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/**
* @file llsettingssky.h
* @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
* $/LicenseInfo$
*/
#ifndef LL_SETTINGS_SKY_H
#define LL_SETTINGS_SKY_H
#include "llsettingsbase.h"
#include "v4coloru.h"
const F32 EARTH_RADIUS = 6.370e6f;
const F32 SUN_RADIUS = 695.508e6f;
const F32 SUN_DIST = 149598.260e6f;
const F32 MOON_RADIUS = 1.737e6f;
const F32 MOON_DIST = 384.400e6f;
class LLSettingsSky: public LLSettingsBase
{
public:
static const std::string SETTING_AMBIENT;
static const std::string SETTING_BLOOM_TEXTUREID;
static const std::string SETTING_RAINBOW_TEXTUREID;
static const std::string SETTING_HALO_TEXTUREID;
static const std::string SETTING_BLUE_DENSITY;
static const std::string SETTING_BLUE_HORIZON;
static const std::string SETTING_DENSITY_MULTIPLIER;
static const std::string SETTING_DISTANCE_MULTIPLIER;
static const std::string SETTING_HAZE_DENSITY;
static const std::string SETTING_HAZE_HORIZON;
static const std::string SETTING_CLOUD_COLOR;
static const std::string SETTING_CLOUD_POS_DENSITY1;
static const std::string SETTING_CLOUD_POS_DENSITY2;
static const std::string SETTING_CLOUD_SCALE;
static const std::string SETTING_CLOUD_SCROLL_RATE;
static const std::string SETTING_CLOUD_SHADOW;
static const std::string SETTING_CLOUD_TEXTUREID;
static const std::string SETTING_CLOUD_VARIANCE;
static const std::string SETTING_DOME_OFFSET;
static const std::string SETTING_DOME_RADIUS;
static const std::string SETTING_GAMMA;
static const std::string SETTING_GLOW;
static const std::string SETTING_LIGHT_NORMAL;
static const std::string SETTING_MAX_Y;
static const std::string SETTING_MOON_ROTATION;
static const std::string SETTING_MOON_SCALE;
static const std::string SETTING_MOON_TEXTUREID;
static const std::string SETTING_MOON_BRIGHTNESS;
static const std::string SETTING_STAR_BRIGHTNESS;
static const std::string SETTING_SUNLIGHT_COLOR;
static const std::string SETTING_SUN_ROTATION;
static const std::string SETTING_SUN_SCALE;
static const std::string SETTING_SUN_TEXTUREID;
static const std::string SETTING_PLANET_RADIUS;
static const std::string SETTING_SKY_BOTTOM_RADIUS;
static const std::string SETTING_SKY_TOP_RADIUS;
static const std::string SETTING_SUN_ARC_RADIANS;
static const std::string SETTING_MIE_ANISOTROPY_FACTOR;
static const std::string SETTING_RAYLEIGH_CONFIG;
static const std::string SETTING_MIE_CONFIG;
static const std::string SETTING_ABSORPTION_CONFIG;
static const std::string KEY_DENSITY_PROFILE;
static const std::string SETTING_DENSITY_PROFILE_WIDTH;
static const std::string SETTING_DENSITY_PROFILE_EXP_TERM;
static const std::string SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR;
static const std::string SETTING_DENSITY_PROFILE_LINEAR_TERM;
static const std::string SETTING_DENSITY_PROFILE_CONSTANT_TERM;
static const std::string SETTING_SKY_MOISTURE_LEVEL;
static const std::string SETTING_SKY_DROPLET_RADIUS;
static const std::string SETTING_SKY_ICE_LEVEL;
static const std::string SETTING_REFLECTION_PROBE_AMBIANCE;
static const std::string SETTING_LEGACY_HAZE;
static const LLUUID DEFAULT_ASSET_ID;
typedef PTR_NAMESPACE::shared_ptr<LLSettingsSky> ptr_t;
//---------------------------------------------------------------------
LLSettingsSky(const LLSD &data);
virtual ~LLSettingsSky() { };
virtual ptr_t buildClone() const = 0;
//---------------------------------------------------------------------
virtual std::string getSettingsType() const SETTINGS_OVERRIDE { return std::string("sky"); }
