/** * @file llvosky.cpp * @brief LLVOSky class implementation * * $LicenseInfo:firstyear=2001&license=viewergpl$ * * Copyright (c) 2001-2007, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlife.com/developers/opensource/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at http://secondlife.com/developers/opensource/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #include "llviewerprecompiledheaders.h" #include "llvosky.h" #include "imageids.h" #include "llfeaturemanager.h" #include "llviewercontrol.h" #include "llframetimer.h" #include "timing.h" #include "llagent.h" #include "lldrawable.h" #include "llface.h" #include "llcubemap.h" #include "lldrawpoolsky.h" #include "lldrawpoolwater.h" #include "llglheaders.h" #include "llsky.h" #include "llviewercamera.h" #include "llviewerimagelist.h" #include "llviewerobjectlist.h" #include "llviewerregion.h" #include "llworld.h" #include "pipeline.h" #include "viewer.h" // for gSunTextureID const S32 NUM_TILES_X = 8; const S32 NUM_TILES_Y = 4; const S32 NUM_TILES = NUM_TILES_X * NUM_TILES_Y; // Heavenly body constants const F32 SUN_DISK_RADIUS = 0.5f; const F32 MOON_DISK_RADIUS = SUN_DISK_RADIUS * 0.9f; const F32 SUN_INTENSITY = 1e5; const F32 SUN_DISK_INTENSITY = 24.f; // Texture coordinates: const LLVector2 TEX00 = LLVector2(0.f, 0.f); const LLVector2 TEX01 = LLVector2(0.f, 1.f); const LLVector2 TEX10 = LLVector2(1.f, 0.f); const LLVector2 TEX11 = LLVector2(1.f, 1.f); //static LLColor3 LLHaze::sAirScaSeaLevel; class LLFastLn { public: LLFastLn() { mTable[0] = 0; for( S32 i = 1; i < 257; i++ ) { mTable[i] = log((F32)i); } } F32 ln( F32 x ) { const F32 OO_255 = 0.003921568627450980392156862745098f; const F32 LN_255 = 5.5412635451584261462455391880218f; if( x < OO_255 ) { return log(x); } else if( x < 1 ) { x *= 255.f; S32 index = llfloor(x); F32 t = x - index; F32 low = mTable[index]; F32 high = mTable[index + 1]; return low + t * (high - low) - LN_255; } else if( x <= 255 ) { S32 index = llfloor(x); F32 t = x - index; F32 low = mTable[index]; F32 high = mTable[index + 1]; return low + t * (high - low); } else { return log( x ); } } F32 pow( F32 x, F32 y ) { return (F32)LL_FAST_EXP(y * ln(x)); } private: F32 mTable[257]; // index 0 is unused }; LLFastLn gFastLn; // Functions used a lot. inline F32 LLHaze::calcPhase(const F32 cos_theta) const { const F32 g2 = mG * mG; const F32 den = 1 + g2 - 2 * mG * cos_theta; return (1 - g2) * gFastLn.pow(den, -1.5); } inline void color_pow(LLColor3 &col, const F32 e) { col.mV[0] = gFastLn.pow(col.mV[0], e); col.mV[1] = gFastLn.pow(col.mV[1], e); col.mV[2] = gFastLn.pow(col.mV[2], e); } inline LLColor3 color_norm(const LLColor3 &col) { const F32 m = color_max(col); if (m > 1.f) { return 1.f/m * col; } else return col; } inline LLColor3 color_norm_fog(const LLColor3 &col) { const F32 m = color_max(col); if (m > 0.75f) { return 0.75f/m * col; } else return col; } inline LLColor4 color_norm_abs(const LLColor4 &col) { const F32 m = color_max(col); if (m > 1e-6) { return 1.f/m * col; } else { return col; } } inline F32 color_intens ( const LLColor4 &col ) { return col.mV[0] + col.mV[1] + col.mV[2]; } inline F32 color_avg ( const LLColor3 &col ) { return color_intens(col) / 3.f; } inline void color_gamma_correct(LLColor3 &col) { const F32 gamma_inv = 1.f/1.2f; if (col.mV[0] != 0.f) { col.mV[0] = gFastLn.pow(col.mV[0], gamma_inv); } if (col.mV[1] != 0.f) { col.mV[1] = gFastLn.pow(col.mV[1], gamma_inv); } if (col.mV[2] != 0.f) { col.mV[2] = gFastLn.pow(col.mV[2], gamma_inv); } } inline F32 min_intens_factor( LLColor3& col, F32 min_intens, BOOL postmultiply = FALSE); inline F32 min_intens_factor( LLColor3& col, F32 min_intens, BOOL postmultiply) { const F32 intens = color_intens(col); F32 factor = 1; if (0 == intens) { return 0; } if (intens < min_intens) { factor = min_intens / intens; if (postmultiply) col *= factor; } return factor; } inline LLVector3 move_vec(const LLVector3& v, const F32 cos_max_angle) { LLVector3 v_norm = v; v_norm.normVec(); LLVector2 v_norm_proj(v_norm.mV[0], v_norm.mV[1]); const F32 projection2 = v_norm_proj.magVecSquared(); const F32 scale = sqrt((1 - cos_max_angle * cos_max_angle) / projection2); return LLVector3(scale * v_norm_proj.mV[0], scale * v_norm_proj.mV[1], cos_max_angle); } /*************************************** Transparency Map ***************************************/ void LLTranspMap::init(const F32 elev, const F32 step, const F32 h, const LLHaze* const haze) { mHaze = haze; mAtmHeight = h; mElevation = elev; mStep = step; mStepInv = 1.f / step; F32 sin_angle = EARTH_RADIUS/(EARTH_RADIUS + mElevation); mCosMaxAngle = -sqrt(1 - sin_angle * sin_angle); mMapSize = S32(ceil((1 - mCosMaxAngle) * mStepInv + 1) + 0.5); delete mT; mT = new LLColor3[mMapSize]; for (S32 i = 0; i < mMapSize; ++i) { const F32 cos_a = 1 - i*mStep; const LLVector3 dir(0, sqrt(1-cos_a*cos_a), cos_a); mT[i] = calcAirTranspDir(mElevation, dir); } } LLColor3 LLTranspMap::calcAirTranspDir(const F32 elevation, const LLVector3 &dir) const { LLColor3 opt_depth(0, 0, 0); const LLVector3 point(0, 0, EARTH_RADIUS + elevation); F32 dist = -dir * point; LLVector3 cur_point; S32 s; if (dist > 0) { cur_point = point + dist * dir; // const F32 K = log(dist * INV_FIRST_STEP + 1) * INV_NO_STEPS; // const F32 e_pow_k = LL_FAST_EXP(K); const F32 e_pow_k = gFastLn.pow( dist * INV_FIRST_STEP + 1, INV_NO_STEPS ); F32 step = FIRST_STEP * (1 - 1 / e_pow_k); for (s = 0; s < NO_STEPS; ++s) { const F32 h = cur_point.magVec() - EARTH_RADIUS; step *= e_pow_k; opt_depth += calcSigExt(h) * step; cur_point -= dir * step; } opt_depth *= 2; cur_point = point + 2 * dist * dir; } else { cur_point = point; } dist = hitsAtmEdge(cur_point, dir); // const F32 K = log(dist * INV_FIRST_STEP + 1) * INV_NO_STEPS; // const F32 e_pow_k = LL_FAST_EXP(K); const F32 e_pow_k = gFastLn.pow( dist * INV_FIRST_STEP + 1, INV_NO_STEPS ); F32 step = FIRST_STEP * (1 - 1 / e_pow_k); for (s = 0; s < NO_STEPS; ++s) { const F32 h = cur_point.magVec() - EARTH_RADIUS; step *= e_pow_k; opt_depth += calcSigExt(h) * step; cur_point += dir * step; } opt_depth *= -4.0f*F_PI; opt_depth.exp(); return opt_depth; } F32 LLTranspMap::hitsAtmEdge(const LLVector3& X, const LLVector3& dir) const { const F32 tca = -dir * X; const F32 R = EARTH_RADIUS + mAtmHeight; const F32 thc2 = R * R - X.magVecSquared() + tca * tca; return tca + sqrt ( thc2 ); } void LLTranspMapSet::init(const S32 size, const F32 first_step, const F32 media_height, const LLHaze* const haze) { const F32 angle_step = 0.005f; mSize = size; mMediaHeight = media_height; delete[] mTransp; mTransp = new LLTranspMap[mSize]; delete[] mHeights; mHeights = new F32[mSize]; F32 h = 0; mHeights[0] = h; mTransp[0].init(h, angle_step, mMediaHeight, haze); const F32 K = log(mMediaHeight / first_step + 1) / (mSize - 1); const F32 e_pow_k = exp(K); F32 step = first_step * (e_pow_k - 1); for (S32 s = 1; s < mSize; ++s) { h += step; mHeights[s] = h; mTransp[s].init(h, angle_step, mMediaHeight, haze); step *= e_pow_k; } } LLTranspMapSet::~LLTranspMapSet() { delete[] mTransp; mTransp = NULL; delete[] mHeights; mHeights = NULL; } /*************************************** SkyTex ***************************************/ S32 LLSkyTex::sComponents = 4; S32 LLSkyTex::sResolution = 64; F32 LLSkyTex::sInterpVal = 0.f; S32 LLSkyTex::sCurrent = 0; LLSkyTex::LLSkyTex() { } void LLSkyTex::init() { mSkyData = new LLColor3[sResolution * sResolution]; mSkyDirs = new LLVector3[sResolution * sResolution]; for (S32 i = 0; i < 2; ++i) { mImageGL[i] = new LLImageGL(FALSE); mImageGL[i]->setClamp(TRUE, TRUE); mImageRaw[i] = new LLImageRaw(sResolution, sResolution, sComponents); initEmpty(i); } } void LLSkyTex::cleanupGL() { mImageGL[0] = NULL; mImageGL[1] = NULL; } void LLSkyTex::restoreGL() { for (S32 i = 0; i < 2; i++) { mImageGL[i] = new LLImageGL(FALSE); mImageGL[i]->setClamp(TRUE, TRUE); } } LLSkyTex::~LLSkyTex() { delete[] mSkyData; mSkyData = NULL; delete[] mSkyDirs; mSkyDirs = NULL; } void LLSkyTex::initEmpty(const S32 tex) { U8* data = mImageRaw[tex]->getData(); for (S32 i = 0; i < sResolution; ++i) { for (S32 j = 0; j < sResolution; ++j) { const S32 basic_offset = (i * sResolution + j); S32 offset = basic_offset * sComponents; data[offset] = 0; data[offset+1] = 0; data[offset+2] = 0; data[offset+3] = 255; mSkyData[basic_offset].setToBlack(); } } createGLImage(tex); } void LLSkyTex::create(const F32 brightness_scale, const LLColor3& multiscatt) { U8* data = mImageRaw[sCurrent]->getData(); for (S32 i = 0; i < sResolution; ++i) { for (S32 j = 0; j < sResolution; ++j) { const S32 basic_offset = (i * sResolution + j); S32 offset = basic_offset * sComponents; LLColor3 col(mSkyData[basic_offset]); if (getDir(i, j).mV[VZ] >= -0.02f) { col += 0.1f * multiscatt; col *= brightness_scale; col.clamp(); color_gamma_correct(col); } U32* pix = (U32*)(data + offset); LLColor4 temp = LLColor4(col, 0); LLColor4U temp1 = LLColor4U(temp); *pix = temp1.mAll; } } createGLImage(sCurrent); } void LLSkyTex::createGLImage(S32 which) { mImageGL[which]->createGLTexture(0, mImageRaw[which]); mImageGL[which]->setClamp(TRUE, TRUE); } void LLSkyTex::bindTexture(BOOL curr) { mImageGL[getWhich(curr)]->bind(); } /*************************************** Sky ***************************************/ F32 LLHeavenBody::sInterpVal = 0; F32 LLVOSky::sNighttimeBrightness = 1.5f; S32 LLVOSky::sResolution = LLSkyTex::getResolution(); S32 LLVOSky::sTileResX = sResolution/NUM_TILES_X; S32 LLVOSky::sTileResY = sResolution/NUM_TILES_Y; LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp) : LLStaticViewerObject(id, pcode, regionp), mSun(SUN_DISK_RADIUS), mMoon(MOON_DISK_RADIUS), mBrightnessScale(1.f), mBrightnessScaleNew(0.f), mBrightnessScaleGuess(1.f), mWeatherChange(FALSE), mCloudDensity(0.2f), mWind(0.f), mForceUpdate(FALSE), mWorldScale(1.f) { mInitialized = FALSE; mbCanSelect = FALSE; mUpdateTimer.reset(); for (S32 i = 0; i < 6; i++) { mSkyTex[i].init(); } for (S32 i=0; isetClamp(TRUE, TRUE); mMoonTexturep = gImageList.getImage(gMoonTextureID, TRUE, TRUE); mMoonTexturep->setClamp(TRUE, TRUE); mBloomTexturep = gImageList.getImage(IMG_BLOOM1); mBloomTexturep->setClamp(TRUE, TRUE); } LLVOSky::~LLVOSky() { // Don't delete images - it'll get deleted by gImageList on shutdown // This needs to be done for each texture mCubeMap = NULL; } void LLVOSky::initClass() { LLHaze::initClass(); } void LLVOSky::init() { // index of refraction calculation. mTransp.init(NO_STEPS+1+4, FIRST_STEP, mAtmHeight, &mHaze); const F32 haze_int = color_intens(mHaze.calcSigSca(0)); mHazeConcentration = haze_int / (color_intens(LLHaze::calcAirSca(0)) + haze_int); mBrightnessScaleNew = 0; // Initialize the cached normalized direction vectors for (S32 side = 0; side < 6; ++side) { for (S32 tile = 0; tile < NUM_TILES; ++tile) { initSkyTextureDirs(side, tile); createSkyTexture(side, tile); } } calcBrightnessScaleAndColors(); initCubeMap(); } void LLVOSky::initCubeMap() { std::vector > images; for (S32 side = 0; side < 6; side++) { images.push_back(mSkyTex[side].getImageRaw()); } if (mCubeMap) { mCubeMap->init(images); } else if (gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap && gFeatureManagerp->isFeatureAvailable("RenderCubeMap")) { mCubeMap = new LLCubeMap(); mCubeMap->init(images); } } void LLVOSky::cleanupGL() { S32 i; for (i = 0; i < 6; i++) { mSkyTex[i].cleanupGL(); } if (getCubeMap()) { getCubeMap()->destroyGL(); } } void LLVOSky::restoreGL() { S32 i; for (i = 0; i < 6; i++) { mSkyTex[i].restoreGL(); } mSunTexturep = gImageList.getImage(gSunTextureID, TRUE, TRUE); mSunTexturep->setClamp(TRUE, TRUE); mMoonTexturep = gImageList.getImage(gMoonTextureID, TRUE, TRUE); mMoonTexturep->setClamp(TRUE, TRUE); mBloomTexturep = gImageList.getImage(IMG_BLOOM1); mBloomTexturep->setClamp(TRUE, TRUE); calcBrightnessScaleAndColors(); if (gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap && gFeatureManagerp->isFeatureAvailable("RenderCubeMap")) { LLCubeMap* cube_map = getCubeMap(); std::vector > images; for (S32 side = 0; side < 6; side++) { images.push_back(mSkyTex[side].getImageRaw()); } if(cube_map) { cube_map->init(images); mForceUpdate = TRUE; } } if (mDrawable) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); } } void LLVOSky::updateHaze() { static LLRandLagFib607 weather_generator(LLUUID::getRandomSeed()); if (gSavedSettings.getBOOL("FixedWeather")) { weather_generator.seed(8008135); } const F32 fo_upper_bound = 5; const F32 sca_upper_bound = 6; const F32 fo = 1 + (F32)weather_generator() *(fo_upper_bound - 1); const static F32 upper = 0.5f / gFastLn.ln(fo_upper_bound); mHaze.setFalloff(fo); mHaze.setG((F32)weather_generator() * (0.0f + upper * gFastLn.ln(fo))); LLColor3 sca; const F32 cd = mCloudDensity * 3; F32 min_r = cd - 1; if (min_r < 0) { min_r = 0; } F32 max_r = cd + 1; if (max_r > sca_upper_bound) { max_r = sca_upper_bound; } sca.mV[0] = min_r + (F32)weather_generator() * (max_r - min_r); min_r = sca.mV[0] - 0.1f; if (min_r < 0) { min_r = 0; } max_r = sca.mV[0] + 0.5f; if (max_r > sca_upper_bound) { max_r = sca_upper_bound; } sca.mV[1] = min_r + (F32)weather_generator() * (max_r - min_r); min_r = sca.mV[1]; if (min_r < 0) { min_r = 0; } max_r = sca.mV[1] + 1; if (max_r > sca_upper_bound) { max_r = sca_upper_bound; } sca.mV[2] = min_r + (F32)weather_generator() * (max_r - min_r); sca = AIR_SCA_AVG * sca; mHaze.setSigSca(sca); } void LLVOSky::initSkyTextureDirs(const S32 side, const S32 tile) { S32 tile_x = tile % NUM_TILES_X; S32 tile_y = tile / NUM_TILES_X; S32 tile_x_pos = tile_x * sTileResX; S32 tile_y_pos = tile_y * sTileResY; F32 coeff[3] = {0, 0, 0}; const S32 curr_coef = side >> 1; // 0/1 = Z axis, 2/3 = Y, 4/5 = X const S32 side_dir = (((side & 1) << 1) - 1); // even = -1, odd = 1 const S32 x_coef = (curr_coef + 1) % 3; const S32 y_coef = (x_coef + 1) % 3; coeff[curr_coef] = (F32)side_dir; F32 inv_res = 1.f/sResolution; S32 x, y; for (y = tile_y_pos; y < (tile_y_pos + sTileResY); ++y) { for (x = tile_x_pos; x < (tile_x_pos + sTileResX); ++x) { coeff[x_coef] = F32((x<<1) + 1) * inv_res - 1.f; coeff[y_coef] = F32((y<<1) + 1) * inv_res - 1.f; LLVector3 