/** * @file llsettingssky.cpp * @author optional * @brief A base class for asset based settings groups. * * $LicenseInfo:2011&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2017, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #include "llsettingssky.h" #include "indra_constants.h" #include #include "lltrace.h" #include "llfasttimer.h" #include "v3colorutil.h" //========================================================================= namespace { const LLUUID IMG_BLOOM1("3c59f7fe-9dc8-47f9-8aaf-a9dd1fbc3bef"); const LLUUID IMG_RAINBOW("11b4c57c-56b3-04ed-1f82-2004363882e4"); const LLUUID IMG_HALO("12149143-f599-91a7-77ac-b52a3c0f59cd"); } namespace { LLQuaternion convert_azimuth_and_altitude_to_quat(F32 azimuth, F32 altitude) { F32 sinTheta = sin(azimuth); F32 cosTheta = cos(azimuth); F32 sinPhi = sin(altitude); F32 cosPhi = cos(altitude); LLVector3 dir; // +x right, +z up, +y at... dir.mV[0] = cosTheta * cosPhi; dir.mV[1] = sinTheta * cosPhi; dir.mV[2] = sinPhi; LLVector3 axis = LLVector3::x_axis % dir; axis.normalize(); F32 angle = acos(LLVector3::x_axis * dir); LLQuaternion quat; quat.setAngleAxis(angle, axis); return quat; } } //========================================================================= const std::string LLSettingsSky::SETTING_AMBIENT("ambient"); const std::string LLSettingsSky::SETTING_BLUE_DENSITY("blue_density"); const std::string LLSettingsSky::SETTING_BLUE_HORIZON("blue_horizon"); const std::string LLSettingsSky::SETTING_DENSITY_MULTIPLIER("density_multiplier"); const std::string LLSettingsSky::SETTING_DISTANCE_MULTIPLIER("distance_multiplier"); const std::string LLSettingsSky::SETTING_HAZE_DENSITY("haze_density"); const std::string LLSettingsSky::SETTING_HAZE_HORIZON("haze_horizon"); const std::string LLSettingsSky::SETTING_BLOOM_TEXTUREID("bloom_id"); const std::string LLSettingsSky::SETTING_RAINBOW_TEXTUREID("rainbow_id"); const std::string LLSettingsSky::SETTING_HALO_TEXTUREID("halo_id"); const std::string LLSettingsSky::SETTING_CLOUD_COLOR("cloud_color"); const std::string LLSettingsSky::SETTING_CLOUD_POS_DENSITY1("cloud_pos_density1"); const std::string LLSettingsSky::SETTING_CLOUD_POS_DENSITY2("cloud_pos_density2"); const std::string LLSettingsSky::SETTING_CLOUD_SCALE("cloud_scale"); const std::string LLSettingsSky::SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate"); const std::string LLSettingsSky::SETTING_CLOUD_SHADOW("cloud_shadow"); const std::string LLSettingsSky::SETTING_CLOUD_TEXTUREID("cloud_id"); const std::string LLSettingsSky::SETTING_CLOUD_VARIANCE("cloud_variance"); const std::string LLSettingsSky::SETTING_DOME_OFFSET("dome_offset"); const std::string LLSettingsSky::SETTING_DOME_RADIUS("dome_radius"); const std::string LLSettingsSky::SETTING_GAMMA("gamma"); const std::string LLSettingsSky::SETTING_GLOW("glow"); const std::string LLSettingsSky::SETTING_LIGHT_NORMAL("lightnorm"); const std::string LLSettingsSky::SETTING_MAX_Y("max_y"); const std::string LLSettingsSky::SETTING_MOON_ROTATION("moon_rotation"); const std::string LLSettingsSky::SETTING_MOON_SCALE("moon_scale"); const std::string LLSettingsSky::SETTING_MOON_TEXTUREID("moon_id"); const std::string LLSettingsSky::SETTING_MOON_BRIGHTNESS("moon_brightness"); const std::string LLSettingsSky::SETTING_STAR_BRIGHTNESS("star_brightness"); const std::string LLSettingsSky::SETTING_SUNLIGHT_COLOR("sunlight_color"); const std::string LLSettingsSky::SETTING_SUN_ROTATION("sun_rotation"); const std::string LLSettingsSky::SETTING_SUN_SCALE("sun_scale"); const std::string LLSettingsSky::SETTING_SUN_TEXTUREID("sun_id"); const std::string LLSettingsSky::SETTING_LEGACY_EAST_ANGLE("east_angle"); const std::string LLSettingsSky::SETTING_LEGACY_ENABLE_CLOUD_SCROLL("enable_cloud_scroll"); const std::string LLSettingsSky::SETTING_LEGACY_SUN_ANGLE("sun_angle"); // these are new settings for the advanced atmospherics model const std::string LLSettingsSky::SETTING_PLANET_RADIUS("planet_radius"); const std::string LLSettingsSky::SETTING_SKY_BOTTOM_RADIUS("sky_bottom_radius"); const std::string LLSettingsSky::SETTING_SKY_TOP_RADIUS("sky_top_radius"); const std::string LLSettingsSky::SETTING_SUN_ARC_RADIANS("sun_arc_radians"); const std::string LLSettingsSky::SETTING_RAYLEIGH_CONFIG("rayleigh_config"); const std::string LLSettingsSky::SETTING_MIE_CONFIG("mie_config"); const std::string LLSettingsSky::SETTING_MIE_ANISOTROPY_FACTOR("anisotropy"); const std::string LLSettingsSky::SETTING_ABSORPTION_CONFIG("absorption_config"); const std::string LLSettingsSky::KEY_DENSITY_PROFILE("density"); const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH("width"); const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM("exp_term"); const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR("exp_scale"); const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM("linear_term"); const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM("constant_term"); const std::string LLSettingsSky::SETTING_SKY_MOISTURE_LEVEL("moisture_level"); const std::string LLSettingsSky::SETTING_SKY_DROPLET_RADIUS("droplet_radius"); const std::string LLSettingsSky::SETTING_SKY_ICE_LEVEL("ice_level"); const LLUUID LLSettingsSky::DEFAULT_ASSET_ID("3ae23978-ac82-bcf3-a9cb-ba6e52dcb9ad"); static const LLUUID DEFAULT_SUN_ID("32bfbcea-24b1-fb9d-1ef9-48a28a63730f"); // dataserver static const LLUUID DEFAULT_MOON_ID("d07f6eed-b96a-47cd-b51d-400ad4a1c428"); // dataserver static const LLUUID DEFAULT_CLOUD_ID("1dc1368f-e8fe-f02d-a08d-9d9f11c1af6b"); const std::string LLSettingsSky::SETTING_LEGACY_HAZE("legacy_haze"); const F32 LLSettingsSky::DOME_OFFSET(0.96f); const F32 LLSettingsSky::DOME_RADIUS(15000.f); namespace { LLSettingsSky::validation_list_t legacyHazeValidationList() { static LLSettingsBase::validation_list_t legacyHazeValidation; if (legacyHazeValidation.empty()) { legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_AMBIENT, false, LLSD::TypeArray, boost::bind(&LLSettingsBase::Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")), LLSD(LLSDArray(3.0f)(3.0f)(3.0f)("*"))))); legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_BLUE_DENSITY, false, LLSD::TypeArray, boost::bind(&LLSettingsBase::Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")), LLSD(LLSDArray(3.0f)(3.0f)(3.0f)("*"))))); legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_BLUE_HORIZON, false, LLSD::TypeArray, boost::bind(&LLSettingsBase::Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")), LLSD(LLSDArray(3.0f)(3.0f)(3.0f)("*"))))); legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_HAZE_DENSITY, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(5.0f))))); legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_HAZE_HORIZON, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(5.0f))))); legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_MULTIPLIER, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0001f)(2.0f))))); legacyHazeValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DISTANCE_MULTIPLIER, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0001f)(1000.0f))))); } return legacyHazeValidation; } LLSettingsSky::validation_list_t rayleighValidationList() { static LLSettingsBase::validation_list_t rayleighValidation; if (rayleighValidation.empty()) { rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(32768.0f))))); rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(2.0f))))); rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(-1.0f)(1.0f))))); rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(2.0f))))); rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); } return rayleighValidation; } LLSettingsSky::validation_list_t absorptionValidationList() { static LLSettingsBase::validation_list_t absorptionValidation; if (absorptionValidation.empty()) { absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(32768.0f))))); absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(2.0f))))); absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(-1.0f)(1.0f))))); absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(2.0f))))); absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); } return absorptionValidation; } LLSettingsSky::validation_list_t mieValidationList() { static LLSettingsBase::validation_list_t mieValidation; if (mieValidation.empty()) { mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(32768.0f))))); mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(2.0f))))); mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(-1.0f)(1.0f))))); mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(2.0f))))); mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_MIE_ANISOTROPY_FACTOR, false, LLSD::TypeReal, boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); } return mieValidation; } bool validateLegacyHaze(LLSD &value, U32 flags) { LLSettingsSky::validation_list_t legacyHazeValidations = legacyHazeValidationList(); llassert(value.type() == LLSD::TypeMap); LLSD result = LLSettingsBase::settingValidation(value, legacyHazeValidations, flags); if (result["errors"].size() > 0) { LL_WARNS("SETTINGS") << "Legacy Haze Config Validation errors: " << result["errors"] << LL_ENDL; return false; } if (result["warnings"].size() > 0) { LL_WARNS("SETTINGS") << "Legacy Haze Config Validation warnings: " << result["warnings"] << LL_ENDL; return false; } return true; } bool validateRayleighLayers(LLSD &value, U32 flags) { LLSettingsSky::validation_list_t rayleighValidations = rayleighValidationList(); if (value.isArray()) { bool allGood = true; for (LLSD::array_iterator itf = value.beginArray(); itf != value.endArray(); ++itf) { LLSD& layerConfig = (*itf); if (layerConfig.type() == LLSD::TypeMap) { if (!validateRayleighLayers(layerConfig, flags)) { allGood = false; } } else if (layerConfig.type() == LLSD::TypeArray) { return validateRayleighLayers(layerConfig, flags); } else { return LLSettingsBase::settingValidation(value, rayleighValidations, flags); } } return allGood; } llassert(value.type() == LLSD::TypeMap); LLSD result = LLSettingsBase::settingValidation(value, rayleighValidations, flags); if (result["errors"].size() > 0) { LL_WARNS("SETTINGS") << "Rayleigh Config Validation errors: " << result["errors"] << LL_ENDL; return false; } if (result["warnings"].size() > 0) { LL_WARNS("SETTINGS") << "Rayleigh Config Validation warnings: " << result["errors"] << LL_ENDL; return false; } return true; } bool validateAbsorptionLayers(LLSD &value, U32 flags) { LLSettingsBase::validation_list_t absorptionValidations = absorptionValidationList(); if (value.isArray()) { bool allGood = true; for (LLSD::array_iterator itf = value.beginArray(); itf != value.endArray(); ++itf) { LLSD& layerConfig = (*itf); if (layerConfig.type() == LLSD::TypeMap) { if (!validateAbsorptionLayers(layerConfig, flags)) { allGood = false; } } else if (layerConfig.type() == LLSD::TypeArray) { return validateAbsorptionLayers(layerConfig, flags); } else { return LLSettingsBase::settingValidation(value, absorptionValidations, flags); } } return allGood; } llassert(value.type() == LLSD::TypeMap); LLSD result = LLSettingsBase::settingValidation(value, absorptionValidations, flags); if (result["errors"].size() > 0) { LL_WARNS("SETTINGS") << "Absorption Config Validation errors: " << result["errors"] << LL_ENDL; return false; } if (result["warnings"].size() > 0) { LL_WARNS("SETTINGS") << "Absorption Config Validation warnings: " << result["errors"] << LL_ENDL; return false; } return true; } bool validateMieLayers(LLSD &value, U32 flags) { LLSettingsBase::validation_list_t mieValidations = mieValidationList(); if (value.isArray()) { bool allGood = true; for (LLSD::array_iterator itf = value.beginArray(); itf != value.endArray(); ++itf) { LLSD& layerConfig = (*itf); if (layerConfig.type() == LLSD::TypeMap) { if (!validateMieLayers(layerConfig, flags)) { allGood = false; } } else if (layerConfig.type() == LLSD::TypeArray) { return validateMieLayers(layerConfig, flags); } else { return LLSettingsBase::settingValidation(value, mieValidations, flags); } } return allGood; } LLSD result = LLSettingsBase::settingValidation(value, mieValidations, flags); if (result["errors"].size() > 0) { LL_WARNS("SETTINGS") << "Mie Config Validation errors: " << result["errors"] << LL_ENDL; return false; } if (result["warnings"].size() > 0) { LL_WARNS("SETTINGS") << "Mie