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/**
* @file llwlparammanager.h
* @brief Implementation for the LLWLParamManager class.
*
* $LicenseInfo:firstyear=2007&license=viewergpl$
*
* Copyright (c) 2007-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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.
* $/LicenseInfo$
*/
#ifndef LL_WLPARAMMANAGER_H
#define LL_WLPARAMMANAGER_H
#include <vector>
#include <map>
#include "llwlparamset.h"
#include "llwlanimator.h"
#include "llwldaycycle.h"
#include "llviewercamera.h"
class LLGLSLShader;
// color control
struct WLColorControl {
F32 r, g, b, i; /// the values
char const * name; /// 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, char const * n,
char const * sliderName = "")
: r(red), g(green), b(blue), i(intensity), name(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(name, r, g, b, i);
}
};
// float slider control
struct WLFloatControl {
F32 x;
char const * name;
F32 mult;
inline WLFloatControl(F32 val, char const * n, F32 m=1.0f)
: x(val), name(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(name, x);
}
};
/// WindLight parameter manager class - what controls all the wind light shaders
class LLWLParamManager
{
public:
LLWLParamManager();
~LLWLParamManager();
/// load a preset file
void loadPresets(const LLString & fileName);
/// save the preset file
void savePresets(const LLString & fileName);
/// load an individual preset into the sky
void loadPreset(const LLString & name);
/// save the parameter presets to file
void savePreset(const LLString & name);
/// 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);
// 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;
/// Perform global initialization for this class.
static void initClass(void);
// Cleanup of global data that's only inited once per class.
static void cleanupClass();
/// add a param to the list
bool addParamSet(const std::string& name, LLWLParamSet& param);
/// add a param to the list
BOOL addParamSet(const std::string& name, LLSD const & param);
/// get a param from the list
bool getParamSet(const std::string& name, LLWLParamSet& param);
/// set the param in the list with a new param
bool setParamSet(const std::string& name, LLWLParamSet& param);
/// set the param in the list with a new param
bool setParamSet(const std::string& name, LLSD const & param);
/// gets rid of a parameter and any references to it
/// returns true if successful
bool removeParamSet(const std::string& name, bool delete_from_disk);
// singleton pattern implementation
static LLWLParamManager * instance();
public:
// helper variables
F32 mSunAngle;
F32 mEastAngle;
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;
// length of the day in seconds
F32 mLengthOfDay;
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<std::string, LLWLParamSet> mParamList;
private:
// our parameter manager singleton instance
static LLWLParamManager * sInstance;
};
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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