dir(coeff[0], coeff[1], coeff[2]); dir.normVec(); mSkyTex[side].setDir(dir, x, y); } } } void LLVOSky::createSkyTexture(const S32 side, const S32 tile) { S32 tile_x = tile % NUM_TILES_X; S32 tile_y = tile / NUM_TILES_X; S32 tile_x_pos = tile_x * sTileResX; S32 tile_y_pos = tile_y * sTileResY; S32 x, y; for (y = tile_y_pos; y < (tile_y_pos + sTileResY); ++y) { for (x = tile_x_pos; x < (tile_x_pos + sTileResX); ++x) { mSkyTex[side].setPixel(calcSkyColorInDir(mSkyTex[side].getDir(x, y)), x, y); } } } LLColor3 LLVOSky::calcSkyColorInDir(const LLVector3 &dir) { LLColor3 col, transp; if (dir.mV[VZ] < -0.02f) { col = LLColor3(llmax(mFogColor[0],0.2f), llmax(mFogColor[1],0.2f), llmax(mFogColor[2],0.27f)); float x = 1.0f-fabsf(-0.1f-dir.mV[VZ]); x *= x; col.mV[0] *= x*x; col.mV[1] *= powf(x, 2.5f); col.mV[2] *= x*x*x; return col; } calcSkyColorInDir(col, transp, dir); F32 br = color_max(col); if (br > mBrightnessScaleNew) { mBrightnessScaleNew = br; mBrightestPointNew = col; } return col; } LLColor4 LLVOSky::calcInScatter(LLColor4& transp, const LLVector3 &point, F32 exager = 1) const { LLColor3 col, tr; calcInScatter(col, tr, point, exager); col *= mBrightnessScaleGuess; transp = LLColor4(tr); return LLColor4(col); } void LLVOSky::calcSkyColorInDir(LLColor3& res, LLColor3& transp, const LLVector3& dir) const { const LLVector3& tosun = getToSunLast(); res.setToBlack(); LLColor3 haze_res(0.f, 0.f, 0.f); transp.setToWhite(); LLVector3 step_v ; LLVector3 cur_pos = mCameraPosAgent; F32 h; F32 dist = calcHitsAtmEdge(mCameraPosAgent, dir); // const F32 K = log(dist / FIRST_STEP + 1) / NO_STEPS; const F32 K = gFastLn.ln(dist / FIRST_STEP + 1) / NO_STEPS; const F32 e_pow_k = (F32)LL_FAST_EXP(K); F32 step = FIRST_STEP * (1 - 1 / e_pow_k); // Initialize outside the loop because we write into them every iteration. JC LLColor3 air_sca_opt_depth; LLColor3 haze_sca_opt_depth; LLColor3 air_transp; for (S32 s = 0; s < NO_STEPS; ++s) { h = calcHeight(cur_pos); step *= e_pow_k; LLHaze::calcAirSca(h, air_sca_opt_depth); air_sca_opt_depth *= step; mHaze.calcSigSca(h, haze_sca_opt_depth); haze_sca_opt_depth *= step; LLColor3 haze_ext_opt_depth = haze_sca_opt_depth; haze_ext_opt_depth *= (1.f + mHaze.getAbsCoef()); if (calcHitsEarth(cur_pos, tosun) < 0) // calculates amount of in-scattered light from the sun { //visibility check is too expensive mTransp.calcTransp(calcUpVec(cur_pos) * tosun, h, air_transp); air_transp *= transp; res += air_sca_opt_depth * air_transp; haze_res += haze_sca_opt_depth * air_transp; } LLColor3 temp(-4.f * F_PI * (air_sca_opt_depth + haze_ext_opt_depth)); temp.exp(); transp *= temp; step_v = dir * step; cur_pos += step_v; } const F32 cos_dir = dir * tosun; res *= calcAirPhaseFunc(cos_dir); res += haze_res * mHaze.calcPhase(cos_dir); res *= mSun.getIntensity(); } void LLVOSky::calcInScatter(LLColor3& res, LLColor3& transp, const LLVector3& P, const F32 exaggeration) const { const LLVector3& tosun = getToSunLast(); res.setToBlack(); transp.setToWhite(); LLVector3 lower, upper; LLVector3 dir = P - mCameraPosAgent; F32 dist = exaggeration * dir.normVec(); const F32 cos_dir = dir * tosun; if (dir.mV[VZ] > 0) { lower = mCameraPosAgent; upper = P; } else { lower = P; upper = mCameraPosAgent; dir = -dir; } const F32 lower_h = calcHeight(lower); const F32 upper_h = calcHeight(upper); const LLVector3 up_upper = calcUpVec(upper); const LLVector3 up_lower = calcUpVec(lower); transp = color_div(mTransp.calcTransp(up_lower * dir, lower_h), mTransp.calcTransp(up_upper * dir, upper_h)); color_pow(transp, exaggeration); if (calcHitsEarth(upper, tosun) > 0) { const F32 avg = color_avg(transp); //const F32 avg = llmin(1.f, 1.2f * color_avg(transp)); transp.setVec(avg, avg, avg); return; } LLColor3 air_sca_opt_depth = LLHaze::calcAirSca(upper_h); LLColor3 haze_sca_opt_depth = mHaze.calcSigSca(upper_h); LLColor3 sun_transp; mTransp.calcTransp(up_upper * tosun, upper_h, sun_transp); if (calcHitsEarth(lower, tosun) < 0) { air_sca_opt_depth += LLHaze::calcAirSca(lower_h); air_sca_opt_depth *= 0.5; haze_sca_opt_depth += mHaze.calcSigSca(lower_h); haze_sca_opt_depth *= 0.5; sun_transp += mTransp.calcTransp(up_lower * tosun, lower_h); sun_transp *= 0.5; } res = calcAirPhaseFunc(cos_dir) * air_sca_opt_depth; res += mHaze.calcPhase(cos_dir) * haze_sca_opt_depth; res = mSun.getIntensity() * dist * sun_transp * res; } F32 LLVOSky::calcHitsEarth(const LLVector3& orig, const LLVector3& dir) const { const LLVector3 from_earth_center = mEarthCenter - orig; const F32 tca = dir * from_earth_center; if ( tca < 0 ) { return -1; } const F32 thc2 = EARTH_RADIUS * EARTH_RADIUS - from_earth_center.magVecSquared() + tca * tca; if (thc2 < 0 ) { return -1; } return tca - sqrt ( thc2 ); } F32 LLVOSky::calcHitsAtmEdge(const LLVector3& orig, const LLVector3& dir) const { const LLVector3 from_earth_center = mEarthCenter - orig; const F32 tca = dir * from_earth_center; const F32 thc2 = (EARTH_RADIUS + mAtmHeight) * (EARTH_RADIUS + mAtmHeight) - from_earth_center.magVecSquared() + tca * tca; return tca + sqrt(thc2); } void LLVOSky::updateBrightestDir() { LLColor3 br_pt, transp; const S32 test_no = 5; const F32 step = F_PI_BY_TWO / (test_no + 1); for (S32 i = 0; i < test_no; ++i) { F32 cos_dir = cos ((i + 1) * step); calcSkyColorInDir(br_pt, transp, move_vec(getToSunLast(), cos_dir)); const F32 br = color_max(br_pt); if (br > mBrightnessScaleGuess) { mBrightnessScaleGuess = br; mBrightestPointGuess = br_pt; } } } void LLVOSky::calcBrightnessScaleAndColors() { // new correct normalization. if (mBrightnessScaleNew < 1e-7) { mBrightnessScale = 1; mBrightestPoint.setToBlack(); } else { mBrightnessScale = 1.f/mBrightnessScaleNew; mBrightestPoint = mBrightestPointNew; } mBrightnessScaleNew = 0; // and addition // Calculate Sun and Moon color const F32 h = llmax(0.0f, mCameraPosAgent.mV[2]); const LLColor3 sun_color = mSun.getIntensity() * mTransp.calcTransp(getToSunLast().mV[2], h); const LLColor3 moon_color = mNightColorShift * mMoon.getIntensity() * mTransp.calcTransp(getToMoonLast().mV[2], h); F32 intens = color_intens(sun_color); F32 increase_sun_br = (intens > 0) ? 1.2f * color_intens(mBrightestPoint) / intens : 1; intens = color_intens(moon_color); F32 increase_moon_br = (intens > 0) ? 