/** * @file llsettingswater.h * @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 "llsettingswater.h" #include #include #include "lltrace.h" #include "llfasttimer.h" #include "v3colorutil.h" #include "indra_constants.h" //========================================================================= namespace { LLTrace::BlockTimerStatHandle FTM_BLEND_WATERVALUES("Blending Water Environment"); LLTrace::BlockTimerStatHandle FTM_UPDATE_WATERVALUES("Update Water Environment"); } //========================================================================= const std::string LLSettingsWater::SETTING_BLUR_MULTIPILER("blur_multiplier"); const std::string LLSettingsWater::SETTING_FOG_COLOR("water_fog_color"); const std::string LLSettingsWater::SETTING_FOG_DENSITY("water_fog_density"); const std::string LLSettingsWater::SETTING_FOG_MOD("underwater_fog_mod"); const std::string LLSettingsWater::SETTING_FRESNEL_OFFSET("fresnel_offset"); const std::string LLSettingsWater::SETTING_FRESNEL_SCALE("fresnel_scale"); const std::string LLSettingsWater::SETTING_TRANSPARENT_TEXTURE("transparent_texture"); const std::string LLSettingsWater::SETTING_NORMAL_MAP("normal_map"); const std::string LLSettingsWater::SETTING_NORMAL_SCALE("normal_scale"); const std::string LLSettingsWater::SETTING_SCALE_ABOVE("scale_above"); const std::string LLSettingsWater::SETTING_SCALE_BELOW("scale_below"); const std::string LLSettingsWater::SETTING_WAVE1_DIR("wave1_direction"); const std::string LLSettingsWater::SETTING_WAVE2_DIR("wave2_direction"); const std::string LLSettingsWater::SETTING_LEGACY_BLUR_MULTIPILER("blurMultiplier"); const std::string LLSettingsWater::SETTING_LEGACY_FOG_COLOR("waterFogColor"); const std::string LLSettingsWater::SETTING_LEGACY_FOG_DENSITY("waterFogDensity"); const std::string LLSettingsWater::SETTING_LEGACY_FOG_MOD("underWaterFogMod"); const std::string LLSettingsWater::SETTING_LEGACY_FRESNEL_OFFSET("fresnelOffset"); const std::string LLSettingsWater::SETTING_LEGACY_FRESNEL_SCALE("fresnelScale"); const std::string LLSettingsWater::SETTING_LEGACY_NORMAL_MAP("normalMap"); const std::string LLSettingsWater::SETTING_LEGACY_NORMAL_SCALE("normScale"); const std::string LLSettingsWater::SETTING_LEGACY_SCALE_ABOVE("scaleAbove"); const std::string LLSettingsWater::SETTING_LEGACY_SCALE_BELOW("scaleBelow"); const std::string LLSettingsWater::SETTING_LEGACY_WAVE1_DIR("wave1Dir"); const std::string LLSettingsWater::SETTING_LEGACY_WAVE2_DIR("wave2Dir"); const LLUUID LLSettingsWater::DEFAULT_ASSET_ID("ce4cfe94-700a-292c-7c22-a2d9201bd661"); static const LLUUID DEFAULT_TRANSPARENT_WATER_TEXTURE("2bfd3884-7e27-69b9-ba3a-3e673f680004"); static const LLUUID DEFAULT_OPAQUE_WATER_TEXTURE("43c32285-d658-1793-c123-bf86315de055"); //========================================================================= LLSettingsWater::LLSettingsWater(const LLSD &data) : LLSettingsBase(data), mNextNormalMapID() { } LLSettingsWater::LLSettingsWater() : LLSettingsBase(), mNextNormalMapID() { } //========================================================================= LLSD LLSettingsWater::defaults(const LLSettingsBase::TrackPosition& position) { static LLSD dfltsetting; if (dfltsetting.size() == 0) { // give the normal scale offset some variability over track time... F32 normal_scale_offset = (position * 0.5f) - 0.25f; // Magic constants copied form defaults.xml dfltsetting[SETTING_BLUR_MULTIPILER] = LLSD::Real(0.04000f); dfltsetting[SETTING_FOG_COLOR] = LLColor3(0.0156f, 0.1490f, 0.2509f).getValue(); dfltsetting[SETTING_FOG_DENSITY] = LLSD::Real(2.0f); dfltsetting[SETTING_FOG_MOD] = LLSD::Real(0.25f); dfltsetting[SETTING_FRESNEL_OFFSET] = LLSD::Real(0.5f); dfltsetting[SETTING_FRESNEL_SCALE] = LLSD::Real(0.3999); dfltsetting[SETTING_TRANSPARENT_TEXTURE] = GetDefaultTransparentTextureAssetId(); dfltsetting[SETTING_NORMAL_MAP] = GetDefaultWaterNormalAssetId(); dfltsetting[SETTING_NORMAL_SCALE] = LLVector3(2.0f + normal_scale_offset, 2.0f + normal_scale_offset, 2.0f + normal_scale_offset).getValue(); dfltsetting[SETTING_SCALE_ABOVE] = LLSD::Real(0.0299f); dfltsetting[SETTING_SCALE_BELOW] = LLSD::Real(0.2000f); dfltsetting[SETTING_WAVE1_DIR] = LLVector2(1.04999f, -0.42000f).getValue(); dfltsetting[SETTING_WAVE2_DIR] = LLVector2(1.10999f, -1.16000f).getValue(); dfltsetting[SETTING_TYPE] = "water"; } return dfltsetting; } LLSD LLSettingsWater::translateLegacySettings(LLSD legacy) { LLSD