Config Validation warnings: " << result["warnings"] << LL_ENDL; return false; } return true; } } //========================================================================= LLSettingsSky::LLSettingsSky(const LLSD &data) : LLSettingsBase(data), mNextSunTextureId(), mNextMoonTextureId(), mNextCloudTextureId(), mNextBloomTextureId(), mNextRainbowTextureId(), mNextHaloTextureId() { } LLSettingsSky::LLSettingsSky(): LLSettingsBase(), mNextSunTextureId(), mNextMoonTextureId(), mNextCloudTextureId(), mNextBloomTextureId(), mNextRainbowTextureId(), mNextHaloTextureId() { } void LLSettingsSky::replaceSettings(LLSD settings) { LLSettingsBase::replaceSettings(settings); mNextSunTextureId.setNull(); mNextMoonTextureId.setNull(); mNextCloudTextureId.setNull(); mNextBloomTextureId.setNull(); mNextRainbowTextureId.setNull(); mNextHaloTextureId.setNull(); } void LLSettingsSky::replaceWithSky(LLSettingsSky::ptr_t pother) { replaceWith(pother); mNextSunTextureId = pother->mNextSunTextureId; mNextMoonTextureId = pother->mNextMoonTextureId; mNextCloudTextureId = pother->mNextCloudTextureId; mNextBloomTextureId = pother->mNextBloomTextureId; mNextRainbowTextureId = pother->mNextRainbowTextureId; mNextHaloTextureId = pother->mNextHaloTextureId; } void LLSettingsSky::blend(const LLSettingsBase::ptr_t &end, F64 blendf) { LL_PROFILE_ZONE_SCOPED; llassert(getSettingsType() == end->getSettingsType()); LLSettingsSky::ptr_t other = PTR_NAMESPACE::dynamic_pointer_cast(end); if (other) { if (other->mSettings.has(SETTING_LEGACY_HAZE)) { if (!mSettings.has(SETTING_LEGACY_HAZE) || !mSettings[SETTING_LEGACY_HAZE].has(SETTING_AMBIENT)) { // Special case since SETTING_AMBIENT is both in outer and legacy maps, we prioritize legacy one // see getAmbientColor(), we are about to replaceSettings(), so we are free to set it setAmbientColor(getAmbientColor()); } } else { if (mSettings.has(SETTING_LEGACY_HAZE) && mSettings[SETTING_LEGACY_HAZE].has(SETTING_AMBIENT)) { // Special case due to ambient's duality // We need to match 'other's' structure for interpolation. // We are free to change mSettings, since we are about to reset it mSettings[SETTING_AMBIENT] = getAmbientColor().getValue(); mSettings[SETTING_LEGACY_HAZE].erase(SETTING_AMBIENT); } } LLUUID cloud_noise_id = getCloudNoiseTextureId(); LLUUID cloud_noise_id_next = other->getCloudNoiseTextureId(); F64 cloud_shadow = 0; if (!cloud_noise_id.isNull() && cloud_noise_id_next.isNull()) { // If there is no cloud texture in destination, reduce coverage to imitate disappearance // See LLDrawPoolWLSky::renderSkyClouds... we don't blend present texture with null // Note: Probably can be done by shader cloud_shadow = lerp(mSettings[SETTING_CLOUD_SHADOW].asReal(), (F64)0.f, blendf); cloud_noise_id_next = cloud_noise_id; } else if (cloud_noise_id.isNull() && !cloud_noise_id_next.isNull()) { // Source has no cloud texture, reduce initial coverage to imitate appearance // use same texture as destination cloud_shadow = lerp((F64)0.f, other->mSettings[SETTING_CLOUD_SHADOW].asReal(), blendf); setCloudNoiseTextureId(cloud_noise_id_next); } else { cloud_shadow = lerp(mSettings[SETTING_CLOUD_SHADOW].asReal(), other->mSettings[SETTING_CLOUD_SHADOW].asReal(), blendf); } LLSD blenddata = interpolateSDMap(mSettings, other->mSettings, other->getParameterMap(), blendf); blenddata[SETTING_CLOUD_SHADOW] = LLSD::Real(cloud_shadow); replaceSettings(blenddata); mNextSunTextureId = other->getSunTextureId(); mNextMoonTextureId = other->getMoonTextureId(); mNextCloudTextureId = cloud_noise_id_next; mNextBloomTextureId = other->getBloomTextureId(); mNextRainbowTextureId = other->getRainbowTextureId(); mNextHaloTextureId = other->getHaloTextureId(); } else { LL_WARNS("SETTINGS") << "Could not cast end settings to sky. No blend performed." << LL_ENDL; } setBlendFactor(blendf); } LLSettingsSky::stringset_t LLSettingsSky::getSkipInterpolateKeys() const { static stringset_t skipSet; if (skipSet.empty()) { skipSet = LLSettingsBase::getSkipInterpolateKeys(); skipSet.insert(SETTING_RAYLEIGH_CONFIG); skipSet.insert(SETTING_MIE_CONFIG); skipSet.insert(SETTING_ABSORPTION_CONFIG); skipSet.insert(SETTING_CLOUD_SHADOW); } return skipSet; } LLSettingsSky::stringset_t LLSettingsSky::getSlerpKeys() const { static stringset_t slepSet; if (slepSet.empty()) { slepSet.insert(SETTING_SUN_ROTATION); slepSet.insert(SETTING_MOON_ROTATION); } return slepSet; } LLSettingsSky::validation_list_t LLSettingsSky::getValidationList() const { return LLSettingsSky::validationList(); } LLSettingsSky::validation_list_t LLSettingsSky::validationList() { static validation_list_t validation; if (validation.empty()) { // Note the use of LLSD(LLSDArray()()()...) This is due to an issue with the // copy constructor for LLSDArray. Directly binding the LLSDArray as // a parameter without first wrapping it in a pure LLSD object will result // in deeply nested arrays like this [[[[[[[[[[v1,v2,v3]]]]]]]]]] validation.push_back(Validator(SETTING_BLOOM_TEXTUREID, true, LLSD::TypeUUID)); validation.push_back(Validator(SETTING_RAINBOW_TEXTUREID, false, LLSD::TypeUUID)); validation.push_back(Validator(SETTING_HALO_TEXTUREID, false, LLSD::TypeUUID)); validation.push_back(Validator(SETTING_CLOUD_COLOR, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")), LLSD(LLSDArray(1.0f)(1.0f)(1.0f)("*"))))); validation.push_back(Validator(SETTING_CLOUD_POS_DENSITY1, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")), LLSD(LLSDArray(1.0f)(1.0f)(3.0f)("*"))))); validation.push_back(Validator(SETTING_CLOUD_POS_DENSITY2, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")), LLSD(LLSDArray(1.0f)(1.0f)(1.0f)("*"))))); validation.push_back(Validator(SETTING_CLOUD_SCALE, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.001f)(3.0f))))); validation.push_back(Validator(SETTING_CLOUD_SCROLL_RATE, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(-50.0f)(-50.0f)), LLSD(LLSDArray(50.0f)(50.0f))))); validation.push_back(Validator(SETTING_CLOUD_SHADOW, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_CLOUD_TEXTUREID, false, LLSD::TypeUUID)); validation.push_back(Validator(SETTING_CLOUD_VARIANCE, