Move legacy atmospherics code outside of llvosky (begin teasing apart).

master
Graham Linden graham@lindenlab.com 2018-03-07 18:37:09 +00:00
parent c11c17ed7b
commit 62a0d579b5
11 changed files with 1019 additions and 1066 deletions

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@ -383,29 +383,27 @@ LLSettingsSky::validation_list_t LLSettingsSky::validationList()
// copy constructor for LLSDArray. Directly binding the LLSDArray as
// a parameter without first wrapping it in a pure LLSD object will result
// in deeply nested arrays like this [[[[[[[[[[v1,v2,v3]]]]]]]]]]
// LEGACY_ATMOSPHERICS
validation.push_back(Validator(SETTING_AMBIENT, true, LLSD::TypeArray,
validation.push_back(Validator(SETTING_BLUE_DENSITY, false, LLSD::TypeArray,
boost::bind(&Validator::verifyVectorMinMax, _1,
LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
LLSD(LLSDArray(2.0f)(2.0f)(2.0f)("*")))));
validation.push_back(Validator(SETTING_BLUE_HORIZON, false, LLSD::TypeArray,
boost::bind(&Validator::verifyVectorMinMax, _1,
LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
LLSD(LLSDArray(2.0f)(2.0f)(2.0f)("*")))));
validation.push_back(Validator(SETTING_HAZE_DENSITY, false, LLSD::TypeReal,
boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(4.0f)))));
validation.push_back(Validator(SETTING_HAZE_HORIZON, false, LLSD::TypeReal,
boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));
validation.push_back(Validator(SETTING_AMBIENT, false, LLSD::TypeArray,
boost::bind(&Validator::verifyVectorMinMax, _1,
LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
LLSD(LLSDArray(3.0f)(3.0f)(3.0f)("*")))));
validation.push_back(Validator(SETTING_BLUE_DENSITY, true, LLSD::TypeArray,
boost::bind(&Validator::verifyVectorMinMax, _1,
LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
LLSD(LLSDArray(2.0f)(2.0f)(2.0f)("*")))));
validation.push_back(Validator(SETTING_BLUE_HORIZON, true, LLSD::TypeArray,
boost::bind(&Validator::verifyVectorMinMax, _1,
LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
LLSD(LLSDArray(2.0f)(2.0f)(2.0f)("*")))));
validation.push_back(Validator(SETTING_DENSITY_MULTIPLIER, true, LLSD::TypeReal,
validation.push_back(Validator(SETTING_DENSITY_MULTIPLIER, false, LLSD::TypeReal,
boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(0.0009f)))));
validation.push_back(Validator(SETTING_DISTANCE_MULTIPLIER, true, LLSD::TypeReal,
boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(100.0f)))));
validation.push_back(Validator(SETTING_HAZE_DENSITY, true, LLSD::TypeReal,
boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(4.0f)))));
validation.push_back(Validator(SETTING_HAZE_HORIZON, true, LLSD::TypeReal,
boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));
validation.push_back(Validator(SETTING_DISTANCE_MULTIPLIER, false, LLSD::TypeReal,
boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(100.0f)))));
validation.push_back(Validator(SETTING_BLOOM_TEXTUREID, true, LLSD::TypeUUID));
validation.push_back(Validator(SETTING_CLOUD_COLOR, true, LLSD::TypeArray,
boost::bind(&Validator::verifyVectorMinMax, _1,
@ -614,21 +612,6 @@ LLSD LLSettingsSky::translateLegacySettings(LLSD legacy)
newsettings[SETTING_HAZE_HORIZON] = LLSD::Real(legacy[SETTING_HAZE_HORIZON][0].asReal());
}
if (!legacy.has(SETTING_RAYLEIGH_CONFIG))
{
newsettings[SETTING_RAYLEIGH_CONFIG].append(rayleighConfigDefault());
}
if (!legacy.has(SETTING_ABSORPTION_CONFIG))
{
newsettings[SETTING_ABSORPTION_CONFIG].append(absorptionConfigDefault());
}
if (!legacy.has(SETTING_MIE_CONFIG))
{
newsettings[SETTING_MIE_CONFIG].append(mieConfigDefault());
}
if (legacy.has(SETTING_CLOUD_COLOR))
{
newsettings[SETTING_CLOUD_COLOR] = LLColor3(legacy[SETTING_CLOUD_COLOR]).getValue();
@ -696,37 +679,21 @@ LLSD LLSettingsSky::translateLegacySettings(LLSD legacy)
{
newsettings[SETTING_PLANET_RADIUS] = LLSD::Real(legacy[SETTING_PLANET_RADIUS].asReal());
}
else
{
newsettings[SETTING_PLANET_RADIUS] = 6360.0f;
}
if (legacy.has(SETTING_SKY_BOTTOM_RADIUS))
{
newsettings[SETTING_SKY_BOTTOM_RADIUS] = LLSD::Real(legacy[SETTING_SKY_BOTTOM_RADIUS].asReal());
}
else
{
newsettings[SETTING_SKY_BOTTOM_RADIUS] = 6360.0f;
}
if (legacy.has(SETTING_SKY_TOP_RADIUS))
{
newsettings[SETTING_SKY_TOP_RADIUS] = LLSD::Real(legacy[SETTING_SKY_TOP_RADIUS].asReal());
}
else
{
newsettings[SETTING_SKY_TOP_RADIUS] = 6420.0f;
}
if (legacy.has(SETTING_SUN_ARC_RADIANS))
{
newsettings[SETTING_SUN_ARC_RADIANS] = LLSD::Real(legacy[SETTING_SUN_ARC_RADIANS].asReal());
}
else
{
newsettings[SETTING_SUN_ARC_RADIANS] = 0.00935f / 2.0f;
}
if (legacy.has(SETTING_LEGACY_EAST_ANGLE) && legacy.has(SETTING_LEGACY_SUN_ANGLE))
{ // convert the east and sun angles into a quaternion.

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@ -100,6 +100,23 @@ public:
const LLColor3& operator=(const LLColor4 &a);
LL_FORCE_INLINE LLColor3 divide(const LLColor3 &col2)
{
return LLColor3(
mV[0] / col2.mV[0],
mV[1] / col2.mV[1],
mV[2] / col2.mV[2] );
}
LL_FORCE_INLINE LLColor3 color_norm()
{
F32 l = length();
return LLColor3(
mV[0] / l,
mV[1] / l,
mV[2] / l );
}
friend std::ostream& operator<<(std::ostream& s, const LLColor3 &a); // Print a
friend LLColor3 operator+(const LLColor3 &a, const LLColor3 &b); // Return vector a + b
friend LLColor3 operator-(const LLColor3 &a, const LLColor3 &b); // Return vector a minus b

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@ -365,6 +365,7 @@ set(viewer_SOURCE_FILES
lljoystickbutton.cpp
lllandmarkactions.cpp
lllandmarklist.cpp
lllegacyatmospherics.cpp
lllistbrowser.cpp
lllistcontextmenu.cpp
lllistview.cpp

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@ -33,16 +33,6 @@
LLSkySettingsAdapter::LLSkySettingsAdapter():
mWLGamma(1.0f, LLSettingsSky::SETTING_GAMMA),
// LEGACY_ATMOSPHERICS
mAmbient(LLColor4(0.5f, 0.75f, 1.0f, 1.19f), LLSettingsSky::SETTING_AMBIENT, "WLAmbient"),
mBlueHorizon(LLColor4(0.25f, 0.25f, 1.0f, 1.0f), LLSettingsSky::SETTING_BLUE_HORIZON, "WLBlueHorizon"),
mBlueDensity(LLColor4(0.25f, 0.25f, 0.25f, 1.0f), LLSettingsSky::SETTING_BLUE_DENSITY, "WLBlueDensity"),
mHazeDensity(1.0f, LLSettingsSky::SETTING_HAZE_DENSITY),
mHazeHorizon(1.0f, LLSettingsSky::SETTING_HAZE_HORIZON),
mDensityMult(1.0f, LLSettingsSky::SETTING_DENSITY_MULTIPLIER, 1000),
mDistanceMult(1.0f, LLSettingsSky::SETTING_DISTANCE_MULTIPLIER),
mMaxAlt(4000.0f, LLSettingsSky::SETTING_MAX_Y),
// Lighting
mLightnorm(LLColor4(0.f, 0.707f, -0.707f, 1.f), LLSettingsSky::SETTING_LIGHT_NORMAL),

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@ -418,17 +418,6 @@ public:
WLFloatControl mWLGamma;
/// Atmospherics
// LEGACY_ATMOSPHERICS
WLColorControl mAmbient;
WLColorControl mBlueHorizon;
WLFloatControl mHazeDensity;
WLColorControl mBlueDensity;
WLFloatControl mDensityMult;
WLFloatControl mDistanceMult;
WLFloatControl mHazeHorizon;
WLFloatControl mMaxAlt;
/// Lighting
WLColorControl mLightnorm;
WLColorControl mSunlight;