newsettings(defaults()); if (legacy.has(SETTING_LEGACY_BLUR_MULTIPILER)) { newsettings[SETTING_BLUR_MULTIPILER] = LLSD::Real(legacy[SETTING_LEGACY_BLUR_MULTIPILER].asReal()); } if (legacy.has(SETTING_LEGACY_FOG_COLOR)) { newsettings[SETTING_FOG_COLOR] = LLColor3(legacy[SETTING_LEGACY_FOG_COLOR]).getValue(); } if (legacy.has(SETTING_LEGACY_FOG_DENSITY)) { newsettings[SETTING_FOG_DENSITY] = LLSD::Real(legacy[SETTING_LEGACY_FOG_DENSITY]); } if (legacy.has(SETTING_LEGACY_FOG_MOD)) { newsettings[SETTING_FOG_MOD] = LLSD::Real(legacy[SETTING_LEGACY_FOG_MOD].asReal()); } if (legacy.has(SETTING_LEGACY_FRESNEL_OFFSET)) { newsettings[SETTING_FRESNEL_OFFSET] = LLSD::Real(legacy[SETTING_LEGACY_FRESNEL_OFFSET].asReal()); } if (legacy.has(SETTING_LEGACY_FRESNEL_SCALE)) { newsettings[SETTING_FRESNEL_SCALE] = LLSD::Real(legacy[SETTING_LEGACY_FRESNEL_SCALE].asReal()); } if (legacy.has(SETTING_LEGACY_NORMAL_MAP)) { newsettings[SETTING_NORMAL_MAP] = LLSD::UUID(legacy[SETTING_LEGACY_NORMAL_MAP].asUUID()); } if (legacy.has(SETTING_LEGACY_NORMAL_SCALE)) { newsettings[SETTING_NORMAL_SCALE] = LLVector3(legacy[SETTING_LEGACY_NORMAL_SCALE]).getValue(); } if (legacy.has(SETTING_LEGACY_SCALE_ABOVE)) { newsettings[SETTING_SCALE_ABOVE] = LLSD::Real(legacy[SETTING_LEGACY_SCALE_ABOVE].asReal()); } if (legacy.has(SETTING_LEGACY_SCALE_BELOW)) { newsettings[SETTING_SCALE_BELOW] = LLSD::Real(legacy[SETTING_LEGACY_SCALE_BELOW].asReal()); } if (legacy.has(SETTING_LEGACY_WAVE1_DIR)) { newsettings[SETTING_WAVE1_DIR] = LLVector2(legacy[SETTING_LEGACY_WAVE1_DIR]).getValue(); } if (legacy.has(SETTING_LEGACY_WAVE2_DIR)) { newsettings[SETTING_WAVE2_DIR] = LLVector2(legacy[SETTING_LEGACY_WAVE2_DIR]).getValue(); } return newsettings; } void LLSettingsWater::blend(const LLSettingsBase::ptr_t &end, F64 blendf) { LLSettingsWater::ptr_t other = PTR_NAMESPACE::static_pointer_cast(end); if (other) { LLSD blenddata = interpolateSDMap(mSettings, other->mSettings, blendf); replaceSettings(blenddata); mNextNormalMapID = other->getNormalMapID(); mNextTransparentTextureID = other->getTransparentTextureID(); } else { LL_WARNS("SETTINGS") << "Could not cast end settings to water. No blend performed." << LL_ENDL; } setBlendFactor(blendf); } void LLSettingsWater::replaceSettings(LLSD settings) { LLSettingsBase::replaceSettings(settings); mNextNormalMapID.setNull(); mNextTransparentTextureID.setNull(); } LLSettingsWater::validation_list_t LLSettingsWater::getValidationList() const { return LLSettingsWater::validationList(); } LLSettingsWater::validation_list_t LLSettingsWater::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_BLUR_MULTIPILER, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(0.16f))))); validation.push_back(Validator(SETTING_FOG_COLOR, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)(1.0f)), LLSD(LLSDArray(1.0f)(1.0f)(1.0f)(1.0f))))); validation.push_back(Validator(SETTING_FOG_DENSITY, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(1.0f)(1024.0f))))); validation.push_back(Validator(SETTING_FOG_MOD, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(1.0f)(1024.0f))))); validation.push_back(Validator(SETTING_FRESNEL_OFFSET, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_FRESNEL_SCALE, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_NORMAL_MAP, true, LLSD::TypeUUID)); validation.push_back(Validator(SETTING_NORMAL_SCALE, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, LLSD(LLSDArray(0.0f)(0.0f)(0.0f)), LLSD(LLSDArray(10.0f)(10.0f)(10.0f))))); validation.push_back(Validator(SETTING_SCALE_ABOVE, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_SCALE_BELOW, true, LLSD::TypeReal, boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f))))); validation.push_back(Validator(SETTING_WAVE1_DIR, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, LLSD(LLSDArray(-4.0f)(-4.0f)), LLSD(LLSDArray(4.0f)(4.0f))))); validation.push_back(Validator(SETTING_WAVE2_DIR, true, LLSD::TypeArray, boost::bind(&Validator::verifyVectorMinMax, _1, LLSD(LLSDArray(-4.0f)(-4.0f)), LLSD(LLSDArray(4.0f)(4.0f))))); } return validation; } LLUUID LLSettingsWater::GetDefaultAssetId() { return DEFAULT_ASSET_ID; } LLUUID LLSettingsWater::GetDefaultWaterNormalAssetId() { return DEFAULT_WATER_NORMAL; } LLUUID LLSettingsWater::GetDefaultTransparentTextureAssetId() { return DEFAULT_TRANSPARENT_WATER_TEXTURE; } LLUUID LLSettingsWater::GetDefaultOpaqueTextureAssetId() { return DEFAULT_OPAQUE_WATER_TEXTURE; }