Move moisture/ice/droplet radius controls to atmos tab instead of (hidden) density tab.

Make frag shader version of vert WL shader to include rainbow/halo effect in non-advanced WL sky.
master
Graham Linden 2018-10-10 00:44:34 +01:00
parent 6015e2a505
commit 4b174a31c8
6 changed files with 343 additions and 94 deletions

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@ -0,0 +1,197 @@
/**
* @file class2/deferred/skyF.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 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
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
// Inputs
uniform vec3 camPosLocal;
uniform vec4 lightnorm;
uniform vec4 sunlight_color;
uniform vec4 ambient;
uniform vec4 blue_horizon;
uniform vec4 blue_density;
uniform float haze_horizon;
uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
uniform vec4 cloud_color;
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_data[3];
#else
#define frag_data gl_FragData
#endif
VARYING vec3 pos;
/////////////////////////////////////////////////////////////////////////
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
uniform vec4 gamma;
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
uniform float moisture_level;
uniform float droplet_radius;
uniform float ice_level;
vec3 rainbow(float d)
{
float rad = (droplet_radius - 5.0f) / 1024.0f;
return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level;
}
vec3 halo22(float d)
{
float v = sqrt(max(0, 1 - (d*d)));
return texture2D(halo_map, vec2(0, v)).rgb * ice_level;
}
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);
void main()
{
// World / view / projection
// Get relative position
vec3 P = pos.xyz - camPosLocal.xyz + vec3(0,50,0);
// Set altitude
if (P.y > 0.)
{
P *= (max_y / P.y);
}
else
{
P *= (-32000. / P.y);
}
// Can normalize then
vec3 Pn = normalize(P);
float Plen = length(P);
// Initialize temp variables
vec4 temp1 = vec4(0.);
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
vec4 sunlight = sunlight_color;
vec4 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
// Calculate relative weights
temp1 = blue_density + haze_density;
blue_weight = blue_density / temp1;
haze_weight = haze_density / temp1;
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.y = max(0., max(0., Pn.y) * 1.0 + lightnorm.y );
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
// Distance
temp2.z = Plen * density_multiplier;
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
temp1 = exp(-temp1 * temp2.z);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
temp2.x = 1. - temp2.x;
// temp2.x is 0 at the sun and increases away from sun
temp2.x = max(temp2.x, .001);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.x *= glow.x;
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.x += .25;
// Haze color above cloud
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient)
);
// Increase ambient when there are more clouds
vec4 tmpAmbient = ambient;
tmpAmbient += (1. - tmpAmbient) * cloud_shadow * 0.5;
// Dim sunlight by cloud shadow percentage
sunlight *= (1. - cloud_shadow);
// Haze color below cloud
vec4 additiveColorBelowCloud = ( blue_horizon * blue_weight * (sunlight + tmpAmbient)
+ (haze_horizon * haze_weight) * (sunlight * temp2.x + tmpAmbient)
);
// Final atmosphere additive
color *= (1. - temp1);
// Attenuate cloud color by atmosphere
temp1 = sqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));
float optic_d = dot(Pn, lightnorm.xyz);
vec3 halo_22 = halo22(optic_d);
if (optic_d <= 0)
color.rgb += rainbow(optic_d);
color.rgb += halo_22;
color *= 2.;
/// Gamma correct for WL (soft clip effect).
frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0);
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog
}

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@ -0,0 +1,42 @@
/**
* @file WLSkyV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2005, 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
* $/LicenseInfo$
*/
uniform mat4 modelview_projection_matrix;
ATTRIBUTE vec3 position;
// SKY ////////////////////////////////////////////////////////////////////////
// The vertex shader for creating the atmospheric sky
///////////////////////////////////////////////////////////////////////////////
VARYING vec3 pos;
void main()
{
// World / view / projection
pos = position.xyz;
gl_Position = modelview_projection_matrix * vec4(position.xyz, 1.0);
}

