Replace WL atmospherics sun color calcs, fix water specular sunlight contribution to use them,
and do not add moon contribution during daytime.
meow-7.2.2
Graham Linden 2018-10-19 17:45:40 +01:00
parent 0532c644a3
commit 75858d9f3f
4 changed files with 126 additions and 55 deletions

View File

@ -496,7 +496,6 @@ void LLDrawPoolWater::shade()
LLColor3 light_diffuse(0,0,0);
F32 light_exp = 0.0f;
LLVector3 light_dir;
LLColor3 light_color;
LLEnvironment& environment = LLEnvironment::instance();
LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
@ -510,24 +509,17 @@ void LLDrawPoolWater::shade()
if (sun_up)
{
light_color = light_color + psky->getSunAmbient();
light_diffuse += psky->getSunDiffuse();
light_diffuse += voskyp->getSun().getColorCached();
}
// moonlight is several orders of magnitude less bright than sunlight,
// so only use this color when the moon alone is showing
else if (moon_up)
{
light_diffuse += psky->getMoonDiffuse();
}
light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
if (moon_up)
{
LLColor3 moon_diffuse_color = psky->getMoonDiffuse();
light_color += moon_diffuse_color;
light_diffuse += moon_diffuse_color * 0.5f;
if (!sun_up)
{
light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
}
}
light_diffuse.normalize();
light_diffuse *= (light_exp + 0.25f);

View File

@ -193,6 +193,7 @@ public:
, haze_horizon(0.0f)
, density_multiplier(0.0f)
, max_y(0.0f)
, gamma(1.0f)
, sun_norm(0.0f, 1.0f, 0.0f, 1.0f)
, sunlight()
, ambient()
@ -220,6 +221,7 @@ public:
F32 density_multiplier;
F32 distance_multiplier;
F32 max_y;
F32 gamma;
LLVector4 sun_norm;
LLColor3 sunlight;
LLColor3 ambient;

