SL-9929
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
parent
0532c644a3
commit
75858d9f3f
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@ -496,7 +496,6 @@ void LLDrawPoolWater::shade()
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LLColor3 light_diffuse(0,0,0);
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F32 light_exp = 0.0f;
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LLVector3 light_dir;
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LLColor3 light_color;
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LLEnvironment& environment = LLEnvironment::instance();
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LLSettingsWater::ptr_t pwater = environment.getCurrentWater();
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@ -510,24 +509,17 @@ void LLDrawPoolWater::shade()
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if (sun_up)
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{
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light_color = light_color + psky->getSunAmbient();
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light_diffuse += psky->getSunDiffuse();
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light_diffuse += voskyp->getSun().getColorCached();
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}
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// moonlight is several orders of magnitude less bright than sunlight,
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// so only use this color when the moon alone is showing
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else if (moon_up)
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{
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light_diffuse += psky->getMoonDiffuse();
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}
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light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
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if (moon_up)
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{
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LLColor3 moon_diffuse_color = psky->getMoonDiffuse();
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light_color += moon_diffuse_color;
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light_diffuse += moon_diffuse_color * 0.5f;
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if (!sun_up)
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{
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light_exp = light_dir * LLVector3(light_dir.mV[0], light_dir.mV[1], 0.f);
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}
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}
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light_diffuse.normalize();
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light_diffuse *= (light_exp + 0.25f);
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@ -193,6 +193,7 @@ public:
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, haze_horizon(0.0f)
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, density_multiplier(0.0f)
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, max_y(0.0f)
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, gamma(1.0f)
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, sun_norm(0.0f, 1.0f, 0.0f, 1.0f)
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, sunlight()
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, ambient()
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@ -220,6 +221,7 @@ public:
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F32 density_multiplier;
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F32 distance_multiplier;
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F32 max_y;
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F32 gamma;
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LLVector4 sun_norm;
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LLColor3 sunlight;
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LLColor3 ambient;
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@ -450,26 +450,25 @@ void LLVOSky::init()
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updateDirections();
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AtmosphericsVars vars;
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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// invariants across whole sky tex process...
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vars.blue_density = psky->getBlueDensity();
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vars.blue_horizon = psky->getBlueHorizon();
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vars.haze_density = psky->getHazeDensity();
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vars.haze_horizon = psky->getHazeHorizon();
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vars.density_multiplier = psky->getDensityMultiplier();
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vars.max_y = psky->getMaxY();
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vars.sun_norm = LLEnvironment::instance().getClampedSunNorm();
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vars.sunlight = psky->getSunlightColor();
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vars.ambient = psky->getAmbientColor();
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vars.glow = psky->getGlow();
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vars.cloud_shadow = psky->getCloudShadow();
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vars.dome_radius = psky->getDomeRadius();
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vars.dome_offset = psky->getDomeOffset();
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vars.light_atten = psky->getLightAttenuation(vars.max_y);
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vars.light_transmittance = psky->getLightTransmittance();
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m_atmosphericsVars.blue_density = psky->getBlueDensity();
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m_atmosphericsVars.blue_horizon = psky->getBlueHorizon();
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m_atmosphericsVars.haze_density = psky->getHazeDensity();
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m_atmosphericsVars.haze_horizon = psky->getHazeHorizon();
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m_atmosphericsVars.density_multiplier = psky->getDensityMultiplier();
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m_atmosphericsVars.max_y = psky->getMaxY();
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m_atmosphericsVars.sun_norm = LLEnvironment::instance().getClampedSunNorm();
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m_atmosphericsVars.sunlight = psky->getSunlightColor();
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m_atmosphericsVars.ambient = psky->getAmbientColor();
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m_atmosphericsVars.glow = psky->getGlow();
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m_atmosphericsVars.cloud_shadow = psky->getCloudShadow();
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m_atmosphericsVars.dome_radius = psky->getDomeRadius();
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m_atmosphericsVars.dome_offset = psky->getDomeOffset();
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m_atmosphericsVars.light_atten = psky->getLightAttenuation(m_atmosphericsVars.max_y);
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m_atmosphericsVars.light_transmittance = psky->getLightTransmittance();
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m_atmosphericsVars.gamma = psky->getGamma();
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// Initialize the cached normalized direction vectors
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for (S32 side = 0; side < 6; ++side)
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@ -477,7 +476,7 @@ void LLVOSky::init()
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for (S32 tile = 0; tile < NUM_TILES; ++tile)
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{
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initSkyTextureDirs(side, tile);
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createSkyTexture(vars, side, tile, false);
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createSkyTexture(m_atmosphericsVars, side, tile, false);
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}
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}
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@ -497,6 +496,100 @@ void LLVOSky::init()
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mHaloMap = LLViewerTextureManager::getFetchedTexture(psky->getHaloTextureId(), FTT_DEFAULT, TRUE, LLGLTexture::BOOST_UI);
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}
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void LLVOSky::calc()
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{
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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// invariants across whole sky tex process...
