/** * @file llwlparammanager.cpp * @brief Implementation for the LLWLParamManager class. * * $LicenseInfo:firstyear=2007&license=viewergpl$ * * Copyright (c) 2007-2009, 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://secondlifegrid.net/programs/open_source/licensing/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://secondlifegrid.net/programs/open_source/licensing/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 "llwlparammanager.h" #include "pipeline.h" #include "llsky.h" #include "llfloaterreg.h" #include "llsliderctrl.h" #include "llspinctrl.h" #include "llcheckboxctrl.h" #include "lluictrlfactory.h" #include "llcombobox.h" #include "lllineeditor.h" #include "llsdserialize.h" #include "v4math.h" #include "llviewercontrol.h" #include "llwlparamset.h" #include "llpostprocess.h" #include "llfloaterwindlight.h" #include "llfloaterdaycycle.h" #include "llfloaterenvsettings.h" #include "curl/curl.h" LLWLParamManager * LLWLParamManager::sInstance = NULL; static LLFastTimer::DeclareTimer FTM_UPDATE_WLPARAM("Update Windlight Params"); LLWLParamManager::LLWLParamManager() : //set the defaults for the controls // index is from sWLUniforms in pipeline.cpp line 979 /// Sun Delta Terrain tweak variables. mSunDeltaYaw(180.0f), mSceneLightStrength(2.0f), mWLGamma(1.0f, "gamma"), mBlueHorizon(0.25f, 0.25f, 1.0f, 1.0f, "blue_horizon", "WLBlueHorizon"), mHazeDensity(1.0f, 1.0f, 1.0f, 0.5f, "haze_density"), mBlueDensity(0.25f, 0.25f, 0.25f, 1.0f, "blue_density", "WLBlueDensity"), mDensityMult(1.0f, "density_multiplier", 1000), mHazeHorizon(1.0f, 1.0f, 1.0f, 0.5f, "haze_horizon"), mMaxAlt(4000.0f, "max_y"), // Lighting mLightnorm(0.f, 0.707f, -0.707f, 1.f, "lightnorm"), mSunlight(0.5f, 0.5f, 0.5f, 1.0f, "sunlight_color", "WLSunlight"), mAmbient(0.5f, 0.75f, 1.0f, 1.19f, "ambient", "WLAmbient"), mGlow(18.0f, 0.0f, -0.01f, 1.0f, "glow"), // Clouds mCloudColor(0.5f, 0.5f, 0.5f, 1.0f, "cloud_color", "WLCloudColor"), mCloudMain(0.5f, 0.5f, 0.125f, 1.0f, "cloud_pos_density1"), mCloudCoverage(0.0f, "cloud_shadow"), mCloudDetail(0.0f, 0.0f, 0.0f, 1.0f, "cloud_pos_density2"), mDistanceMult(1.0f, "distance_multiplier"), mCloudScale(0.42f, "cloud_scale"), // sky dome mDomeOffset(0.96f), mDomeRadius(15000.f) { } LLWLParamManager::~LLWLParamManager() { } void LLWLParamManager::loadPresets(const std::string& file_name) { std::string path_name(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/skies", "")); LL_DEBUGS2("AppInit", "Shaders") << "Loading Default WindLight settings from " << path_name << LL_ENDL; bool found = true; while(found) { std::string name; found = gDirUtilp->getNextFileInDir(path_name, "*.xml", name, false); if(found) { name=name.erase(name.length()-4); // bugfix for SL-46920: preventing filenames that break stuff. char * curl_str = curl_unescape(name.c_str(), name.size()); std::string unescaped_name(curl_str); curl_free(curl_str); curl_str = NULL; LL_DEBUGS2("AppInit", "Shaders") << "name: " << name << LL_ENDL; loadPreset(unescaped_name,FALSE); } } // And repeat for user presets, note the user presets will modify any system presets already loaded std::string path_name2(gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", "")); LL_DEBUGS2("AppInit", "Shaders") << "Loading User WindLight settings from " << path_name2 << LL_ENDL; found = true; while(found) { std::string name; found = gDirUtilp->getNextFileInDir(path_name2, "*.xml", name, false); if(found) { name=name.erase(name.length()-4); // bugfix for SL-46920: preventing filenames that break stuff. char * curl_str = curl_unescape(name.c_str(), name.size()); std::string unescaped_name(curl_str); curl_free(curl_str); curl_str = NULL; LL_DEBUGS2("AppInit", "Shaders") << "name: " << name << LL_ENDL; loadPreset(unescaped_name,FALSE); } } } void LLWLParamManager::savePresets(const std::string & fileName) { //Nobody currently calls me, but if they did, then its reasonable to write the data out to the user's folder //and not over the RO system wide version. LLSD paramsData(LLSD::emptyMap()); std::string pathName(gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight", fileName)); for(std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.begin(); mIt != mParamList.end(); ++mIt) { paramsData[mIt->first] = mIt->second.getAll(); } llofstream presetsXML(pathName); LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter(); formatter->format(paramsData, presetsXML, LLSDFormatter::OPTIONS_PRETTY); presetsXML.close(); } void