Isolate more legacy atmo param use in sky (convert to getLightAttenuation and getLightTransmittance).

Optimize sky texture creation.
master
Graham Linden graham@lindenlab.com 2018-03-07 23:49:37 +00:00
parent 0f33f0a6f3
commit 6d77503542
6 changed files with 107 additions and 141 deletions

View File

@ -752,101 +752,88 @@ void LLSettingsSky::calculateHeavnlyBodyPositions()
}
}
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
LLColor3 LLSettingsSky::getLightAttenuation(F32 distance) const
{
LLColor3 blue_density = getBlueDensity();
F32 haze_density = getHazeDensity();
F32 density_multiplier = getDensityMultiplier();
LLColor3 density = (blue_density * 1.0 + smear(haze_density * 0.25f));
LLColor3 light_atten = density * density_multiplier * distance;
return light_atten;
}
LLColor3 LLSettingsSky::getLightTransmittance() const
{
LLColor3 blue_density = getBlueDensity();
F32 haze_density = getHazeDensity();
F32 density_multiplier = getDensityMultiplier();
LLColor3 temp1 = blue_density + smear(haze_density);
// Transparency (-> temp1)
temp1 = componentExp((temp1 * -1.f) * density_multiplier);
return temp1;
}
LLColor3 LLSettingsSky::gammaCorrect(const LLColor3& in) const
{
F32 gamma = getGamma();
LLColor3 v(in);
v.clamp();
v= smear(1.0f) - v;
v = componentPow(v, gamma);
v = smear(1.0f) - v;
return v;
}
void LLSettingsSky::calculateLightSettings()
{
// LEGACY_ATMOSPHERICS
LLColor3 vary_HazeColor;
LLColor3 vary_SunlightColor;
LLColor3 vary_AmbientColor;
// Initialize temp variables
LLColor3 sunlight = getSunlightColor();
LLColor3 ambient = getAmbientColor();
F32 cloud_shadow = getCloudShadow();
LLVector3 lightnorm = getLightDirection();
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
F32 max_y = getMaxY();
LLColor3 light_atten = getLightAttenuation(max_y);
LLColor3 light_transmittance = getLightTransmittance();
// Compute sunlight from P & lightnorm (for long rays like sky)
/// USE only lightnorm.
// temp2[1] = llmax(0.f, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );
// and vary_sunlight will work properly with moon light
F32 lighty = lightnorm[1];
if (lighty < NIGHTTIME_ELEVATION_COS)
{
// Initialize temp variables
LLColor3 sunlight = getSunlightColor();
LLColor3 ambient = getAmbientColor();
F32 gamma = getGamma();
LLColor3 blue_density = getBlueDensity();
LLColor3 blue_horizon = getBlueHorizon();
F32 haze_density = getHazeDensity();
F32 haze_horizon = getHazeHorizon();
F32 density_multiplier = getDensityMultiplier();
F32 max_y = getMaxY();
F32 cloud_shadow = getCloudShadow();
LLVector3 lightnorm = getLightDirection();
// 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)
/// USE only lightnorm.
// temp2[1] = llmax(0.f, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );
// and vary_sunlight will work properly with moon light
F32 lighty = lightnorm[1];
if (lighty < NIGHTTIME_ELEVATION_COS)
{
lighty = -lighty;
}
temp2.mV[1] = llmax(0.f, lighty);
if(temp2.mV[1] > 0.f)
{
temp2.mV[1] = 1.f / temp2.mV[1];
}
componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
// Distance
temp2.mV[2] = density_multiplier;
// Transparency (-> temp1)
temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);
// vary_AtmosAttenuation = temp1;
//increase ambient when there are more clouds
LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5f;
//haze color
vary_HazeColor =
(blue_horizon * blue_weight * (sunlight*(1.f - cloud_shadow) + tmpAmbient)
+ componentMult(haze_horizon * haze_weight, sunlight*(1.f - cloud_shadow) * temp2.mV[0] + tmpAmbient)
);
//brightness of surface both sunlight and ambient
vary_SunlightColor = componentMult(sunlight, temp1) * 1.f;
vary_SunlightColor.clamp();
vary_SunlightColor = smear(1.0f) - vary_SunlightColor;
vary_SunlightColor = componentPow(vary_SunlightColor, gamma);
vary_SunlightColor = smear(1.0f) - vary_SunlightColor;
vary_AmbientColor = componentMult(tmpAmbient, temp1) * 0.5;
vary_AmbientColor.clamp();
vary_AmbientColor = smear(1.0f) - vary_AmbientColor;
vary_AmbientColor = componentPow(vary_AmbientColor, gamma);
vary_AmbientColor = smear(1.0f) - vary_AmbientColor;
componentMultBy(vary_HazeColor, LLColor3(1.f, 1.f, 1.f) - temp1);
lighty = -lighty;
}
mSunDiffuse = vary_SunlightColor;
mSunAmbient = vary_AmbientColor;
mMoonDiffuse = vary_SunlightColor;
mMoonAmbient = vary_AmbientColor;
lighty = llmax(0.f, lighty);
if(lighty > 0.f)
{
lighty = 1.f / lighty;
}
componentMultBy(sunlight, componentExp((light_atten * -1.f) * lighty));
mTotalAmbient = LLColor4(vary_AmbientColor, 1.0f);
//increase ambient when there are more clouds
LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5f;
//brightness of surface both sunlight and ambient
mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));
mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5);
mMoonDiffuse = gammaCorrect(componentMult(LLColor3::white, light_transmittance));
mMoonAmbient = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
mTotalAmbient = mSunAmbient;
mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
mFadeColor.setAlpha(0);
}
//=========================================================================
namespace
{