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@ -151,22 +151,6 @@ void LLFloaterEditSky::initCallbacks(void)
// Connect to region info updates.
LLRegionInfoModel::instance().setUpdateCallback(boost::bind(&LLFloaterEditSky::onRegionInfoUpdate, this));
//-------------------------------------------------------------------------
// LEGACY_ATMOSPHERICS
// ambient
getChild<LLUICtrl>("WLAmbient")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlMoved, this, _1, &mSkyAdapter->mAmbient));
// blue horizon/density
getChild<LLUICtrl>("WLBlueHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlMoved, this, _1, &mSkyAdapter->mBlueHorizon));
getChild<LLUICtrl>("WLBlueDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlMoved, this, _1, &mSkyAdapter->mBlueDensity));
// haze density, horizon, mult, and altitude
getChild<LLUICtrl>("WLHazeDensity")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &mSkyAdapter->mHazeDensity));
getChild<LLUICtrl>("WLHazeHorizon")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &mSkyAdapter->mHazeHorizon));
getChild<LLUICtrl>("WLDensityMult")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &mSkyAdapter->mDensityMult));
getChild<LLUICtrl>("WLDistanceMult")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &mSkyAdapter->mDistanceMult));
getChild<LLUICtrl>("WLMaxAltitude")->setCommitCallback(boost::bind(&LLFloaterEditSky::onFloatControlMoved, this, _1, &mSkyAdapter->mMaxAlt));
// sunlight
getChild<LLUICtrl>("WLSunlight")->setCommitCallback(boost::bind(&LLFloaterEditSky::onColorControlMoved, this, _1, &mSkyAdapter->mSunlight));
@ -220,29 +204,6 @@ void LLFloaterEditSky::syncControls()
mSkyPresetNameEditor->setText(name);
mSkyPresetCombo->setValue(name);
// LEGACY_ATMOSPHERICS
// ambient
mSkyAdapter->mAmbient.setColor3( psky->getAmbientColor() );
setColorSwatch("WLAmbient", mSkyAdapter->mAmbient, WL_SUN_AMBIENT_SLIDER_SCALE);
// blue horizon / density
mSkyAdapter->mBlueHorizon.setColor3( psky->getBlueHorizon() );
setColorSwatch("WLBlueHorizon", mSkyAdapter->mBlueHorizon, WL_BLUE_HORIZON_DENSITY_SCALE);
mSkyAdapter->mBlueDensity.setColor3( psky->getBlueDensity() );
setColorSwatch("WLBlueDensity", mSkyAdapter->mBlueDensity, WL_BLUE_HORIZON_DENSITY_SCALE);
// haze density, horizon, mult, and altitude
mSkyAdapter->mHazeDensity = psky->getHazeDensity();
childSetValue("WLHazeDensity", (F32) mSkyAdapter->mHazeDensity);
mSkyAdapter->mHazeHorizon = psky->getHazeHorizon();
childSetValue("WLHazeHorizon", (F32) mSkyAdapter->mHazeHorizon);
mSkyAdapter->mDensityMult = psky->getDensityMultiplier();
childSetValue("WLDensityMult", ((F32) mSkyAdapter->mDensityMult) * mSkyAdapter->mDensityMult.getMult());
mSkyAdapter->mMaxAlt = psky->getMaxY();
mSkyAdapter->mDistanceMult = psky->getDistanceMultiplier();
childSetValue("WLDistanceMult", (F32) mSkyAdapter->mDistanceMult);
childSetValue("WLMaxAltitude", (F32) mSkyAdapter->mMaxAlt);
// Lighting
// sunlight
@ -254,9 +215,7 @@ void LLFloaterEditSky::syncControls()
childSetValue("WLGlowR", 2 - mSkyAdapter->mGlow.getRed() / 20.0f);
childSetValue("WLGlowB", -mSkyAdapter->mGlow.getBlue() / 5.0f);
// LLSettingsSky::azimalt_t azal = psky->getSunRotationAzAl();
// LLSettingsSky::azimalt_t azal = psky->getSunRotationAzAl();
//
// F32 time24 = sun_pos_to_time24(azal.second / F_TWO_PI);
// getChild<LLMultiSliderCtrl>("WLSunPos")->setCurSliderValue(time24, TRUE);

