/** * @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 "llviewerprecompiledheaders.h" #include "llviewercontrol.h" #include "llsettingssky.h" #include #include #include "lltrace.h" #include "llfasttimer.h" #include "v3colorutil.h" #include "llglslshader.h" #include "llviewershadermgr.h" #include "llenvironment.h" #include "llsky.h" //========================================================================= namespace { const LLVector3 DUE_EAST(0.0f, 0.0f, 1.0); const LLVector3 VECT_ZENITH(0.f, 1.f, 0.f); const LLVector3 VECT_NORTHSOUTH(1.f, 0.f, 0.f); LLTrace::BlockTimerStatHandle FTM_BLEND_SKYVALUES("Blending Sky Environment"); LLTrace::BlockTimerStatHandle FTM_UPDATE_SKYVALUES("Update Sky Environment"); LLQuaternion body_position_from_angles(F32 azimuth, F32 altitude); void angles_from_rotation(LLQuaternion quat, F32 &azimuth, F32 &altitude); } const F32 LLSettingsSky::DOME_OFFSET(0.96f); const F32 LLSettingsSky::DOME_RADIUS(15000.f); //========================================================================= const std::string LLSettingsSky::SETTING_AMBIENT("ambient"); const std::string LLSettingsSky::SETTING_BLOOM_TEXTUREID("bloom_id"); const std::string LLSettingsSky::SETTING_BLUE_DENSITY("blue_density"); const std::string LLSettingsSky::SETTING_BLUE_HORIZON("blue_horizon"); 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_DENSITY_MULTIPLIER("density_multiplier"); const std::string LLSettingsSky::SETTING_DISTANCE_MULTIPLIER("distance_multiplier"); 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_HAZE_DENSITY("haze_density"); const std::string LLSettingsSky::SETTING_HAZE_HORIZON("haze_horizon"); 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_TEXTUREID("moon_id"); 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_TEXUTUREID("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"); //========================================================================= LLSettingsSky::LLSettingsSky(const LLSD &data) : LLSettingsBase(data) { } LLSettingsSky::LLSettingsSky(): LLSettingsBase() { } void LLSettingsSky::blend(const LLSettingsBase::ptr_t &end, F32 blendf) { LLSettingsSky::ptr_t other = boost::static_pointer_cast(end); LLSD blenddata = interpolateSDMap(mSettings, other->mSettings, blendf); replaceSettings(blenddata); } void LLSettingsSky::setMoonRotation(F32 azimuth, F32 altitude) { setValue(SETTING_MOON_ROTATION, ::body_position_from_angles(azimuth, altitude)); } LLSettingsSky::azimalt_t LLSettingsSky::getMoonRotationAzAl() const { azimalt_t res; ::angles_from_rotation(getMoonRotation(), res.first, res.second); return res; } void LLSettingsSky::setSunRotation(F32 azimuth, F32 altitude) { setValue(SETTING_SUN_ROTATION, ::body_position_from_angles(azimuth, altitude)); } LLSettingsSky::azimalt_t LLSettingsSky::getSunRotationAzAl() const { azimalt_t res; ::angles_from_rotation(getSunRotation(), res.first, res.second); return res; } 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::ptr_t LLSettingsSky::buildFromLegacyPreset(const std::string &name, const LLSD &oldsettings) { LLSD newsettings(defaults()); newsettings[SETTING_NAME] = name; if (oldsettings.has(SETTING_AMBIENT)) { newsettings[SETTING_AMBIENT] = LLColor3(oldsettings[SETTING_AMBIENT]).getValue(); } if (oldsettings.has(SETTING_BLUE_DENSITY)) { newsettings[SETTING_BLUE_DENSITY] = LLColor3(oldsettings[SETTING_BLUE_DENSITY]).getValue(); } if (oldsettings.has(SETTING_BLUE_HORIZON)) { newsettings[SETTING_BLUE_HORIZON] = LLColor3(oldsettings[SETTING_BLUE_HORIZON]).getValue(); } if (oldsettings.has(SETTING_CLOUD_COLOR)) { newsettings[SETTING_CLOUD_COLOR] = LLColor3(oldsettings[SETTING_CLOUD_COLOR]).getValue(); } if (oldsettings.has(SETTING_CLOUD_POS_DENSITY1)) { newsettings[SETTING_CLOUD_POS_DENSITY1] = LLColor3(oldsettings[SETTING_CLOUD_POS_DENSITY1]).getValue(); } if (oldsettings.has(SETTING_CLOUD_POS_DENSITY2)) { newsettings[SETTING_CLOUD_POS_DENSITY2] = LLColor3(oldsettings[SETTING_CLOUD_POS_DENSITY2]).getValue(); } if (oldsettings.has(SETTING_CLOUD_SCALE)) { newsettings[SETTING_CLOUD_SCALE] = LLSD::Real(oldsettings[SETTING_CLOUD_SCALE][0].asReal()); } if (oldsettings.has(SETTING_CLOUD_SCROLL_RATE)) { LLVector2 cloud_scroll(oldsettings[SETTING_CLOUD_SCROLL_RATE]); if (oldsettings.has(SETTING_LEGACY_ENABLE_CLOUD_SCROLL)) { LLSD enabled = oldsettings[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(); } if (oldsettings.has(SETTING_CLOUD_SHADOW)) { newsettings[SETTING_CLOUD_SHADOW] = LLSD::Real(oldsettings[SETTING_CLOUD_SHADOW][0].asReal()); } if (oldsettings.has(SETTING_DENSITY_MULTIPLIER)) { newsettings[SETTING_DENSITY_MULTIPLIER] = LLSD::Real(oldsettings[SETTING_DENSITY_MULTIPLIER][0].asReal()); } if (oldsettings.has(SETTING_DISTANCE_MULTIPLIER)) { newsettings[SETTING_DISTANCE_MULTIPLIER] = LLSD::Real(oldsettings[SETTING_DISTANCE_MULTIPLIER][0].asReal()); } if (oldsettings.has(SETTING_GAMMA)) { newsettings[SETTING_GAMMA] = oldsettings[SETTING_GAMMA][0].asReal(); } if (oldsettings.has(SETTING_GLOW)) { newsettings[SETTING_GLOW] = LLColor3(oldsettings[SETTING_GLOW]).getValue(); } if (oldsettings.has(SETTING_HAZE_DENSITY)) { newsettings[SETTING_HAZE_DENSITY] = LLSD::Real(oldsettings[SETTING_HAZE_DENSITY][0].asReal()); } if (oldsettings.has(SETTING_HAZE_HORIZON)) { newsettings[SETTING_HAZE_HORIZON] = LLSD::Real(oldsettings[SETTING_HAZE_HORIZON][0].asReal()); } if (oldsettings.has(SETTING_LIGHT_NORMAL)) { newsettings[SETTING_LIGHT_NORMAL] = LLVector4(oldsettings[SETTING_LIGHT_NORMAL]).getValue(); } if (oldsettings.has(SETTING_MAX_Y)) { newsettings[SETTING_MAX_Y] = LLSD::Real(oldsettings[SETTING_MAX_Y][0].asReal()); } if (oldsettings.has(SETTING_STAR_BRIGHTNESS)) { newsettings[SETTING_STAR_BRIGHTNESS] = LLSD::Real(oldsettings[SETTING_STAR_BRIGHTNESS].asReal()); } if (oldsettings.has(SETTING_SUNLIGHT_COLOR)) { newsettings[SETTING_SUNLIGHT_COLOR] = LLColor4(oldsettings[SETTING_SUNLIGHT_COLOR]).getValue(); } // dfltsetting[SETTING_DOME_OFFSET] = LLSD::Real(0.96f); // dfltsetting[SETTING_DOME_RADIUS] = LLSD::Real(15000.f); // // dfltsetting[SETTING_MOON_ROTATION] = moonquat.getValue(); // dfltsetting[SETTING_SUN_ROTATION] = sunquat.getValue(); // // dfltsetting[SETTING_BLOOM_TEXTUREID] = LLUUID::null; // dfltsetting[SETTING_CLOUD_TEXTUREID] = LLUUID::null; // dfltsetting[SETTING_MOON_TEXTUREID] = IMG_SUN; // gMoonTextureID; // These two are returned by the login... wow! // dfltsetting[SETTING_SUN_TEXUTUREID] = IMG_MOON; // gSunTextureID; if (oldsettings.has(SETTING_LEGACY_EAST_ANGLE) && oldsettings.has(SETTING_LEGACY_SUN_ANGLE)) { // convert the east and sun angles into a quaternion. F32 azimuth = oldsettings[SETTING_LEGACY_EAST_ANGLE].asReal(); F32 altitude = oldsettings[SETTING_LEGACY_SUN_ANGLE].asReal(); LLQuaternion sunquat = ::body_position_from_angles(azimuth, altitude); LLQuaternion moonquat = ::body_position_from_angles(azimuth + F_PI, -altitude); F32 az(0), al(0); ::angles_from_rotation(sunquat, az, al); newsettings[SETTING_SUN_ROTATION] = sunquat.getValue(); newsettings[SETTING_MOON_ROTATION] = moonquat.getValue(); } LLSettingsSky::ptr_t skyp = boost::make_shared(newsettings); return skyp; } LLSettingsSky::ptr_t LLSettingsSky::buildDefaultSky() { LLSD settings = LLSettingsSky::defaults(); LLSettingsSky::ptr_t skyp = boost::make_shared(settings); return skyp; } LLSettingsSky::ptr_t LLSettingsSky::buildClone() { LLSD settings = cloneSettings(); LLSettingsSky::ptr_t skyp = boost::make_shared(settings); return skyp; } // Settings status // LLSettingsSky::ptr_t LLSettingsSky::blend(const LLSettingsSky::ptr_t &other, F32 mix) const // { // LL_RECORD_BLOCK_TIME(FTM_BLEND_SKYVALUES); // LL_INFOS("WINDLIGHT", "SKY", "EEP") << "Blending new sky settings object." << LL_ENDL; // // LLSettingsSky::ptr_t skyp = boost::make_shared(mSettings); // // the settings in the initial constructor are references to this' settings block. // // They will be replaced in the following lerp // skyp->lerpSettings(*other, mix); // // return skyp; // } LLSD LLSettingsSky::defaults() { LLSD dfltsetting; LLQuaternion sunquat; sunquat.setEulerAngles(1.39626, 0.0, 0.0); // 80deg Azumith/0deg East LLQuaternion moonquat = ~sunquat; // Magic constants copied form dfltsetting.xml dfltsetting[SETTING_AMBIENT] = LLColor4::white.getValue(); dfltsetting[SETTING_BLUE_DENSITY] = LLColor4(0.2447, 0.4487, 0.7599, 0.0).getValue(); dfltsetting[SETTING_BLUE_HORIZON] = LLColor4(0.4954, 0.4954, 0.6399, 0.0).getValue(); 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(10.1999)(10.0109); dfltsetting[SETTING_CLOUD_SHADOW] = LLSD::Real(0.2699); dfltsetting[SETTING_DENSITY_MULTIPLIER] = LLSD::Real(0.0001); dfltsetting[SETTING_DISTANCE_MULTIPLIER] = LLSD::Real(0.8000); 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_HAZE_DENSITY] = LLSD::Real(0.6999); dfltsetting[SETTING_HAZE_HORIZON] = LLSD::Real(0.1899); dfltsetting[SETTING_LIGHT_NORMAL] = LLVector4(0.0000, 0.9126, -0.4086, 0.0000).getValue(); dfltsetting[SETTING_MAX_Y] = LLSD::Real(1605); dfltsetting[SETTING_MOON_ROTATION] = moonquat.getValue(); dfltsetting[SETTING_NAME] = std::string("_default_"); dfltsetting[SETTING_STAR_BRIGHTNESS] = LLSD::Real(0.0000); dfltsetting[SETTING_SUNLIGHT_COLOR] = LLColor4(0.7342, 