View File

@ -455,6 +455,9 @@ private:
void calculateHeavnlyBodyPositions();
void calculateLightSettings();
LLColor3 getLightAttenuation(F32 distance) const;
LLColor3 getLightTransmittance() const;
LLColor3 gammaCorrect(const LLColor3& in) const;
LLVector3 mSunDirection;
LLVector3 mMoonDirection;

View File

@ -200,7 +200,6 @@ 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;
}
@ -445,11 +444,6 @@ LLColor3 LLAtmospherics::calcSkyColorWLFrag(LLVector3 & Pn, AtmosphericsVars& va
return res;
}
void LLAtmospherics::calc()
{
}
void LLAtmospherics::updateFog(const F32 distance, LLVector3& tosun)
{
if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG))

View File

@ -213,7 +213,6 @@ public:
~LLAtmospherics();
void init();
void calc();
void updateFog(const F32 distance, LLVector3& tosun);
const LLHaze& getHaze() const { return mHaze; }

View File

@ -336,7 +336,7 @@ LLVOSky::~LLVOSky()
void LLVOSky::init()
{
calcAtmospherics();
updateDirections();
// Initialize the cached normalized direction vectors
for (S32 side = 0; side < 6; ++side)
@ -408,7 +408,7 @@ void LLVOSky::restoreGL()
mBloomTexturep->setNoDelete() ;
mBloomTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
calcAtmospherics();
updateDirections();
if (gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap
&& LLCubeMap::sUseCubeMaps)
@ -486,7 +486,7 @@ void LLVOSky::createSkyTexture(const S32 side, const S32 tile)
}
}
void LLVOSky::calcAtmospherics(void)
void LLVOSky::updateDirections(void)
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
@ -508,8 +508,6 @@ void LLVOSky::calcAtmospherics(void)
// between sunlight and point lights in windlight to normalize point lights.
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)
@ -541,7 +539,7 @@ BOOL LLVOSky::updateSky()
const S32 total_no_tiles = 6 * NUM_TILES;
const S32 cycle_frame_no = total_no_tiles + 1;
if (mUpdateTimer.getElapsedTimeF32() > 0.001f)
if (mUpdateTimer.getElapsedTimeF32() > 0.025f)
{
mUpdateTimer.reset();
const S32 frame = next_frame;
@ -553,7 +551,7 @@ BOOL LLVOSky::updateSky()
// sInterpVal = (F32)next_frame / cycle_frame_no;
LLSkyTex::setInterpVal( mInterpVal );
LLHeavenBody::setInterpVal( mInterpVal );
calcAtmospherics();
updateDirections();
if (mForceUpdate || total_no_tiles == frame)
{
@ -595,8 +593,6 @@ BOOL LLVOSky::updateSky()
}
}
calcAtmospherics();
for (int side = 0; side < 6; side++)
{
LLImageRaw* raw1 = mSkyTex[side].getImageRaw(TRUE);
@ -610,45 +606,33 @@ BOOL LLVOSky::updateSky()
mShinyTex[side].createGLImage(mShinyTex[side].getWhich(FALSE));
}
next_frame = 0;
// update the sky texture