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@ -0,0 +1,649 @@
/**
* @file lllegacyatmospherics.cpp
* @brief LLAtmospherics class implementation
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
#include "llviewerprecompiledheaders.h"
#include "lllegacyatmospherics.h"
#include "llfeaturemanager.h"
#include "llviewercontrol.h"
#include "llframetimer.h"
#include "llagent.h"
#include "llagentcamera.h"
#include "lldrawable.h"
#include "llface.h"
#include "llglheaders.h"
#include "llsky.h"
#include "llviewercamera.h"
#include "llviewertexturelist.h"
#include "llviewerobjectlist.h"
#include "llviewerregion.h"
#include "llworld.h"
#include "pipeline.h"
#include "v3colorutil.h"
#include "llsettingssky.h"
#include "llenvironment.h"
#include "lldrawpoolwater.h"
class LLFastLn
{
public:
LLFastLn()
{
mTable[0] = 0;
for( S32 i = 1; i < 257; i++ )
{
mTable[i] = log((F32)i);
}
}
F32 ln( F32 x )
{
const F32 OO_255 = 0.003921568627450980392156862745098f;
const F32 LN_255 = 5.5412635451584261462455391880218f;
if( x < OO_255 )
{
return log(x);
}
else
if( x < 1 )
{
x *= 255.f;
S32 index = llfloor(x);
F32 t = x - index;
F32 low = mTable[index];
F32 high = mTable[index + 1];
return low + t * (high - low) - LN_255;
}
else
if( x <= 255 )
{
S32 index = llfloor(x);
F32 t = x - index;
F32 low = mTable[index];
F32 high = mTable[index + 1];
return low + t * (high - low);
}
else
{
return log( x );
}
}
F32 pow( F32 x, F32 y )
{
return (F32)LL_FAST_EXP(y * ln(x));
}
private:
F32 mTable[257]; // index 0 is unused
};
static LLFastLn gFastLn;
// Functions used a lot.
inline F32 LLHaze::calcPhase(const F32 cos_theta) const
{
const F32 g2 = mG * mG;
const F32 den = 1 + g2 - 2 * mG * cos_theta;
return (1 - g2) * gFastLn.pow(den, -1.5);
}
inline void color_pow(LLColor3 &col, const F32 e)
{
col.mV[0] = gFastLn.pow(col.mV[0], e);
col.mV[1] = gFastLn.pow(col.mV[1], e);
col.mV[2] = gFastLn.pow(col.mV[2], e);
}
inline LLColor3 color_norm(const LLColor3 &col)
{
const F32 m = color_max(col);
if (m > 1.f)
{
return 1.f/m * col;
}
else return col;
}
inline void color_gamma_correct(LLColor3 &col)
{
const F32 gamma_inv = 1.f/1.2f;
if (col.mV[0] != 0.f)
{
col.mV[0] = gFastLn.pow(col.mV[0], gamma_inv);
}
if (col.mV[1] != 0.f)
{
col.mV[1] = gFastLn.pow(col.mV[1], gamma_inv);
}
if (col.mV[2] != 0.f)
{
col.mV[2] = gFastLn.pow(col.mV[2], gamma_inv);
}
}
static LLColor3 calc_air_sca_sea_level()
{
static LLColor3 WAVE_LEN(675, 520, 445);
static LLColor3 refr_ind = refr_ind_calc(WAVE_LEN);
static LLColor3 n21 = refr_ind * refr_ind - LLColor3(1, 1, 1);
static LLColor3 n4 = n21 * n21;
static LLColor3 wl2 = WAVE_LEN * WAVE_LEN * 1e-6f;
static LLColor3 wl4 = wl2 * wl2;
static LLColor3 mult_const = fsigma * 2.0f/ 3.0f * 1e24f * (F_PI * F_PI) * n4;
static F32 dens_div_N = F32( ATM_SEA_LEVEL_NDENS / Ndens2);
return dens_div_N * mult_const.divide(wl4);
}
// static constants.
LLColor3 const LLHaze::sAirScaSeaLevel = calc_air_sca_sea_level();
F32 const LLHaze::sAirScaIntense = color_intens(LLHaze::sAirScaSeaLevel);
F32 const LLHaze::sAirScaAvg = LLHaze::sAirScaIntense / 3.f;
/***************************************
Atmospherics
***************************************/
LLAtmospherics::LLAtmospherics()
: mCloudDensity(0.2f),
mWind(0.f),
mWorldScale(1.f)
{
/// WL PARAMS
mInitialized = FALSE;
mUpdateTimer.reset();
mAmbientScale = gSavedSettings.getF32("SkyAmbientScale");
mNightColorShift = gSavedSettings.getColor3("SkyNightColorShift");
mFogColor.mV[VRED] = mFogColor.mV[VGREEN] = mFogColor.mV[VBLUE] = 0.5f;
mFogColor.mV[VALPHA] = 0.0f;
mFogRatio = 1.2f;
mHazeConcentration = 0.f;
mInterpVal = 0.f;
}
LLAtmospherics::~LLAtmospherics()
{
}
void LLAtmospherics::init()
{
const F32 haze_int = color_intens(mHaze.calcSigSca(0));
mHazeConcentration = haze_int / (color_intens(mHaze.calcAirSca(0)) + haze_int);
calc();
mInitialized = true;
}
LLColor4 LLAtmospherics::calcSkyColorInDir(const LLVector3 &dir, bool isShiny)
{
F32 saturation = 0.3f;
if (dir.mV[VZ] < -0.02f)
{
LLColor4 col = LLColor4(llmax(mFogColor[0],0.2f), llmax(mFogColor[1],0.2f), llmax(mFogColor[2],0.22f),0.f);
if (isShiny)
{
LLColor3 desat_fog = LLColor3(mFogColor);
F32 brightness = desat_fog.brightness();
// So that shiny somewhat shows up at night.
if (brightness < 0.15f)
{
brightness = 0.15f;
desat_fog = smear(0.15f);
}
LLColor3 greyscale = smear(brightness);
desat_fog = desat_fog * saturation + greyscale * (1.0f - saturation);
if (!gPipeline.canUseWindLightShaders())
{
col = LLColor4(desat_fog, 0.f);
}
else
{
col = LLColor4(desat_fog * 0.5f, 0.f);
}
}
float x = 1.0f-fabsf(-0.1f-dir.mV[VZ]);
x *= x;
col.mV[0] *= x*x;
col.mV[1] *= powf(x, 2.5f);
col.mV[2] *= x*x*x;
return col;
}
// undo OGL_TO_CFR_ROTATION and negate vertical direction.
LLVector3 Pn = LLVector3(-dir[1] , -dir[2], -dir[0]);
AtmosphericsVars vars;
calcSkyColorWLVert(Pn, vars);
LLColor3 sky_color = calcSkyColorWLFrag(Pn, vars);
if (isShiny)
{
F32 brightness = sky_color.brightness();
LLColor3 greyscale = smear(brightness);
sky_color = sky_color * saturation + greyscale * (1.0f - saturation);
sky_color *= (0.5f + 0.5f * brightness);
}
return LLColor4(sky_color, 0.0f);
}
void LLAtmospherics::calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars)
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
LLColor3 blue_density = psky->getBlueDensity();
F32 max_y = psky->getMaxY();
LLVector3 lightnorm = psky->getLightNormal();
// project the direction ray onto the sky dome.
F32 phi = acos(Pn[1]);
F32 sinA = sin(F_PI - phi);
if (fabsf(sinA) < 0.01f)
{ //avoid division by zero
sinA = 0.01f;
}
F32 Plen = psky->getDomeRadius() * sin(F_PI + phi + asin(psky->getDomeOffset() * sinA)) / sinA;
Pn *= Plen;
vars.horizontalProjection[0] = LLVector2(Pn[0], Pn[2]);
vars.horizontalProjection[0] /= - 2.f * Plen;
// Set altitude
if (Pn[1] > 0.f)
{
Pn *= (max_y / Pn[1]);
}
else
{
Pn *= (-32000.f / Pn[1]);
}
Plen = Pn.length();
Pn /= Plen;
// Initialize temp variables
LLColor3 sunlight = psky->getSunlightColor();
LLColor3 ambient = psky->getAmbientColor();
LLColor3 blue_horizon = psky->getBlueHorizon();
F32 haze_density = psky->getHazeDensity();
F32 haze_horizon = psky->getHazeHorizon();
F32 density_multiplier = psky->getDensityMultiplier();
LLColor3 glow = psky->getGlow();
F32 cloud_shadow = psky->getCloudShadow();
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
LLColor3 light_atten = (blue_density * 1.0 + smear(haze_density * 0.25f)) * (density_multiplier * max_y);
// Calculate relative weights
LLColor3 temp2(0.f, 0.f, 0.f);
LLColor3 temp1 = blue_density + smear(haze_density);
LLColor3 blue_weight = componentDiv(blue_density, temp1);
LLColor3 haze_weight = componentDiv(smear(haze_density), temp1);
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );
temp2.mV[1] = 1.f / temp2.mV[1];
componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
// Distance
temp2.mV[2] = Plen * density_multiplier;
// Transparency (-> temp1)
temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);
// Compute haze glow
temp2.mV[0] = Pn * lightnorm;
temp2.mV[0] = 1.f - temp2.mV[0];
// temp2.x is 0 at the sun and increases away from sun
temp2.mV[0] = llmax(temp2.mV[0], .001f);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.mV[0] *= glow.mV[0];
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.mV[0] += .25f;
// Haze color above cloud
vars.hazeColor = (blue_horizon * blue_weight * (sunlight + ambient) + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + ambient));
// Increase ambient when there are more clouds
LLColor3 tmpAmbient = ambient + (LLColor3::white - ambient) * cloud_shadow * 0.5f;
// Dim sunlight by cloud shadow percentage
sunlight *= (1.f - cloud_shadow);
// Haze color below cloud
LLColor3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + tmpAmbient));
// Final atmosphere additive
componentMultBy(vars.hazeColor, LLColor3::white - temp1);
sunlight = psky->getSunlightColor();
temp2.mV[1] = llmax(0.f, lightnorm[1] * 2.f);
temp2.mV[1] = 1.f / temp2.mV[1];
componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
// Attenuate cloud color by atmosphere
temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
vars.hazeColor += componentMult(additiveColorBelowCloud - vars.hazeColor, LLColor3::white - componentSqrt(temp1));
if (Pn[1] < 0.f)
{
// Eric's original:
// LLColor3 dark_brown(0.143f, 0.129f, 0.114f);
LLColor3 dark_brown(0.082f, 0.076f, 0.066f);
LLColor3 brown(0.430f, 0.386f, 0.322f);
LLColor3 sky_lighting = sunlight + ambient;
F32 haze_brightness = vars.hazeColor.brightness();
if (Pn[1] < -0.05f)
{
vars.hazeColor = colorMix(dark_brown, brown, -Pn[1] * 0.9f) * sky_lighting * haze_brightness;
}
if (Pn[1] > -0.1f)
{
vars.hazeColor = colorMix(LLColor3::white * haze_brightness, vars.hazeColor, fabs((Pn[1] + 0.05f) * -20.f));
}
}
}
LLColor3 LLAtmospherics::calcSkyColorWLFrag(LLVector3 & Pn, AtmosphericsVars& vars)
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
F32 gamma = psky->getGamma();
LLColor3 res;
LLColor3 color0 = vars.hazeColor;
if (!gPipeline.canUseWindLightShaders())
{
LLColor3 color1 = color0 * 2.0f;
color1 = smear(1.f) - componentSaturate(color1);
componentPow(color1, gamma);
res = smear(1.f) - color1;
}
else
{
res = color0;
}
# ifndef LL_RELEASE_FOR_DOWNLOAD
LLColor3 color2 = 2.f * color0;
LLColor3 color3 = LLColor3(1.f, 1.f, 1.f) - componentSaturate(color2);
componentPow(color3, gamma);
color3 = LLColor3(1.f, 1.f, 1.f) - color3;
static enum {
OUT_DEFAULT = 0,
OUT_SKY_BLUE = 1,
OUT_RED = 2,
OUT_PN = 3,
OUT_HAZE = 4,
} debugOut = OUT_DEFAULT;
switch(debugOut)
{
case OUT_DEFAULT:
break;
case OUT_SKY_BLUE:
res = LLColor3(0.4f, 0.4f, 0.9f);
break;
case OUT_RED:
res = LLColor3(1.f, 0.f, 0.f);
break;
case OUT_PN:
res = LLColor3(Pn[0], Pn[1], Pn[2]);
break;
case OUT_HAZE:
res = vars.hazeColor;
break;
}
# endif // LL_RELEASE_FOR_DOWNLOAD
return res;
}
void LLAtmospherics::calc()
{
}
void LLAtmospherics::updateFog(const F32 distance, LLVector3& tosun)
{
if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG))
{
if (!LLGLSLShader::sNoFixedFunction)
{
glFogf(GL_FOG_DENSITY, 0);
glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV);
glFogf(GL_FOG_END, 1000000.f);
}
return;
}
const BOOL hide_clip_plane = TRUE;
LLColor4 target_fog(0.f, 0.2f, 0.5f, 0.f);
const F32 water_height = gAgent.getRegion() ? gAgent.getRegion()->getWaterHeight() : 0.f;
// LLWorld::getInstance()->getWaterHeight();
F32 camera_height = gAgentCamera.getCameraPositionAgent().mV[2];
F32 near_clip_height = LLViewerCamera::getInstance()->getAtAxis().mV[VZ] * LLViewerCamera::getInstance()->getNear();
camera_height += near_clip_height;
F32 fog_distance = 0.f;
LLColor3 res_color[3];
LLColor3 sky_fog_color = LLColor3::white;
LLColor3 render_fog_color = LLColor3::white;
const F32 tosun_z = tosun.mV[VZ];
tosun.mV[VZ] = 0.f;
tosun.normalize();
LLVector3 perp_tosun;
perp_tosun.mV[VX] = -tosun.mV[VY];
perp_tosun.mV[VY] = tosun.mV[VX];
LLVector3 tosun_45 = tosun + perp_tosun;
tosun_45.normalize();
F32 delta = 0.06f;
tosun.mV[VZ] = delta;
perp_tosun.mV[VZ] = delta;
tosun_45.mV[VZ] = delta;
tosun.normalize();
perp_tosun.normalize();
tosun_45.normalize();
// Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun.
res_color[0] = calcSkyColorInDir(tosun);
res_color[1] = calcSkyColorInDir(perp_tosun);
res_color[2] = calcSkyColorInDir(tosun_45);
sky_fog_color = color_norm(res_color[0] + res_color[1] + res_color[2]);
F32 full_off = -0.25f;
F32 full_on = 0.00f;
F32 on = (tosun_z - full_off) / (full_on - full_off);
on = llclamp(on, 0.01f, 1.f);
sky_fog_color *= 0.5f * on;
// We need to clamp these to non-zero, in order for the gamma correction to work. 0^y = ???
S32 i;
for (i = 0; i < 3; i++)
{
sky_fog_color.mV[i] = llmax(0.0001f, sky_fog_color.mV[i]);
}
color_gamma_correct(sky_fog_color);
render_fog_color = sky_fog_color;
F32 fog_density = 0.f;
fog_distance = mFogRatio * distance;
if (camera_height > water_height)
{
LLColor4 fog(render_fog_color);
if (!LLGLSLShader::sNoFixedFunction)
{
glFogfv(GL_FOG_COLOR, fog.mV);
}
mGLFogCol = fog;
if (hide_clip_plane)
{
// For now, set the density to extend to the cull distance.
const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f)))
fog_density = f_log/fog_distance;
if (!LLGLSLShader::sNoFixedFunction)
{
glFogi(GL_FOG_MODE, GL_EXP2);
}
}
else
{
const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f))
fog_density = (f_log)/fog_distance;
if (!LLGLSLShader::sNoFixedFunction)
{
glFogi(GL_FOG_MODE, GL_EXP);
}
}
}
else
{
LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
F32 depth = water_height - camera_height;
// get the water param manager variables
float water_fog_density = pwater->getFogDensity();
LLColor4 water_fog_color(pwater->getFogColor());
// adjust the color based on depth. We're doing linear approximations
float depth_scale = gSavedSettings.getF32("WaterGLFogDepthScale");
float depth_modifier = 1.0f - llmin(llmax(depth / depth_scale, 0.01f),
gSavedSettings.getF32("WaterGLFogDepthFloor"));
LLColor4 fogCol = water_fog_color * depth_modifier;
fogCol.setAlpha(1);
// set the gl fog color
mGLFogCol = fogCol;
// set the density based on what the shaders use
fog_density = water_fog_density * gSavedSettings.getF32("WaterGLFogDensityScale");
if (!LLGLSLShader::sNoFixedFunction)
{
glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV);
glFogi(GL_FOG_MODE, GL_EXP2);
}
}
mFogColor = sky_fog_color;
mFogColor.setAlpha(1);
LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f;
if (!LLGLSLShader::sNoFixedFunction)
{
LLGLSFog gls_fog;
glFogf(GL_FOG_END, fog_distance*2.2f);
glFogf(GL_FOG_DENSITY, fog_density);
glHint(GL_FOG_HINT, GL_NICEST);
}
stop_glerror();
}
// Functions used a lot.
F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply)
{
F32 mv = color_max(col);
if (0 == mv)
{
return 0;
}
col *= 1.f / mv;
color_pow(col, e);
if (postmultiply)
{
col *= mv;
}
return mv;
}
// Returns angle (RADIANs) between the horizontal projection of "v" and the x_axis.
// Range of output is 0.0f to 2pi //359.99999...f
// Returns 0.0f when "v" = +/- z_axis.
F32 azimuth(const LLVector3 &v)
{
F32 azimuth = 0.0f;
if (v.mV[VX] == 0.0f)
{
if (v.mV[VY] > 0.0f)
{
azimuth = F_PI * 0.5f;
}
else if (v.mV[VY] < 0.0f)
{
azimuth = F_PI * 1.5f;// 270.f;
}
}
else
{
azimuth = (F32) atan(v.mV[VY] / v.mV[VX]);
if (v.mV[VX] < 0.0f)
{
azimuth += F_PI;
}
else if (v.mV[VY] < 0.0f)
{
azimuth += F_PI * 2;
}
}
return azimuth;
}