1.2f * llmax(1.0f, color_intens(mBrightestPoint) / intens) : 1; mSun.setColor(mBrightnessScale * increase_sun_br * sun_color); mMoon.setColor(mBrightnessScale * increase_moon_br * moon_color); const LLColor3 haze_col = color_norm_abs(mHaze.getSigSca()); for (S32 i = 0; i < 6; ++i) { mSkyTex[i].create(mBrightnessScale, mHazeConcentration * mBrightestPoint * haze_col); } mBrightnessScaleGuess = mBrightnessScale; mBrightestPointGuess = mBrightestPoint; // calculateColors(); // MSMSM Moving this down to before generateScatterMap(), per Milo Lindens suggestion, to fix orange flashing bug. mSun.renewDirection(); mSun.renewColor(); mMoon.renewDirection(); mMoon.renewColor(); LLColor3 transp; if (calcHitsEarth(mCameraPosAgent, getToSunLast()) < 0) { calcSkyColorInDir(mBrightestPointGuess, transp, getToSunLast()); mBrightnessScaleGuess = color_max(mBrightestPointGuess); updateBrightestDir(); mBrightnessScaleGuess = 1.f / llmax(1.0f, mBrightnessScaleGuess); } else if (getToSunLast().mV[2] > -0.5) { const LLVector3 almost_to_sun = toHorizon(getToSunLast()); calcSkyColorInDir(mBrightestPointGuess, transp, almost_to_sun); mBrightnessScaleGuess = color_max(mBrightestPointGuess); updateBrightestDir(); mBrightnessScaleGuess = 1.f / llmax(1.0f, mBrightnessScaleGuess); } else { mBrightestPointGuess.setToBlack(); mBrightnessScaleGuess = 1; } calculateColors(); // MSMSM Moved this down here per Milo Lindens suggestion, to fix orange flashing bug at sunset. } void LLVOSky::calculateColors() { const F32 h = -0.1f; const LLVector3& tosun = getToSunLast(); F32 full_on, full_off, on, on_cl; F32 sun_factor = 1; // Sun Diffuse F32 sun_height = tosun.mV[2]; if (sun_height <= 0.0) sun_height = 0.0; mSunDiffuse = mBrightnessScaleGuess * mSun.getIntensity() * mTransp.calcTransp(sun_height, h); mSunDiffuse = 1.0f * color_norm(mSunDiffuse); // Sun Ambient full_off = -0.3f; full_on = -0.03f; if (tosun.mV[2] < full_off) { mSunAmbient.setToBlack(); } else { on = (tosun.mV[2] - full_off) / (full_on - full_off); sun_factor = llmax(0.0f, llmin(on, 1.0f)); LLColor3 sun_amb = mAmbientScale * (0.8f * mSunDiffuse + 0.2f * mBrightnessScaleGuess * mBrightestPointGuess); color_norm_pow(sun_amb, 0.1f, TRUE); sun_factor *= min_intens_factor(sun_amb, 1.9f); mSunAmbient = LLColor4(sun_factor * sun_amb); } // Moon Diffuse full_on = 0.3f; full_off = 0.01f; if (getToMoonLast().mV[2] < full_off) { mMoonDiffuse.setToBlack(); } else { // Steve: Added moonlight diffuse factor scalar (was constant .3) F32 diffuse_factor = .1f + sNighttimeBrightness * .2f; // [.1, .5] default = .3 on = (getToMoonLast().mV[2] - full_off) / (full_on - full_off); on_cl = llmin(on, 1.0f); mMoonDiffuse = on_cl * mNightColorShift * diffuse_factor; } // Moon Ambient F32 moon_amb_factor = 1.f; if (gAgent.inPrelude()) { moon_amb_factor *= 2.0f; } full_on = 0.30f; full_off = 0.01f; if (getToMoonLast().mV[2] < full_off) { mMoonAmbient.setToBlack(); } else { on = (getToMoonLast().mV[2] - full_off) / (full_on - full_off); on_cl = llmax(0.0f, llmin(on, 1.0f)); mMoonAmbient = on_cl * moon_amb_factor * mMoonDiffuse; } // Sun Diffuse full_off = -0.05f; full_on = -0.00f; if (tosun.mV[2] < full_off) { mSunDiffuse.setToBlack(); } else { on = (getToSunLast().mV[2] - full_off) / (full_on - full_off); sun_factor = llmax(0.0f, llmin(on, 1.0f)); color_norm_pow(mSunDiffuse, 0.12f, TRUE); sun_factor *= min_intens_factor(mSunDiffuse, 2.1f); mSunDiffuse *= sun_factor; } mTotalAmbient = mSunAmbient + mMoonAmbient; mTotalAmbient.setAlpha(1); //llinfos << "MoonDiffuse: " << mMoonDiffuse << llendl; //llinfos << "TotalAmbient: " << mTotalAmbient << llendl; mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f; mFadeColor.setAlpha(0); } BOOL LLVOSky::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time) { return TRUE; } BOOL LLVOSky::updateSky() { if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))) { return TRUE; } if (mDead) { // It's dead. Don't update it. return TRUE; } if (gGLManager.mIsDisabled) { return TRUE; } static S32 next_frame = 0; const S32 total_no_tiles = 6 * NUM_TILES; const S32 cycle_frame_no = total_no_tiles + 1; // if (mUpdateTimer.getElapsedTimeF32() > 0.1f) { mUpdateTimer.reset(); const S32 frame = next_frame; ++next_frame; next_frame = next_frame % cycle_frame_no; sInterpVal = (!mInitialized) ? 1 : (F32)next_frame / cycle_frame_no; LLSkyTex::setInterpVal( sInterpVal ); LLHeavenBody::setInterpVal( sInterpVal ); calculateColors(); if (mForceUpdate || total_no_tiles == frame) { calcBrightnessScaleAndColors(); LLSkyTex::stepCurrent(); const static F32 LIGHT_DIRECTION_THRESHOLD = (F32) cos(DEG_TO_RAD * 1.f); const static F32 COLOR_CHANGE_THRESHOLD = 0.01f; LLVector3 direction = mSun.getDirection(); direction.normVec(); const F32 dot_lighting = direction * mLastLightingDirection; LLColor3 delta_color; delta_color.setVec(mLastTotalAmbient.mV[0] - mTotalAmbient.mV[0], mLastTotalAmbient.mV[1] - mTotalAmbient.mV[1], mLastTotalAmbient.mV[2] - mTotalAmbient.mV[2]); if ( mForceUpdate || ((dot_lighting < LIGHT_DIRECTION_THRESHOLD) || (delta_color.magVec() > COLOR_CHANGE_THRESHOLD) || !mInitialized) && !direction.isExactlyZero()) { mLastLightingDirection = direction; mLastTotalAmbient = mTotalAmbient; mInitialized = TRUE; if (mCubeMap) { if (mForceUpdate) { updateFog(gCamera->getFar()); for (int side = 0; side < 6; side++) { for (int tile = 0; tile < NUM_TILES; tile++) { createSkyTexture(side, tile); } } calcBrightnessScaleAndColors(); for (int side = 0; side < 6; side++) { LLImageRaw* raw1 = mSkyTex[side].getImageRaw(TRUE); LLImageRaw* raw2 = mSkyTex[side].getImageRaw(FALSE); raw2->copy(raw1); mSkyTex[side].createGLImage(mSkyTex[side].getWhich(FALSE)); } next_frame = 0; } std::vector > images; for (S32 side = 0; side < 6; side++) { images.push_back(mSkyTex[side].getImageRaw(FALSE)); } mCubeMap->init(images); } } gPipeline.markRebuild(gSky.mVOGroundp->mDrawable, LLDrawable::REBUILD_ALL, TRUE); gPipeline.markRebuild(gSky.mVOStarsp->mDrawable, LLDrawable::REBUILD_ALL, TRUE); mForceUpdate = FALSE; } else { const S32 side = frame / NUM_TILES; const S32 tile = frame % NUM_TILES; createSkyTexture(side, tile); } } if (mDrawable) { gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE); } return TRUE; } void LLVOSky::updateTextures(LLAgent &agent) { if (mSunTexturep) { mSunTexturep->addTextureStats( (F32)MAX_IMAGE_AREA ); mMoonTexturep->addTextureStats( (F32)MAX_IMAGE_AREA ); mBloomTexturep->addTextureStats( (F32)MAX_IMAGE_AREA ); } } LLDrawable *LLVOSky::createDrawable(LLPipeline *pipeline) { pipeline->allocDrawable(this); mDrawable->setLit(FALSE); LLDrawPoolSky *poolp = (LLDrawPoolSky*) gPipeline.getPool(LLDrawPool::POOL_SKY); poolp->setSkyTex(mSkyTex); poolp->setSun(&mSun); poolp->setMoon(&mMoon); mDrawable->setRenderType(LLPipeline::RENDER_TYPE_SKY); for (S32 i = 0; i < 6; ++i) { mFace[FACE_SIDE0 + i] = mDrawable->addFace(poolp, NULL); } mFace[FACE_SUN] = mDrawable->addFace(poolp, mSunTexturep); mFace[FACE_MOON] = mDrawable->addFace(poolp, mMoonTexturep); mFace[FACE_BLOOM] = mDrawable->addFace(poolp, mBloomTexturep); return mDrawable; } BOOL LLVOSky::updateGeometry(LLDrawable *drawable) { if (mFace[FACE_REFLECTION] == NULL) { LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER); mFace[FACE_REFLECTION] = drawable->addFace(poolp, NULL); } mCameraPosAgent = drawable->getPositionAgent(); mEarthCenter.mV[0] = mCameraPosAgent.mV[0]; mEarthCenter.mV[1] = mCameraPosAgent.mV[1]; LLVector3 v_agent[8]; for (S32 i = 0; i < 8; ++i) { F32 x_sgn = (i&1) ? 1.f : -1.f; F32 y_sgn = (i&2) ? 1.f : -1.f; F32 z_sgn = (i&4) ? 