View File

@ -137,7 +137,9 @@ BOOL LLPanelSettingsSkyAtmosTab::postBuild()
getChild<LLUICtrl>(FIELD_SKY_DENSITY_MULTIP)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDensityMultipChanged(); });
getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDistanceMultipChanged(); });
getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMaxAltChanged(); });
getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoistureLevelChanged(); });
getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDropletRadiusChanged(); });
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onIceLevelChanged(); });
refresh();
return TRUE;
@ -153,6 +155,9 @@ void LLPanelSettingsSkyAtmosTab::setEnabled(BOOL enabled)
getChild<LLUICtrl>(FIELD_SKY_DENSITY_MULTIP)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setEnabled(enabled);
}
void LLPanelSettingsSkyAtmosTab::refresh()
@ -178,6 +183,13 @@ void LLPanelSettingsSkyAtmosTab::refresh()
getChild<LLUICtrl>(FIELD_SKY_DISTANCE_MULTIP)->setValue(mSkySettings->getDistanceMultiplier());
getChild<LLUICtrl>(FIELD_SKY_MAX_ALT)->setValue(mSkySettings->getMaxY());
F32 moisture_level = mSkySettings->getSkyMoistureLevel();
F32 droplet_radius = mSkySettings->getSkyDropletRadius();
F32 ice_level = mSkySettings->getSkyIceLevel();
getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setValue(moisture_level);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setValue(droplet_radius);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setValue(ice_level);
}
//-------------------------------------------------------------------------
@ -244,13 +256,36 @@ void LLPanelSettingsSkyAtmosTab::onMaxAltChanged()
setIsDirty();
}
void LLPanelSettingsSkyAtmosTab::onMoistureLevelChanged()
{
F32 moisture_level = getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->getValue().asReal();
mSkySettings->setSkyMoistureLevel(moisture_level);
mSkySettings->update();
setIsDirty();
}
void LLPanelSettingsSkyAtmosTab::onDropletRadiusChanged()
{
F32 droplet_radius = getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->getValue().asReal();
mSkySettings->setSkyDropletRadius(droplet_radius);
mSkySettings->update();
setIsDirty();
}
void LLPanelSettingsSkyAtmosTab::onIceLevelChanged()
{
F32 ice_level = getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->getValue().asReal();
mSkySettings->setSkyIceLevel(ice_level);
mSkySettings->update();
setIsDirty();
}
//==========================================================================
LLPanelSettingsSkyCloudTab::LLPanelSettingsSkyCloudTab() :
LLPanelSettingsSky()
{
}
BOOL LLPanelSettingsSkyCloudTab::postBuild()
{
getChild<LLUICtrl>(FIELD_SKY_CLOUD_COLOR)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onCloudColorChanged(); });
@ -564,10 +599,6 @@ BOOL LLPanelSettingsSkyDensityTab::postBuild()
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onAbsorptionMaxAltitudeChanged(); });
getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onMoistureLevelChanged(); });
getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onDropletRadiusChanged(); });
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setCommitCallback([this](LLUICtrl *, const LLSD &) { onIceLevelChanged(); });
refresh();
return TRUE;
}
@ -594,11 +625,6 @@ void LLPanelSettingsSkyDensityTab::setEnabled(BOOL enabled)
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setEnabled(enabled);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setEnabled(enabled);
}
void LLPanelSettingsSkyDensityTab::refresh()
@ -637,10 +663,6 @@ void LLPanelSettingsSkyDensityTab::refresh()
F32 absorption_constant_term = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM].asReal();
F32 absorption_max_alt = absorption_config[LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH].asReal();
F32 moisture_level = mSkySettings->getSkyMoistureLevel();
F32 droplet_radius = mSkySettings->getSkyDropletRadius();
F32 ice_level = mSkySettings->getSkyIceLevel();
getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL)->setValue(rayleigh_exponential_term);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_EXPONENTIAL_SCALE)->setValue(rayleigh_exponential_scale);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_RAYLEIGH_LINEAR)->setValue(rayleigh_linear_term);
@ -659,10 +681,6 @@ void LLPanelSettingsSkyDensityTab::refresh()
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_LINEAR)->setValue(absorption_linear_term);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_CONSTANT)->setValue(absorption_constant_term);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ABSORPTION_MAX_ALTITUDE)->setValue(absorption_max_alt);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->setValue(moisture_level);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->setValue(droplet_radius);
getChild<LLUICtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->setValue(ice_level);
}
void LLPanelSettingsSkyDensityTab::updateProfile()
@ -690,10 +708,6 @@ void LLPanelSettingsSkyDensityTab::updateProfile()
LLSD mie_config = LLSettingsSky::createSingleLayerDensityProfile(mie_max_alt, mie_exponential_term, mie_exponential_scale, mie_linear_term, mie_constant_term, mie_aniso_factor);
LLSD absorption_layer = LLSettingsSky::createSingleLayerDensityProfile(absorption_max_alt, absorption_exponential_term, absorption_exponential_scale, absorption_linear_term, absorption_constant_term);
F32 moisture_level = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_MOISTURE_LEVEL)->getValueF32();
F32 droplet_radius = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_DROPLET_RADIUS)->getValueF32();
F32 ice_level = getChild<LLSliderCtrl>(FIELD_SKY_DENSITY_ICE_LEVEL)->getValueF32();
static LLSD absorption_layer_ozone = LLSettingsSky::createDensityProfileLayer(0.0f, 0.0f, 0.0f, -1.0f / 15000.0f, 8.0f / 3.0f);
LLSD absorption_config;
@ -703,9 +717,6 @@ void LLPanelSettingsSkyDensityTab::updateProfile()
mSkySettings->setRayleighConfigs(rayleigh_config);
mSkySettings->setMieConfigs(mie_config);
mSkySettings->setAbsorptionConfigs(absorption_config);
mSkySettings->setSkyMoistureLevel(moisture_level);
mSkySettings->setSkyDropletRadius(droplet_radius);
mSkySettings->setSkyIceLevel(ice_level);
mSkySettings->update();
setIsDirty();
@ -796,18 +807,3 @@ void LLPanelSettingsSkyDensityTab::onAbsorptionMaxAltitudeChanged()
{
updateProfile();
}
void LLPanelSettingsSkyDensityTab::onMoistureLevelChanged()
{
updateProfile();
}
void LLPanelSettingsSkyDensityTab::onDropletRadiusChanged()
{
updateProfile();
}
void LLPanelSettingsSkyDensityTab::onIceLevelChanged()
{
updateProfile();
}