View File

@ -0,0 +1,256 @@
/**
* @file lllegacyatmospherics.h
* @brief LLVOSky class header file
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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_LLLEGACYATMOSPHERICS_H
#define LL_LLLEGACYATMOSPHERICS_H
#include "stdtypes.h"
#include "v3color.h"
#include "v4coloru.h"
#include "llviewertexture.h"
#include "llviewerobject.h"
#include "llframetimer.h"
#include "v3colorutil.h"
#include "llsettingssky.h"
//////////////////////////////////
//
// Lots of constants
//
// Will clean these up at some point...
//
const F32 HORIZON_DIST = 1024.0f;
const F32 EARTH_RADIUS = 6.4e6f; // exact radius = 6.37 x 10^6 m
const F32 ATM_EXP_FALLOFF = 0.000126f;
const F32 ATM_SEA_LEVEL_NDENS = 2.55e25f;
const F32 ATM_HEIGHT = 100000.f;
// constants used in calculation of scattering coeff of clear air
const F32 sigma = 0.035f;
const F32 fsigma = (6.f + 3.f * sigma) / (6.f-7.f*sigma);
const F64 Ndens = 2.55e25;
const F64 Ndens2 = Ndens*Ndens;
class LLFace;
class LLHaze;
LL_FORCE_INLINE LLColor3 refr_ind_calc(const LLColor3 &wave_length)
{
LLColor3 refr_ind;
for (S32 i = 0; i < 3; ++i)
{
const F32 wl2 = wave_length.mV[i] * wave_length.mV[i] * 1e-6f;
refr_ind.mV[i] = 6.43e3f + ( 2.95e6f / ( 146.0f - 1.f/wl2 ) ) + ( 2.55e4f / ( 41.0f - 1.f/wl2 ) );
refr_ind.mV[i] *= 1.0e-8f;
refr_ind.mV[i] += 1.f;
}
return refr_ind;
}
class LLHaze
{
public:
LLHaze() : mG(0), mFalloff(1), mAbsCoef(0.f) {mSigSca.setToBlack();}
LLHaze(const F32 g, const LLColor3& sca, const F32 fo = 2.f) :
mG(g), mSigSca(0.25f/F_PI * sca), mFalloff(fo), mAbsCoef(0.f)
{
mAbsCoef = color_intens(mSigSca) / sAirScaIntense;
}
LLHaze(const F32 g, const F32 sca, const F32 fo = 2.f) : mG(g),
mSigSca(0.25f/F_PI * LLColor3(sca, sca, sca)), mFalloff(fo)
{
mAbsCoef = 0.01f * sca / sAirScaAvg;
}
/* Proportion of light that is scattered into 'path' from 'in' over distance dt. */
/* assumes that vectors 'path' and 'in' are normalized. Scattering coef / 2pi */
LL_FORCE_INLINE LLColor3 calcAirSca(const F32 h)
{
return calcFalloff(h) * sAirScaSeaLevel;
}
LL_FORCE_INLINE void calcAirSca(const F32 h, LLColor3 &result)
{
result = sAirScaSeaLevel;
result *= calcFalloff(h);
}
F32 getG() const { return mG; }
void setG(const F32 g)
{
mG = g;
}
const LLColor3& getSigSca() const // sea level
{
return mSigSca;
}
void setSigSca(const LLColor3& s)
{
mSigSca = s;
mAbsCoef = 0.01f * color_intens(mSigSca) / sAirScaIntense;
}
void setSigSca(const F32 s0, const F32 s1, const F32 s2)
{
mSigSca = sAirScaAvg * LLColor3 (s0, s1, s2);
mAbsCoef = 0.01f * (s0 + s1 + s2) / 3;
}
F32 getFalloff() const
{
return mFalloff;
}
void setFalloff(const F32 fo)
{
mFalloff = fo;
}
F32 getAbsCoef() const
{
return mAbsCoef;
}
inline static F32 calcFalloff(const F32 h)
{
return (h <= 0) ? 1.0f : (F32)LL_FAST_EXP(-ATM_EXP_FALLOFF * h);
}
inline LLColor3 calcSigSca(const F32 h) const
{
return calcFalloff(h * mFalloff) * mSigSca;
}
inline void calcSigSca(const F32 h, LLColor3 &result) const
{
result = mSigSca;
result *= calcFalloff(h * mFalloff);
}
LLColor3 calcSigExt(const F32 h) const
{
return calcFalloff(h * mFalloff) * (1 + mAbsCoef) * mSigSca;
}
F32 calcPhase(const F32 cos_theta) const;
private:
static LLColor3 const sAirScaSeaLevel;
static F32 const sAirScaIntense;
static F32 const sAirScaAvg;
protected:
F32 mG;
LLColor3 mSigSca;
F32 mFalloff; // 1 - slow, >1 - faster
F32 mAbsCoef;
};
class LLCubeMap;
// turn on floating point precision
// in vs2003 for this class. Otherwise
// black dots go everywhere from 7:10 - 8:50
#if LL_MSVC && __MSVC_VER__ < 8
#pragma optimize("p", on)
#endif
class AtmosphericsVars
{
public:
AtmosphericsVars()
: hazeColor(0,0,0)
, cloudColorSun(0,0,0)
, cloudColorAmbient(0,0,0)
, cloudDensity(0.0f)
{
horizontalProjection[0] = LLVector2(0,0);
horizontalProjection[1] = LLVector2(0,0);
}
LLColor3 hazeColor;
LLColor3 cloudColorSun;
LLColor3 cloudColorAmbient;
F32 cloudDensity;
LLVector2 horizontalProjection[2];
};
class LLAtmospherics
{
public:
LLAtmospherics();
~LLAtmospherics();
void init();
void calc();
void updateFog(const F32 distance, LLVector3& tosun);
const LLHaze& getHaze() const { return mHaze; }
LLHaze& getHaze() { return mHaze; }
F32 getHazeConcentration() const { return mHazeConcentration; }
void setHaze(const LLHaze& h) { mHaze = h; }
void setFogRatio(const F32 fog_ratio) { mFogRatio = fog_ratio; }
F32 getFogRatio() const { return mFogRatio; }
LLColor4 getFogColor() const { return mFogColor; }
LLColor4 getGLFogColor() const { return mGLFogCol; }
void setCloudDensity(F32 cloud_density) { mCloudDensity = cloud_density; }
void setWind ( const LLVector3& wind ) { mWind = wind.length(); }
LLColor4 calcSkyColorInDir(const LLVector3& dir, bool isShiny = false);
protected:
void calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars);
LLColor3 calcSkyColorWLFrag(LLVector3 & Pn, AtmosphericsVars& vars);
LLHaze mHaze;
F32 mHazeConcentration;
F32 mCloudDensity;
F32 mWind;
BOOL mInitialized;
LLVector3 mLastLightingDirection;
LLColor3 mLastTotalAmbient;
F32 mAmbientScale;
LLColor3 mNightColorShift;
F32 mInterpVal;
LLColor4 mFogColor;
LLColor4 mGLFogCol;
F32 mFogRatio;
F32 mWorldScale;
LLFrameTimer mUpdateTimer;
};
#endif

View File

@ -430,7 +430,6 @@ LLSettingsSky::ptr_t LLSettingsVOSky::buildClone()
void LLSettingsVOSky::convertAtmosphericsToLegacy(LLSD& legacy, LLSD& settings)
{
// LEGACY_ATMOSPHERICS
// These will need to be inferred from new settings' density profiles
legacy[SETTING_AMBIENT] = ensureArray4(settings[SETTING_AMBIENT], 1.0f);
legacy[SETTING_BLUE_DENSITY] = ensureArray4(settings[SETTING_BLUE_DENSITY], 1.0);
@ -439,14 +438,6 @@ void LLSettingsVOSky::convertAtmosphericsToLegacy(LLSD& legacy, LLSD& settings)
legacy[SETTING_DISTANCE_MULTIPLIER] = LLSDArray(settings[SETTING_DISTANCE_MULTIPLIER].asReal())(0.0f)(0.0f)(1.0f);
legacy[SETTING_HAZE_DENSITY] = LLSDArray(settings[SETTING_HAZE_DENSITY])(0.0f)(0.0f)(1.0f);
legacy[SETTING_HAZE_HORIZON] = LLSDArray(settings[SETTING_HAZE_HORIZON])(0.0f)(0.0f)(1.0f);
//legacy[SETTING_AMBIENT] = LLColor4::black.getValue();
//legacy[SETTING_BLUE_DENSITY] = LLColor4(0.2447, 0.4487, 0.7599, 0.0).getValue();
//legacy[SETTING_BLUE_HORIZON] = LLColor4(0.4954, 0.4954, 0.6399, 0.0).getValue();
//legacy[SETTING_HAZE_DENSITY] = LLSDArray(0.6999f)(0.0f)(0.0f)(1.0f);
//legacy[SETTING_HAZE_HORIZON] = LLSDArray(0.1899f)(0.0f)(0.0f)(1.0f);
//legacy[SETTING_DENSITY_MULTIPLIER] = LLSDArray(0.0001f)(0.0f)(0.0f)(1.0f);LLSD::Real(0.0001);
//legacy[SETTING_DISTANCE_MULTIPLIER] = LLSDArray(0.8f)(0.0f)(0.0f)(1.0f);
}
LLSD LLSettingsVOSky::convertToLegacy(const LLSettingsSky::ptr_t &psky, bool isAdvanced)
@ -515,12 +506,12 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const
if (param_map.empty())
{
// LEGACY_ATMOSPHERICS
param_map[SETTING_AMBIENT] = LLShaderMgr::AMBIENT;
param_map[SETTING_BLUE_DENSITY] = LLShaderMgr::BLUE_DENSITY;
param_map[SETTING_BLUE_HORIZON] = LLShaderMgr::BLUE_HORIZON;
param_map[SETTING_HAZE_DENSITY] = LLShaderMgr::HAZE_DENSITY;
param_map[SETTING_HAZE_HORIZON] = LLShaderMgr::HAZE_HORIZON;
param_map[SETTING_AMBIENT] = LLShaderMgr::AMBIENT;
param_map[SETTING_DENSITY_MULTIPLIER] = LLShaderMgr::DENSITY_MULTIPLIER;
param_map[SETTING_DISTANCE_MULTIPLIER] = LLShaderMgr::DISTANCE_MULTIPLIER;

