/** * @file llwlparammanager.h * @brief Implementation for the LLWLParamManager class. * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2010, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ #ifndef LL_WLPARAMMANAGER_H #define LL_WLPARAMMANAGER_H #include #include #include "llenvmanager.h" #include "llwlparamset.h" #include "llwlanimator.h" #include "llwldaycycle.h" #include "llviewercamera.h" #include "lltrans.h" class LLGLSLShader; // color control struct WLColorControl { F32 r, g, b, i; /// the values std::string mName; /// name to use to dereference params std::string mSliderName; /// name of the slider in menu bool hasSliderName; /// only set slider name for true color types bool isSunOrAmbientColor; /// flag for if it's the sun or ambient color controller bool isBlueHorizonOrDensity; /// flag for if it's the Blue Horizon or Density color controller inline WLColorControl(F32 red, F32 green, F32 blue, F32 intensity, const std::string& n, const std::string& sliderName = LLStringUtil::null) : r(red), g(green), b(blue), i(intensity), mName(n), mSliderName(sliderName) { // if there's a slider name, say we have one hasSliderName = false; if (mSliderName != "") { hasSliderName = true; } // if it's the sun controller isSunOrAmbientColor = false; if (mSliderName == "WLSunlight" || mSliderName == "WLAmbient") { isSunOrAmbientColor = true; } isBlueHorizonOrDensity = false; if (mSliderName == "WLBlueHorizon" || mSliderName == "WLBlueDensity") { isBlueHorizonOrDensity = true; } } inline WLColorControl & operator = (LLVector4 const & val) { r = val.mV[0]; g = val.mV[1]; b = val.mV[2]; i = val.mV[3]; return *this; } inline operator LLVector4 (void) const { return LLVector4(r, g, b, i); } inline operator LLVector3 (void) const { return LLVector3(r, g, b); } inline void update(LLWLParamSet & params) const { params.set(mName, r, g, b, i); } }; // float slider control struct WLFloatControl { F32 x; std::string mName; F32 mult; inline WLFloatControl(F32 val, const std::string& n, F32 m=1.0f) : x(val), mName(n), mult(m) { } inline WLFloatControl & operator = (LLVector4 const & val) { x = val.mV[0]; return *this; } inline operator F32 (void) const { return x; } inline void update(LLWLParamSet & params) const { params.set(mName, x); } }; struct LLWLParamKey : LLEnvKey { public: // scope and source of a param set (WL sky preset) std::string name; EScope scope; // for conversion from LLSD static const int NAME_IDX = 0; static const int SCOPE_IDX = 1; inline LLWLParamKey(const std::string& n, EScope s) : name(n), scope(s) { } inline LLWLParamKey(LLSD llsd) : name(llsd[NAME_IDX].asString()), scope(EScope(llsd[SCOPE_IDX].asInteger())) { } inline LLWLParamKey() // NOT really valid, just so std::maps can return a default of some sort : name(NULL), scope(SCOPE_LOCAL) { } inline LLWLParamKey(std::string& stringVal) : name(stringVal.substr(0, stringVal.length()-1)), scope((EScope)atoi(stringVal.substr(stringVal.length()-1, stringVal.length()).c_str())) { } inline std::string toStringVal() const { std::stringstream str; str << name << scope; return str.str(); } inline LLSD toLLSD() const { LLSD llsd = LLSD::emptyArray(); llsd.append(LLSD(name)); llsd.append(LLSD(scope)); return llsd; } inline bool operator <(const LLWLParamKey other) const { if (name < other.name) { return true; } else if (name > other.name) { return false; } else { return scope < other.scope; } } inline bool operator ==(const LLWLParamKey other) const { return (name == other.name) && (scope == other.scope); } inline std::string toString() const { switch (scope) { case SCOPE_LOCAL: return name + std::string(" (") + LLTrans::getString("Local") + std::string(")"); break; case SCOPE_REGION: return name + std::string(" (") + LLTrans::getString("Region") + std::string(")"); break; default: return name + " (?)"; } } }; /// WindLight parameter manager class - what controls all the wind light shaders class LLWLParamManager : public LLSingleton { LOG_CLASS(LLWLParamManager); public: /// load a preset file void loadPresets(const std::string & fileName); /// save the preset file // the implementation of this method was unmaintained and is commented out // *NOTE