summaryrefslogtreecommitdiff
path: root/indra/newview/llsettingssky.cpp
blob: d4d9172a75e9353543b57f8fcee34b920c354587 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
/**
* @file llsettingssky.cpp
* @author optional
* @brief A base class for asset based settings groups.
*
* $LicenseInfo:2011&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2017, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA
* $/LicenseInfo$
*/

#include "llviewerprecompiledheaders.h"
#include "llviewercontrol.h"
#include "llsettingssky.h"
#include <algorithm>
#include <boost/make_shared.hpp>
#include "lltrace.h"
#include "llfasttimer.h"
#include "v3colorutil.h"

#include "llglslshader.h"
#include "llviewershadermgr.h"

#include "llenvironment.h"
#include "llsky.h"

//=========================================================================
namespace
{
    const LLVector3 DUE_EAST(0.0f, 0.0f, 1.0);

    LLTrace::BlockTimerStatHandle FTM_BLEND_ENVIRONMENT("Blending Environment Params");
    LLTrace::BlockTimerStatHandle FTM_UPDATE_ENVIRONMENT("Update Environment Params");

    LLQuaternion body_position_from_angles(F32 azimuth, F32 altitude);

}

const F32 LLSettingsSky::DOME_OFFSET(0.96f);
const F32 LLSettingsSky::DOME_RADIUS(15000.f);

//=========================================================================
const std::string LLSettingsSky::SETTING_AMBIENT("ambient");
const std::string LLSettingsSky::SETTING_BLOOM_TEXTUREID("bloom_id");
const std::string LLSettingsSky::SETTING_BLUE_DENSITY("blue_density");
const std::string LLSettingsSky::SETTING_BLUE_HORIZON("blue_horizon");
const std::string LLSettingsSky::SETTING_CLOUD_COLOR("cloud_color");
const std::string LLSettingsSky::SETTING_CLOUD_POS_DENSITY1("cloud_pos_density1");
const std::string LLSettingsSky::SETTING_CLOUD_POS_DENSITY2("cloud_pos_density2");
const std::string LLSettingsSky::SETTING_CLOUD_SCALE("cloud_scale");
const std::string LLSettingsSky::SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate");
const std::string LLSettingsSky::SETTING_CLOUD_SHADOW("cloud_shadow");
const std::string LLSettingsSky::SETTING_CLOUD_TEXTUREID("cloud_id");
const std::string LLSettingsSky::SETTING_DENSITY_MULTIPLIER("density_multiplier");
const std::string LLSettingsSky::SETTING_DISTANCE_MULTIPLIER("distance_multiplier");
const std::string LLSettingsSky::SETTING_DOME_OFFSET("dome_offset");
const std::string LLSettingsSky::SETTING_DOME_RADIUS("dome_radius");
const std::string LLSettingsSky::SETTING_GAMMA("gamma");
const std::string LLSettingsSky::SETTING_GLOW("glow");
const std::string LLSettingsSky::SETTING_HAZE_DENSITY("haze_density");
const std::string LLSettingsSky::SETTING_HAZE_HORIZON("haze_horizon");
const std::string LLSettingsSky::SETTING_LIGHT_NORMAL("lightnorm");
const std::string LLSettingsSky::SETTING_MAX_Y("max_y");
const std::string LLSettingsSky::SETTING_MOON_ROTATION("moon_rotation");
const std::string LLSettingsSky::SETTING_MOON_TEXTUREID("moon_id");
const std::string LLSettingsSky::SETTING_NAME("name");
const std::string LLSettingsSky::SETTING_STAR_BRIGHTNESS("star_brightness");
const std::string LLSettingsSky::SETTING_SUNLIGHT_COLOR("sunlight_color");
const std::string LLSettingsSky::SETTING_SUN_ROTATION("sun_rotation");
const std::string LLSettingsSky::SETTING_SUN_TEXUTUREID("sun_id");

const std::string LLSettingsSky::SETTING_LEGACY_EAST_ANGLE("east_angle");
const std::string LLSettingsSky::SETTING_LEGACY_ENABLE_CLOUD_SCROLL("enable_cloud_scroll");
const std::string LLSettingsSky::SETTING_LEGACY_SUN_ANGLE("sun_angle");


//=========================================================================
LLSettingsSky::LLSettingsSky(const LLSD &data) :
    LLSettingsBase(data)
{
}

