Rename getFogColor from water and sky settings to getWaterFogColor and getSkyFogColor.
parent
6d77503542
commit
096ea05a93
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@ -76,22 +76,22 @@ public:
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setValue(SETTING_BLUR_MULTIPILER, val);
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}
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LLColor3 getFogColor() const
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LLColor3 getWaterFogColor() const
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{
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return LLColor3(mSettings[SETTING_FOG_COLOR]);
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}
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void setFogColor(LLColor3 val)
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void setWaterFogColor(LLColor3 val)
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{
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setValue(SETTING_FOG_COLOR, val);
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}
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F32 getFogDensity() const
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F32 getWaterFogDensity() const
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{
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return mSettings[SETTING_FOG_DENSITY].asReal();
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}
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void setFogDensity(F32 val)
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void setWaterFogDensity(F32 val)
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{
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setValue(SETTING_FOG_DENSITY, val);
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}
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@ -609,8 +609,8 @@ void LLDrawPoolWater::shade()
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if (screentex > -1)
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{
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shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getFogColor().mV);
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shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, pwater->getFogDensity());
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shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR, 1, pwater->getWaterFogColor().mV);
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shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, pwater->getWaterFogDensity());
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gPipeline.mWaterDis.bindTexture(0, screentex);
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}
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@ -620,8 +620,8 @@ void LLDrawPoolWater::shade()
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if (mVertexShaderLevel == 1)
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{
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LLColor4 fog_color(pwater->getFogColor(), 0.f);
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fog_color[3] = pwater->getFogDensity();
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LLColor4 fog_color(pwater->getWaterFogColor(), 0.f);
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fog_color[3] = pwater->getWaterFogDensity();
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shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, 1, fog_color.mV);
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}
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@ -184,10 +184,10 @@ void LLFloaterEditWater::syncControls()
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mWaterPresetCombo->setValue(name);
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//getChild<LLUICtrl>("WaterGlow")->setValue(col.mV[3]);
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getChild<LLColorSwatchCtrl>("WaterFogColor")->set(LLColor4(pwater->getFogColor()));
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getChild<LLColorSwatchCtrl>("WaterFogColor")->set(LLColor4(pwater->getWaterFogColor()));
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// fog and wavelets
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mWaterAdapter->mFogDensity = pwater->getFogDensity();
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mWaterAdapter->mFogDensity = pwater->getWaterFogDensity();
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getChild<LLUICtrl>("WaterFogDensity")->setValue(mWaterAdapter->mFogDensity.getExp());
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mWaterAdapter->mUnderWaterFogMod = pwater->getFogMod();
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@ -553,8 +553,8 @@ void LLAtmospherics::updateFog(const F32 distance, LLVector3& tosun)
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F32 depth = water_height - camera_height;
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// get the water param manager variables
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float water_fog_density = pwater->getFogDensity();
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LLColor4 water_fog_color(pwater->getFogColor());
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float water_fog_density = pwater->getWaterFogDensity();
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LLColor4 water_fog_color(pwater->getWaterFogColor());
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// adjust the color based on depth. We're doing linear approximations
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float depth_scale = gSavedSettings.getF32("WaterGLFogDepthScale");
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@ -377,11 +377,11 @@ void LLSky::setSunPhase(const F32 phase)
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//////////////////////////////////////////////////////////////////////
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LLColor4 LLSky::getFogColor() const
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LLColor4 LLSky::getSkyFogColor() const
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{
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if (mVOSkyp)
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{
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return mVOSkyp->getFogColor();
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return mVOSkyp->getSkyFogColor();
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}
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return LLColor4(1.f, 1.f, 1.f, 1.f);
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@ -54,7 +54,7 @@ public:
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void setSunDirection(const LLVector3 &sun_direction, const LLVector3 &moon_direction);
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LLColor4 getFogColor() const;
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LLColor4 getSkyFogColor() const;
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void setCloudDensityAtAgent(F32 cloud_density);
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void setWind(const LLVector3& wind);
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@ -570,8 +570,8 @@ void LLTracker::renderBeacon(LLVector3d pos_global,
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color_frac = 1.f - 0.6f*(dist/LLViewerCamera::getInstance()->getFar());
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}
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LLColor4 fogged_color = color_frac * color + (1 - color_frac)*gSky.getFogColor();
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LLColor4 fogged_color_under = color_frac * color_under + (1 - color_frac) * gSky.getFogColor();
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LLColor4 fogged_color = color_frac * color + (1 - color_frac)*gSky.getSkyFogColor();
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LLColor4 fogged_color_under = color_frac * color_under + (1 - color_frac) * gSky.getSkyFogColor();
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F32 FADE_DIST = 3.f;
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fogged_color.mV[3] = llmax(0.2f, llmin(0.5f,(dist-FADE_DIST)/FADE_DIST));
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@ -920,7 +920,7 @@ void display(BOOL rebuild, F32 zoom_factor, int subfield, BOOL for_snapshot)
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gPipeline.mScreen.bindTarget();
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if (LLPipeline::sUnderWaterRender && !gPipeline.canUseWindLightShaders())
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{
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const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getFogColor();
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const LLColor4 &col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
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glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
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}
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gPipeline.mScreen.clear();
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@ -126,7 +126,7 @@ BOOL LLVOGround::updateGeometry(LLDrawable *drawable)
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left_dir.normVec();
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// Our center top point
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LLColor4 ground_color = gSky.getFogColor();
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LLColor4 ground_color = gSky.getSkyFogColor();
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ground_color.mV[3] = 1.f;
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face->setFaceColor(ground_color);
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@ -1254,7 +1254,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
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const F32 attenuation = min_attenuation
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+ cos_angle_of_view * (max_attenuation - min_attenuation);
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LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * getFogColor();
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LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * getSkyFogColor();
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face->setFaceColor(hb_refl_col);
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LLVector3 v_far[2];
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@ -307,7 +307,7 @@ public:
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void setFogRatio(const F32 fog_ratio) { m_legacyAtmospherics.setFogRatio(fog_ratio); }
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F32 getFogRatio() const { return m_legacyAtmospherics.getFogRatio(); }
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LLColor4 getFogColor() const { return m_legacyAtmospherics.getFogColor(); }
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LLColor4 getSkyFogColor() const { return m_legacyAtmospherics.getFogColor(); }
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LLColor4 getGLFogColor() const { return m_legacyAtmospherics.getGLFogColor(); }
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LLColor4U getFadeColor() const;
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@ -10043,7 +10043,7 @@ void LLPipeline::generateWaterReflection(LLCamera& camera_in)
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gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE);
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LLColor3 col = LLEnvironment::instance().getCurrentWater()->getFogColor();
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LLColor3 col = LLEnvironment::instance().getCurrentWater()->getWaterFogColor();
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glClearColor(col.mV[0], col.mV[1], col.mV[2], 0.f);
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mWaterDis.bindTarget();
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LLViewerCamera::sCurCameraID = LLViewerCamera::CAMERA_WATER1;
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