View File

@ -76,6 +76,10 @@ private:
void onDensityMultipChanged();
void onDistanceMultipChanged();
void onMaxAltChanged();
void onMoistureLevelChanged();
void onDropletRadiusChanged();
void onIceLevelChanged();
};
class LLPanelSettingsSkyCloudTab : public LLPanelSettingsSky
@ -160,9 +164,6 @@ protected:
void onAbsorptionLinearChanged();
void onAbsorptionConstantChanged();
void onAbsorptionMaxAltitudeChanged();
void onMoistureLevelChanged();
void onDropletRadiusChanged();
void onIceLevelChanged();
// update the settings for our profile type
void updateProfile();

View File

@ -147,6 +147,69 @@
top_delta="20"
width="207"
can_edit_text="true"/>
<text
follows="left|top"
height="10"
layout="topleft"
left_delta="-5"
top_delta="25"
width="80">
Moisture Level:
</text>
<slider
decimal_digits="3"
follows="left|top"
height="14"
increment="0.001"
initial_value="0"
layout="topleft"
min_val="0"
max_val="1"
name="moisture_level"
width="207"
can_edit_text="true"/>
<text
follows="left|top"
height="10"
layout="topleft"
left_delta="-5"
top_delta="25"
width="80">
Droplet Radius:
</text>
<slider
decimal_digits="2"
follows="left|top"
height="14"
increment="0.01"
initial_value="0"
layout="topleft"
min_val="5.0"
max_val="1000.0"
name="droplet_radius"
width="207"
can_edit_text="true"/>
<text
follows="left|top"
height="10"
layout="topleft"
left_delta="-5"
top_delta="25"
width="80">
Ice Level:
</text>
<slider
decimal_digits="1"
follows="left|top"
height="14"
increment="0.1"
initial_value="0"
layout="topleft"
min_val="0"
max_val="1"
name="ice_level"
width="207"
can_edit_text="true"/>
<text
follows="left|top"
height="10"

View File

@ -269,55 +269,5 @@
label_width="160"
can_edit_text="true"/>
</layout_panel>
<layout_panel
border="true"
bevel_style="in"
auto_resize="true"
user_resize="false"
visible="true"
height="14">
<slider
decimal_digits="3"
follows="left|top"
height="14"
increment="0.001"
initial_value="0"
layout="topleft"
min_val="0"
max_val="1"
name="moisture_level"
label="Moisture Level:"
width="400"
label_width="160"
can_edit_text="true"/>
<slider
decimal_digits="2"
follows="left|top"
height="14"
increment="0.01"
initial_value="0"
layout="topleft"
min_val="5.0"
max_val="1000.0"
name="droplet_radius"
label="Droplet Radius:"
width="400"
label_width="160"
can_edit_text="true"/>
<slider
decimal_digits="1"
follows="left|top"
height="14"
increment="0.1"
initial_value="0"
layout="topleft"
min_val="0"
max_val="1"
name="ice_level"
label="Ice Level:"
width="400"
label_width="160"
can_edit_text="true"/>
</layout_panel>
</layout_stack>
</panel>