LLSettingsSky::LLSettingsSky():
    LLSettingsBase()
{
}

LLSettingsSky::stringset_t LLSettingsSky::getSlerpKeys() const 
{ 
    static stringset_t slepSet;

    if (slepSet.empty())
    {
        slepSet.insert(SETTING_SUN_ROTATION);
        slepSet.insert(SETTING_MOON_ROTATION);
    }

    return slepSet;
}


LLSettingsSky::ptr_t LLSettingsSky::buildFromLegacyPreset(const std::string &name, const LLSD &oldsettings)
{
    LLSD newsettings(defaults());

    newsettings[SETTING_NAME] = name;


    if (oldsettings.has(SETTING_AMBIENT))
    {
        newsettings[SETTING_AMBIENT] = LLColor4(oldsettings[SETTING_AMBIENT]).getValue();
    }
    if (oldsettings.has(SETTING_BLUE_DENSITY))
    {
        newsettings[SETTING_BLUE_DENSITY] = LLColor4(oldsettings[SETTING_BLUE_DENSITY]).getValue();
    }
    if (oldsettings.has(SETTING_BLUE_HORIZON))
    {
        newsettings[SETTING_BLUE_HORIZON] = LLColor4(oldsettings[SETTING_BLUE_HORIZON]).getValue();
    }
    if (oldsettings.has(SETTING_CLOUD_COLOR))
    {
        newsettings[SETTING_CLOUD_COLOR] = LLColor4(oldsettings[SETTING_CLOUD_COLOR]).getValue();
    }
    if (oldsettings.has(SETTING_CLOUD_POS_DENSITY1))
    {
        newsettings[SETTING_CLOUD_POS_DENSITY1] = LLColor4(oldsettings[SETTING_CLOUD_POS_DENSITY1]).getValue();
    }
    if (oldsettings.has(SETTING_CLOUD_POS_DENSITY2))
    {
        newsettings[SETTING_CLOUD_POS_DENSITY2] = LLColor4(oldsettings[SETTING_CLOUD_POS_DENSITY2]).getValue();
    }
    if (oldsettings.has(SETTING_CLOUD_SCALE))
    {
        newsettings[SETTING_CLOUD_SCALE] = LLSD::Real(oldsettings[SETTING_CLOUD_SCALE][0].asReal());
    }
    if (oldsettings.has(SETTING_CLOUD_SCROLL_RATE))
    {
        LLVector2 cloud_scroll(oldsettings[SETTING_CLOUD_SCROLL_RATE]);

        if (oldsettings.has(SETTING_LEGACY_ENABLE_CLOUD_SCROLL))
        {
            LLSD enabled = oldsettings[SETTING_LEGACY_ENABLE_CLOUD_SCROLL];
            if (!enabled[0].asBoolean())
                cloud_scroll.mV[0] = 0.0f;
            if (!enabled[1].asBoolean())
                cloud_scroll.mV[1] = 0.0f;
        }

        newsettings[SETTING_CLOUD_SCROLL_RATE] = cloud_scroll.getValue();
    }
    if (oldsettings.has(SETTING_CLOUD_SHADOW))
    {
        newsettings[SETTING_CLOUD_SHADOW] = LLSD::Real(oldsettings[SETTING_CLOUD_SHADOW][0].asReal());
    }
    if (oldsettings.has(SETTING_DENSITY_MULTIPLIER))
    {
        newsettings[SETTING_DENSITY_MULTIPLIER] = LLSD::Real(oldsettings[SETTING_DENSITY_MULTIPLIER][0].asReal());
    }
    if (oldsettings.has(SETTING_DISTANCE_MULTIPLIER))
    {
        newsettings[SETTING_DISTANCE_MULTIPLIER] = LLSD::Real(oldsettings[SETTING_DISTANCE_MULTIPLIER][0].asReal());
    }
    if (oldsettings.has(SETTING_GAMMA))
    {
        newsettings[SETTING_GAMMA] = LLVector4(oldsettings[SETTING_GAMMA]).getValue();
    }
    if (oldsettings.has(SETTING_GLOW))
    {
        newsettings[SETTING_GLOW] = LLColor4(oldsettings[SETTING_GLOW]).getValue();
    }
    if (oldsettings.has(SETTING_HAZE_DENSITY))
    {
        newsettings[SETTING_HAZE_DENSITY] = LLSD::Real(oldsettings[SETTING_HAZE_DENSITY][0].asReal());
    }
    if (oldsettings.has(SETTING_HAZE_HORIZON))
    {
        newsettings[SETTING_HAZE_HORIZON] = LLSD::Real(oldsettings[SETTING_HAZE_HORIZON][0].asReal());
    }
    if (oldsettings.has(SETTING_LIGHT_NORMAL))
    {
        newsettings[SETTING_LIGHT_NORMAL] = LLVector4(oldsettings[SETTING_LIGHT_NORMAL]).getValue();
    }
    if (oldsettings.has(SETTING_MAX_Y))
    {
        newsettings[SETTING_MAX_Y] = LLSD::Real(oldsettings[SETTING_MAX_Y][0].asReal());
    }
    if (oldsettings.has(SETTING_STAR_BRIGHTNESS))
    {
        newsettings[SETTING_STAR_BRIGHTNESS] = LLSD::Real(oldsettings[SETTING_STAR_BRIGHTNESS].asReal());
    }
    if (oldsettings.has(SETTING_SUNLIGHT_COLOR))
    {
        newsettings[SETTING_SUNLIGHT_COLOR] = LLColor4(oldsettings[SETTING_SUNLIGHT_COLOR]).getValue();
    }