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_DOME_OFFSET, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_DOME_RADIUS, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(1000.0f)(2000.0f))))); validation.push_back(Validator(SETTING_GAMMA, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(20.0f))))); validation.push_back(Validator(SETTING_GLOW, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(0.2f)("*")(-10.0f)("*")), LLSD(LLSDArray(40.0f)("*")(10.0f)("*"))))); validation.push_back(Validator(SETTING_MAX_Y, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(10000.0f))))); validation.push_back(Validator(SETTING_MOON_ROTATION, true, LLSD::TypeArray, &Validator::verifyQuaternionNormal)); validation.push_back(Validator(SETTING_MOON_SCALE, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.25f)(20.0f))), LLSD::Real(1.0))); validation.push_back(Validator(SETTING_MOON_TEXTUREID, false, LLSD::TypeUUID)); validation.push_back(Validator(SETTING_MOON_BRIGHTNESS, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_STAR_BRIGHTNESS, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(500.0f))))); validation.push_back(Validator(SETTING_SUNLIGHT_COLOR, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, _2, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")), LLSD(LLSDArray(3.0f)(3.0f)(3.0f)("*"))))); validation.push_back(Validator(SETTING_SUN_ROTATION, true, LLSD::TypeArray, &Validator::verifyQuaternionNormal)); validation.push_back(Validator(SETTING_SUN_SCALE, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.25f)(20.0f))), LLSD::Real(1.0))); validation.push_back(Validator(SETTING_SUN_TEXTUREID, false, LLSD::TypeUUID)); validation.push_back(Validator(SETTING_PLANET_RADIUS, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(1000.0f)(32768.0f))))); validation.push_back(Validator(SETTING_SKY_BOTTOM_RADIUS, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(1000.0f)(32768.0f))))); validation.push_back(Validator(SETTING_SKY_TOP_RADIUS, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(1000.0f)(32768.0f))))); validation.push_back(Validator(SETTING_SUN_ARC_RADIANS, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(0.1f))))); validation.push_back(Validator(SETTING_SKY_MOISTURE_LEVEL, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_SKY_DROPLET_RADIUS, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(5.0f)(1000.0f))))); validation.push_back(Validator(SETTING_SKY_ICE_LEVEL, false, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, _2, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_RAYLEIGH_CONFIG, true, LLSD::TypeArray, &validateRayleighLayers)); validation.push_back(Validator(SETTING_ABSORPTION_CONFIG, true, LLSD::TypeArray, &validateAbsorptionLayers)); validation.push_back(Validator(SETTING_MIE_CONFIG, true, LLSD::TypeArray, &validateMieLayers)); validation.push_back(Validator(SETTING_LEGACY_HAZE, false, LLSD::TypeMap, &validateLegacyHaze)); } return validation; } LLSD LLSettingsSky::createDensityProfileLayer( F32 width, F32 exponential_term, F32 exponential_scale_factor, F32 linear_term, F32 constant_term, F32 aniso_factor) { LLSD dflt_layer; dflt_layer[SETTING_DENSITY_PROFILE_WIDTH] = width; // 0 -> the entire atmosphere dflt_layer[SETTING_DENSITY_PROFILE_EXP_TERM] = exponential_term; dflt_layer[SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR] = exponential_scale_factor; dflt_layer[SETTING_DENSITY_PROFILE_LINEAR_TERM] = linear_term; dflt_layer[SETTING_DENSITY_PROFILE_CONSTANT_TERM] = constant_term; if (aniso_factor != 0.0f) { dflt_layer[SETTING_MIE_ANISOTROPY_FACTOR] = aniso_factor; } return dflt_layer; } LLSD LLSettingsSky::createSingleLayerDensityProfile( F32 width, F32 exponential_term, F32 exponential_scale_factor, F32 linear_term, F32 constant_term, F32 aniso_factor) { LLSD dflt; LLSD dflt_layer = createDensityProfileLayer(width, exponential_term, exponential_scale_factor, linear_term, constant_term, aniso_factor); dflt.append(dflt_layer); return dflt; } LLSD LLSettingsSky::rayleighConfigDefault() { return createSingleLayerDensityProfile(0.0f, 1.0f, -1.0f / 8000.0f, 0.0f, 0.0f); } LLSD LLSettingsSky::absorptionConfigDefault() { // absorption (ozone) has two linear ramping zones LLSD dflt_absorption_layer_a = createDensityProfileLayer(25000.0f, 0.0f, 0.0f, -1.0f / 25000.0f, -2.0f / 3.0f); LLSD dflt_absorption_layer_b = createDensityProfileLayer(0.0f, 0.0f, 0.0f, -1.0f / 15000.0f, 8.0f / 3.0f); LLSD dflt_absorption; dflt_absorption.append(dflt_absorption_layer_a); dflt_absorption.append(dflt_absorption_layer_b); return dflt_absorption; } LLSD LLSettingsSky::mieConfigDefault() { LLSD dflt_mie = createSingleLayerDensityProfile(0.0f, 1.0f, -1.0f / 1200.0f, 0.0f, 0.0f, 0.8f); return dflt_mie; } LLSD LLSettingsSky::defaults(const LLSettingsBase::TrackPosition& position) { static LLSD dfltsetting; if (dfltsetting.size() == 0) { LLQuaternion sunquat; LLQuaternion moonquat; F32 azimuth = (F_PI * position) + (80.0f * DEG_TO_RAD); F32 altitude = (F_PI * position); // give the sun and moon slightly different tracks through the sky // instead of positioning them at opposite poles from each other... sunquat = convert_azimuth_and_altitude_to_quat(altitude, azimuth); moonquat = convert_azimuth_and_altitude_to_quat(altitude + (F_PI * 0.125f), azimuth + (F_PI * 0.125f)); // Magic constants copied form dfltsetting.xml dfltsetting[SETTING_CLOUD_COLOR] = LLColor4(0.4099, 0.4099, 0.4099, 0.0).getValue(); dfltsetting[SETTING_CLOUD_POS_DENSITY1] = LLColor4(1.0000, 0.5260, 1.0000, 0.0).getValue(); dfltsetting[SETTING_CLOUD_POS_DENSITY2] = LLColor4(1.0000, 0.5260, 1.0000, 0.0).getValue(); dfltsetting[SETTING_CLOUD_SCALE] = LLSD::Real(0.4199); dfltsetting[SETTING_CLOUD_SCROLL_RATE] = LLSDArray(0.0f)(0.0f); dfltsetting[SETTING_CLOUD_SHADOW] = LLSD::Real(0.2699); dfltsetting[SETTING_CLOUD_VARIANCE] = LLSD::Real(0.0); dfltsetting[SETTING_DOME_OFFSET] = LLSD::Real(0.96f); dfltsetting[SETTING_DOME_RADIUS] = LLSD::Real(15000.f); dfltsetting[SETTING_GAMMA] = LLSD::Real(1.0); dfltsetting[SETTING_GLOW] = LLColor4(5.000, 0.0010, -0.4799, 