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/**
* @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_INFOS2("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_INFOS2("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));
//llinfos << "Loading WindLight sky setting from " << pathName << llendl;
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);
llinfos << "Loading User WindLight sky setting from " << pathName << llendl;
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;
}
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