//     dfltsetting[SETTING_DOME_OFFSET] = LLSD::Real(0.96f);
//     dfltsetting[SETTING_DOME_RADIUS] = LLSD::Real(15000.f);
// 
//     dfltsetting[SETTING_MOON_ROTATION] = moonquat.getValue();
//     dfltsetting[SETTING_SUN_ROTATION] = sunquat.getValue();
// 
//     dfltsetting[SETTING_BLOOM_TEXTUREID] = LLUUID::null;
//     dfltsetting[SETTING_CLOUD_TEXTUREID] = LLUUID::null;
//     dfltsetting[SETTING_MOON_TEXTUREID] = IMG_SUN; // gMoonTextureID;   // These two are returned by the login... wow!
//     dfltsetting[SETTING_SUN_TEXUTUREID] = IMG_MOON; // gSunTextureID;

    if (oldsettings.has(SETTING_LEGACY_EAST_ANGLE) && oldsettings.has(SETTING_LEGACY_SUN_ANGLE))
    {   // convert the east and sun angles into a quaternion.
        F32 azimuth = oldsettings[SETTING_LEGACY_EAST_ANGLE].asReal();
        F32 altitude = oldsettings[SETTING_LEGACY_SUN_ANGLE].asReal();

        LLQuaternion sunquat = ::body_position_from_angles(azimuth, altitude);
        LLQuaternion moonquat = ::body_position_from_angles(azimuth + F_PI, -altitude);

        newsettings[SETTING_SUN_ROTATION] = sunquat.getValue();
        newsettings[SETTING_MOON_ROTATION] = moonquat.getValue();
    }

    LLSettingsSky::ptr_t skyp = boost::make_shared<LLSettingsSky>(newsettings);
    skyp->update();

    return skyp;    
}

LLSettingsSky::ptr_t LLSettingsSky::buildDefaultSky()
{
    LLSD settings = LLSettingsSky::defaults();

    LLSettingsSky::ptr_t skyp = boost::make_shared<LLSettingsSky>(settings);
    //skyp->update();

    return skyp;
}


// Settings status 

LLSettingsSky::ptr_t LLSettingsSky::blend(const LLSettingsSky::ptr_t &other, F32 mix) const
{
    LL_RECORD_BLOCK_TIME(FTM_BLEND_ENVIRONMENT);
    LL_INFOS("WINDLIGHT", "SKY", "EEP") << "Blending new sky settings object." << LL_ENDL;

    LLSettingsSky::ptr_t skyp = boost::make_shared<LLSettingsSky>(mSettings);
    // the settings in the initial constructor are references tho this' settings block.  
    // They will be replaced in the following lerp
    skyp->lerpSettings(*other, mix);

    return skyp;
}


LLSD LLSettingsSky::defaults()
{
    LLSD dfltsetting;

    
    LLQuaternion sunquat;
    sunquat.setEulerAngles(1.39626, 0.0, 0.0); // 80deg Azumith/0deg East
    LLQuaternion moonquat = ~sunquat;