1.0).getValue(); dfltsetting[SETTING_MAX_Y] = LLSD::Real(1605); dfltsetting[SETTING_MOON_ROTATION] = moonquat.getValue(); dfltsetting[SETTING_MOON_BRIGHTNESS] = LLSD::Real(0.5f); dfltsetting[SETTING_STAR_BRIGHTNESS] = LLSD::Real(250.0000); dfltsetting[SETTING_SUNLIGHT_COLOR] = LLColor4(0.7342, 0.7815, 0.8999, 0.0).getValue(); dfltsetting[SETTING_SUN_ROTATION] = sunquat.getValue(); dfltsetting[SETTING_BLOOM_TEXTUREID] = GetDefaultBloomTextureId(); dfltsetting[SETTING_CLOUD_TEXTUREID] = GetDefaultCloudNoiseTextureId(); dfltsetting[SETTING_MOON_TEXTUREID] = GetDefaultMoonTextureId(); dfltsetting[SETTING_SUN_TEXTUREID] = GetDefaultSunTextureId(); dfltsetting[SETTING_RAINBOW_TEXTUREID] = GetDefaultRainbowTextureId(); dfltsetting[SETTING_HALO_TEXTUREID] = GetDefaultHaloTextureId(); dfltsetting[SETTING_TYPE] = "sky"; // defaults are for earth... dfltsetting[SETTING_PLANET_RADIUS] = 6360.0f; dfltsetting[SETTING_SKY_BOTTOM_RADIUS] = 6360.0f; dfltsetting[SETTING_SKY_TOP_RADIUS] = 6420.0f; dfltsetting[SETTING_SUN_ARC_RADIANS] = 0.00045f; dfltsetting[SETTING_SKY_MOISTURE_LEVEL] = 0.0f; dfltsetting[SETTING_SKY_DROPLET_RADIUS] = 800.0f; dfltsetting[SETTING_SKY_ICE_LEVEL] = 0.0f; dfltsetting[SETTING_RAYLEIGH_CONFIG] = rayleighConfigDefault(); dfltsetting[SETTING_MIE_CONFIG] = mieConfigDefault(); dfltsetting[SETTING_ABSORPTION_CONFIG] = absorptionConfigDefault(); } return dfltsetting; } LLSD LLSettingsSky::translateLegacyHazeSettings(const LLSD& legacy) { LLSD legacyhazesettings; // AdvancedAtmospherics TODO // These need to be translated into density profile info in the new settings format... // LEGACY_ATMOSPHERICS if (legacy.has(SETTING_AMBIENT)) { legacyhazesettings[SETTING_AMBIENT] = LLColor3(legacy[SETTING_AMBIENT]).getValue(); } if (legacy.has(SETTING_BLUE_DENSITY)) { legacyhazesettings[SETTING_BLUE_DENSITY] = LLColor3(legacy[SETTING_BLUE_DENSITY]).getValue(); } if (legacy.has(SETTING_BLUE_HORIZON)) { legacyhazesettings[SETTING_BLUE_HORIZON] = LLColor3(legacy[SETTING_BLUE_HORIZON]).getValue(); } if (legacy.has(SETTING_DENSITY_MULTIPLIER)) { legacyhazesettings[SETTING_DENSITY_MULTIPLIER] = LLSD::Real(legacy[SETTING_DENSITY_MULTIPLIER][0].asReal()); } if (legacy.has(SETTING_DISTANCE_MULTIPLIER)) { legacyhazesettings[SETTING_DISTANCE_MULTIPLIER] = LLSD::Real(legacy[SETTING_DISTANCE_MULTIPLIER][0].asReal()); } if (legacy.has(SETTING_HAZE_DENSITY)) { legacyhazesettings[SETTING_HAZE_DENSITY] = LLSD::Real(legacy[SETTING_HAZE_DENSITY][0].asReal()); } if (legacy.has(SETTING_HAZE_HORIZON)) { legacyhazesettings[SETTING_HAZE_HORIZON] = LLSD::Real(legacy[SETTING_HAZE_HORIZON][0].asReal()); } return legacyhazesettings; } LLSD LLSettingsSky::translateLegacySettings(const LLSD& legacy) { bool converted_something(false); LLSD newsettings(defaults()); // Move legacy haze parameters to an inner map // allowing backward compat and simple conversion to legacy format LLSD legacyhazesettings; legacyhazesettings = translateLegacyHazeSettings(legacy); if (legacyhazesettings.size() > 0) { newsettings[SETTING_LEGACY_HAZE] = legacyhazesettings; converted_something |= true; } if (legacy.has(SETTING_CLOUD_COLOR)) { newsettings[SETTING_CLOUD_COLOR] = LLColor3(legacy[SETTING_CLOUD_COLOR]).getValue(); converted_something |= true; } if (legacy.has(SETTING_CLOUD_POS_DENSITY1)) { newsettings[SETTING_CLOUD_POS_DENSITY1] = LLColor3(legacy[SETTING_CLOUD_POS_DENSITY1]).getValue(); converted_something |= true; } if (legacy.has(SETTING_CLOUD_POS_DENSITY2)) { newsettings[SETTING_CLOUD_POS_DENSITY2] = LLColor3(legacy[SETTING_CLOUD_POS_DENSITY2]).getValue(); converted_something |= true; } if (legacy.has(SETTING_CLOUD_SCALE)) { newsettings[SETTING_CLOUD_SCALE] = LLSD::Real(legacy[SETTING_CLOUD_SCALE][0].asReal()); converted_something |= true; } if (legacy.has(SETTING_CLOUD_SCROLL_RATE)) { LLVector2 cloud_scroll(legacy[SETTING_CLOUD_SCROLL_RATE]); cloud_scroll -= LLVector2(10, 10); if (legacy.has(SETTING_LEGACY_ENABLE_CLOUD_SCROLL)) { LLSD enabled = legacy[SETTING_LEGACY_ENABLE_CLOUD_SCROLL]; if (!enabled[0].asBoolean()) cloud_scroll.mV[0] = 0.0f; if (!enabled[1].asBoolean()) cloud_scroll.mV[1] = 0.0f; } newsettings[SETTING_CLOUD_SCROLL_RATE] = cloud_scroll.getValue(); converted_something |= true; } if (legacy.has(SETTING_CLOUD_SHADOW)) { newsettings[SETTING_CLOUD_SHADOW] = LLSD::Real(legacy[SETTING_CLOUD_SHADOW][0].asReal()); converted_something |= true; } if (legacy.has(SETTING_GAMMA)) { newsettings[SETTING_GAMMA] = legacy[SETTING_GAMMA][0].asReal(); converted_something |= true; } if (legacy.has(SETTING_GLOW)) { newsettings[SETTING_GLOW] = LLColor3(legacy[SETTING_GLOW]).getValue(); converted_something |= true; } if (legacy.has(SETTING_MAX_Y)) { newsettings[SETTING_MAX_Y] = LLSD::Real(legacy[SETTING_MAX_Y][0].asReal()); converted_something |= true; } if (legacy.has(SETTING_STAR_BRIGHTNESS)) { newsettings[SETTING_STAR_BRIGHTNESS] = LLSD::Real(legacy[SETTING_STAR_BRIGHTNESS].asReal() * 250.0f); converted_something |= true; } if (legacy.has(SETTING_SUNLIGHT_COLOR)) { newsettings[SETTING_SUNLIGHT_COLOR] = LLColor4(legacy[SETTING_SUNLIGHT_COLOR]).getValue(); converted_something |= true; } if (legacy.has(SETTING_PLANET_RADIUS)) { newsettings[SETTING_PLANET_RADIUS] = LLSD::Real(legacy[SETTING_PLANET_RADIUS].asReal()); converted_something |= true; } if (legacy.has(SETTING_SKY_BOTTOM_RADIUS)) { newsettings[SETTING_SKY_BOTTOM_RADIUS] = LLSD::Real(legacy[SETTING_SKY_BOTTOM_RADIUS].asReal()); converted_something |= true; } if (legacy.has(SETTING_SKY_TOP_RADIUS)) { newsettings[SETTING_SKY_TOP_RADIUS] = LLSD::Real(legacy[SETTING_SKY_TOP_RADIUS].asReal()); converted_something |= true; } if (legacy.has(SETTING_SUN_ARC_RADIANS)) { newsettings[SETTING_SUN_ARC_RADIANS] = LLSD::Real(legacy[SETTING_SUN_ARC_RADIANS].asReal()); converted_something |= true; } if (legacy.has(SETTING_LEGACY_EAST_ANGLE) && legacy.has(SETTING_LEGACY_SUN_ANGLE)) { // get counter-clockwise radian angle from clockwise legacy WL east angle... F32 azimuth = -legacy[SETTING_LEGACY_EAST_ANGLE].asReal(); F32 altitude = legacy[SETTING_LEGACY_SUN_ANGLE].asReal(); LLQuaternion sunquat = convert_azimuth_and_altitude_to_quat(azimuth, altitude); // original WL moon dir was diametrically opposed to the sun dir LLQuaternion moonquat = convert_azimuth_and_altitude_to_quat(azimuth + F_PI, -altitude); newsettings[SETTING_SUN_ROTATION] = sunquat.getValue(); newsettings[SETTING_MOON_ROTATION] = moonquat.getValue(); converted_something |= true; } if (!converted_something) return LLSD(); return newsettings; } void LLSettingsSky::updateSettings() { LL_PROFILE_ZONE_SCOPED; // base class clears dirty flag so as to not trigger recursive update LLSettingsBase::updateSettings(); // NOTE: these functions are designed to do nothing unless a dirty bit has been set // so if you add new settings that are referenced by these update functions, // you'll need to insure that your setter updates the dirty bits as well calculateHeavenlyBodyPositions(); calculateLightSettings(); } F32 LLSettingsSky::getSunMoonGlowFactor() const { return getIsSunUp() ? 