/** * @file llenvadapters.h * @brief Declaration of classes managing WindLight and water settings. * * $LicenseInfo:firstyear=2009&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2011, 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 * $/LicenseInfo$ */ #ifndef LL_ENVADAPTERS_H #define LL_ENVADAPTERS_H #include "v3math.h" #include "v3color.h" #include "v4math.h" #include "llsettingsbase.h" #include "llsettingssky.h" class WLColorControl { public: inline WLColorControl(LLColor4 color, const std::string& n, const std::string& slider_name = std::string()): mColor(color), mName(n), mSliderName(slider_name), mHasSliderName(false), mIsSunOrAmbientColor(false), mIsBlueHorizonOrDensity(false) { // if there's a slider name, say we have one mHasSliderName = !mSliderName.empty(); // if it's the sun controller mIsSunOrAmbientColor = (mSliderName == "WLSunlight" || mSliderName == "WLAmbient"); mIsBlueHorizonOrDensity = (mSliderName == "WLBlueHorizon" || mSliderName == "WLBlueDensity"); } inline void setColor4(const LLColor4 & val) { mColor = val; } inline void setColor3(const LLColor3 & val) { mColor = val; } inline LLColor4 getColor4() const { return mColor; } inline LLColor3 getColor3(void) const { return vec4to3(mColor); } inline void update(const LLSettingsBase::ptr_t &psetting) const { psetting->setValue(mName, mColor); } inline bool getHasSliderName() const { return mHasSliderName; } inline std::string getSliderName() const { return mSliderName; } inline bool getIsSunOrAmbientColor() const { return mIsSunOrAmbientColor; } inline bool getIsBlueHorizonOrDensity() const { return mIsBlueHorizonOrDensity; } inline F32 getRed() const { return mColor[0]; } inline F32 getGreen() const { return mColor[1]; } inline F32 getBlue() const { return mColor[2]; } inline F32 getIntensity() const { return mColor[3]; } inline void setRed(F32 red) { mColor[0] = red; } inline void setGreen(F32 green) { mColor[1] = green; } inline void setBlue(F32 blue) { mColor[2] = blue; } inline void setIntensity(F32 intensity) { mColor[3] = intensity; } private: LLColor4 mColor; /// [3] is intensity, not alpha std::string mName; /// name to use to dereference params std::string mSliderName; /// name of the slider in menu bool mHasSliderName; /// only set slider name for true color types bool mIsSunOrAmbientColor; /// flag for if it's the sun or ambient color controller bool mIsBlueHorizonOrDensity; /// flag for if it's the Blue Horizon or Density color controller }; // float slider control class WLFloatControl { public: inline WLFloatControl(F32 val, const std::string& n, F32 m = 1.0f): x(val), mName(n), mult(m) { } inline WLFloatControl &operator = (F32 val) { x = val; return *this; } inline operator F32 (void) const { return x; } inline void update(const LLSettingsBase::ptr_t &psetting) const { psetting->setValue(mName, x); } inline F32 getMult() const { return mult; } inline void setValue(F32 val) { x = val; } private: F32 x; std::string mName; F32 mult; }; class WLXFloatControl { public: inline WLXFloatControl(F32 val, const std::string& n, F32 b): mExp(val), mBase(b), mName(n) { } inline WLXFloatControl & operator = (F32 val) { mExp = log(val) / log(mBase); return *this; } inline operator F32 (void) const { return pow(mBase, mExp); } inline void update(const LLSettingsBase::ptr_t &psetting) const { psetting->setValue(mName, pow(mBase, mExp)); } inline F32 getExp() const { return mExp; } inline void setExp(F32 val) { mExp = val; } inline F32 getBase() const { return mBase; } inline void setBase(F32 val) { mBase = val; } private: F32 mExp; F32 mBase; std::string mName; }; class WLVect2Control { public: inline WLVect2Control(LLVector2 val, const std::string& n): mU(val.mV[0]), mV(val.mV[1]), mName(n) { } inline WLVect2Control & operator = (const LLVector2 & val) { mU = val.mV[0]; mV = val.mV[1]; return *this; } inline void