for (S32 i = 0; i < 6; ++i)
{
mSkyTex[i].create(1.0f);
mShinyTex[i].create(1.0f);
}
// update the environment map
if (mCubeMap)
{
std::vector<LLPointer<LLImageRaw> > images;
images.reserve(6);
for (S32 side = 0; side < 6; side++)
{
images.push_back(mShinyTex[side].getImageRaw(TRUE));
}
mCubeMap->init(images);
gGL.getTexUnit(0)->disable();
}
}
}
}
/// *TODO really, sky texture and env map should be shared on a single texture
/// I'll let Brad take this at some point
// update the sky texture
for (S32 i = 0; i < 6; ++i)
{
mSkyTex[i].create(1.0f);
mShinyTex[i].create(1.0f);
}
// update the environment map
if (mCubeMap)
{
std::vector<LLPointer<LLImageRaw> > images;
images.reserve(6);
for (S32 side = 0; side < 6; side++)
{
images.push_back(mShinyTex[side].getImageRaw(TRUE));
}
mCubeMap->init(images);
gGL.getTexUnit(0)->disable();
}
gPipeline.markRebuild(gSky.mVOGroundp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
// *TODO: decide whether we need to update the stars vertex buffer in LLVOWLSky -Brad.
//gPipeline.markRebuild(gSky.mVOWLSkyp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
mForceUpdate = FALSE;
}
else
{
const S32 side = frame / NUM_TILES;
const S32 tile = frame % NUM_TILES;
createSkyTexture(side, tile);
}
}
if (mDrawable.notNull() && mDrawable->getFace(0) && !mDrawable->getFace(0)->getVertexBuffer())
@ -1405,7 +1389,7 @@ void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_an
mMoon.renewDirection();
mLastLightingDirection = mSun.getDirection();
calcAtmospherics();
updateDirections();
if ( !mInitialized )
{
@ -1439,7 +1423,8 @@ void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &moon_di
mSun.setDirection(sun_direction);
mMoon.setDirection(moon_dir);
calcAtmospherics();
updateDirections();
if (dp < 0.995f) { //the sun jumped a great deal, update immediately
mForceUpdate = TRUE;
}

View File

@ -230,13 +230,7 @@ class LLCubeMap;
class LLVOSky : public LLStaticViewerObject
{
public:
void calcAtmospherics(void);
void initSkyTextureDirs(const S32 side, const S32 tile);
void createSkyTexture(const S32 side, const S32 tile);
public:
enum
{
FACE_SIDE0,
@ -249,7 +243,6 @@ public:
FACE_MOON, // was 7
FACE_BLOOM, // was 8
FACE_REFLECTION, // was 10
FACE_DUMMY, //for an ATI bug --bao
FACE_COUNT
};
@ -343,6 +336,11 @@ public:
protected:
~LLVOSky();
void updateDirections(void);
void initSkyTextureDirs(const S32 side, const S32 tile);
void createSkyTexture(const S32 side, const S32 tile);
LLPointer<LLViewerFetchedTexture> mSunTexturep;
LLPointer<LLViewerFetchedTexture> mMoonTexturep;
LLPointer<LLViewerFetchedTexture> mBloomTexturep;