1.f : -1.f; v_agent[i] = HORIZON_DIST*0.25f * LLVector3(x_sgn, y_sgn, z_sgn); } LLStrider verticesp; LLStrider normalsp; LLStrider texCoordsp; LLStrider indicesp; S32 index_offset; LLFace *face; for (S32 side = 0; side < 6; ++side) { face = mFace[FACE_SIDE0 + side]; if (face->mVertexBuffer.isNull()) { face->setSize(4, 6); face->setGeomIndex(0); face->setIndicesIndex(0); face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); face->mVertexBuffer->allocateBuffer(4, 6, TRUE); index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp); S32 vtx = 0; S32 curr_bit = side >> 1; // 0/1 = Z axis, 2/3 = Y, 4/5 = X S32 side_dir = side & 1; // even - 0, odd - 1 S32 i_bit = (curr_bit + 2) % 3; S32 j_bit = (i_bit + 2) % 3; LLVector3 axis; axis.mV[curr_bit] = 1; face->mCenterAgent = (F32)((side_dir << 1) - 1) * axis * HORIZON_DIST; vtx = side_dir << curr_bit; *(verticesp++) = v_agent[vtx]; *(verticesp++) = v_agent[vtx | 1 << j_bit]; *(verticesp++) = v_agent[vtx | 1 << i_bit]; *(verticesp++) = v_agent[vtx | 1 << i_bit | 1 << j_bit]; *(texCoordsp++) = TEX00; *(texCoordsp++) = TEX01; *(texCoordsp++) = TEX10; *(texCoordsp++) = TEX11; // Triangles for each side *indicesp++ = index_offset + 0; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 3; *indicesp++ = index_offset + 0; *indicesp++ = index_offset + 3; *indicesp++ = index_offset + 2; } } const LLVector3 &look_at = gCamera->getAtAxis(); LLVector3 right = look_at % LLVector3::z_axis; LLVector3 up = right % look_at; right.normVec(); up.normVec(); const static F32 elevation_factor = 0.0f/sResolution; const F32 cos_max_angle = cosHorizon(elevation_factor); mSun.setDraw(updateHeavenlyBodyGeometry(drawable, FACE_SUN, TRUE, mSun, cos_max_angle, up, right)); mMoon.setDraw(updateHeavenlyBodyGeometry(drawable, FACE_MOON, FALSE, mMoon, cos_max_angle, up, right)); const F32 water_height = gAgent.getRegion()->getWaterHeight() + 0.01f; // gWorldPointer->getWaterHeight() + 0.01f; const F32 camera_height = mCameraPosAgent.mV[2]; const F32 height_above_water = camera_height - water_height; BOOL sun_flag = FALSE; if (mSun.isVisible()) { if (mMoon.isVisible()) { sun_flag = look_at * mSun.getDirection() > 0; } else { sun_flag = TRUE; } } if (height_above_water > 0) { #if 1 //1.9.1 BOOL render_ref = gPipeline.getPool(LLDrawPool::POOL_WATER)->getVertexShaderLevel() == 0; #else BOOL render_ref = !(gPipeline.getVertexShaderLevel(LLPipeline::SHADER_ENVIRONMENT) >= LLDrawPoolWater::SHADER_LEVEL_RIPPLE); #endif if (sun_flag) { setDrawRefl(0); if (render_ref) { updateReflectionGeometry(drawable, height_above_water, mSun); } } else { setDrawRefl(1); if (render_ref) { updateReflectionGeometry(drawable, height_above_water, mMoon); } } } else { setDrawRefl(-1); } LLPipeline::sCompiles++; return TRUE; } BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, const BOOL is_sun, LLHeavenBody& hb, const F32 cos_max_angle, const LLVector3 &up, const LLVector3 &right) { LLStrider verticesp; LLStrider normalsp; LLStrider texCoordsp; LLStrider indicesp; S32 index_offset; LLFace *facep; LLVector3 to_dir = hb.getDirection(); LLVector3 draw_pos = to_dir * HEAVENLY_BODY_DIST; LLVector3 hb_right = to_dir % LLVector3::z_axis; LLVector3 hb_up = hb_right % to_dir; hb_right.normVec(); hb_up.normVec(); //const static F32 cos_max_turn = sqrt(3.f) / 2; // 30 degrees //const F32 cos_turn_right = 1. / (llmax(cos_max_turn, hb_right * right)); //const F32 cos_turn_up = 1. / llmax(cos_max_turn, hb_up * up); const F32 enlargm_factor = ( 1 - to_dir.mV[2] ); F32 horiz_enlargement = 1 + enlargm_factor * 0.3f; F32 vert_enlargement = 1 + enlargm_factor * 0.2f; // Parameters for the water reflection hb.setU(HEAVENLY_BODY_FACTOR * horiz_enlargement * hb.getDiskRadius() * hb_right); hb.setV(HEAVENLY_BODY_FACTOR * vert_enlargement * hb.getDiskRadius() * hb_up); // End of parameters for the water reflection const LLVector3 scaled_right = HEAVENLY_BODY_DIST * hb.getU(); const LLVector3 scaled_up = HEAVENLY_BODY_DIST * hb.getV(); //const LLVector3 scaled_right = horiz_enlargement * HEAVENLY_BODY_SCALE * hb.getDiskRadius() * hb_right;//right; //const LLVector3 scaled_up = vert_enlargement * HEAVENLY_BODY_SCALE * hb.getDiskRadius() * hb_up;//up; LLVector3 v_clipped[4]; hb.corner(0) = draw_pos - scaled_right + scaled_up; hb.corner(1) = draw_pos - scaled_right - scaled_up; hb.corner(2) = draw_pos + scaled_right + scaled_up; hb.corner(3) = draw_pos + scaled_right - scaled_up; F32 t_left, t_right; if (!clip_quad_to_horizon(t_left, t_right, v_clipped, hb.corners(), cos_max_angle)) { hb.setVisible(FALSE); return FALSE; } hb.setVisible(TRUE); facep = mFace[f]; if (facep->mVertexBuffer.isNull()) { facep->setSize(4, 6); facep->mVertexBuffer = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); facep->mVertexBuffer->allocateBuffer(facep->getGeomCount(), facep->getIndicesCount(), TRUE); facep->setGeomIndex(0); facep->setIndicesIndex(0); } index_offset = facep->getGeometry(verticesp,normalsp,texCoordsp, indicesp); if (-1 == index_offset) { return TRUE; } for (S32 vtx = 0; vtx < 4; ++vtx) { hb.corner(vtx) = v_clipped[vtx]; *(verticesp++) = hb.corner(vtx) + mCameraPosAgent; } *(texCoordsp++) = TEX01; *(texCoordsp++) = TEX00; //*(texCoordsp++) = (t_left > 0) ? LLVector2(0, t_left) : TEX00; *(texCoordsp++) = TEX11; *(texCoordsp++) = TEX10; //*(texCoordsp++) = (t_right > 0) ? LLVector2(1, t_right) : TEX10; *indicesp++ = index_offset + 0; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 3; if (is_sun) { if ((t_left > 0) && (t_right > 0)) { F32 t = (t_left + t_right) * 0.5f; mSun.setHorizonVisibility(0.5f * (1 + cos(t * F_PI))); } else { mSun.setHorizonVisibility(); } updateSunHaloGeometry(drawable); } return TRUE; } // Clips quads with top and bottom sides parallel to horizon. BOOL clip_quad_to_horizon(F32& t_left, F32& t_right, LLVector3 v_clipped[4], const LLVector3 v_corner[4], const F32 cos_max_angle) { t_left = clip_side_to_horizon(v_corner[1], v_corner[0], cos_max_angle); t_right = clip_side_to_horizon(v_corner[3], v_corner[2], cos_max_angle); if ((t_left >= 1) || (t_right >= 1)) { return FALSE; } //const BOOL left_clip = (t_left > 0); //const BOOL right_clip = (t_right > 0); //if (!left_clip && !right_clip) { for (S32 vtx = 0; vtx < 4; ++vtx) { v_clipped[vtx] = v_corner[vtx]; } } /* else { v_clipped[0] = v_corner[0]; v_clipped[1] = left_clip ? ((1 - t_left) * v_corner[1] + t_left * v_corner[0]) : v_corner[1]; v_clipped[2] = v_corner[2]; v_clipped[3] = right_clip ? ((1 - t_right) * v_corner[3] + t_right * v_corner[2]) : v_corner[3]; }*/ return TRUE; } F32 clip_side_to_horizon(const LLVector3& V0, const LLVector3& V1, const F32 cos_max_angle) { const LLVector3 V = V1 - V0; const F32 k2 = 1.f/(cos_max_angle * cos_max_angle) - 1; const F32 A = V.mV[0] * V.mV[0] + V.mV[1] * V.mV[1] - k2 * V.mV[2] * V.mV[2]; const F32 B = V0.mV[0] * V.mV[0] + V0.mV[1] * V.mV[1] - k2 * V0.mV[2] * V.mV[2]; const F32 C = V0.mV[0] * V0.mV[0] + V0.mV[1] * V0.mV[1] - k2 * V0.mV[2] * V0.mV[2]; if (fabs(A) < 1e-7) { return -0.1f; // v0 is cone origin and v1 is on the surface of the cone. } const F32 det = sqrt(B*B - A*C); const F32 t1 = (-B - det) / A; const F32 t2 = (-B + det) / A; const F32 z1 = V0.mV[2] + t1 * V.mV[2]; const F32 z2 = V0.mV[2] + t2 * V.mV[2]; if (z1 * cos_max_angle < 0) { return t2; } else if (z2 * cos_max_angle < 0) { return t1; } else if ((t1 < 0) || (t1 > 1)) { return t2; } else { return