test and sanity-check before uncommenting and using! void savePresets(const std::string & fileName); /// load an individual preset into the sky void loadPreset(const LLWLParamKey key, bool propogate=true); /// load an individual preset from a stream of XML void loadPresetFromXML(const LLWLParamKey key, std::istream & presetXML); /// save the parameter presets to file void savePreset(const LLWLParamKey key); /// Set shader uniforms dirty, so they'll update automatically. void propagateParameters(void); /// Update shader uniforms that have changed. void updateShaderUniforms(LLGLSLShader * shader); /// setup the animator to run void resetAnimator(F32 curTime, bool run); /// update information camera dependent parameters void update(LLViewerCamera * cam); /// apply specified params void applyUserPrefs(); // get where the light is pointing inline LLVector4 getLightDir(void) const; // get where the light is pointing inline LLVector4 getClampedLightDir(void) const; // get where the light is pointing inline LLVector4 getRotatedLightDir(void) const; /// get the dome's offset inline F32 getDomeOffset(void) const; /// get the radius of the dome inline F32 getDomeRadius(void) const; /// add a param set (preset) to the list bool addParamSet(const LLWLParamKey& key, LLWLParamSet& param); /// add a param set (preset) to the list BOOL addParamSet(const LLWLParamKey& key, LLSD const & param); /// get a param set (preset) from the list bool getParamSet(const LLWLParamKey& key, LLWLParamSet& param); /// set the param in the list with a new param bool setParamSet(const LLWLParamKey& key, LLWLParamSet& param); /// set the param in the list with a new param bool setParamSet(const LLWLParamKey& key, LLSD const & param); /// gets rid of a parameter and any references to it /// ignores "delete_from_disk" if the scope is not local void removeParamSet(const LLWLParamKey& key, bool delete_from_disk); /// clear parameter mapping of a given scope void clearParamSetsOfScope(LLEnvKey::EScope scope); /// add all skies in LLSD using the given scope void addAllSkies(LLEnvKey::EScope scope, const LLSD& preset_map); // returns all skies referenced by the current day cycle (in mDay), with their final names // side effect: applies changes to all internal structures! (trashes all unreferenced skies in scope, keys in day cycle rescoped to scope, etc.) std::map finalizeFromDayCycle(LLWLParamKey::EScope scope); // returns all skies in map (intended to be called with output from a finalize) LLSD createSkyMap(std::map map); // helper variables LLWLAnimator mAnimator; /// actual direction of the sun LLVector4 mLightDir; /// light norm adjusted so haze works correctly LLVector4 mRotatedLightDir; /// clamped light norm for shaders that /// are adversely affected when the sun goes below the /// horizon LLVector4 mClampedLightDir; // list of params and how they're cycled for days LLWLDayCycle mDay; LLWLParamSet mCurParams; /// Sun Delta Terrain tweak variables. F32 mSunDeltaYaw; WLFloatControl mWLGamma; F32 mSceneLightStrength; /// Atmospherics WLColorControl mBlueHorizon; WLColorControl mHazeDensity; WLColorControl mBlueDensity; WLFloatControl mDensityMult; WLColorControl mHazeHorizon; WLFloatControl mMaxAlt; /// Lighting WLColorControl mLightnorm; WLColorControl mSunlight; WLColorControl mAmbient; WLColorControl mGlow; /// Clouds WLColorControl mCloudColor; WLColorControl mCloudMain; WLFloatControl mCloudCoverage; WLColorControl mCloudDetail; WLFloatControl mDistanceMult; WLFloatControl mCloudScale; /// sky dome F32 mDomeOffset; F32 mDomeRadius; // list of all the parameters, listed by name std::map mParamList; private: friend class LLSingleton; /*virtual*/ void initSingleton(); LLWLParamManager(); ~LLWLParamManager(); }; inline F32 LLWLParamManager::getDomeOffset(void) const { return mDomeOffset; } inline F32 LLWLParamManager::getDomeRadius(void) const { return mDomeRadius; } inline LLVector4 LLWLParamManager::getLightDir(void) const { return mLightDir; } inline LLVector4 LLWLParamManager::getClampedLightDir(void) const { return mClampedLightDir; } inline LLVector4 LLWLParamManager::getRotatedLightDir(void) const { return mRotatedLightDir; } #endif