LLWLParamManager::loadPreset(const std::string & name,bool propagate) { // bugfix for SL-46920: preventing filenames that break stuff. char * curl_str = curl_escape(name.c_str(), name.size()); std::string escaped_filename(curl_str); curl_free(curl_str); curl_str = NULL; escaped_filename += ".xml"; std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/skies", escaped_filename)); LL_DEBUGS2("AppInit", "Shaders") << "Loading WindLight sky setting from " << pathName << LL_ENDL; llifstream presetsXML; presetsXML.open(pathName.c_str()); // That failed, try loading from the users area instead. if(!presetsXML) { pathName=gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", escaped_filename); LL_DEBUGS2("AppInit", "Shaders") << "Loading User WindLight sky setting from " << pathName << LL_ENDL; presetsXML.clear(); presetsXML.open(pathName.c_str()); } if (presetsXML) { LLSD paramsData(LLSD::emptyMap()); LLPointer<LLSDParser> parser = new LLSDXMLParser(); parser->parse(presetsXML, paramsData, LLSDSerialize::SIZE_UNLIMITED); std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.find(name); if(mIt == mParamList.end()) { addParamSet(name, paramsData); } else { setParamSet(name, paramsData); } presetsXML.close(); } else { llwarns << "Can't find " << name << llendl; return; } if(propagate) { getParamSet(name, mCurParams); propagateParameters(); } } void LLWLParamManager::savePreset(const std::string & name) { // bugfix for SL-46920: preventing filenames that break stuff. char * curl_str = curl_escape(name.c_str(), name.size()); std::string escaped_filename(curl_str); curl_free(curl_str); curl_str = NULL; escaped_filename += ".xml"; // make an empty llsd LLSD paramsData(LLSD::emptyMap()); std::string pathName(gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", escaped_filename)); // fill it with LLSD windlight params paramsData = mParamList[name].getAll(); // write to file llofstream presetsXML(pathName); LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter(); formatter->format(paramsData, presetsXML, LLSDFormatter::OPTIONS_PRETTY); presetsXML.close(); propagateParameters(); } void LLWLParamManager::updateShaderUniforms(LLGLSLShader * shader) { if (gPipeline.canUseWindLightShaders()) { mCurParams.update(shader); } if (shader->mShaderGroup == LLGLSLShader::SG_DEFAULT) { shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mRotatedLightDir.mV); shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV); } else if (shader->mShaderGroup == LLGLSLShader::SG_SKY) { shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mClampedLightDir.mV); } shader->uniform1f("scene_light_strength", mSceneLightStrength); } void LLWLParamManager::propagateParameters(void) { LLFastTimer ftm(FTM_UPDATE_WLPARAM); LLVector4 sunDir; LLVector4 moonDir; // set the sun direction from SunAngle and EastAngle F32 sinTheta = sin(mCurParams.getEastAngle()); F32 cosTheta = cos(mCurParams.getEastAngle()); F32 sinPhi = sin(mCurParams.getSunAngle()); F32 cosPhi = cos(mCurParams.getSunAngle()); sunDir.mV[0] = -sinTheta * cosPhi; sunDir.mV[1] = sinPhi; sunDir.mV[2] = cosTheta * cosPhi; sunDir.mV[3] = 0; moonDir = -sunDir; // is the normal from the sun or the moon if(sunDir.mV[1] >= 0) { mLightDir = sunDir; } else if(sunDir.mV[1] < 0 && sunDir.mV[1] > LLSky::NIGHTTIME_ELEVATION_COS) { // clamp v1 to 0 so sun never points up and causes weirdness on some machines LLVector3 vec(sunDir.mV[0], sunDir.mV[1], sunDir.mV[2]); vec.mV[1] = 0; vec.normVec(); mLightDir = LLVector4(vec, 0.f); } else { mLightDir = moonDir; } // calculate the clamp lightnorm for sky (to prevent ugly banding in sky // when haze goes below the horizon mClampedLightDir = sunDir; if (mClampedLightDir.mV[1] < -0.1f) { mClampedLightDir.mV[1] = -0.1f; } mCurParams.set("lightnorm", mLightDir); // bind the variables for all shaders only if we're using WindLight LLViewerShaderMgr::shader_iter shaders_iter, end_shaders; end_shaders = LLViewerShaderMgr::instance()->endShaders(); for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter) { if (shaders_iter->mProgramObject != 0 && (gPipeline.canUseWindLightShaders() || shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER)) { shaders_iter->mUniformsDirty = TRUE; } } // get the cfr version of the sun's direction LLVector3 cfrSunDir(sunDir.mV[2], sunDir.mV[0], sunDir.mV[1]); // set direction and don't allow overriding