t1; } } void LLVOSky::updateSunHaloGeometry(LLDrawable *drawable ) { const LLVector3* v_corner = mSun.corners(); LLStrider verticesp; LLStrider normalsp; LLStrider texCoordsp; LLStrider indicesp; S32 index_offset; LLFace *face; const LLVector3 right = 2 * (v_corner[2] - v_corner[0]); LLVector3 up = 2 * (v_corner[2] - v_corner[3]); up.normVec(); F32 size = right.magVec(); up = size * up; const LLVector3 draw_pos = 0.25 * (v_corner[0] + v_corner[1] + v_corner[2] + v_corner[3]); LLVector3 v_glow_corner[4]; v_glow_corner[0] = draw_pos - right + up; v_glow_corner[1] = draw_pos - right - up; v_glow_corner[2] = draw_pos + right + up; v_glow_corner[3] = draw_pos + right - up; face = mFace[FACE_BLOOM]; if (face->mVertexBuffer.isNull()) { face->setSize(4, 6); face->setGeomIndex(0); face->setIndicesIndex(0); face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); face->mVertexBuffer->allocateBuffer(4, 6, TRUE); } index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp); if (-1 == index_offset) { return; } for (S32 vtx = 0; vtx < 4; ++vtx) { *(verticesp++) = v_glow_corner[vtx] + mCameraPosAgent; } *(texCoordsp++) = TEX01; *(texCoordsp++) = TEX00; *(texCoordsp++) = TEX11; *(texCoordsp++) = TEX10; *indicesp++ = index_offset + 0; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 3; } F32 dtReflection(const LLVector3& p, F32 cos_dir_from_top, F32 sin_dir_from_top, F32 diff_angl_dir) { LLVector3 P = p; P.normVec(); const F32 cos_dir_angle = -P.mV[VZ]; const F32 sin_dir_angle = sqrt(1 - cos_dir_angle * cos_dir_angle); F32 cos_diff_angles = cos_dir_angle * cos_dir_from_top + sin_dir_angle * sin_dir_from_top; F32 diff_angles; if (cos_diff_angles > (1 - 1e-7)) diff_angles = 0; else diff_angles = acos(cos_diff_angles); const F32 rel_diff_angles = diff_angles / diff_angl_dir; const F32 dt = 1 - rel_diff_angles; return (dt < 0) ? 0 : dt; } F32 dtClip(const LLVector3& v0, const LLVector3& v1, F32 far_clip2) { F32 dt_clip; const LLVector3 otrezok = v1 - v0; const F32 A = otrezok.magVecSquared(); const F32 B = v0 * otrezok; const F32 C = v0.magVecSquared() - far_clip2; const F32 det = sqrt(B*B - A*C); dt_clip = (-B - det) / A; if ((dt_clip < 0) || (dt_clip > 1)) dt_clip = (-B + det) / A; return dt_clip; } void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H, const LLHeavenBody& HB) { const LLVector3 &look_at = gCamera->getAtAxis(); // const F32 water_height = gAgent.getRegion()->getWaterHeight() + 0.001f; // gWorldPointer->getWaterHeight() + 0.001f; LLVector3 to_dir = HB.getDirection(); LLVector3 hb_pos = to_dir * (HORIZON_DIST - 10); LLVector3 to_dir_proj = to_dir; to_dir_proj.mV[VZ] = 0; to_dir_proj.normVec(); LLVector3 Right = to_dir % LLVector3::z_axis; LLVector3 Up = Right % to_dir; Right.normVec(); Up.normVec(); // finding angle between look direction and sprite. LLVector3 look_at_right = look_at % LLVector3::z_axis; look_at_right.normVec(); const static F32 cos_horizon_angle = cosHorizon(0.0f/sResolution); //const static F32 horizon_angle = acos(cos_horizon_angle); const F32 enlargm_factor = ( 1 - to_dir.mV[2] ); F32 horiz_enlargement = 1 + enlargm_factor * 0.3f; F32 vert_enlargement = 1 + enlargm_factor * 0.2f; F32 vert_size = vert_enlargement * HEAVENLY_BODY_SCALE * HB.getDiskRadius(); Right *= /*cos_lookAt_toDir */ horiz_enlargement * HEAVENLY_BODY_SCALE * HB.getDiskRadius(); Up *= vert_size; LLVector3 v_corner[2]; LLVector3 stretch_corner[2]; LLVector3 top_hb = v_corner[0] = stretch_corner[0] = hb_pos - Right + Up; v_corner[1] = stretch_corner[1] = hb_pos - Right - Up; F32 dt_hor, dt; dt_hor = clip_side_to_horizon(v_corner[1], v_corner[0], cos_horizon_angle); LLVector2 TEX0t = TEX00; LLVector2 TEX1t = TEX10; LLVector3 lower_corner = v_corner[1]; if ((dt_hor > 0) && (dt_hor < 1)) { TEX0t = LLVector2(0, dt_hor); TEX1t = LLVector2(1, dt_hor); lower_corner = (1 - dt_hor) * v_corner[1] + dt_hor * v_corner[0]; } else dt_hor = llmax(0.0f, llmin(1.0f, dt_hor)); top_hb.normVec(); const F32 cos_angle_of_view = fabs(top_hb.mV[VZ]); const F32 extension = llmin (5.0f, 1.0f / cos_angle_of_view); const S32 cols = 1; const S32 raws = lltrunc(16 * extension); S32 quads = cols * raws; stretch_corner[0] = lower_corner + extension * (stretch_corner[0] - lower_corner); stretch_corner[1] = lower_corner + extension * (stretch_corner[1] - lower_corner); dt = dt_hor; F32 cos_dir_from_top[2]; LLVector3 dir = stretch_corner[0]; dir.normVec(); cos_dir_from_top[0] = dir.mV[VZ]; dir = stretch_corner[1]; dir.normVec(); cos_dir_from_top[1] = dir.mV[VZ]; const F32 sin_dir_from_top = sqrt(1 - cos_dir_from_top[0] * cos_dir_from_top[0]); const F32 sin_dir_from_top2 = sqrt(1 - cos_dir_from_top[1] * cos_dir_from_top[1]); const F32 cos_diff_dir = cos_dir_from_top[0] * cos_dir_from_top[1] + sin_dir_from_top * sin_dir_from_top2; const F32 diff_angl_dir = acos(cos_diff_dir); v_corner[0] = stretch_corner[0]; v_corner[1] = lower_corner; LLVector2 TEX0tt = TEX01; LLVector2 TEX1tt = TEX11; LLVector3 v_refl_corner[4]; LLVector3 v_sprite_corner[4]; S32 vtx; for (vtx = 0; vtx < 2; ++vtx) { LLVector3 light_proj = v_corner[vtx]; light_proj.normVec(); const F32 z = light_proj.mV[VZ]; const F32 sin_angle = sqrt(1 - z * z); light_proj *= 1.f / sin_angle; light_proj.mV[VZ] = 0; const F32 to_refl_point = H * sin_angle / fabs(z); v_refl_corner[vtx] = to_refl_point * light_proj; } for (vtx = 2; vtx < 4; ++vtx) { const LLVector3 to_dir_vec = (to_dir_proj * v_refl_corner[vtx-2]) * to_dir_proj; v_refl_corner[vtx] = v_refl_corner[vtx-2] + 2 * (to_dir_vec - v_refl_corner[vtx-2]); } for (vtx = 0; vtx < 4; ++vtx) v_refl_corner[vtx].mV[VZ] -= H; S32 side = 0; LLVector3 refl_corn_norm[2]; refl_corn_norm[0] = v_refl_corner[1]; refl_corn_norm[0].normVec(); refl_corn_norm[1] = v_refl_corner[3]; refl_corn_norm[1].normVec(); F32 cos_refl_look_at[2]; cos_refl_look_at[0] = refl_corn_norm[0] * look_at; cos_refl_look_at[1] = refl_corn_norm[1] * look_at; if (cos_refl_look_at[1] > cos_refl_look_at[0]) { side = 2; } //const F32 far_clip = (gCamera->getFar() - 0.01) / far_clip_factor; const F32 far_clip = 512; const F32 far_clip2 = far_clip*far_clip; F32 dt_clip; F32 vtx_near2, vtx_far2; if ((vtx_far2 = v_refl_corner[side].magVecSquared()) > far_clip2) { // whole thing is sprite: reflection is beyond far clip plane. dt_clip = 1.1f; quads = 1; } else if ((vtx_near2 = v_refl_corner[side+1].magVecSquared()) > far_clip2) { // part is reflection, the rest is sprite. dt_clip = dtClip(v_refl_corner[side + 1], v_refl_corner[side], far_clip2); const LLVector3 P = (1 - dt_clip) * v_refl_corner[side + 1] + dt_clip * v_refl_corner[side]; F32 dt_tex = dtReflection(P, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir); dt = dt_tex; TEX0tt = LLVector2(0, dt); TEX1tt = LLVector2(1, dt); quads++; } else { // whole thing is correct reflection. dt_clip = -0.1f; } LLFace *face = mFace[FACE_REFLECTION]; if (face->mVertexBuffer.isNull() || quads*4 != face->getGeomCount()) { face->setSize(quads * 4, quads * 6); face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB); face->mVertexBuffer->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE); face->setIndicesIndex(0); face->setGeomIndex(0); } LLStrider