Make advanced atmo sky shader compile again.
Make atmospheric model avoid redundant work when settings don't change. Point autobuild.xml at libatmosphere with op== to compare density profiles.master
parent
a90e61b798
commit
ffdd6c3d7d
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@ -64,9 +64,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>b701ad7c573a79e4684345c3ad1e7b9b</string>
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<string>2679e9960e5a1c14e8c6a4e8baf70040</string>
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<key>url</key>
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<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16995/112878/libatmosphere-1.0.0.100-darwin-514680.tar.bz2</string>
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<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/21515/158137/libatmosphere-1.0.0.100-darwin-517661.tar.bz2</string>
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</map>
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<key>name</key>
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<string>darwin</string>
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@ -76,9 +76,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>df40032b237843f1a9d46d0881961341</string>
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<string>3b509a8b85a05c53fa19f5f06f0e546b</string>
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<key>url</key>
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<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16994/112877/libatmosphere-1.0.0.100-darwin64-514680.tar.bz2</string>
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<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/21514/158129/libatmosphere-1.0.0.100-darwin64-517661.tar.bz2</string>
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</map>
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<key>name</key>
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<string>darwin64</string>
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@ -88,9 +88,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>d3727abd5d423a64231706fafdfe771a</string>
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<string>b0f7b131d0a7d8d6a6404f27f2697872</string>
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<key>url</key>
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<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16996/112886/libatmosphere-1.0.0.100-windows-514680.tar.bz2</string>
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<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/21517/158147/libatmosphere-1.0.0.100-windows-517661.tar.bz2</string>
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</map>
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<key>name</key>
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<string>windows</string>
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@ -100,9 +100,9 @@
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<key>archive</key>
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<map>
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<key>hash</key>
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<string>03789c65de3d569a980d52a6c64b39cf</string>
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<string>a50d05abaca0ae167640171ab814a3db</string>
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<key>url</key>
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<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16997/112892/libatmosphere-1.0.0.100-windows64-514680.tar.bz2</string>
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<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/21516/158140/libatmosphere-1.0.0.100-windows64-517661.tar.bz2</string>
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</map>
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<key>name</key>
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<string>windows64</string>
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@ -132,6 +132,46 @@ AtmosphericModelSettings::AtmosphericModelSettings(
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{
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}
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bool AtmosphericModelSettings::operator==(const AtmosphericModelSettings& rhs) const
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{
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if (m_skyBottomRadius != rhs.m_skyBottomRadius)
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{
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return false;
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}
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if (m_skyTopRadius != rhs.m_skyTopRadius)
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{
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return false;
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}
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if (m_sunArcRadians != rhs.m_sunArcRadians)
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{
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return false;
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}
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if (m_mieAnisotropy != rhs.m_mieAnisotropy)
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{
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return false;
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}
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if (m_rayleighProfile != rhs.m_rayleighProfile)
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{
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return false;
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}
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if (m_mieProfile != rhs.m_mieProfile)
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{
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return false;
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}
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if (m_absorptionProfile != rhs.m_absorptionProfile)
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{
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return false;
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}
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return true;
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}
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void LLAtmosphere::initClass()
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{
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if (!gAtmosphere)
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@ -192,9 +232,10 @@ LLAtmosphere::~LLAtmosphere()
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bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings)
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{
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// Advanced Atmospherics TODO
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// Make this store a hash of the precomputed data
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// and avoid redundant calcs for identical settings
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if ((m_model != nullptr) && (settings == m_settings))
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{
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return true;
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}
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if (m_model)
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{
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@ -52,6 +52,8 @@ public:
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F32 sunArcRadians,
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F32 mieAniso);
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bool operator==(const AtmosphericModelSettings& rhs) const;
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F32 m_skyBottomRadius;
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F32 m_skyTopRadius;
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DensityProfile m_rayleighProfile;
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@ -107,6 +109,8 @@ protected:
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std::vector<double> m_mie_extinction;
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std::vector<double> m_absorption_extinction;
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std::vector<double> m_ground_albedo;
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AtmosphericModelSettings m_settings;
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};
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extern LLAtmosphere* gAtmosphere;
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@ -60,17 +60,17 @@ void main()
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vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
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vec3 radiance2_sun = GetSunAndSkyIlluminance(camPos, view_direction, sun_direction, sky_illum);
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radiance *= transmittance;
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radiance_sun *= transmittance;
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vec3 solar_luminance = transmittance * GetSolarLuminance();
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// If the view ray intersects the Sun, add the Sun radiance.
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if (dot(view_direction, sun_direction) >= sun_size)
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{
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radiance = radiance + solar_luminance;
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radiance_sun = radiance_sun + solar_luminance;
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}
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vec3 color = radiance;
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vec3 color = radiance_sun;
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color = vec3(1.0) - exp(-color * 0.0001);
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@ -79,7 +79,7 @@ void main()
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frag_color.rgb = color;
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//frag_color.rgb = vec3(dot(view_direction, sun_direction) > 0.95f ? 1.0 : 0.0, 0,0);
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frag_color.rgb = normalize(view_pos);
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//frag_color.rgb = normalize(view_pos);
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frag_color.a = 1.0;
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}
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