    // Magic constants copied form dfltsetting.xml 
    dfltsetting[SETTING_AMBIENT]            = LLColor4::white.getValue();
    dfltsetting[SETTING_BLUE_DENSITY]       = LLColor4(0.2447, 0.4487, 0.7599, 1.0).getValue();
    dfltsetting[SETTING_BLUE_HORIZON]       = LLColor4(0.4954, 0.4954, 0.6399, 1.0).getValue();
    dfltsetting[SETTING_CLOUD_COLOR]        = LLColor4(0.4099, 0.4099, 0.4099, 1.0).getValue();
    dfltsetting[SETTING_CLOUD_POS_DENSITY1] = LLColor4(1.0000, 0.5260, 1.0000, 1.0).getValue();
    dfltsetting[SETTING_CLOUD_POS_DENSITY2] = LLColor4(1.0000, 0.5260, 1.0000, 1.0).getValue();
    dfltsetting[SETTING_CLOUD_SCALE]        = LLSD::Real(0.4199);
    dfltsetting[SETTING_CLOUD_SCROLL_RATE]  = LLSDArray(10.1999)(10.0109);
    dfltsetting[SETTING_CLOUD_SHADOW]       = LLSD::Real(0.2699);
    dfltsetting[SETTING_DENSITY_MULTIPLIER] = LLSD::Real(0.0001);
    dfltsetting[SETTING_DISTANCE_MULTIPLIER] = LLSD::Real(0.8000);
    dfltsetting[SETTING_DOME_OFFSET]        = LLSD::Real(0.96f);
    dfltsetting[SETTING_DOME_RADIUS]        = LLSD::Real(15000.f);
    dfltsetting[SETTING_GAMMA]              = LLVector4(1.0, 0.0, 0.0, 1.0).getValue();
    dfltsetting[SETTING_GLOW]               = LLColor4(5.000, 0.0010, -0.4799, 1.0).getValue();   // *RIDER: This is really weird for a color... TODO: check if right.
    dfltsetting[SETTING_HAZE_DENSITY]       = LLSD::Real(0.6999);
    dfltsetting[SETTING_HAZE_HORIZON]       = LLSD::Real(0.1899);
    dfltsetting[SETTING_LIGHT_NORMAL]       = LLVector4(0.0000, 0.9126, -0.4086, 0.0000).getValue();
    dfltsetting[SETTING_MAX_Y]              = LLSD::Real(1605);
    dfltsetting[SETTING_MOON_ROTATION]      = moonquat.getValue();
    dfltsetting[SETTING_NAME]               = std::string("_default_");
    dfltsetting[SETTING_STAR_BRIGHTNESS]    = LLSD::Real(0.0000);
    dfltsetting[SETTING_SUNLIGHT_COLOR]     = LLColor4(0.7342, 0.7815, 0.8999, 1.0).getValue();
    dfltsetting[SETTING_SUN_ROTATION]       = sunquat.getValue();

    dfltsetting[SETTING_BLOOM_TEXTUREID]    = LLUUID::null;
    dfltsetting[SETTING_CLOUD_TEXTUREID]    = LLUUID::null;
    dfltsetting[SETTING_MOON_TEXTUREID]     = IMG_MOON; // gMoonTextureID;   // These two are returned by the login... wow!
    dfltsetting[SETTING_SUN_TEXUTUREID]     = IMG_SUN;  // gSunTextureID;

    return dfltsetting;
}

void LLSettingsSky::updateSettings()
{
    LL_RECORD_BLOCK_TIME(FTM_UPDATE_ENVIRONMENT);
    LL_INFOS("WINDLIGHT", "SKY", "EEP") << "WL Parameters are dirty.  Reticulating Splines..." << LL_ENDL;

    // base class clears dirty flag so as to not trigger recursive update
    LLSettingsBase::updateSettings();

    calculateHeavnlyBodyPositions();
    calculateLightSettings();
}

void LLSettingsSky::calculateHeavnlyBodyPositions()
{
    mSunDirection = DUE_EAST * getSunRotation();
    mSunDirection.normalize();
    mMoonDirection = DUE_EAST * getMoonRotation();
    mMoonDirection.normalize();

    {   // set direction (in CRF) and don't allow overriding
        LLVector3 crf_sunDirection(mSunDirection.mV[2], mSunDirection.mV[0], mSunDirection.mV[1]);

        gSky.setSunDirection(crf_sunDirection, LLVector3(0, 0, 0));
        gSky.setOverrideSun(TRUE);
    }