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m_atmosphericsVars.blue_density = psky->getBlueDensity();
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m_atmosphericsVars.blue_horizon = psky->getBlueHorizon();
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m_atmosphericsVars.haze_density = psky->getHazeDensity();
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m_atmosphericsVars.haze_horizon = psky->getHazeHorizon();
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m_atmosphericsVars.density_multiplier = psky->getDensityMultiplier();
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m_atmosphericsVars.max_y = psky->getMaxY();
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m_atmosphericsVars.sun_norm = LLEnvironment::instance().getClampedSunNorm();
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m_atmosphericsVars.sunlight = psky->getSunlightColor();
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m_atmosphericsVars.ambient = psky->getAmbientColor();
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m_atmosphericsVars.glow = psky->getGlow();
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m_atmosphericsVars.cloud_shadow = psky->getCloudShadow();
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m_atmosphericsVars.dome_radius = psky->getDomeRadius();
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m_atmosphericsVars.dome_offset = psky->getDomeOffset();
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m_atmosphericsVars.light_atten = psky->getLightAttenuation(m_atmosphericsVars.max_y);
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m_atmosphericsVars.light_transmittance = psky->getLightTransmittance();
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m_atmosphericsVars.gamma = psky->getGamma();
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LLColor3 vary_HazeColor;
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LLColor3 vary_SunlightColor;
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LLColor3 vary_AmbientColor;
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{
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// Initialize temp variables
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LLColor3 sunlight = m_atmosphericsVars.sunlight;
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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// this is used later for sunlight modulation at various altitudes
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LLColor3 light_atten =
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(m_atmosphericsVars.blue_density * 1.0 + smear(m_atmosphericsVars.haze_density * 0.25f)) * (m_atmosphericsVars.density_multiplier * m_atmosphericsVars.max_y);
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// Calculate relative weights
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LLColor3 temp2(0.f, 0.f, 0.f);
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LLColor3 temp1 = m_atmosphericsVars.blue_density + smear(m_atmosphericsVars.haze_density);
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LLColor3 blue_weight = componentDiv(m_atmosphericsVars.blue_density, temp1);
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LLColor3 haze_weight = componentDiv(smear(m_atmosphericsVars.haze_density), temp1);
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// Compute sunlight from P & lightnorm (for long rays like sky)
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/// USE only lightnorm.