verticesp; LLStrider normalsp; LLStrider texCoordsp; LLStrider indicesp; S32 index_offset; index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp); if (-1 == index_offset) { return; } LLColor3 hb_col3 = HB.getInterpColor(); hb_col3.clamp(); const LLColor4 hb_col = LLColor4(hb_col3); const F32 min_attenuation = 0.4f; const F32 max_attenuation = 0.7f; const F32 attenuation = min_attenuation + cos_angle_of_view * (max_attenuation - min_attenuation); LLColor4 hb_refl_col = (1-attenuation) * hb_col + attenuation * mFogColor; face->setFaceColor(hb_refl_col); LLVector3 v_far[2]; v_far[0] = v_refl_corner[1]; v_far[1] = v_refl_corner[3]; if(dt_clip > 0) { if (dt_clip >= 1) { for (S32 vtx = 0; vtx < 4; ++vtx) { F32 ratio = far_clip / v_refl_corner[vtx].magVec(); *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent; } const LLVector3 draw_pos = 0.25 * (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]); face->mCenterAgent = draw_pos; } else { F32 ratio = far_clip / v_refl_corner[1].magVec(); v_sprite_corner[1] = v_refl_corner[1] * ratio; ratio = far_clip / v_refl_corner[3].magVec(); v_sprite_corner[3] = v_refl_corner[3] * ratio; v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0]; v_refl_corner[3] = (1 - dt_clip) * v_refl_corner[3] + dt_clip * v_refl_corner[2]; v_sprite_corner[0] = v_refl_corner[1]; v_sprite_corner[2] = v_refl_corner[3]; for (S32 vtx = 0; vtx < 4; ++vtx) { *(verticesp++) = v_sprite_corner[vtx] + mCameraPosAgent; } const LLVector3 draw_pos = 0.25 * (v_refl_corner[0] + v_sprite_corner[1] + v_refl_corner[2] + v_sprite_corner[3]); face->mCenterAgent = draw_pos; } *(texCoordsp++) = TEX0tt; *(texCoordsp++) = TEX0t; *(texCoordsp++) = TEX1tt; *(texCoordsp++) = TEX1t; *indicesp++ = index_offset + 0; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 3; index_offset += 4; } if (dt_clip < 1) { if (dt_clip <= 0) { const LLVector3 draw_pos = 0.25 * (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]); face->mCenterAgent = draw_pos; } const F32 raws_inv = 1.f/raws; const F32 cols_inv = 1.f/cols; LLVector3 left = v_refl_corner[0] - v_refl_corner[1]; LLVector3 right = v_refl_corner[2] - v_refl_corner[3]; left *= raws_inv; right *= raws_inv; F32 dt_raw = dt; for (S32 raw = 0; raw < raws; ++raw) { F32 dt_v0 = raw * raws_inv; F32 dt_v1 = (raw + 1) * raws_inv; const LLVector3 BL = v_refl_corner[1] + (F32)raw * left; const LLVector3 BR = v_refl_corner[3] + (F32)raw * right; const LLVector3 EL = BL + left; const LLVector3 ER = BR + right; dt_v0 = dt_raw; dt_raw = dt_v1 = dtReflection(EL, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir); for (S32 col = 0; col < cols; ++col) { F32 dt_h0 = col * cols_inv; *(verticesp++) = (1 - dt_h0) * EL + dt_h0 * ER + mCameraPosAgent; *(verticesp++) = (1 - dt_h0) * BL + dt_h0 * BR + mCameraPosAgent; F32 dt_h1 = (col + 1) * cols_inv; *(verticesp++) = (1 - dt_h1) * EL + dt_h1 * ER + mCameraPosAgent; *(verticesp++) = (1 - dt_h1) * BL + dt_h1 * BR + mCameraPosAgent; *(texCoordsp++) = LLVector2(dt_h0, dt_v1); *(texCoordsp++) = LLVector2(dt_h0, dt_v0); *(texCoordsp++) = LLVector2(dt_h1, dt_v1); *(texCoordsp++) = LLVector2(dt_h1, dt_v0); *indicesp++ = index_offset + 0; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 1; *indicesp++ = index_offset + 2; *indicesp++ = index_offset + 3; index_offset += 4; } } } } void LLVOSky::updateFog(const F32 distance) { if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG)) { /*gGLSFog.addCap(GL_FOG, FALSE); gGLSPipeline.addCap(GL_FOG, FALSE); gGLSPipelineAlpha.addCap(GL_FOG, FALSE); gGLSPipelinePixieDust.addCap(GL_FOG, FALSE); gGLSPipelineSelection.addCap(GL_FOG, FALSE); gGLSPipelineAvatar.addCap(GL_FOG, FALSE); gGLSPipelineAvatarAlphaOnePass.addCap(GL_FOG, FALSE); gGLSPipelineAvatarAlphaPass1.addCap(GL_FOG, FALSE); gGLSPipelineAvatarAlphaPass2.addCap(GL_FOG, FALSE); gGLSPipelineAvatarAlphaPass3.addCap(GL_FOG, FALSE);*/ glFogf(GL_FOG_DENSITY, 0); glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV); glFogf(GL_FOG_END, 1000000.f); return; } else { /*gGLSFog.addCap(GL_FOG, TRUE); gGLSPipeline.addCap(GL_FOG, TRUE); gGLSPipelineAlpha.addCap(GL_FOG, TRUE); gGLSPipelinePixieDust.addCap(GL_FOG, TRUE); gGLSPipelineSelection.addCap(GL_FOG, TRUE); if (!gGLManager.mIsATI) { gGLSPipelineAvatar.addCap(GL_FOG, TRUE); gGLSPipelineAvatarAlphaOnePass.addCap(GL_FOG, TRUE); gGLSPipelineAvatarAlphaPass1.addCap(GL_FOG, TRUE); gGLSPipelineAvatarAlphaPass2.addCap(GL_FOG, TRUE); gGLSPipelineAvatarAlphaPass3.addCap(GL_FOG, TRUE); }*/ } const BOOL hide_clip_plane = TRUE; LLColor4 target_fog(0.f, 0.2f, 0.5f, 0.f); const F32 water_height = gAgent.getRegion()->getWaterHeight(); // gWorldPointer->getWaterHeight(); F32 camera_height = gAgent.getCameraPositionAgent().mV[2]; F32 near_clip_height = gCamera->getAtAxis().mV[VZ] * gCamera->getNear(); camera_height += near_clip_height; F32 fog_distance = 0.f; LLColor3 res_color[3]; LLColor3 sky_fog_color = LLColor3::white; LLColor3 render_fog_color = LLColor3::white; LLColor3 transp; LLVector3 tosun = getToSunLast(); const F32 tosun_z = tosun.mV[VZ]; tosun.mV[VZ] = 0.f; tosun.normVec(); LLVector3 perp_tosun; perp_tosun.mV[VX] = -tosun.mV[VY]; perp_tosun.mV[VY] = tosun.mV[VX]; LLVector3 tosun_45 = tosun + perp_tosun; tosun_45.normVec(); F32 delta = 0.06f; tosun.mV[VZ] = delta; perp_tosun.mV[VZ] = delta; tosun_45.mV[VZ] = delta; tosun.normVec(); perp_tosun.normVec(); tosun_45.normVec(); // Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun. calcSkyColorInDir(res_color[0],transp, tosun); calcSkyColorInDir(res_color[1],transp, perp_tosun); calcSkyColorInDir(res_color[2],transp, tosun_45); sky_fog_color = color_norm(res_color[0] + res_color[1] + res_color[2]); F32 full_off = -0.25f; F32 full_on = 0.00f; F32 on = (tosun_z - full_off) / (full_on - full_off); on = llclamp(on, 0.01f, 1.f); sky_fog_color *= 0.5f * on; // We need to clamp these to non-zero, in order for the gamma correction to work. 0^y = ??? S32 i; for (i = 0; i < 3; i++) { sky_fog_color.mV[i] = llmax(0.0001f, sky_fog_color.mV[i]); } color_gamma_correct(sky_fog_color); render_fog_color = sky_fog_color; if (camera_height > water_height) { fog_distance = mFogRatio * distance; LLColor4 fog(render_fog_color); glFogfv(GL_FOG_COLOR, fog.mV); mGLFogCol = fog; } else { // Interpolate between sky fog and water fog... F32 depth = water_height - camera_height; F32 depth_frac = 1.f/(1.f + 200.f*depth); F32 color_frac = 1.f/(1.f + 0.5f* depth)* 0.2f; fog_distance = (mFogRatio * distance) * depth_frac + 30.f * (1.f-depth_frac); fog_distance = llmin(75.f, fog_distance); F32 brightness = 1.f/(1.f + 0.05f*depth); F32 sun_brightness = getSunDiffuseColor().magVec() * 0.3f; brightness = llmin(1.f, brightness); brightness = llmin(brightness, sun_brightness); color_frac = llmin(0.7f, color_frac); LLColor4 fogCol = brightness * (color_frac * render_fog_color + (1.f - color_frac) * LLColor4(0.f, 0.2f, 0.3f, 1.f)); fogCol.setAlpha(1); glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV); mGLFogCol = fogCol; } mFogColor = sky_fog_color; mFogColor.setAlpha(1); LLGLSFog gls_fog; F32 fog_density; if (hide_clip_plane) { // For now, set the density to extend to the cull distance. const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f))) fog_density = f_log/fog_distance; glFogi(GL_FOG_MODE, GL_EXP2); } else { const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f)) fog_density = (f_log)/fog_distance; glFogi(GL_FOG_MODE, GL_EXP); } glFogf(GL_FOG_END, fog_distance*2.2f); glFogf(GL_FOG_DENSITY, fog_density); glHint(GL_FOG_HINT, GL_NICEST); stop_glerror(); } // static void LLHaze::initClass() { sAirScaSeaLevel = LLHaze::calcAirScaSeaLevel(); } // Functions used a lot. F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply) { F32 mv = color_max(col); if (0 == mv) { return 0; } col *= 1.f / mv; color_pow(col, e); if (postmultiply) { col *= mv; } return mv; } // Returns angle (RADIANs) between the horizontal projection of "v" and the x_axis. // Range of output is 0.0f to 2pi //359.99999...f // Returns 0.0f when "v" = +/- z_axis. F32 azimuth(const LLVector3 &v) { F32 azimuth = 0.0f; if (v.mV[VX] == 0.0f) { if (v.mV[VY] > 0.0f) { azimuth = F_PI * 0.5f; } else if (v.mV[VY] < 0.0f) { azimuth = F_PI * 1.5f;// 270.f; } } else { azimuth = (F32) atan(v.mV[VY] / v.mV[VX]); if (v.mV[VX] < 0.0f) { azimuth += F_PI; } else if (v.mV[VY] < 0.0f) { azimuth += F_PI * 2; } } return azimuth; } #if 0 // Not currently used LLColor3 LLVOSky::calcGroundFog(LLColor3& transp, const LLVector3 &view_dir, F32 obj_dist) const { LLColor3 col; calcGroundFog(col, transp, view_dir, obj_dist); col *= mBrightnessScaleGuess; return col; } #endif void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) { LLVector3 sun_direction = (sun_dir.magVec() == 0) ? LLVector3::x_axis : sun_dir; sun_direction.normVec(); F32 dp = mSun.getDirection() * sun_direction; mSun.setDirection(sun_direction); mSun.setAngularVelocity(sun_ang_velocity); mMoon.setDirection(-sun_direction); if (dp < 0.995f) { //the sun jumped a great deal, update immediately updateHaze(); mWeatherChange = FALSE; mForceUpdate = TRUE; } else if (mWeatherChange && (mSun.getDirection().mV[VZ] > -0.5) ) { updateHaze(); init(); mWeatherChange = FALSE; } else if (mSun.getDirection().mV[VZ] < -0.5) { mWeatherChange = TRUE; } } #define INV_WAVELENGTH_R_POW4 (1.f/0.2401f) // = 1/0.7^4 #define INV_WAVELENGTH_G_POW4 (1.f/0.0789f) // = 1/0.53^4 #define INV_WAVELENGTH_B_POW4 (1.f/0.03748f) // = 1/0.44^4 // Dummy class for globals used below. Replace when KILLERSKY is merged in. class LLKillerSky { public: static F32 sRaleighGroundDensity; static F32 sMieFactor; static F32 sNearFalloffFactor; static F32 sSkyContrib; static void getRaleighCoefficients(float eye_sun_dp, float density, float *coefficients) { float dp = eye_sun_dp; float angle_dep = density*(1 + dp*dp); coefficients[0] = angle_dep * INV_WAVELENGTH_R_POW4; coefficients[1] = angle_dep * INV_WAVELENGTH_G_POW4; coefficients[2] = angle_dep * INV_WAVELENGTH_B_POW4; } static void getMieCoefficients(float eye_sun_dp, float density, float *coefficient) { // TOTALLY ARBITRARY FUNCTION. Seems to work though // If anyone can replace this with some *actual* mie function, that'd be great float dp = eye_sun_dp; float dp_highpower = dp*dp; float angle_dep = density * (llclamp(dp_highpower*dp, 0.f, 1.f) + 0.4f); *coefficient = angle_dep; } }; F32 LLKillerSky::sRaleighGroundDensity = 0.013f; F32 LLKillerSky::sMieFactor = 50; F32 LLKillerSky::sNearFalloffFactor = 1.5f; F32 LLKillerSky::sSkyContrib = 0.06f; void LLVOSky::generateScatterMap() { float raleigh[3], mie; mScatterMap = new LLImageGL(FALSE); mScatterMapRaw = new LLImageRaw(256, 256, 4); U8 *data = mScatterMapRaw->getData(); F32 light_brightness = gSky.getSunDirection().mV[VZ]+0.1f; LLColor4 light_color; LLColor4 sky_color; if (light_brightness > 0) { F32 interp = sqrtf(light_brightness); light_brightness = sqrt(sqrtf(interp)); light_color = lerp(gSky.getSunDiffuseColor(), LLColor4(1,1,1,1), interp) * light_brightness; sky_color = lerp(LLColor4(0,0,0,0), LLColor4(0.4f, 0.6f, 1.f, 1.f), light_brightness)*LLKillerSky::sSkyContrib; } else { light_brightness = /*0.3f*/sqrt(-light_brightness); light_color = gSky.getMoonDiffuseColor() * light_brightness; sky_color = LLColor4(0,0,0,1); } // x = distance [0..1024m] // y = dot product [-1,1] for (int y=0;y<256;y++) { // Accumulate outward float accum_r = 0, accum_g = 0, accum_b = 0; float dp = (((float)y)/255.f)*1.95f - 0.975f; U8 *scanline = &data[y*256*4]; for (int x=0;x<256;x++) { float dist = ((float)x+1)*4; // x -> 2048 float raleigh_density = LLKillerSky::sRaleighGroundDensity * 0.05f; // Arbitrary? Perhaps... float mie_density = raleigh_density*LLKillerSky::sMieFactor; float extinction_factor = dist/LLKillerSky::sNearFalloffFactor; LLKillerSky::getRaleighCoefficients(dp, raleigh_density, raleigh); LLKillerSky::getMieCoefficients(dp, mie_density, &mie); float falloff_r = pow(llclamp(0.985f-raleigh[0],0.f,1.f), extinction_factor); float falloff_g = pow(llclamp(0.985f-raleigh[1],0.f,1.f), extinction_factor); float falloff_b = pow(llclamp(0.985f-raleigh[2],0.f,1.f), extinction_factor); float light_r = light_color.mV[0] * (raleigh[0]+mie+sky_color.mV[0]) * falloff_r; float light_g = light_color.mV[1] * (raleigh[1]+mie+sky_color.mV[1]) * falloff_g; float light_b = light_color.mV[2] * (raleigh[2]+mie+sky_color.mV[2]) * falloff_b; accum_r += light_r; accum_g += light_g; accum_b += light_b; scanline[x*4] = (U8)llclamp(accum_r*255.f, 0.f, 255.f); scanline[x*4+1] = (U8)llclamp(accum_g*255.f, 0.f, 255.f); scanline[x*4+2] = (U8)llclamp(accum_b*255.f, 0.f, 255.f); float alpha = ((falloff_r+falloff_g+falloff_b)*0.33f); scanline[x*4+3] = (U8)llclamp(alpha*255.f, 0.f, 255.f); // Avg falloff // Output color Co, Input color Ci, Map channels Mrgb, Ma: // Co = (Ci * Ma) + Mrgb } } mScatterMap->createGLTexture(0, mScatterMapRaw); mScatterMap->bind(0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } #if 0 // Not currently used void LLVOSky::calcGroundFog(LLColor3& res, LLColor3& transp, const LLVector3 view_dir, F32 obj_dist) const { const LLVector3& tosun = getToSunLast();//use_old_value ? sunDir() : toSunLast(); res.setToBlack(); transp.setToWhite(); const F32 dist = obj_dist * mWorldScale; //LLVector3 view_dir = gCamera->getAtAxis(); const F32 cos_dir = view_dir * tosun; LLVector3 dir = view_dir; LLVector3 virtual_P = mCameraPosAgent + dist * dir; if (dir.mV[VZ] < 0) { dir = -dir; } const F32 z_dir = dir.mV[2]; const F32 h = mCameraPosAgent.mV[2]; transp = color_div(mTransp.calcTransp(dir * calcUpVec(virtual_P), 0), mTransp.calcTransp(z_dir, h)); if (calcHitsEarth(mCameraPosAgent, tosun) > 0) { const F32 avg = llmin(1.f, 1.2f * color_avg(transp)); transp = LLColor3(avg, avg, avg); return; } LLColor3 haze_sca_opt_depth = mHaze.getSigSca(); LLColor3 sun_transp; mTransp.calcTransp(tosun.mV[2], -0.1f, sun_transp); res = calcAirPhaseFunc(cos_dir) * LLHaze::getAirScaSeaLevel(); res += mHaze.calcPhase(cos_dir) * mHaze.getSigSca(); res = mSun.getIntensity() * dist * sun_transp * res; } #endif