1.0f : getIsMoonUp() ? getMoonBrightness() * 0.25 : 0.0f; } bool LLSettingsSky::getIsSunUp() const { LLVector3 sunDir = getSunDirection(); return sunDir.mV[2] >= 0.0f; } bool LLSettingsSky::getIsMoonUp() const { LLVector3 moonDir = getMoonDirection(); return moonDir.mV[2] >= 0.0f; } void LLSettingsSky::calculateHeavenlyBodyPositions() const { LLQuaternion sunq = getSunRotation(); LLQuaternion moonq = getMoonRotation(); mSunDirection = LLVector3::x_axis * sunq; mMoonDirection = LLVector3::x_axis * moonq; mSunDirection.normalize(); mMoonDirection.normalize(); if (mSunDirection.lengthSquared() < 0.01f) LL_WARNS("SETTINGS") << "Zero length sun direction. Wailing and gnashing of teeth may follow... or not." << LL_ENDL; if (mMoonDirection.lengthSquared() < 0.01f) LL_WARNS("SETTINGS") << "Zero length moon direction. Wailing and gnashing of teeth may follow... or not." << LL_ENDL; } LLVector3 LLSettingsSky::getLightDirection() const { update(); // is the normal from the sun or the moon if (getIsSunUp()) { return mSunDirection; } else if (getIsMoonUp()) { return mMoonDirection; } return LLVector3::z_axis_neg; } LLColor3 LLSettingsSky::getLightDiffuse() const { update(); // is the normal from the sun or the moon if (getIsSunUp()) { return getSunDiffuse(); } else if (getIsMoonUp()) { return getMoonDiffuse(); } return LLColor3::white; } LLColor3 LLSettingsSky::getColor(const std::string& key, const LLColor3& default_value) const { LL_PROFILE_ZONE_SCOPED; if (mSettings.has(SETTING_LEGACY_HAZE) && mSettings[SETTING_LEGACY_HAZE].has(key)) { return LLColor3(mSettings[SETTING_LEGACY_HAZE][key]); } if (mSettings.has(key)) { return LLColor3(mSettings[key]); } return default_value; } F32 LLSettingsSky::getFloat(const std::string& key, F32 default_value) const { LL_PROFILE_ZONE_SCOPED; if (mSettings.has(SETTING_LEGACY_HAZE) && mSettings[SETTING_LEGACY_HAZE].has(key)) { return mSettings[SETTING_LEGACY_HAZE][key].asReal(); } if (mSettings.has(key)) { return mSettings[key].asReal(); } return default_value; } LLColor3 LLSettingsSky::getAmbientColor() const { return getColor(SETTING_AMBIENT, LLColor3(0.25f, 0.25f, 0.25f)); } LLColor3 LLSettingsSky::getAmbientColorClamped() const { LLColor3 ambient = getAmbientColor(); F32 max_color = llmax(ambient.mV[0], ambient.mV[1], ambient.mV[2]); if (max_color > 1.0f) { ambient *= 1.0f/max_color; } return ambient; } LLColor3 LLSettingsSky::getBlueDensity() const { return getColor(SETTING_BLUE_DENSITY, LLColor3(0.2447f, 0.4487f, 0.7599f)); } LLColor3 LLSettingsSky::getBlueHorizon() const { return getColor(SETTING_BLUE_HORIZON, LLColor3(0.4954f, 0.4954f, 0.6399f)); } F32 LLSettingsSky::getHazeDensity() const { return getFloat(SETTING_HAZE_DENSITY, 0.7f); } F32 LLSettingsSky::getHazeHorizon() const { return getFloat(SETTING_HAZE_HORIZON, 0.19f); } F32 LLSettingsSky::getDensityMultiplier() const { return getFloat(SETTING_DENSITY_MULTIPLIER, 0.0001f); } F32 LLSettingsSky::getDistanceMultiplier() const { return getFloat(SETTING_DISTANCE_MULTIPLIER, 0.8f); } void LLSettingsSky::setPlanetRadius(F32 radius) { mSettings[SETTING_PLANET_RADIUS] = radius; } void LLSettingsSky::setSkyBottomRadius(F32 radius) { mSettings[SETTING_SKY_BOTTOM_RADIUS] = radius; } void LLSettingsSky::setSkyTopRadius(F32 radius) { mSettings[SETTING_SKY_TOP_RADIUS] = radius; } void LLSettingsSky::setSunArcRadians(F32 radians) { mSettings[SETTING_SUN_ARC_RADIANS] = radians; } void LLSettingsSky::setMieAnisotropy(F32 aniso_factor) { getMieConfig()[SETTING_MIE_ANISOTROPY_FACTOR] = aniso_factor; } void LLSettingsSky::setSkyMoistureLevel(F32 moisture_level) { setValue(SETTING_SKY_MOISTURE_LEVEL, moisture_level); } void LLSettingsSky::setSkyDropletRadius(F32 radius) { setValue(SETTING_SKY_DROPLET_RADIUS,radius); } void LLSettingsSky::setSkyIceLevel(F32 ice_level) { setValue(SETTING_SKY_ICE_LEVEL, ice_level); } void LLSettingsSky::setAmbientColor(const LLColor3 &val) { mSettings[SETTING_LEGACY_HAZE][SETTING_AMBIENT] = val.getValue(); setDirtyFlag(true); } void LLSettingsSky::setBlueDensity(const LLColor3 &val) { mSettings[SETTING_LEGACY_HAZE][SETTING_BLUE_DENSITY] = val.getValue(); setDirtyFlag(true); } void LLSettingsSky::setBlueHorizon(const LLColor3 &val) { mSettings[SETTING_LEGACY_HAZE][SETTING_BLUE_HORIZON] = val.getValue(); setDirtyFlag(true); } void LLSettingsSky::setDensityMultiplier(F32 val) { mSettings[SETTING_LEGACY_HAZE][SETTING_DENSITY_MULTIPLIER] = val; setDirtyFlag(true); } void LLSettingsSky::setDistanceMultiplier(F32 val) { mSettings[SETTING_LEGACY_HAZE][SETTING_DISTANCE_MULTIPLIER] = val; setDirtyFlag(true); } void LLSettingsSky::setHazeDensity(F32 val) { mSettings[SETTING_LEGACY_HAZE][SETTING_HAZE_DENSITY] = val; setDirtyFlag(true); } void LLSettingsSky::setHazeHorizon(F32 val) { mSettings[SETTING_LEGACY_HAZE][SETTING_HAZE_HORIZON] = val; setDirtyFlag(true); } // Get total from rayleigh and mie density values for normalization LLColor3 LLSettingsSky::getTotalDensity() const { LLColor3 blue_density = getBlueDensity(); F32 haze_density = getHazeDensity(); LLColor3 total_density = blue_density + smear(haze_density); return total_density; } // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes LLColor3 LLSettingsSky::getLightAttenuation(F32 distance) const { F32 density_multiplier = getDensityMultiplier(); LLColor3 blue_density = getBlueDensity(); F32 haze_density = getHazeDensity(); // Approximate line