View File

@ -75,127 +75,77 @@ static const LLVector2 TEX11 = LLVector2(1.f, 1.f);
LLUUID gSunTextureID = IMG_SUN;
LLUUID gMoonTextureID = IMG_MOON;
class LLFastLn
F32 clip_side_to_horizon(const LLVector3& V0, const LLVector3& V1, const F32 cos_max_angle)
{
public:
LLFastLn()
const LLVector3 V = V1 - V0;
const F32 k2 = 1.f/(cos_max_angle * cos_max_angle) - 1;
const F32 A = V.mV[0] * V.mV[0] + V.mV[1] * V.mV[1] - k2 * V.mV[2] * V.mV[2];
const F32 B = V0.mV[0] * V.mV[0] + V0.mV[1] * V.mV[1] - k2 * V0.mV[2] * V.mV[2];
const F32 C = V0.mV[0] * V0.mV[0] + V0.mV[1] * V0.mV[1] - k2 * V0.mV[2] * V0.mV[2];
if (fabs(A) < 1e-7)
{
mTable[0] = 0;
for( S32 i = 1; i < 257; i++ )
{
mTable[i] = log((F32)i);
}
return -0.1f; // v0 is cone origin and v1 is on the surface of the cone.
}
F32 ln( F32 x )
const F32 det = sqrt(B*B - A*C);
const F32 t1 = (-B - det) / A;
const F32 t2 = (-B + det) / A;
const F32 z1 = V0.mV[2] + t1 * V.mV[2];
const F32 z2 = V0.mV[2] + t2 * V.mV[2];
if (z1 * cos_max_angle < 0)
{
const F32 OO_255 = 0.003921568627450980392156862745098f;
const F32 LN_255 = 5.5412635451584261462455391880218f;
if( x < OO_255 )
{
return log(x);
}
else
if( x < 1 )
{
x *= 255.f;
S32 index = llfloor(x);
F32 t = x - index;
F32 low = mTable[index];
F32 high = mTable[index + 1];
return low + t * (high - low) - LN_255;
}
else
if( x <= 255 )
{
S32 index = llfloor(x);
F32 t = x - index;
F32 low = mTable[index];
F32 high = mTable[index + 1];
return low + t * (high - low);
}
else
{
return log( x );
}
return t2;
}
F32 pow( F32 x, F32 y )
else if (z2 * cos_max_angle < 0)
{
return (F32)LL_FAST_EXP(y * ln(x));
return t1;
}
private:
F32 mTable[257]; // index 0 is unused
};
static LLFastLn gFastLn;
// Functions used a lot.
inline F32 LLHaze::calcPhase(const F32 cos_theta) const
{
const F32 g2 = mG * mG;
const F32 den = 1 + g2 - 2 * mG * cos_theta;
return (1 - g2) * gFastLn.pow(den, -1.5);
}
inline void color_pow(LLColor3 &col, const F32 e)
{
col.mV[0] = gFastLn.pow(col.mV[0], e);
col.mV[1] = gFastLn.pow(col.mV[1], e);
col.mV[2] = gFastLn.pow(col.mV[2], e);
}
inline LLColor3 color_norm(const LLColor3 &col)
{
const F32 m = color_max(col);
if (m > 1.f)
else if ((t1 < 0) || (t1 > 1))
{
return 1.f/m * col;
return t2;
}
else return col;
}
inline void color_gamma_correct(LLColor3 &col)
{
const F32 gamma_inv = 1.f/1.2f;
if (col.mV[0] != 0.f)
else
{
col.mV[0] = gFastLn.pow(col.mV[0], gamma_inv);
}
if (col.mV[1] != 0.f)
{
col.mV[1] = gFastLn.pow(col.mV[1], gamma_inv);
}
if (col.mV[2] != 0.f)
{
col.mV[2] = gFastLn.pow(col.mV[2], gamma_inv);
return t1;
}
}
static LLColor3 calc_air_sca_sea_level()
// Clips quads with top and bottom sides parallel to horizon.
BOOL clip_quad_to_horizon(F32& t_left, F32& t_right, LLVector3 v_clipped[4],
const LLVector3 v_corner[4], const F32 cos_max_angle)
{
static LLColor3 WAVE_LEN(675, 520, 445);
static LLColor3 refr_ind = refr_ind_calc(WAVE_LEN);
static LLColor3 n21 = refr_ind * refr_ind - LLColor3(1, 1, 1);
static LLColor3 n4 = n21 * n21;
static LLColor3 wl2 = WAVE_LEN * WAVE_LEN * 1e-6f;
static LLColor3 wl4 = wl2 * wl2;
static LLColor3 mult_const = fsigma * 2.0f/ 3.0f * 1e24f * (F_PI * F_PI) * n4;
static F32 dens_div_N = F32( ATM_SEA_LEVEL_NDENS / Ndens2);
return dens_div_N * color_div ( mult_const, wl4 );
t_left = clip_side_to_horizon(v_corner[1], v_corner[0], cos_max_angle);
t_right = clip_side_to_horizon(v_corner[3], v_corner[2], cos_max_angle);
if ((t_left >= 1) || (t_right >= 1))
{
return FALSE;
}
//const BOOL left_clip = (t_left > 0);
//const BOOL right_clip = (t_right > 0);
//if (!left_clip && !right_clip)
{
for (S32 vtx = 0; vtx < 4; ++vtx)
{
v_clipped[vtx] = v_corner[vtx];
}
}
/* else
{
v_clipped[0] = v_corner[0];
v_clipped[1] = left_clip ? ((1 - t_left) * v_corner[1] + t_left * v_corner[0])
: v_corner[1];
v_clipped[2] = v_corner[2];
v_clipped[3] = right_clip ? ((1 - t_right) * v_corner[3] + t_right * v_corner[2])
: v_corner[3];
}*/
return TRUE;
}
// static constants.
LLColor3 const LLHaze::sAirScaSeaLevel = calc_air_sca_sea_level();
F32 const LLHaze::sAirScaIntense = color_intens(LLHaze::sAirScaSeaLevel);
F32 const LLHaze::sAirScaAvg = LLHaze::sAirScaIntense / 3.f;
/***************************************
SkyTex
***************************************/
@ -356,11 +306,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
initSunDirection(LLVector3(mSunDefaultPosition.mV[2], mSunDefaultPosition.mV[0], mSunDefaultPosition.mV[1]), LLVector3(0, 0, 0));
}
mAmbientScale = gSavedSettings.getF32("SkyAmbientScale");
mNightColorShift = gSavedSettings.getColor3("SkyNightColorShift");
mFogColor.mV[VRED] = mFogColor.mV[VGREEN] = mFogColor.mV[VBLUE] = 0.5f;
mFogColor.mV[VALPHA] = 0.0f;
mFogRatio = 1.2f;
mSun.setIntensity(SUN_INTENSITY);
mMoon.setIntensity(0.1f * SUN_INTENSITY);
@ -376,8 +322,7 @@ LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
mHeavenlyBodyUpdated = FALSE ;
mDrawRefl = 0;
mHazeConcentration = 0.f;
mInterpVal = 0.f;
mInterpVal = 0.f;
}
@ -391,13 +336,8 @@ LLVOSky::~LLVOSky()
void LLVOSky::init()
{
const F32 haze_int = color_intens(mHaze.calcSigSca(0));
mHazeConcentration = haze_int /
(color_intens(LLHaze::calcAirSca(0)) + haze_int);
calcAtmospherics();
// LEGACY_ATMOSPHERICS
// Initialize the cached normalized direction vectors
for (S32 side = 0; side < 6; ++side)
{
@ -468,7 +408,7 @@ void LLVOSky::restoreGL()
mBloomTexturep->setNoDelete() ;
mBloomTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
calcAtmospherics();
calcAtmospherics();
if (gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap
&& LLCubeMap::sUseCubeMaps)
@ -495,7 +435,6 @@ void LLVOSky::restoreGL()
}
// LEGACY_ATMOSPHERICS
void LLVOSky::initSkyTextureDirs(const S32 side, const S32 tile)
{
S32 tile_x = tile % NUM_TILES_X;
@ -541,289 +480,12 @@ void LLVOSky::createSkyTexture(const S32 side, const S32 tile)
{
for (x = tile_x_pos; x < (tile_x_pos + sTileResX); ++x)
{
mSkyTex[side].setPixel(calcSkyColorInDir(mSkyTex[side].getDir(x, y)), x, y);
mShinyTex[side].setPixel(calcSkyColorInDir(mSkyTex[side].getDir(x, y), true), x, y);
mSkyTex[side].setPixel(m_legacyAtmospherics.calcSkyColorInDir(mSkyTex[side].getDir(x, y)), x, y);
mShinyTex[side].setPixel(m_legacyAtmospherics.calcSkyColorInDir(mSkyTex[side].getDir(x, y), true), x, y);
}
}
}
LLColor4 LLVOSky::calcSkyColorInDir(const LLVector3 &dir, bool isShiny)
{
F32 saturation = 0.3f;
if (dir.mV[VZ] < -0.02f)
{
LLColor4 col = LLColor4(llmax(mFogColor[0],0.2f), llmax(mFogColor[1],0.2f), llmax(mFogColor[2],0.22f),0.f);
if (isShiny)
{
LLColor3 desat_fog = LLColor3(mFogColor);
F32 brightness = desat_fog.brightness();
// So that shiny somewhat shows up at night.
if (brightness < 0.15f)
{
brightness = 0.15f;
desat_fog = smear(0.15f);
}
LLColor3 greyscale = smear(brightness);
desat_fog = desat_fog * saturation + greyscale * (1.0f - saturation);
if (!gPipeline.canUseWindLightShaders())
{
col = LLColor4(desat_fog, 0.f);
}
else
{
col = LLColor4(desat_fog * 0.5f, 0.f);
}
}
float x = 1.0f-fabsf(-0.1f-dir.mV[VZ]);
x *= x;
col.mV[0] *= x*x;
col.mV[1] *= powf(x, 2.5f);
col.mV[2] *= x*x*x;
return col;
}
// undo OGL_TO_CFR_ROTATION and negate vertical direction.
LLVector3 Pn = LLVector3(-dir[1] , -dir[2], -dir[0]);
LLColor3 vary_HazeColor(0,0,0);
LLColor3 vary_CloudColorSun(0,0,0);
LLColor3 vary_CloudColorAmbient(0,0,0);
F32 vary_CloudDensity(0);
LLVector2 vary_HorizontalProjection[2];
vary_HorizontalProjection[0] = LLVector2(0,0);
vary_HorizontalProjection[1] = LLVector2(0,0);
calcSkyColorWLVert(Pn, vary_HazeColor, vary_CloudColorSun, vary_CloudColorAmbient,
vary_CloudDensity, vary_HorizontalProjection);