virtual LLSettingsType::type_e getSettingsTypeValue() const SETTINGS_OVERRIDE { return LLSettingsType::ST_SKY; }
// Settings status
virtual void blend(const LLSettingsBase::ptr_t &end, F64 blendf) SETTINGS_OVERRIDE;
virtual void replaceSettings(LLSD settings) SETTINGS_OVERRIDE;
void replaceWithSky(LLSettingsSky::ptr_t pother);
static LLSD defaults(const LLSettingsBase::TrackPosition& position = 0.0f);
F32 getPlanetRadius() const;
F32 getSkyBottomRadius() const;
F32 getSkyTopRadius() const;
F32 getSunArcRadians() const;
F32 getMieAnisotropy() const;
F32 getSkyMoistureLevel() const;
F32 getSkyDropletRadius() const;
F32 getSkyIceLevel() const;
// get the probe ambiance setting as stored in the sky settings asset
F32 getReflectionProbeAmbiance() const;
// get the probe ambiance setting to use for rendering (adjusted by cloud shadow, aka cloud coverage)
F32 getTotalReflectionProbeAmbiance() const;
// Return first (only) profile layer represented in LLSD
LLSD getRayleighConfig() const;
LLSD getMieConfig() const;
LLSD getAbsorptionConfig() const;
// Return entire LLSDArray of profile layers represented in LLSD
LLSD getRayleighConfigs() const;
LLSD getMieConfigs() const;
LLSD getAbsorptionConfigs() const;
LLUUID getBloomTextureId() const;
LLUUID getRainbowTextureId() const;
LLUUID getHaloTextureId() const;
void setRayleighConfigs(const LLSD& rayleighConfig);
void setMieConfigs(const LLSD& mieConfig);
void setAbsorptionConfigs(const LLSD& absorptionConfig);
void setPlanetRadius(F32 radius);
void setSkyBottomRadius(F32 radius);
void setSkyTopRadius(F32 radius);
void setSunArcRadians(F32 radians);
void setMieAnisotropy(F32 aniso_factor);
void setSkyMoistureLevel(F32 moisture_level);
void setSkyDropletRadius(F32 radius);
void setSkyIceLevel(F32 ice_level);
void setReflectionProbeAmbiance(F32 ambiance);
//---------------------------------------------------------------------
LLColor3 getAmbientColor() const;
void setAmbientColor(const LLColor3 &val);
LLColor3 getCloudColor() const;
void setCloudColor(const LLColor3 &val);
LLUUID getCloudNoiseTextureId() const;
void setCloudNoiseTextureId(const LLUUID &id);
LLColor3 getCloudPosDensity1() const;
void setCloudPosDensity1(const LLColor3 &val);
LLColor3 getCloudPosDensity2() const;
void setCloudPosDensity2(const LLColor3 &val);
F32 getCloudScale() const;
void setCloudScale(F32 val);
LLVector2 getCloudScrollRate() const;
void setCloudScrollRate(const LLVector2 &val);
void setCloudScrollRateX(F32 val);
void setCloudScrollRateY(F32 val);
F32 getCloudShadow() const;
void setCloudShadow(F32 val);
F32 getCloudVariance() const;
void setCloudVariance(F32 val);
F32 getDomeOffset() const;
F32 getDomeRadius() const;
F32 getGamma() const;
void setGamma(F32 val);
LLColor3 getGlow() const;
void setGlow(const LLColor3 &val);
F32 getMaxY() const;
void setMaxY(F32 val);
LLQuaternion getMoonRotation() const;
void setMoonRotation(const LLQuaternion &val);
F32 getMoonScale() const;
void setMoonScale(F32 val);
LLUUID getMoonTextureId() const;
void setMoonTextureId(LLUUID id);
F32 getMoonBrightness() const;
void setMoonBrightness(F32 brightness_factor);
F32 getStarBrightness() const;
void setStarBrightness(F32 val);
LLColor3 getSunlightColor() const;
void setSunlightColor(const LLColor3 &val);
LLQuaternion getSunRotation() const;
void setSunRotation(const LLQuaternion &val) ;
F32 getSunScale() const;
void setSunScale(F32 val);
LLUUID getSunTextureId() const;
void setSunTextureId(LLUUID id);
//=====================================================================
// transient properties used in animations.
