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/**
* @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 <vector>
#include <map>
#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)
{
size_t len = stringVal.length();
if (len > 0)
{
name = stringVal.substr(0, len - 1);
scope = (EScope) atoi(stringVal.substr(len - 1, len).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<LLWLParamManager>
{
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(bool interpolate);
/// apply default sky params
void applyDefaults();
/// apply default sky params
void applyDayCycle(const std::string& day);
// 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<LLWLParamKey, LLWLParamSet> finalizeFromDayCycle(LLWLParamKey::EScope scope);
// returns all skies in map (intended to be called with output from a finalize)
static LLSD createSkyMap(std::map<LLWLParamKey, LLWLParamSet> 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<LLWLParamKey, LLWLParamSet> mParamList;
private:
friend class LLSingleton<LLWLParamManager>;
/*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
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