LLColor3 sky_color = calcSkyColorWLFrag(Pn, vary_HazeColor, vary_CloudColorSun, vary_CloudColorAmbient,
vary_CloudDensity, vary_HorizontalProjection);
if (isShiny)
{
F32 brightness = sky_color.brightness();
LLColor3 greyscale = smear(brightness);
sky_color = sky_color * saturation + greyscale * (1.0f - saturation);
sky_color *= (0.5f + 0.5f * brightness);
}
return LLColor4(sky_color, 0.0f);
}
// turn on floating point precision
// in vs2003 for this function. Otherwise
// sky is aliased looking 7:10 - 8:50
#if LL_MSVC && __MSVC_VER__ < 8
#pragma optimize("p", on)
#endif
void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun,
LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
LLVector2 vary_HorizontalProjection[2])
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
LLColor3 blue_density = psky->getBlueDensity();
F32 max_y = psky->getMaxY();
LLVector3 lightnorm = psky->getLightNormal();
// project the direction ray onto the sky dome.
F32 phi = acos(Pn[1]);
F32 sinA = sin(F_PI - phi);
if (fabsf(sinA) < 0.01f)
{ //avoid division by zero
sinA = 0.01f;
}
F32 Plen = psky->getDomeRadius() * sin(F_PI + phi + asin(psky->getDomeOffset() * sinA)) / sinA;
Pn *= Plen;
vary_HorizontalProjection[0] = LLVector2(Pn[0], Pn[2]);
vary_HorizontalProjection[0] /= - 2.f * Plen;
// Set altitude
if (Pn[1] > 0.f)
{
Pn *= (max_y / Pn[1]);
}
else
{
Pn *= (-32000.f / Pn[1]);
}
Plen = Pn.length();
Pn /= Plen;
// Initialize temp variables
LLColor3 sunlight = psky->getSunlightColor();
LLColor3 ambient = psky->getAmbientColor();
LLColor3 blue_horizon = psky->getBlueHorizon();
F32 haze_density = psky->getHazeDensity();
F32 haze_horizon = psky->getHazeHorizon();
F32 density_multiplier = psky->getDensityMultiplier();
LLColor3 glow = psky->getGlow();
F32 cloud_shadow = psky->getCloudShadow();
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
LLColor3 light_atten = (blue_density * 1.0 + smear(haze_density * 0.25f)) * (density_multiplier * max_y);
// Calculate relative weights
LLColor3 temp2(0.f, 0.f, 0.f);
LLColor3 temp1 = blue_density + smear(haze_density);
LLColor3 blue_weight = componentDiv(blue_density, temp1);
LLColor3 haze_weight = componentDiv(smear(haze_density), temp1);
// Compute sunlight from P & lightnorm (for long rays like sky)
temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );
temp2.mV[1] = 1.f / temp2.mV[1];
componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
// Distance
temp2.mV[2] = Plen * density_multiplier;
// Transparency (-> temp1)
temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);
// Compute haze glow
temp2.mV[0] = Pn * lightnorm;
temp2.mV[0] = 1.f - temp2.mV[0];
// temp2.x is 0 at the sun and increases away from sun
temp2.mV[0] = llmax(temp2.mV[0], .001f);
// Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
temp2.mV[0] *= glow.mV[0];
// Higher glow.x gives dimmer glow (because next step is 1 / "angle")
temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
// Add "minimum anti-solar illumination"
temp2.mV[0] += .25f;
// Haze color above cloud
vary_HazeColor = (blue_horizon * blue_weight * (sunlight + ambient) + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + ambient));
// Increase ambient when there are more clouds
LLColor3 tmpAmbient = ambient + (LLColor3::white - ambient) * cloud_shadow * 0.5f;
// Dim sunlight by cloud shadow percentage
sunlight *= (1.f - cloud_shadow);
// Haze color below cloud
LLColor3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient) + componentMult(haze_horizon * haze_weight, sunlight * temp2.mV[0] + tmpAmbient));
// Final atmosphere additive
componentMultBy(vary_HazeColor, LLColor3::white - temp1);
sunlight = psky->getSunlightColor();
temp2.mV[1] = llmax(0.f, lightnorm[1] * 2.f);
temp2.mV[1] = 1.f / temp2.mV[1];
componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
// Attenuate cloud color by atmosphere
temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
vary_HazeColor += componentMult(additiveColorBelowCloud - vary_HazeColor, LLColor3::white - componentSqrt(temp1));
if (Pn[1] < 0.f)
{
// Eric's original:
// LLColor3 dark_brown(0.143f, 0.129f, 0.114f);
LLColor3 dark_brown(0.082f, 0.076f, 0.066f);
LLColor3 brown(0.430f, 0.386f, 0.322f);
LLColor3 sky_lighting = sunlight + ambient;
F32 haze_brightness = vary_HazeColor.brightness();
if (Pn[1] < -0.05f)
{
vary_HazeColor = colorMix(dark_brown, brown, -Pn[1] * 0.9f) * sky_lighting * haze_brightness;
}
if (Pn[1] > -0.1f)
{
vary_HazeColor = colorMix(LLColor3::white * haze_brightness, vary_HazeColor, fabs((Pn[1] + 0.05f) * -20.f));
}
}
}
#if LL_MSVC && __MSVC_VER__ < 8
#pragma optimize("p", off)
#endif
LLColor3 LLVOSky::calcSkyColorWLFrag(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun,
LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
LLVector2 vary_HorizontalProjection[2])
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
F32 gamma = psky->getGamma();
LLColor3 res;
LLColor3 color0 = vary_HazeColor;
if (!gPipeline.canUseWindLightShaders())
{
LLColor3 color1 = color0 * 2.0f;
color1 = smear(1.f) - componentSaturate(color1);
componentPow(color1, gamma);
res = smear(1.f) - color1;
}
else
{
res = color0;
}
# ifndef LL_RELEASE_FOR_DOWNLOAD
LLColor3 color2 = 2.f * color0;
LLColor3 color3 = LLColor3(1.f, 1.f, 1.f) - componentSaturate(color2);
componentPow(color3, gamma);
color3 = LLColor3(1.f, 1.f, 1.f) - color3;
static enum {
OUT_DEFAULT = 0,
OUT_SKY_BLUE = 1,
OUT_RED = 2,
OUT_PN = 3,
OUT_HAZE = 4,
} debugOut = OUT_DEFAULT;
switch(debugOut)
{
case OUT_DEFAULT:
break;
case OUT_SKY_BLUE:
res = LLColor3(0.4f, 0.4f, 0.9f);
break;
case OUT_RED:
res = LLColor3(1.f, 0.f, 0.f);
break;
case OUT_PN:
res = LLColor3(Pn[0], Pn[1], Pn[2]);
break;
case OUT_HAZE:
res = vary_HazeColor;
break;
}
# endif // LL_RELEASE_FOR_DOWNLOAD
return res;
}
LLColor3 LLVOSky::createDiffuseFromWL(LLColor3 diffuse, LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient)
{
return componentMult(diffuse, sundiffuse) * 4.0f +
componentMult(ambient, sundiffuse) * 2.0f + sunambient;
}
LLColor3 LLVOSky::createAmbientFromWL(LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient)
{
return (componentMult(ambient, sundiffuse) + sunambient) * 0.8f;
}
void LLVOSky::calcAtmospherics(void)
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
@ -847,6 +509,7 @@ void LLVOSky::calcAtmospherics(void)
F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f);
LLEnvironment::instance().setSceneLightStrength(2.0f * (1.0f + sun_dynamic_range * dp));
m_legacyAtmospherics.calc();
}
void LLVOSky::idleUpdate(LLAgent &agent, const F64 &time)
@ -874,7 +537,6 @@ BOOL LLVOSky::updateSky()
return TRUE;
}
// LEGACY_ATMOSPHERICS
static S32 next_frame = 0;
const S32 total_no_tiles = 6 * NUM_TILES;
const S32 cycle_frame_no = total_no_tiles + 1;
@ -1028,53 +690,6 @@ LLDrawable *LLVOSky::createDrawable(LLPipeline *pipeline)
return mDrawable;
}
//by bao
//fake vertex buffer updating
//to guarantee at least updating one VBO buffer every frame
//to walk around the bug caused by ATI card --> DEV-3855
//
void LLVOSky::createDummyVertexBuffer()
{
if(!mFace[FACE_DUMMY])
{
LLDrawPoolSky *poolp = (LLDrawPoolSky*) gPipeline.getPool(LLDrawPool::POOL_SKY);
mFace[FACE_DUMMY] = mDrawable->addFace(poolp, NULL);
}
if(!mFace[FACE_DUMMY]->getVertexBuffer())
{
LLVertexBuffer* buff = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB);
buff->allocateBuffer(1, 1, TRUE);
mFace[FACE_DUMMY]->setVertexBuffer(buff);
}
}
static LLTrace::BlockTimerStatHandle FTM_RENDER_FAKE_VBO_UPDATE("Fake VBO Update");
void LLVOSky::updateDummyVertexBuffer()
{
if(!LLVertexBuffer::sEnableVBOs)
return ;
if(mHeavenlyBodyUpdated)
{
mHeavenlyBodyUpdated = FALSE ;