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// temp2[1] = llmax(0.f, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );
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F32 lighty = getSun().getDirection().mV[2];
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temp2.mV[1] = llmax(0.f, lighty);
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if(temp2.mV[1] > 0.f)
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{
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temp2.mV[1] = 1.f / temp2.mV[1];
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}
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componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
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// Distance
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temp2.mV[2] = m_atmosphericsVars.density_multiplier;
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// Transparency (-> temp1)
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temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);
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// vary_AtmosAttenuation = temp1;
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//increase ambient when there are more clouds
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LLColor3 tmpAmbient = m_atmosphericsVars.ambient + (smear(1.f) - m_atmosphericsVars.ambient) * m_atmosphericsVars.cloud_shadow * 0.5f;
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//haze color
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vary_HazeColor =
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(m_atmosphericsVars.blue_horizon * blue_weight * (sunlight * (1.f - m_atmosphericsVars.cloud_shadow) + tmpAmbient)
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+ componentMult(m_atmosphericsVars.haze_horizon * haze_weight, sunlight * (1.f - m_atmosphericsVars.cloud_shadow) * temp2.mV[0] + tmpAmbient)
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);
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//brightness of surface both sunlight and ambient
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vary_SunlightColor = componentMult(sunlight, temp1) * 1.f;
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vary_SunlightColor.clamp();
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vary_SunlightColor = smear(1.0f) - vary_SunlightColor;
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vary_SunlightColor = componentPow(vary_SunlightColor, m_atmosphericsVars.gamma);
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vary_SunlightColor = smear(1.0f) - vary_SunlightColor;
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vary_AmbientColor = componentMult(tmpAmbient, temp1) * 0.5;
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vary_AmbientColor.clamp();
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vary_AmbientColor = smear(1.0f) - vary_AmbientColor;
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vary_AmbientColor = componentPow(vary_AmbientColor, m_atmosphericsVars.gamma);
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vary_AmbientColor = smear(1.0f) - vary_AmbientColor;
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componentMultBy(vary_HazeColor, LLColor3(1.f, 1.f, 1.f) - temp1);
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}
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mSun.setColor(vary_SunlightColor);
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mMoon.setColor(LLColor3(1.0f, 1.0f, 1.0f));
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mSun.renewDirection();
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mSun.renewColor();
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mMoon.renewDirection();
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mMoon.renewColor();
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}
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void LLVOSky::initCubeMap()
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{
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std::vector<LLPointer<LLImageRaw> > images;
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@ -711,6 +804,8 @@ bool LLVOSky::updateSky()
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bool is_alm_wl_sky = gPipeline.canUseWindLightShaders();
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calc();
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if (mForceUpdate && mForceUpdateThrottle.hasExpired())
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{
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LL_RECORD_BLOCK_TIME(FTM_VOSKY_UPDATEFORCED);
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@ -729,32 +824,11 @@ bool LLVOSky::updateSky()
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{
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updateFog(LLViewerCamera::getInstance()->getFar());
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AtmosphericsVars vars;
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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// invariants across whole sky tex process...
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vars.blue_density = psky->getBlueDensity();
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vars.blue_horizon = psky->getBlueHorizon();
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vars.haze_density = psky->getHazeDensity();
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vars.haze_horizon = psky->getHazeHorizon();
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vars.density_multiplier = psky->getDensityMultiplier();
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vars.max_y = psky->getMaxY();
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vars.sun_norm = LLEnvironment::instance().getClampedSunNorm();
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vars.sunlight = psky->getSunlightColor();
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vars.ambient = psky->getAmbientColor();
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vars.glow = psky->getGlow();
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vars.cloud_shadow = psky->getCloudShadow();
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vars.dome_radius = psky->getDomeRadius();
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vars.dome_offset = psky->getDomeOffset();
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vars.light_atten = psky->getLightAttenuation(vars.max_y);
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vars.light_transmittance = psky->getLightTransmittance();
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for (int side = 0; side < 6; side++)
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{
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for (int tile = 0; tile < NUM_TILES; tile++)
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{
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createSkyTexture(vars, side, tile, is_alm_wl_sky);
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createSkyTexture(m_atmosphericsVars, side, tile, is_alm_wl_sky);
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}
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}
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@ -217,6 +217,8 @@ public:
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void cleanupGL();
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void restoreGL();
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void calc();
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/*virtual*/ void idleUpdate(LLAgent &agent, const F64 &time);
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bool updateSky();
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@ -346,6 +348,7 @@ protected:
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LLTimer mForceUpdateThrottle;
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bool mHeavenlyBodyUpdated ;
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AtmosphericsVars m_atmosphericsVars;
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LLAtmospherics m_legacyAtmospherics;
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};
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