0.7815, 0.8999, 0.0).getValue(); dfltsetting[SETTING_SUN_ROTATION] = sunquat.getValue(); dfltsetting[SETTING_BLOOM_TEXTUREID] = LLUUID::null; dfltsetting[SETTING_CLOUD_TEXTUREID] = LLUUID::null; dfltsetting[SETTING_MOON_TEXTUREID] = IMG_MOON; // gMoonTextureID; // These two are returned by the login... wow! dfltsetting[SETTING_SUN_TEXUTUREID] = IMG_SUN; // gSunTextureID; return dfltsetting; } void LLSettingsSky::updateSettings() { LL_RECORD_BLOCK_TIME(FTM_UPDATE_SKYVALUES); //LL_INFOS("WINDLIGHT", "SKY", "EEP") << "WL Parameters are dirty. Reticulating Splines..." << LL_ENDL; // base class clears dirty flag so as to not trigger recursive update LLSettingsBase::updateSettings(); calculateHeavnlyBodyPositions(); calculateLightSettings(); } void LLSettingsSky::calculateHeavnlyBodyPositions() { mSunDirection = DUE_EAST * getSunRotation(); mSunDirection.normalize(); mMoonDirection = DUE_EAST * getMoonRotation(); mMoonDirection.normalize(); { // set direction (in CRF) and don't allow overriding LLVector3 crf_sunDirection(mSunDirection.mV[2], mSunDirection.mV[0], mSunDirection.mV[1]); LLVector3 crf_moonDirection(mMoonDirection.mV[2], mMoonDirection.mV[0], mMoonDirection.mV[1]); gSky.setSunDirection(crf_sunDirection, crf_moonDirection); } // is the normal from the sun or the moon if (mSunDirection.mV[1] >= 0.0) { mLightDirection = mSunDirection; } else if (mSunDirection.mV[1] < 0.0 && mSunDirection.mV[1] > LLSky::NIGHTTIME_ELEVATION_COS) { // clamp v1 to 0 so sun never points up and causes weirdness on some machines LLVector3 vec(mSunDirection); vec.mV[1] = 0.0; vec.normalize(); mLightDirection = vec; } else { mLightDirection = mMoonDirection; } // calculate the clamp lightnorm for sky (to prevent ugly banding in sky // when haze goes below the horizon mClampedLightDirection = mLightDirection; if (mClampedLightDirection.mV[1] < -0.1f) { mClampedLightDirection.mV[1] = -0.1f; mClampedLightDirection.normalize(); } } void LLSettingsSky::calculateLightSettings() { LLColor3 vary_HazeColor; LLColor3 vary_SunlightColor; LLColor3 vary_AmbientColor; { // Initialize temp variables LLColor3 sunlight = getSunlightColor(); LLColor3 ambient = getAmbientColor(); F32 gamma = getGamma(); LLColor3 blue_density = getBlueDensity(); LLColor3 blue_horizon = getBlueHorizon(); F32 haze_density = getHazeDensity(); F32 haze_horizon = getHazeHorizon(); F32 density_multiplier = getDensityMultiplier(); F32 max_y = getMaxY(); 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 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 = 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); } #if 0 mSun.setColor(vary_SunlightColor); mMoon.setColor(LLColor3(1.0f, 1.0f, 1.0f)); mSun.renewDirection(); mSun.renewColor(); mMoon.renewDirection(); mMoon.renewColor(); float dp = getToSunLast() * LLVector3(0,0,1.f); if (dp < 0) { dp = 0; } // Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio // between sunlight and point lights in windlight to normalize point lights. F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f); LLEnvironment::instance().setSceneLightStrength(2.0f * (1.0f + sun_dynamic_range * dp)); #endif mSunDiffuse = vary_SunlightColor; mSunAmbient = vary_AmbientColor; mMoonDiffuse = vary_SunlightColor; mMoonAmbient = vary_AmbientColor; mTotalAmbient = LLColor4(vary_AmbientColor, 1.0f); mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f; mFadeColor.setAlpha(0); } LLSettingsSky::parammapping_t LLSettingsSky::getParameterMap() const { static parammapping_t param_map; if (param_map.empty()) { param_map[SETTING_AMBIENT] = LLShaderMgr::AMBIENT; param_map[SETTING_BLUE_DENSITY] = LLShaderMgr::BLUE_DENSITY; param_map[SETTING_BLUE_HORIZON] = LLShaderMgr::BLUE_HORIZON; param_map[SETTING_CLOUD_COLOR] = LLShaderMgr::CLOUD_COLOR; param_map[SETTING_CLOUD_POS_DENSITY2] = LLShaderMgr::CLOUD_POS_DENSITY2; param_map[SETTING_CLOUD_SCALE] = LLShaderMgr::CLOUD_SCALE; param_map[SETTING_CLOUD_SHADOW] = LLShaderMgr::CLOUD_SHADOW; param_map[SETTING_DENSITY_MULTIPLIER] = LLShaderMgr::DENSITY_MULTIPLIER; param_map[SETTING_DISTANCE_MULTIPLIER] = LLShaderMgr::DISTANCE_MULTIPLIER; param_map[SETTING_GLOW] = LLShaderMgr::GLOW; param_map[SETTING_HAZE_DENSITY] = LLShaderMgr::HAZE_DENSITY; param_map[SETTING_HAZE_HORIZON] = LLShaderMgr::HAZE_HORIZON; param_map[SETTING_MAX_Y] = LLShaderMgr::MAX_Y; param_map[SETTING_SUNLIGHT_COLOR] = LLShaderMgr::SUNLIGHT_COLOR; } return param_map; } void LLSettingsSky::applySpecial(void *ptarget) { LLGLSLShader *shader = (LLGLSLShader *)ptarget; shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mClampedLightDirection.mV); shader->uniform4f(LLShaderMgr::GAMMA, getGamma(), 0.0, 0.0, 1.0); { //LLEnvironment::instance().getCloudDelta(); LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta()); shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV); } } //========================================================================= namespace { LLQuaternion body_position_from_angles(F32 azimuth, F32 altitude) { // Azimuth is traditionally calculated from North, we are going from East. LLQuaternion rot_azi; LLQuaternion rot_alt; rot_azi.setAngleAxis(azimuth, VECT_ZENITH); rot_alt.setAngleAxis(-altitude, VECT_NORTHSOUTH); LLQuaternion body_quat = rot_alt * rot_azi; body_quat.normalize(); //LLVector3 sun_vector = (DUE_EAST * body_quat); //_WARNS("RIDER") << "Azimuth=" << azimuth << " Altitude=" << altitude << " Body Vector=" << sun_vector.getValue() << LL_ENDL; return body_quat; } void angles_from_rotation(LLQuaternion quat, F32 &azimuth, F32 &altitude) { LLVector3 body_vector = (DUE_EAST * quat); LLVector3 body_az(body_vector[0], 0.f, body_vector[2]); LLVector3 body_al(0.f, body_vector[1], body_vector[2]); if (fabs(body_az.normalize()) > 0.001) azimuth = angle_between(DUE_EAST, body_az); else azimuth = 0.0f; if (fabs(body_al.normalize()) > 0.001) altitude = angle_between(DUE_EAST, body_al); else altitude = 0.0f; } }