LLUUID getNextSunTextureId() const;
LLUUID getNextMoonTextureId() const;
LLUUID getNextCloudNoiseTextureId() const;
LLUUID getNextBloomTextureId() const;
//=====================================================================
virtual void loadTextures() { };
//=====================================================================
virtual validation_list_t getValidationList() const SETTINGS_OVERRIDE;
static validation_list_t validationList();
static LLSD translateLegacySettings(const LLSD& legacy);
// LEGACY_ATMOSPHERICS
static LLSD translateLegacyHazeSettings(const LLSD& legacy);
LLColor3 getLightAttenuation(F32 distance) const;
LLColor3 getLightTransmittance(F32 distance) const;
LLColor3 getLightTransmittanceFast(const LLColor3& total_density, const F32 density_multiplier, const F32 distance) const;
LLColor3 getTotalDensity() const;
LLColor3 gammaCorrect(const LLColor3& in,const F32 &gamma) const;
LLColor3 getBlueDensity() const;
LLColor3 getBlueHorizon() const;
F32 getHazeDensity() const;
F32 getHazeHorizon() const;
F32 getDensityMultiplier() const;
F32 getDistanceMultiplier() const;
void setBlueDensity(const LLColor3 &val);
void setBlueHorizon(const LLColor3 &val);
void setDensityMultiplier(F32 val);
void setDistanceMultiplier(F32 val);
void setHazeDensity(F32 val);
void setHazeHorizon(F32 val);
// Internal/calculated settings
bool getIsSunUp() const;
bool getIsMoonUp() const;
// determines how much the haze glow effect occurs in rendering
F32 getSunMoonGlowFactor() const;
LLVector3 getLightDirection() const;
LLColor3 getLightDiffuse() const;
LLVector3 getSunDirection() const;
LLVector3 getMoonDirection() const;
// color based on brightness
LLColor3 getMoonlightColor() const;
LLColor4 getMoonAmbient() const;
LLColor3 getMoonDiffuse() const;
LLColor4 getSunAmbient() const;
LLColor3 getSunDiffuse() const;
LLColor4 getTotalAmbient() const;
LLColor4 getHazeColor() const;
LLColor3 getSunlightColorClamped() const;
LLColor3 getAmbientColorClamped() const;
virtual LLSettingsBase::ptr_t buildDerivedClone() const SETTINGS_OVERRIDE { return buildClone(); }
static LLUUID GetDefaultAssetId();
static LLUUID GetDefaultSunTextureId();
static LLUUID GetBlankSunTextureId();
static LLUUID GetDefaultMoonTextureId();
static LLUUID GetDefaultCloudNoiseTextureId();
static LLUUID GetDefaultBloomTextureId();
static LLUUID GetDefaultRainbowTextureId();
static LLUUID GetDefaultHaloTextureId();
static LLSD createDensityProfileLayer(
F32 width,
F32 exponential_term,
F32 exponential_scale_factor,
F32 linear_term,
F32 constant_term,
F32 aniso_factor = 0.0f);
static LLSD createSingleLayerDensityProfile(
F32 width,
F32 exponential_term,
F32 exponential_scale_factor,
F32 linear_term,
F32 constant_term,
F32 aniso_factor = 0.0f);
virtual void updateSettings() SETTINGS_OVERRIDE;
protected:
static const std::string SETTING_LEGACY_EAST_ANGLE;
static const std::string SETTING_LEGACY_ENABLE_CLOUD_SCROLL;
static const std::string SETTING_LEGACY_SUN_ANGLE;
LLSettingsSky();
virtual stringset_t getSlerpKeys() const SETTINGS_OVERRIDE;
virtual stringset_t getSkipInterpolateKeys() const SETTINGS_OVERRIDE;
LLUUID mNextSunTextureId;
LLUUID mNextMoonTextureId;
LLUUID mNextCloudTextureId;
LLUUID mNextBloomTextureId;
LLUUID mNextRainbowTextureId;
LLUUID mNextHaloTextureId;
private:
static LLSD rayleighConfigDefault();
static LLSD absorptionConfigDefault();
static LLSD mieConfigDefault();
LLColor3 getColor(const std::string& key, const LLColor3& default_value) const;
F32 getFloat(const std::string& key, F32 default_value) const;
void calculateHeavenlyBodyPositions() const;
void calculateLightSettings() const;
void clampColor(LLColor3& color, F32 gamma, const F32 scale = 1.0f) const;
mutable LLVector3 mSunDirection;
mutable LLVector3 mMoonDirection;
mutable LLVector3 mLightDirection;
static const F32 DOME_RADIUS;
static const F32 DOME_OFFSET;
mutable LLColor4 mMoonAmbient;
mutable LLColor3 mMoonDiffuse;
mutable LLColor4 mSunAmbient;
mutable LLColor3 mSunDiffuse;
mutable LLColor4 mTotalAmbient;
mutable LLColor4 mHazeColor;
typedef std::map<std::string, S32> mapNameToUniformId_t;
static mapNameToUniformId_t sNameToUniformMapping;
};
#endif
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