    // is the normal from the sun or the moon
    if (mSunDirection.mV[1] >= 0.0)
    {
        mLightDirection = mSunDirection;
    }
    else if (mSunDirection.mV[1] < 0.0 && mSunDirection.mV[1] > LLSky::NIGHTTIME_ELEVATION_COS)
    {
        // clamp v1 to 0 so sun never points up and causes weirdness on some machines
        LLVector3 vec(mSunDirection);
        vec.mV[1] = 0.0;
        vec.normalize();
        mLightDirection = vec;
    }
    else
    {
        mLightDirection = mMoonDirection;
    }

    // calculate the clamp lightnorm for sky (to prevent ugly banding in sky
    // when haze goes below the horizon
    mClampedLightDirection = mLightDirection;

    if (mClampedLightDirection.mV[1] < -0.1f)
    {
        mClampedLightDirection.mV[1] = -0.1f;
        mClampedLightDirection.normalize();
    }
}

void LLSettingsSky::calculateLightSettings()
{
#if 0
    LLColor3 vary_HazeColor;
    LLColor3 vary_SunlightColor;
    LLColor3 vary_AmbientColor;
    {
        // Initialize temp variables
        LLColor3 sunlight = getSunlightColor();

        // Fetch these once...
        F32 haze_density = getHazeDensity();
        F32 haze_horizon = getHazeHorizon();
        F32 density_multiplier = getDensityMultiplier();
        F32 max_y = getMaxY();
        F32 gamma = getGama();
        F32 cloud_shadow = getCloudShadow();
        LLColor3 blue_density = getBlueDensity();
        LLColor3 blue_horizon = getBlueHorizon();
        LLColor3 ambient = getAmbientColor();


        // Sunlight attenuation effect (hue and brightness) due to atmosphere
        // this is used later for sunlight modulation at various altitudes
        LLColor3 light_atten =  
            (blue_density * 1.0 + smear(haze_density * 0.25f)) * (density_multiplier * max_y);

        // Calculate relative weights
        LLColor3 temp2(0.f, 0.f, 0.f);
        LLColor3 temp1 = blue_density + smear(haze_density);
        LLColor3 blue_weight = componentDiv(blue_density, temp1);
        LLColor3 haze_weight = componentDiv(smear(haze_density), temp1);

        // Compute sunlight from P & lightnorm (for long rays like sky)
        /// USE only lightnorm.
        // temp2[1] = llmax(0.f, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );

        // and vary_sunlight will work properly with moon light
        F32 lighty = mLightDirection[1];
        if (lighty < LLSky::NIGHTTIME_ELEVATION_COS)
        {
            lighty = -lighty;
        }

        temp2.mV[1] = llmax(0.f, lighty);
        if (temp2.mV[1] > 0.f)
        {
            temp2.mV[1] = 1.f / temp2.mV[1];
        }
        componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));

        // Distance
        temp2.mV[2] = density_multiplier;

        // Transparency (-> temp1)
        temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);

        // vary_AtmosAttenuation = temp1; 

        //increase ambient when there are more clouds
        LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5f;

        //haze color
        vary_HazeColor =
            (blue_horizon * blue_weight * (sunlight*(1.f - cloud_shadow) + tmpAmbient)
            + componentMult(haze_horizon * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient)
            );

        //brightness of surface both sunlight and ambient
        vary_SunlightColor = componentMult(sunlight, temp1) * 1.f;
        vary_SunlightColor.clamp();
        vary_SunlightColor = smear(1.0f) - vary_SunlightColor;
        vary_SunlightColor = componentPow(vary_SunlightColor, gamma);
        vary_SunlightColor = smear(1.0f) - vary_SunlightColor;
        vary_AmbientColor = componentMult(tmpAmbient, temp1) * 0.5;
        vary_AmbientColor.clamp();
        vary_AmbientColor = smear(1.0f) - vary_AmbientColor;
        vary_AmbientColor = componentPow(vary_AmbientColor, gamma);
        vary_AmbientColor = smear(1.0f) - vary_AmbientColor;

        componentMultBy(vary_HazeColor, LLColor3(1.f, 1.f, 1.f) - temp1);

    }

    float dp = getSunDirection() * LLVector3(0, 0, 1.f); // a dot b
    if (dp < 0)
    {
        dp = 0;
    }

    // Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio
    // between sunlight and point lights in windlight to normalize point lights.
    F32 sun_dynamic_range = std::max(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f);
    