integral over requested distance LLColor3 light_atten = (blue_density * 1.0 + smear(haze_density * 0.25f)) * density_multiplier * distance; return light_atten; } LLColor3 LLSettingsSky::getLightTransmittance(F32 distance) const { LLColor3 total_density = getTotalDensity(); F32 density_multiplier = getDensityMultiplier(); // Transparency (-> density) from Beer's law LLColor3 transmittance = componentExp(total_density * -(density_multiplier * distance)); return transmittance; } // SL-16127: getTotalDensity() and getDensityMultiplier() call LLSettingsSky::getColor() and LLSettingsSky::getFloat() respectively which are S-L-O-W LLColor3 LLSettingsSky::getLightTransmittanceFast( const LLColor3& total_density, const F32 density_multiplier, const F32 distance ) const { // Transparency (-> density) from Beer's law LLColor3 transmittance = componentExp(total_density * -(density_multiplier * distance)); return transmittance; } // performs soft scale clip and gamma correction ala the shader implementation // scales colors down to 0 - 1 range preserving relative ratios LLColor3 LLSettingsSky::gammaCorrect(const LLColor3& in,const F32 &gamma) const { //F32 gamma = getGamma(); // SL-16127: Use cached gamma from atmospheric vars LLColor3 v(in); // scale down to 0 to 1 range preserving relative ratio (aka homegenize) F32 max_color = llmax(llmax(in.mV[0], in.mV[1]), in.mV[2]); if (max_color > 1.0f) { v *= 1.0f / max_color; } LLColor3 color = in * 2.0f; color = smear(1.f) - componentSaturate(color); // clamping after mul seems wrong, but prevents negative colors... componentPow(color, gamma); color = smear(1.f) - color; return color; } LLVector3 LLSettingsSky::getSunDirection() const { update(); return mSunDirection; } LLVector3 LLSettingsSky::getMoonDirection() const { update(); return mMoonDirection; } LLColor4 LLSettingsSky::getMoonAmbient() const { update(); return mMoonAmbient; } LLColor3 LLSettingsSky::getMoonDiffuse() const { update(); return mMoonDiffuse; } LLColor4 LLSettingsSky::getSunAmbient() const { update(); return mSunAmbient; } LLColor3 LLSettingsSky::getSunDiffuse() const { update(); return mSunDiffuse; } LLColor4 LLSettingsSky::getHazeColor() const { update(); return mHazeColor; } LLColor4 LLSettingsSky::getTotalAmbient() const { update(); return mTotalAmbient; } LLColor3 LLSettingsSky::getMoonlightColor() const { return getSunlightColor(); //moon and sun share light color } void LLSettingsSky::clampColor(LLColor3& color, F32 gamma, F32 scale) const { F32 max_color = llmax(color.mV[0], color.mV[1], color.mV[2]); if (max_color > scale) { color *= scale/max_color; } LLColor3 linear(color); linear *= 1.0 / scale; linear = smear(1.0f) - linear; linear = componentPow(linear, gamma); linear *= scale; color = linear; } // Similar/Shared Algorithms: // indra\llinventory\llsettingssky.cpp -- LLSettingsSky::calculateLightSettings() // indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars() void LLSettingsSky::calculateLightSettings() const { // Initialize temp variables LLColor3 sunlight = getSunlightColor(); LLColor3 ambient = getAmbientColor(); F32 cloud_shadow = getCloudShadow(); LLVector3 lightnorm = getLightDirection(); // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes F32 max_y = getMaxY(); LLColor3 light_atten = getLightAttenuation(max_y); LLColor3 light_transmittance = getLightTransmittance(max_y); // and vary_sunlight will work properly with moon light const F32 LIMIT = FLT_EPSILON * 8.0f; F32 lighty = fabs(lightnorm[2]); if(lighty >= LIMIT) { lighty = 1.f / lighty; } lighty = llmax(LIMIT, lighty); componentMultBy(sunlight, componentExp((light_atten * -1.f) * lighty)); componentMultBy(sunlight, light_transmittance); //increase ambient when there are more clouds LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5; //brightness of surface both sunlight and ambient mSunDiffuse = sunlight; mSunAmbient = tmpAmbient; F32 haze_horizon = getHazeHorizon(); sunlight *= 1.0 - cloud_shadow; sunlight += tmpAmbient; mHazeColor = getBlueHorizon() * getBlueDensity() * sunlight; mHazeColor += LLColor4(haze_horizon, haze_horizon, haze_horizon, haze_horizon) * getHazeDensity() * sunlight; F32 moon_brightness = getIsMoonUp() ? getMoonBrightness() : 0.001f; LLColor3 moonlight = getMoonlightColor(); LLColor3 moonlight_b(0.66, 0.66, 1.2); // scotopic ambient value componentMultBy(moonlight, componentExp((light_atten * -1.f) * lighty)); mMoonDiffuse = componentMult(moonlight, light_transmittance) * moon_brightness; mMoonAmbient = moonlight_b * 0.0125f; mTotalAmbient = ambient; } LLUUID LLSettingsSky::GetDefaultAssetId() { return DEFAULT_ASSET_ID; } LLUUID LLSettingsSky::GetDefaultSunTextureId() { return LLUUID::null; } LLUUID LLSettingsSky::GetBlankSunTextureId() { return DEFAULT_SUN_ID; } LLUUID LLSettingsSky::GetDefaultMoonTextureId() { return DEFAULT_MOON_ID; } LLUUID LLSettingsSky::GetDefaultCloudNoiseTextureId() { return DEFAULT_CLOUD_ID; } LLUUID LLSettingsSky::GetDefaultBloomTextureId() { return IMG_BLOOM1; } LLUUID LLSettingsSky::GetDefaultRainbowTextureId() { return IMG_RAINBOW; } LLUUID LLSettingsSky::GetDefaultHaloTextureId() { return IMG_HALO; } F32 LLSettingsSky::getPlanetRadius() const { return mSettings[SETTING_PLANET_RADIUS].asReal(); } F32 LLSettingsSky::getSkyMoistureLevel() const { return mSettings[SETTING_SKY_MOISTURE_LEVEL].asReal(); } F32 LLSettingsSky::getSkyDropletRadius() const { return mSettings[SETTING_SKY_DROPLET_RADIUS].asReal(); } F32 LLSettingsSky::getSkyIceLevel() const { return mSettings[SETTING_SKY_ICE_LEVEL].asReal(); } F32 LLSettingsSky::getSkyBottomRadius() const { return mSettings[SETTING_SKY_BOTTOM_RADIUS].asReal(); } F32 LLSettingsSky::getSkyTopRadius() const { return mSettings[SETTING_SKY_TOP_RADIUS].asReal(); } F32 LLSettingsSky::getSunArcRadians() const { return mSettings[SETTING_SUN_ARC_RADIANS].asReal(); } F32 LLSettingsSky::getMieAnisotropy() const { return getMieConfig()[SETTING_MIE_ANISOTROPY_FACTOR].asReal(); } LLSD LLSettingsSky::getRayleighConfig() const { LLSD copy = *(mSettings[SETTING_RAYLEIGH_CONFIG].beginArray()); return copy; } LLSD LLSettingsSky::getMieConfig() const { LLSD copy = *(mSettings[SETTING_MIE_CONFIG].beginArray()); return copy; } LLSD LLSettingsSky::getAbsorptionConfig() const { LLSD copy = *(mSettings[SETTING_ABSORPTION_CONFIG].beginArray()); return copy; } LLSD LLSettingsSky::getRayleighConfigs() const { return mSettings[SETTING_RAYLEIGH_CONFIG]; } LLSD LLSettingsSky::getMieConfigs() const { return mSettings[SETTING_MIE_CONFIG]; } LLSD LLSettingsSky::getAbsorptionConfigs() const { return mSettings[SETTING_ABSORPTION_CONFIG]; } void LLSettingsSky::setRayleighConfigs(const LLSD& rayleighConfig) { mSettings[SETTING_RAYLEIGH_CONFIG] = rayleighConfig; } void LLSettingsSky::setMieConfigs(const LLSD& mieConfig) { mSettings[SETTING_MIE_CONFIG] = mieConfig; } void LLSettingsSky::setAbsorptionConfigs(const LLSD& absorptionConfig) { mSettings[SETTING_ABSORPTION_CONFIG] = absorptionConfig; } LLUUID LLSettingsSky::getBloomTextureId() const { return mSettings[SETTING_BLOOM_TEXTUREID].asUUID(); } LLUUID LLSettingsSky::getRainbowTextureId() const { return mSettings[SETTING_RAINBOW_TEXTUREID].asUUID(); } LLUUID LLSettingsSky::getHaloTextureId() const { return mSettings[SETTING_HALO_TEXTUREID].asUUID(); } //--------------------------------------------------------------------- LLColor3 LLSettingsSky::getCloudColor() const { return LLColor3(mSettings[SETTING_CLOUD_COLOR]); } void LLSettingsSky::setCloudColor(const LLColor3 &val) { setValue(SETTING_CLOUD_COLOR, val); } LLUUID LLSettingsSky::getCloudNoiseTextureId() const { return mSettings[SETTING_CLOUD_TEXTUREID].asUUID(); } void LLSettingsSky::setCloudNoiseTextureId(const LLUUID &id) { setValue(SETTING_CLOUD_TEXTUREID, id); } LLColor3 LLSettingsSky::getCloudPosDensity1() const { return LLColor3(mSettings[SETTING_CLOUD_POS_DENSITY1]); } void LLSettingsSky::setCloudPosDensity1(const LLColor3 &val) { setValue(SETTING_CLOUD_POS_DENSITY1, val); } LLColor3 LLSettingsSky::getCloudPosDensity2() const { return LLColor3(mSettings[SETTING_CLOUD_POS_DENSITY2]); } void LLSettingsSky::setCloudPosDensity2(const LLColor3 &val) { setValue(SETTING_CLOUD_POS_DENSITY2, val); } F32 LLSettingsSky::getCloudScale() const { return mSettings[SETTING_CLOUD_SCALE].asReal(); } void LLSettingsSky::setCloudScale(F32 val) { setValue(SETTING_CLOUD_SCALE, val); } LLVector2 LLSettingsSky::getCloudScrollRate() const { return LLVector2(mSettings[SETTING_CLOUD_SCROLL_RATE]); } void LLSettingsSky::setCloudScrollRate(const LLVector2 &val) { setValue(SETTING_CLOUD_SCROLL_RATE, val); } void LLSettingsSky::setCloudScrollRateX(F32 val) { mSettings[SETTING_CLOUD_SCROLL_RATE][0] = val; setDirtyFlag(true); } void LLSettingsSky::setCloudScrollRateY(F32 val) { mSettings[SETTING_CLOUD_SCROLL_RATE][1] = val; setDirtyFlag(true); } F32 LLSettingsSky::getCloudShadow() const { return mSettings[SETTING_CLOUD_SHADOW].asReal(); } void LLSettingsSky::setCloudShadow(F32 val) { setValue(SETTING_CLOUD_SHADOW, val); } F32 LLSettingsSky::getCloudVariance() const { return mSettings[SETTING_CLOUD_VARIANCE].asReal(); } void LLSettingsSky::setCloudVariance(F32 val) { setValue(SETTING_CLOUD_VARIANCE, val); } F32 LLSettingsSky::getDomeOffset() const { //return mSettings[SETTING_DOME_OFFSET].asReal(); return DOME_OFFSET; } F32 LLSettingsSky::getDomeRadius() const { //return mSettings[SETTING_DOME_RADIUS].asReal(); return DOME_RADIUS; } F32 LLSettingsSky::getGamma() const { return mSettings[SETTING_GAMMA].asReal(); } void LLSettingsSky::setGamma(F32 val) { mSettings[SETTING_GAMMA] = LLSD::Real(val); setDirtyFlag(true); } LLColor3 LLSettingsSky::getGlow() const { return LLColor3(mSettings[SETTING_GLOW]); } void LLSettingsSky::setGlow(const LLColor3 &val) { setValue(SETTING_GLOW, val); } F32 LLSettingsSky::getMaxY() const { return mSettings[SETTING_MAX_Y].asReal(); } void LLSettingsSky::setMaxY(F32 val) { setValue(SETTING_MAX_Y, val); } LLQuaternion LLSettingsSky::getMoonRotation() const { return LLQuaternion(mSettings[SETTING_MOON_ROTATION]); } void LLSettingsSky::setMoonRotation(const LLQuaternion &val) { setValue(SETTING_MOON_ROTATION, val); } F32 LLSettingsSky::getMoonScale() const { return mSettings[SETTING_MOON_SCALE].asReal(); } void LLSettingsSky::setMoonScale(F32 val) { setValue(SETTING_MOON_SCALE, val); } LLUUID LLSettingsSky::getMoonTextureId() const { return mSettings[SETTING_MOON_TEXTUREID].asUUID(); } void LLSettingsSky::setMoonTextureId(LLUUID id) { setValue(SETTING_MOON_TEXTUREID, id); } F32 LLSettingsSky::getMoonBrightness() const { return mSettings[SETTING_MOON_BRIGHTNESS].asReal(); } void LLSettingsSky::setMoonBrightness(F32 brightness_factor) { setValue(SETTING_MOON_BRIGHTNESS, brightness_factor); } F32 LLSettingsSky::getStarBrightness() const { return mSettings[SETTING_STAR_BRIGHTNESS].asReal(); } void LLSettingsSky::setStarBrightness(F32 val) { setValue(SETTING_STAR_BRIGHTNESS, val); } LLColor3 LLSettingsSky::getSunlightColor() const { return LLColor3(mSettings[SETTING_SUNLIGHT_COLOR]); } LLColor3 LLSettingsSky::getSunlightColorClamped() const { LLColor3 sunlight = getSunlightColor(); //clampColor(sunlight, getGamma(), 3.0f); F32 max_color = llmax(sunlight.mV[0], sunlight.mV[1], sunlight.mV[2]); if (max_color > 1.0f) { sunlight *= 1.0f/max_color; } return sunlight; } void LLSettingsSky::setSunlightColor(const LLColor3 &val) { setValue(SETTING_SUNLIGHT_COLOR, val); } LLQuaternion LLSettingsSky::getSunRotation() const { return LLQuaternion(mSettings[SETTING_SUN_ROTATION]); } void LLSettingsSky::setSunRotation(const LLQuaternion &val) { setValue(SETTING_SUN_ROTATION, val); } F32 LLSettingsSky::getSunScale() const { return mSettings[SETTING_SUN_SCALE].asReal(); } void LLSettingsSky::setSunScale(F32 val) { setValue(SETTING_SUN_SCALE, val); } LLUUID LLSettingsSky::getSunTextureId() const { return mSettings[SETTING_SUN_TEXTUREID].asUUID(); } void LLSettingsSky::setSunTextureId(LLUUID id) { setValue(SETTING_SUN_TEXTUREID, id); } LLUUID LLSettingsSky::getNextSunTextureId() const { return mNextSunTextureId; } LLUUID LLSettingsSky::getNextMoonTextureId() const { return mNextMoonTextureId; } LLUUID LLSettingsSky::getNextCloudNoiseTextureId() const { return mNextCloudTextureId; } LLUUID LLSettingsSky::getNextBloomTextureId() const { return mNextBloomTextureId; }