return ;
}
LL_RECORD_BLOCK_TIME(FTM_RENDER_FAKE_VBO_UPDATE) ;
if(!mFace[FACE_DUMMY] || !mFace[FACE_DUMMY]->getVertexBuffer())
createDummyVertexBuffer() ;
LLStrider<LLVector3> vertices ;
mFace[FACE_DUMMY]->getVertexBuffer()->getVertexStrider(vertices, 0);
*vertices = mCameraPosAgent ;
mFace[FACE_DUMMY]->getVertexBuffer()->flush();
}
//----------------------------------
//end of fake vertex buffer updating
//----------------------------------
static LLTrace::BlockTimerStatHandle FTM_GEO_SKY("Sky Geometry");
BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
@ -1344,83 +959,6 @@ BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, cons
return TRUE;
}
// Clips quads with top and bottom sides parallel to horizon.
BOOL clip_quad_to_horizon(F32& t_left, F32& t_right, LLVector3 v_clipped[4],
const LLVector3 v_corner[4], const F32 cos_max_angle)
{
t_left = clip_side_to_horizon(v_corner[1], v_corner[0], cos_max_angle);
t_right = clip_side_to_horizon(v_corner[3], v_corner[2], cos_max_angle);
if ((t_left >= 1) || (t_right >= 1))
{
return FALSE;
}
//const BOOL left_clip = (t_left > 0);
//const BOOL right_clip = (t_right > 0);
//if (!left_clip && !right_clip)
{
for (S32 vtx = 0; vtx < 4; ++vtx)
{
v_clipped[vtx] = v_corner[vtx];
}
}
/* else
{
v_clipped[0] = v_corner[0];
v_clipped[1] = left_clip ? ((1 - t_left) * v_corner[1] + t_left * v_corner[0])
: v_corner[1];
v_clipped[2] = v_corner[2];
v_clipped[3] = right_clip ? ((1 - t_right) * v_corner[3] + t_right * v_corner[2])
: v_corner[3];
}*/
return TRUE;
}
F32 clip_side_to_horizon(const LLVector3& V0, const LLVector3& V1, const F32 cos_max_angle)
{
const LLVector3 V = V1 - V0;
const F32 k2 = 1.f/(cos_max_angle * cos_max_angle) - 1;
const F32 A = V.mV[0] * V.mV[0] + V.mV[1] * V.mV[1] - k2 * V.mV[2] * V.mV[2];
const F32 B = V0.mV[0] * V.mV[0] + V0.mV[1] * V.mV[1] - k2 * V0.mV[2] * V.mV[2];
const F32 C = V0.mV[0] * V0.mV[0] + V0.mV[1] * V0.mV[1] - k2 * V0.mV[2] * V0.mV[2];
if (fabs(A) < 1e-7)
{
return -0.1f; // v0 is cone origin and v1 is on the surface of the cone.
}
const F32 det = sqrt(B*B - A*C);
const F32 t1 = (-B - det) / A;
const F32 t2 = (-B + det) / A;
const F32 z1 = V0.mV[2] + t1 * V.mV[2];
const F32 z2 = V0.mV[2] + t2 * V.mV[2];
if (z1 * cos_max_angle < 0)
{
return t2;
}
else if (z2 * cos_max_angle < 0)
{
return t1;
}
else if ((t1 < 0) || (t1 > 1))
{
return t2;
}
else
{
return t1;
}
}
void LLVOSky::updateSunHaloGeometry(LLDrawable *drawable )
{
#if 0
@ -1732,7 +1270,7 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
const F32 attenuation = min_attenuation
+ cos_angle_of_view * (max_attenuation - min_attenuation);
LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * mFogColor;
LLColor4 hb_refl_col = (1 - attenuation) * hb_col + attenuation * getFogColor();
face->setFaceColor(hb_refl_col);
LLVector3 v_far[2];
@ -1850,208 +1388,10 @@ void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
}
}
void LLVOSky::updateFog(const F32 distance)
{
// LEGACY_ATMOSPHERICS
if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG))
{
if (!LLGLSLShader::sNoFixedFunction)
{
glFogf(GL_FOG_DENSITY, 0);
glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV);
glFogf(GL_FOG_END, 1000000.f);
}
return;
}
const BOOL hide_clip_plane = TRUE;
LLColor4 target_fog(0.f, 0.2f, 0.5f, 0.f);
const F32 water_height = gAgent.getRegion() ? gAgent.getRegion()->getWaterHeight() : 0.f;
// LLWorld::getInstance()->getWaterHeight();
F32 camera_height = gAgentCamera.getCameraPositionAgent().mV[2];
F32 near_clip_height = LLViewerCamera::getInstance()->getAtAxis().mV[VZ] * LLViewerCamera::getInstance()->getNear();
camera_height += near_clip_height;
F32 fog_distance = 0.f;
LLColor3 res_color[3];
LLColor3 sky_fog_color = LLColor3::white;
LLColor3 render_fog_color = LLColor3::white;
LLVector3 tosun = getToSunLast();
const F32 tosun_z = tosun.mV[VZ];
tosun.mV[VZ] = 0.f;
tosun.normalize();
LLVector3 perp_tosun;
perp_tosun.mV[VX] = -tosun.mV[VY];
perp_tosun.mV[VY] = tosun.mV[VX];
LLVector3 tosun_45 = tosun + perp_tosun;
tosun_45.normalize();
F32 delta = 0.06f;
tosun.mV[VZ] = delta;
perp_tosun.mV[VZ] = delta;
tosun_45.mV[VZ] = delta;
tosun.normalize();
perp_tosun.normalize();
tosun_45.normalize();
// Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun.
res_color[0] = calcSkyColorInDir(tosun);
res_color[1] = calcSkyColorInDir(perp_tosun);
res_color[2] = calcSkyColorInDir(tosun_45);
sky_fog_color = color_norm(res_color[0] + res_color[1] + res_color[2]);
F32 full_off = -0.25f;
F32 full_on = 0.00f;
F32 on = (tosun_z - full_off) / (full_on - full_off);
on = llclamp(on, 0.01f, 1.f);
sky_fog_color *= 0.5f * on;
// We need to clamp these to non-zero, in order for the gamma correction to work. 0^y = ???
S32 i;
for (i = 0; i < 3; i++)
{
sky_fog_color.mV[i] = llmax(0.0001f, sky_fog_color.mV[i]);
}
color_gamma_correct(sky_fog_color);
render_fog_color = sky_fog_color;
F32 fog_density = 0.f;
fog_distance = mFogRatio * distance;
if (camera_height > water_height)
{
LLColor4 fog(render_fog_color);
if (!LLGLSLShader::sNoFixedFunction)
{
glFogfv(GL_FOG_COLOR, fog.mV);
}
mGLFogCol = fog;
if (hide_clip_plane)
{
// For now, set the density to extend to the cull distance.
const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f)))
fog_density = f_log/fog_distance;
if (!LLGLSLShader::sNoFixedFunction)
{
glFogi(GL_FOG_MODE, GL_EXP2);
}
}
else
{
const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f))
fog_density = (f_log)/fog_distance;
if (!LLGLSLShader::sNoFixedFunction)
{
glFogi(GL_FOG_MODE, GL_EXP);
}
}
}
else
{
LLSettingsWater::ptr_t pwater = LLEnvironment::instance().getCurrentWater();
F32 depth = water_height - camera_height;
// get the water param manager variables
float water_fog_density = pwater->getFogDensity();
LLColor4 water_fog_color(pwater->getFogColor());
// adjust the color based on depth. We're doing linear approximations
float depth_scale = gSavedSettings.getF32("WaterGLFogDepthScale");
float depth_modifier = 1.0f - llmin(llmax(depth / depth_scale, 0.01f),
gSavedSettings.getF32("WaterGLFogDepthFloor"));
LLColor4 fogCol = water_fog_color * depth_modifier;
fogCol.setAlpha(1);
// set the gl fog color
mGLFogCol = fogCol;
// set the density based on what the shaders use
fog_density = water_fog_density * gSavedSettings.getF32("WaterGLFogDensityScale");
if (!LLGLSLShader::sNoFixedFunction)
{
glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV);
glFogi(GL_FOG_MODE, GL_EXP2);
}
}
mFogColor = sky_fog_color;
mFogColor.setAlpha(1);
LLDrawPoolWater::sWaterFogEnd = fog_distance*2.2f;
if (!LLGLSLShader::sNoFixedFunction)
{
LLGLSFog gls_fog;
glFogf(GL_FOG_END, fog_distance*2.2f);
glFogf(GL_FOG_DENSITY, fog_density);
glHint(GL_FOG_HINT, GL_NICEST);
}
stop_glerror();
}
// Functions used a lot.
F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply)
{
F32 mv = color_max(col);
if (0 == mv)
{
return 0;
}
col *= 1.f / mv;
color_pow(col, e);
if (postmultiply)
{
col *= mv;
}
return mv;
}
// Returns angle (RADIANs) between the horizontal projection of "v" and the x_axis.
// Range of output is 0.0f to 2pi //359.99999...f
// Returns 0.0f when "v" = +/- z_axis.
F32 azimuth(const LLVector3 &v)
{
F32 azimuth = 0.0f;
if (v.mV[VX] == 0.0f)
{
if (v.mV[VY] > 0.0f)
{
azimuth = F_PI * 0.5f;
}
else if (v.mV[VY] < 0.0f)
{
azimuth = F_PI * 1.5f;// 270.f;
}
}
else
{
azimuth = (F32) atan(v.mV[VY] / v.mV[VX]);
if (v.mV[VX] < 0.0f)
{
azimuth += F_PI;
}
else if (v.mV[VY] < 0.0f)
{
azimuth += F_PI * 2;
}
}
return azimuth;
LLVector3 toSun = getToSunLast();
m_legacyAtmospherics.updateFog(distance, toSun);
}
void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity)