    LLEnvironment::instance().setSceneLightStrength(2.0f * (1.0f + sun_dynamic_range * dp));

    mSunDiffuse = vary_SunlightColor;
    mSunAmbient = vary_AmbientColor;
    mMoonDiffuse = vary_SunlightColor;
    mMoonAmbient = vary_AmbientColor;

    mTotalAmbient = vary_AmbientColor;
    mTotalAmbient.setAlpha(1);

    mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
    mFadeColor.setAlpha(1);
#endif
}

LLSettingsSky::parammapping_t LLSettingsSky::getParameterMap() const
{
    static parammapping_t param_map;

    if (param_map.empty())
    {
        param_map[SETTING_AMBIENT] = LLShaderMgr::AMBIENT;
        param_map[SETTING_BLUE_DENSITY] = LLShaderMgr::BLUE_DENSITY;
        param_map[SETTING_BLUE_HORIZON] = LLShaderMgr::BLUE_HORIZON;
        param_map[SETTING_CLOUD_COLOR] = LLShaderMgr::CLOUD_COLOR;

        param_map[SETTING_CLOUD_POS_DENSITY2] = LLShaderMgr::CLOUD_POS_DENSITY2;
        param_map[SETTING_CLOUD_SCALE] = LLShaderMgr::CLOUD_SCALE;
        param_map[SETTING_CLOUD_SHADOW] = LLShaderMgr::CLOUD_SHADOW;
        param_map[SETTING_DENSITY_MULTIPLIER] = LLShaderMgr::DENSITY_MULTIPLIER;
        param_map[SETTING_DISTANCE_MULTIPLIER] = LLShaderMgr::DISTANCE_MULTIPLIER;
        param_map[SETTING_GAMMA] = LLShaderMgr::GAMMA;
        param_map[SETTING_GLOW] = LLShaderMgr::GLOW;
        param_map[SETTING_HAZE_DENSITY] = LLShaderMgr::HAZE_DENSITY;
        param_map[SETTING_HAZE_HORIZON] = LLShaderMgr::HAZE_HORIZON;
        param_map[SETTING_MAX_Y] = LLShaderMgr::MAX_Y;
        param_map[SETTING_SUNLIGHT_COLOR] = LLShaderMgr::SUNLIGHT_COLOR;
    }

    return param_map;
}

void LLSettingsSky::applySpecial(void *ptarget)
{
    LLGLSLShader *shader = (LLGLSLShader *)ptarget;

    shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mClampedLightDirection.mV);

    shader->uniform4f(LLShaderMgr::GAMMA, getGama(), 0.0, 0.0, 1.0);

    {
        //LLEnvironment::instance().getCloudDelta();
        LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]);
        vect_c_p_d1 += LLVector4(LLEnvironment::instance().getCloudScrollDelta());
        shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, 1, vect_c_p_d1.mV);
    }

//     {
//         LLVector4 val(mSettings[ ];
//         val.mV[0] = F32(i->second[0].asReal()) + mCloudScrollXOffset;
//         val.mV[1] = F32(i->second[1].asReal()) + mCloudScrollYOffset;
//         val.mV[2] = (F32)i->second[2].asReal();
//         val.mV[3] = (F32)i->second[3].asReal();
// 
//         stop_glerror();
//         //_WARNS("RIDER") << "pushing '" << param.String() << "' as " << val << LL_ENDL;
//         shader->uniform4fv(param, 1, val.mV);
//         stop_glerror();
// 
//     }

    //param_map[SETTING_CLOUD_POS_DENSITY1] = LLShaderMgr::CLOUD_POS_DENSITY1;

}

//=========================================================================
namespace
{
    LLQuaternion body_position_from_angles(F32 azimuth, F32 altitude)
    {
        static const LLVector3 VECT_ZENITH(0.f, 1.f, 0.f);
        static const LLVector3 VECT_NORTHSOUTH(1.f, 0.f, 0.f);

        // Azimuth is traditionally calculated from North, we are going from East.
        LLQuaternion rot_azi;
        LLQuaternion rot_alt;

        rot_azi.setAngleAxis(azimuth, VECT_ZENITH);
        rot_alt.setAngleAxis(-altitude, VECT_NORTHSOUTH);

        LLQuaternion body_quat = rot_alt * rot_azi;
        body_quat.normalize();

        LLVector3 sun_vector = (DUE_EAST * body_quat);


        LL_WARNS("RIDER") << "Azimuth=" << azimuth << " Altitude=" << altitude << " Body Vector=" << sun_vector.getValue() << LL_ENDL;

        return body_quat;
    }
}