View File

@ -450,26 +450,25 @@ void LLVOSky::init()
updateDirections();
AtmosphericsVars vars;
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
// invariants across whole sky tex process...
vars.blue_density = psky->getBlueDensity();
vars.blue_horizon = psky->getBlueHorizon();
vars.haze_density = psky->getHazeDensity();
vars.haze_horizon = psky->getHazeHorizon();
vars.density_multiplier = psky->getDensityMultiplier();
vars.max_y = psky->getMaxY();
vars.sun_norm = LLEnvironment::instance().getClampedSunNorm();
vars.sunlight = psky->getSunlightColor();
vars.ambient = psky->getAmbientColor();
vars.glow = psky->getGlow();
vars.cloud_shadow = psky->getCloudShadow();
vars.dome_radius = psky->getDomeRadius();
vars.dome_offset = psky->getDomeOffset();
vars.light_atten = psky->getLightAttenuation(vars.max_y);
vars.light_transmittance = psky->getLightTransmittance();
m_atmosphericsVars.blue_density = psky->getBlueDensity();
m_atmosphericsVars.blue_horizon = psky->getBlueHorizon();
m_atmosphericsVars.haze_density = psky->getHazeDensity();
m_atmosphericsVars.haze_horizon = psky->getHazeHorizon();
m_atmosphericsVars.density_multiplier = psky->getDensityMultiplier();
m_atmosphericsVars.max_y = psky->getMaxY();
m_atmosphericsVars.sun_norm = LLEnvironment::instance().getClampedSunNorm();
m_atmosphericsVars.sunlight = psky->getSunlightColor();
m_atmosphericsVars.ambient = psky->getAmbientColor();
m_atmosphericsVars.glow = psky->getGlow();
m_atmosphericsVars.cloud_shadow = psky->getCloudShadow();
m_atmosphericsVars.dome_radius = psky->getDomeRadius();
m_atmosphericsVars.dome_offset = psky->getDomeOffset();
m_atmosphericsVars.light_atten = psky->getLightAttenuation(m_atmosphericsVars.max_y);
m_atmosphericsVars.light_transmittance = psky->getLightTransmittance();
m_atmosphericsVars.gamma = psky->getGamma();
// Initialize the cached normalized direction vectors
for (S32 side = 0; side < 6; ++side)
@ -477,7 +476,7 @@ void LLVOSky::init()
for (S32 tile = 0; tile < NUM_TILES; ++tile)
{
initSkyTextureDirs(side, tile);
createSkyTexture(vars, side, tile, false);
createSkyTexture(m_atmosphericsVars, side, tile, false);
}
}
@ -497,6 +496,100 @@ void LLVOSky::init()
mHaloMap = LLViewerTextureManager::getFetchedTexture(psky->getHaloTextureId(), FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
}
void LLVOSky::calc()
{
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
// invariants across whole sky tex process...
m_atmosphericsVars.blue_density = psky->getBlueDensity();
m_atmosphericsVars.blue_horizon = psky->getBlueHorizon();
m_atmosphericsVars.haze_density = psky->getHazeDensity();
m_atmosphericsVars.haze_horizon = psky->getHazeHorizon();
m_atmosphericsVars.density_multiplier = psky->getDensityMultiplier();
m_atmosphericsVars.max_y = psky->getMaxY();
m_atmosphericsVars.sun_norm = LLEnvironment::instance().getClampedSunNorm();
m_atmosphericsVars.sunlight = psky->getSunlightColor();
m_atmosphericsVars.ambient = psky->getAmbientColor();
m_atmosphericsVars.glow = psky->getGlow();
m_atmosphericsVars.cloud_shadow = psky->getCloudShadow();
m_atmosphericsVars.dome_radius = psky->getDomeRadius();
m_atmosphericsVars.dome_offset = psky->getDomeOffset();
m_atmosphericsVars.light_atten = psky->getLightAttenuation(m_atmosphericsVars.max_y);
m_atmosphericsVars.light_transmittance = psky->getLightTransmittance();
m_atmosphericsVars.gamma = psky->getGamma();
LLColor3 vary_HazeColor;
LLColor3 vary_SunlightColor;
LLColor3 vary_AmbientColor;
{
// Initialize temp variables
LLColor3 sunlight = m_atmosphericsVars.sunlight;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
LLColor3 light_atten =
(m_atmosphericsVars.blue_density * 1.0 + smear(m_atmosphericsVars.haze_density * 0.25f)) * (m_atmosphericsVars.density_multiplier * m_atmosphericsVars.max_y);
// Calculate relative weights
LLColor3 temp2(0.f, 0.f, 0.f);
LLColor3 temp1 = m_atmosphericsVars.blue_density + smear(m_atmosphericsVars.haze_density);
LLColor3 blue_weight = componentDiv(m_atmosphericsVars.blue_density, temp1);
LLColor3 haze_weight = componentDiv(smear(m_atmosphericsVars.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] );
F32 lighty = getSun().getDirection().mV[2];
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] = m_atmosphericsVars.density_multiplier;
// Transparency (-> temp1)
temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);
// vary_AtmosAttenuation = temp1;
//increase ambient when there are more clouds
LLColor3 tmpAmbient = m_atmosphericsVars.ambient + (smear(1.f) - m_atmosphericsVars.ambient) * m_atmosphericsVars.cloud_shadow * 0.5f;
//haze color
vary_HazeColor =
(m_atmosphericsVars.blue_horizon * blue_weight * (sunlight * (1.f - m_atmosphericsVars.cloud_shadow) + tmpAmbient)
+ componentMult(m_atmosphericsVars.haze_horizon * haze_weight, sunlight * (1.f - m_atmosphericsVars.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, m_atmosphericsVars.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, m_atmosphericsVars.gamma);
vary_AmbientColor = smear(1.0f) - vary_AmbientColor;
componentMultBy(vary_HazeColor, LLColor3(1.f, 1.f, 1.f) - temp1);
}
mSun.setColor(vary_SunlightColor);
mMoon.setColor(LLColor3(1.0f, 1.0f, 1.0f));
mSun.renewDirection();
mSun.renewColor();
mMoon.renewDirection();
mMoon.renewColor();
}
void LLVOSky::initCubeMap()
{
std::vector<LLPointer<LLImageRaw> > images;
@ -711,6 +804,8 @@ bool LLVOSky::updateSky()
bool is_alm_wl_sky = gPipeline.canUseWindLightShaders();
calc();
if (mForceUpdate && mForceUpdateThrottle.hasExpired())
{
LL_RECORD_BLOCK_TIME(FTM_VOSKY_UPDATEFORCED);
@ -729,32 +824,11 @@ bool LLVOSky::updateSky()
{
updateFog(LLViewerCamera::getInstance()->getFar());
AtmosphericsVars vars;
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
// invariants across whole sky tex process...
vars.blue_density = psky->getBlueDensity();
vars.blue_horizon = psky->getBlueHorizon();
vars.haze_density = psky->getHazeDensity();
vars.haze_horizon = psky->getHazeHorizon();
vars.density_multiplier = psky->getDensityMultiplier();
vars.max_y = psky->getMaxY();
vars.sun_norm = LLEnvironment::instance().getClampedSunNorm();
vars.sunlight = psky->getSunlightColor();
vars.ambient = psky->getAmbientColor();
vars.glow = psky->getGlow();
vars.cloud_shadow = psky->getCloudShadow();
vars.dome_radius = psky->getDomeRadius();
vars.dome_offset = psky->getDomeOffset();
vars.light_atten = psky->getLightAttenuation(vars.max_y);
vars.light_transmittance = psky->getLightTransmittance();
for (int side = 0; side < 6; side++)
{
for (int tile = 0; tile < NUM_TILES; tile++)
{
createSkyTexture(vars, side, tile, is_alm_wl_sky);
createSkyTexture(m_atmosphericsVars, side, tile, is_alm_wl_sky);
}
}

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@ -217,6 +217,8 @@ public:
void cleanupGL();
void restoreGL();
void calc();
/*virtual*/ void idleUpdate(LLAgent &agent, const F64 &time);
bool updateSky();
@ -346,6 +348,7 @@ protected:
LLTimer mForceUpdateThrottle;
bool mHeavenlyBodyUpdated ;
AtmosphericsVars m_atmosphericsVars;
LLAtmospherics m_legacyAtmospherics;
};