View File

@ -35,36 +35,12 @@
#include "llframetimer.h"
#include "v3colorutil.h"
#include "llsettingssky.h"
#include "lllegacyatmospherics.h"
//////////////////////////////////
//
// Lots of constants
//
// Will clean these up at some point...
//
const F32 HORIZON_DIST = 1024.0f;
const F32 SKY_BOX_MULT = 16.0f;
const F32 HEAVENLY_BODY_DIST = HORIZON_DIST - 10.f;
const F32 HEAVENLY_BODY_DIST = HORIZON_DIST - 10.f;
const F32 HEAVENLY_BODY_FACTOR = 0.1f;
const F32 HEAVENLY_BODY_SCALE = HEAVENLY_BODY_DIST * HEAVENLY_BODY_FACTOR;
const F32 EARTH_RADIUS = 6.4e6f; // exact radius = 6.37 x 10^6 m
const F32 ATM_EXP_FALLOFF = 0.000126f;
const F32 ATM_SEA_LEVEL_NDENS = 2.55e25f;
// Somewhat arbitrary:
const F32 ATM_HEIGHT = 100000.f;
const F32 FIRST_STEP = 5000.f;
const F32 INV_FIRST_STEP = 1.f/FIRST_STEP;
const S32 NO_STEPS = 15;
const F32 INV_NO_STEPS = 1.f/NO_STEPS;
// constants used in calculation of scattering coeff of clear air
const F32 sigma = 0.035f;
const F32 fsigma = (6.f + 3.f * sigma) / (6.f-7.f*sigma);
const F64 Ndens = 2.55e25;
const F64 Ndens2 = Ndens*Ndens;
// HACK: Allow server to change sun and moon IDs.
// I can't figure out how to pass the appropriate
@ -72,25 +48,9 @@ const F64 Ndens2 = Ndens*Ndens;
extern LLUUID gSunTextureID;
extern LLUUID gMoonTextureID;
LL_FORCE_INLINE LLColor3 color_div(const LLColor3 &col1, const LLColor3 &col2)
{
return LLColor3(
col1.mV[0] / col2.mV[0],
col1.mV[1] / col2.mV[1],
col1.mV[2] / col2.mV[2] );
}
LLColor3 color_norm(const LLColor3 &col);
BOOL clip_quad_to_horizon(F32& t_left, F32& t_right, LLVector3 v_clipped[4],
const LLVector3 v_corner[4], const F32 cos_max_angle);
F32 clip_side_to_horizon(const LLVector3& v0, const LLVector3& v1, const F32 cos_max_angle);
class LLFace;
class LLHaze;
class LLSkyTex
{
friend class LLVOSky;
@ -258,115 +218,6 @@ public:
void setV(const LLVector3& v) { mV = v; }
};
LL_FORCE_INLINE LLColor3 refr_ind_calc(const LLColor3 &wave_length)
{
LLColor3 refr_ind;
for (S32 i = 0; i < 3; ++i)
{
const F32 wl2 = wave_length.mV[i] * wave_length.mV[i] * 1e-6f;
refr_ind.mV[i] = 6.43e3f + ( 2.95e6f / ( 146.0f - 1.f/wl2 ) ) + ( 2.55e4f / ( 41.0f - 1.f/wl2 ) );
refr_ind.mV[i] *= 1.0e-8f;
refr_ind.mV[i] += 1.f;
}
return refr_ind;
}
class LLHaze
{
public:
LLHaze() : mG(0), mFalloff(1), mAbsCoef(0.f) {mSigSca.setToBlack();}
LLHaze(const F32 g, const LLColor3& sca, const F32 fo = 2.f) :
mG(g), mSigSca(0.25f/F_PI * sca), mFalloff(fo), mAbsCoef(0.f)
{
mAbsCoef = color_intens(mSigSca) / sAirScaIntense;
}
LLHaze(const F32 g, const F32 sca, const F32 fo = 2.f) : mG(g),
mSigSca(0.25f/F_PI * LLColor3(sca, sca, sca)), mFalloff(fo)
{
mAbsCoef = 0.01f * sca / sAirScaAvg;
}
F32 getG() const { return mG; }
void setG(const F32 g)
{
mG = g;
}
const LLColor3& getSigSca() const // sea level
{
return mSigSca;
}
void setSigSca(const LLColor3& s)
{
mSigSca = s;
mAbsCoef = 0.01f * color_intens(mSigSca) / sAirScaIntense;
}
void setSigSca(const F32 s0, const F32 s1, const F32 s2)
{
mSigSca = sAirScaAvg * LLColor3 (s0, s1, s2);
mAbsCoef = 0.01f * (s0 + s1 + s2) / 3;
}
F32 getFalloff() const
{
return mFalloff;
}
void setFalloff(const F32 fo)
{
mFalloff = fo;
}
F32 getAbsCoef() const
{
return mAbsCoef;
}
inline static F32 calcFalloff(const F32 h)
{
return (h <= 0) ? 1.0f : (F32)LL_FAST_EXP(-ATM_EXP_FALLOFF * h);
}
inline LLColor3 calcSigSca(const F32 h) const
{
return calcFalloff(h * mFalloff) * mSigSca;
}
inline void calcSigSca(const F32 h, LLColor3 &result) const
{
result = mSigSca;
result *= calcFalloff(h * mFalloff);
}
LLColor3 calcSigExt(const F32 h) const
{
return calcFalloff(h * mFalloff) * (1 + mAbsCoef) * mSigSca;
}
F32 calcPhase(const F32 cos_theta) const;
static inline LLColor3 calcAirSca(const F32 h);
static inline void calcAirSca(const F32 h, LLColor3 &result);
private:
static LLColor3 const sAirScaSeaLevel;
static F32 const sAirScaIntense;
static F32 const sAirScaAvg;
protected:
F32 mG;
LLColor3 mSigSca;
F32 mFalloff; // 1 - slow, >1 - faster
F32 mAbsCoef;
};
class LLCubeMap;
// turn on floating point precision
@ -383,24 +234,6 @@ class LLVOSky : public LLStaticViewerObject
public:
void calcAtmospherics(void);
// LEGACY_ATMOSPHERICS
LLColor3 createDiffuseFromWL(LLColor3 diffuse, LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient);
LLColor3 createAmbientFromWL(LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient);
void calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun,
LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
LLVector2 vary_HorizontalProjection[2]);
LLColor3 calcSkyColorWLFrag(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun,
LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
LLVector2 vary_HorizontalProjection[2]);
LLColor4 calcSkyColorInDir(const LLVector3& dir, bool isShiny = false);
LLColor3 calcRadianceAtPoint(const LLVector3& pos) const
{
F32 radiance = mBrightnessScaleGuess * mSun.getIntensity();
return LLColor3(radiance, radiance, radiance);
}
void initSkyTextureDirs(const S32 side, const S32 tile);
void createSkyTexture(const S32 side, const S32 tile);
@ -453,8 +286,6 @@ public:
LLColor4 getSunAmbientColor() const;
LLColor4 getMoonAmbientColor() const;
LLColor4 getTotalAmbientColor() const;
LLColor4 getFogColor() const { return mFogColor; }
LLColor4 getGLFogColor() const { return mGLFogCol; }
BOOL isSameFace(S32 idx, const LLFace* face) const { return mFace[idx] == face; }
@ -476,16 +307,18 @@ public:
void updateReflectionGeometry(LLDrawable *drawable, F32 H, const LLHeavenBody& HB);
const LLHaze& getHaze() const { return mHaze; }
LLHaze& getHaze() { return mHaze; }
F32 getHazeConcentration() const { return mHazeConcentration; }
void setHaze(const LLHaze& h) { mHaze = h; }
F32 getWorldScale() const { return mWorldScale; }
void setWorldScale(const F32 s) { mWorldScale = s; }
void updateFog(const F32 distance);
void setFogRatio(const F32 fog_ratio) { mFogRatio = fog_ratio; }
void setFogRatio(const F32 fog_ratio) { m_legacyAtmospherics.setFogRatio(fog_ratio); }
F32 getFogRatio() const { return m_legacyAtmospherics.getFogRatio(); }
LLColor4 getFogColor() const { return m_legacyAtmospherics.getFogColor(); }
LLColor4 getGLFogColor() const { return m_legacyAtmospherics.getGLFogColor(); }
LLColor4U getFadeColor() const;
F32 getFogRatio() const { return mFogRatio; }
void setCloudDensity(F32 cloud_density) { mCloudDensity = cloud_density; }
void setWind ( const LLVector3& wind ) { mWind = wind.length(); }
@ -532,8 +365,6 @@ protected:
LLColor3 mBrightestPointNew;
F32 mBrightnessScaleGuess;
LLColor3 mBrightestPointGuess;
LLHaze mHaze;
F32 mHazeConcentration;
BOOL mWeatherChange;
F32 mCloudDensity;
F32 mWind;
@ -545,53 +376,16 @@ protected:
F32 mAmbientScale;
LLColor3 mNightColorShift;
F32 mInterpVal;
LLColor4 mFogColor;
LLColor4 mGLFogCol;
F32 mFogRatio;
F32 mWorldScale;
LLPointer<LLCubeMap> mCubeMap; // Cube map for the environment
S32 mDrawRefl;
LLPointer<LLCubeMap> mCubeMap; // Cube map for the environment
S32 mDrawRefl;
LLFrameTimer mUpdateTimer;
public:
//by bao
//fake vertex buffer updating
//to guarantee at least updating one VBO buffer every frame
//to work around the bug caused by ATI card --> DEV-3855
//
void createDummyVertexBuffer() ;
void updateDummyVertexBuffer() ;
BOOL mHeavenlyBodyUpdated ;
BOOL mHeavenlyBodyUpdated ;
LLAtmospherics m_legacyAtmospherics;
};
// turn it off
#if LL_MSVC && __MSVC_VER__ < 8
#pragma optimize("p", off)
#endif
// Utility functions
F32 azimuth(const LLVector3 &v);
F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply = FALSE);
/* Proportion of light that is scattered into 'path' from 'in' over distance dt. */
/* assumes that vectors 'path' and 'in' are normalized. Scattering coef / 2pi */
inline LLColor3 LLHaze::calcAirSca(const F32 h)
{
return calcFalloff(h) * sAirScaSeaLevel;
}
inline void LLHaze::calcAirSca(const F32 h, LLColor3 &result)
{
result = sAirScaSeaLevel;
result *= calcFalloff(h);
}
#endif