
+ }
+
+ face->getVertexBuffer()->flush();
+ }
}
@@ -2074,7 +1902,6 @@ void LLVOSky::updateFog(const F32 distance)
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.
- initAtmospherics();
res_color[0] = calcSkyColorInDir(tosun);
res_color[1] = calcSkyColorInDir(perp_tosun);
res_color[2] = calcSkyColorInDir(tosun_45);
@@ -2133,11 +1960,12 @@ void LLVOSky::updateFog(const F32 distance)
}
else
{
+ LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
F32 depth = water_height - camera_height;
// get the water param manager variables
- float water_fog_density = LLWaterParamManager::getInstance()->getFogDensity();
- LLColor4 water_fog_color(LLDrawPoolWater::sWaterFogColor.mV);
+ 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");
@@ -2245,7 +2073,7 @@ void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_an
}
}
-void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity)
+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();
@@ -2268,10 +2096,41 @@ void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang
F32 dp = mLastLightingDirection * sun_direction;
mSun.setDirection(sun_direction);
- mSun.setAngularVelocity(sun_ang_velocity);
- mMoon.setDirection(-sun_direction);
+
+ mMoon.setDirection(moon_dir);
calcAtmospherics();
if (dp < 0.995f) { //the sun jumped a great deal, update immediately
mForceUpdate = TRUE;
}
}
+
+
+LLColor4U LLVOSky::getFadeColor() const
+{
+ return LLEnvironment::instance().getCurrentSky()->getFadeColor();
+}
+
+LLColor3 LLVOSky::getSunDiffuseColor() const
+{
+ return LLEnvironment::instance().getCurrentSky()->getSunDiffuse();
+}
+
+LLColor3 LLVOSky::getMoonDiffuseColor() const
+{
+ return LLEnvironment::instance().getCurrentSky()->getMoonDiffuse();
+}
+
+LLColor4 LLVOSky::getSunAmbientColor() const
+{
+ return LLEnvironment::instance().getCurrentSky()->getSunAmbient();
+}
+
+LLColor4 LLVOSky::getMoonAmbientColor() const
+{
+ return LLEnvironment::instance().getCurrentSky()->getMoonAmbient();
+}
+
+LLColor4 LLVOSky::getTotalAmbientColor() const
+{
+ return LLEnvironment::instance().getCurrentSky()->getTotalAmbient();
+}