update(const LLSettingsBase::ptr_t &psetting) const { psetting->setValue(mName, LLVector2(mU, mV)); } inline F32 getU() const { return mU; } inline void setU(F32 val) { mU = val; } inline F32 getV() const { return mV; } inline void setV(F32 val) { mV = val; } private: F32 mU; F32 mV; std::string mName; }; class WLVect3Control { public: inline WLVect3Control(LLVector3 val, const std::string& n): mX(val.mV[0]), mY(val.mV[1]), mZ(val.mV[2]), mName(n) { } inline WLVect3Control & operator = (const LLVector3 & val) { mX = val.mV[0]; mY = val.mV[1]; mZ = val.mV[2]; return *this; } inline void update(const LLSettingsBase::ptr_t &psetting) const { psetting->setValue(mName, LLVector3(mX, mY, mZ)); } inline F32 getX() const { return mX; } inline void setX(F32 val) { mX = val; } inline F32 getY() const { return mY; } inline void setY(F32 val) { mY = val; } inline F32 getZ() const { return mZ; } inline void setZ(F32 val) { mZ = val; } private: F32 mX; F32 mY; F32 mZ; std::string mName; }; class LLDensityProfileSettingsAdapter { public: LLDensityProfileSettingsAdapter(const std::string& config, int layerIndex = 0) : mConfig(config) , mLayerIndex(layerIndex) , mLayerWidth(1.0f, LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH) , mExpTerm(1.0f, LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM) , mExpScale(1.0f, LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR) , mLinTerm(1.0f, LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM) , mConstantTerm(1.0f, LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM) {} protected: std::string mConfig; int mLayerIndex; WLFloatControl mLayerWidth; // 0.0 -> to top of atmosphere, however big that may be. WLFloatControl mExpTerm; WLFloatControl mExpScale; WLFloatControl mLinTerm; WLFloatControl mConstantTerm; }; class LLRayleighDensityProfileSettingsAdapter : public LLDensityProfileSettingsAdapter { public: LLRayleighDensityProfileSettingsAdapter(int layerIndex = 0) : LLDensityProfileSettingsAdapter(LLSettingsSky::SETTING_RAYLEIGH_CONFIG, layerIndex) { } }; class LLMieDensityProfileSettingsAdapter : public LLDensityProfileSettingsAdapter { public: LLMieDensityProfileSettingsAdapter(int layerIndex = 0) : LLDensityProfileSettingsAdapter(LLSettingsSky::SETTING_MIE_CONFIG, layerIndex) , mAnisotropy(0.8f, LLSettingsSky::SETTING_MIE_ANISOTROPY_FACTOR) { } protected: WLFloatControl mAnisotropy; }; class LLAbsorptionDensityProfileSettingsAdapter : public LLDensityProfileSettingsAdapter { public: LLAbsorptionDensityProfileSettingsAdapter(int layerIndex = 0) : LLDensityProfileSettingsAdapter(LLSettingsSky::SETTING_ABSORPTION_CONFIG, layerIndex) { } }; //------------------------------------------------------------------------- class LLSkySettingsAdapter { public: typedef std::shared_ptr ptr_t; LLSkySettingsAdapter(); WLFloatControl mWLGamma; /// Atmospherics // LEGACY_ATMOSPHERICS WLColorControl mAmbient; WLColorControl mBlueHorizon; WLFloatControl mHazeDensity; WLColorControl mBlueDensity; WLFloatControl mDensityMult; WLFloatControl mDistanceMult; WLFloatControl mHazeHorizon; WLFloatControl mMaxAlt; /// Lighting WLColorControl mLightnorm; WLColorControl mSunlight; WLColorControl mGlow; /// Clouds WLColorControl mCloudColor; WLColorControl mCloudMain; WLFloatControl mCloudCoverage; WLColorControl mCloudDetail; WLFloatControl mCloudScale; }; class LLWatterSettingsAdapter { public: typedef std::shared_ptr ptr_t; LLWatterSettingsAdapter(); WLColorControl mFogColor; WLXFloatControl mFogDensity; WLFloatControl mUnderWaterFogMod; /// wavelet scales and directions WLVect3Control mNormalScale; WLVect2Control mWave1Dir; WLVect2Control mWave2Dir; // controls how water is reflected and refracted WLFloatControl mFresnelScale; WLFloatControl mFresnelOffset; WLFloatControl mScaleAbove; WLFloatControl mScaleBelow; WLFloatControl mBlurMultiplier; }; #endif // LL_ENVIRONMENT_H