gSky.setSunDirection(cfrSunDir, LLVector3(0,0,0)); gSky.setOverrideSun(TRUE); } void LLWLParamManager::update(LLViewerCamera * cam) { LLFastTimer ftm(FTM_UPDATE_WLPARAM); // update clouds, sun, and general mCurParams.updateCloudScrolling(); // update only if running if(mAnimator.mIsRunning) { mAnimator.update(mCurParams); } // update the shaders and the menu propagateParameters(); // sync menus if they exist LLFloaterWindLight* wlfloater = LLFloaterReg::findTypedInstance<LLFloaterWindLight>("env_windlight"); if (wlfloater) { wlfloater->syncMenu(); } LLFloaterDayCycle* dlfloater = LLFloaterReg::findTypedInstance<LLFloaterDayCycle>("env_day_cycle"); if (dlfloater) { dlfloater->syncMenu(); } LLFloaterEnvSettings* envfloater = LLFloaterReg::findTypedInstance<LLFloaterEnvSettings>("env_settings"); if (envfloater) { envfloater->syncMenu(); } F32 camYaw = cam->getYaw(); // *TODO: potential optimization - this block may only need to be // executed some of the time. For example for water shaders only. { F32 camYawDelta = mSunDeltaYaw * DEG_TO_RAD; LLVector3 lightNorm3(mLightDir); lightNorm3 *= LLQuaternion(-(camYaw + camYawDelta), LLVector3(0.f, 1.f, 0.f)); mRotatedLightDir = LLVector4(lightNorm3, 0.f); LLViewerShaderMgr::shader_iter shaders_iter, end_shaders; end_shaders = LLViewerShaderMgr::instance()->endShaders(); for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter) { if (shaders_iter->mProgramObject != 0 && (gPipeline.canUseWindLightShaders() || shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER)) { shaders_iter->mUniformsDirty = TRUE; } } } } // static void LLWLParamManager::initClass(void) { instance(); } // static void LLWLParamManager::cleanupClass() { delete sInstance; sInstance = NULL; } void LLWLParamManager::resetAnimator(F32 curTime, bool run) { mAnimator.setTrack(mDay.mTimeMap, mDay.mDayRate, curTime, run); return; } bool LLWLParamManager::addParamSet(const std::string& name, LLWLParamSet& param) { // add a new one if not one there already std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.find(name); if(mIt == mParamList.end()) { mParamList[name] = param; return true; } return false; } BOOL LLWLParamManager::addParamSet(const std::string& name, LLSD const & param) { // add a new one if not one there already std::map<std::string, LLWLParamSet>::const_iterator finder = mParamList.find(name); if(finder == mParamList.end()) { mParamList[name].setAll(param); return TRUE; } else { return FALSE; } } bool LLWLParamManager::getParamSet(const std::string& name, LLWLParamSet& param) { // find it and set it std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.find(name); if(mIt != mParamList.end()) { param = mParamList[name]; param.mName = name; return true; } return false; } bool LLWLParamManager::setParamSet(const std::string& name, LLWLParamSet& param) { mParamList[name] = param; return true; } bool LLWLParamManager::setParamSet(const std::string& name, const LLSD & param) { // quick, non robust (we won't be working with files, but assets) check if(!param.isMap()) { return false; } mParamList[name].setAll(param); return true; } bool LLWLParamManager::removeParamSet(const std::string& name, bool delete_from_disk) { // remove from param list std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.find(name); if(mIt != mParamList.end()) { mParamList.erase(mIt); } F32 key; // remove all references bool stat = true; do { // get it stat = mDay.getKey(name, key); if(stat == false) { break; } // and remove stat = mDay.removeKey(key); } while(stat == true); if(delete_from_disk) { std::string path_name(gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", "")); // use full curl escaped name char * curl_str = curl_escape(name.c_str(), name.size()); std::string escaped_name(curl_str); curl_free(curl_str); curl_str = NULL; gDirUtilp->deleteFilesInDir(path_name, escaped_name + ".xml"); } return true; } // static LLWLParamManager * LLWLParamManager::instance() { if(NULL == sInstance) { sInstance = new LLWLParamManager(); sInstance->loadPresets(LLStringUtil::null); // load the day sInstance->mDay.loadDayCycle(std::string("Default.xml")); // *HACK - sets cloud scrolling to what we want... fix this better in the future sInstance->getParamSet("Default", sInstance->mCurParams); // set it to noon sInstance->resetAnimator(0.5, true); // but use linden time sets it to what the estate is sInstance->mAnimator.mUseLindenTime = true; } return sInstance; }