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
Graham Linden 2018-07-10 23:26:35 +01:00
parent a90e61b798
commit ffdd6c3d7d
4 changed files with 60 additions and 15 deletions

View File

@ -64,9 +64,9 @@
<key>archive</key>
<map>
<key>hash</key>
<string>b701ad7c573a79e4684345c3ad1e7b9b</string>
<string>2679e9960e5a1c14e8c6a4e8baf70040</string>
<key>url</key>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16995/112878/libatmosphere-1.0.0.100-darwin-514680.tar.bz2</string>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/21515/158137/libatmosphere-1.0.0.100-darwin-517661.tar.bz2</string>
</map>
<key>name</key>
<string>darwin</string>
@ -76,9 +76,9 @@
<key>archive</key>
<map>
<key>hash</key>
<string>df40032b237843f1a9d46d0881961341</string>
<string>3b509a8b85a05c53fa19f5f06f0e546b</string>
<key>url</key>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16994/112877/libatmosphere-1.0.0.100-darwin64-514680.tar.bz2</string>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/21514/158129/libatmosphere-1.0.0.100-darwin64-517661.tar.bz2</string>
</map>
<key>name</key>
<string>darwin64</string>
@ -88,9 +88,9 @@
<key>archive</key>
<map>
<key>hash</key>
<string>d3727abd5d423a64231706fafdfe771a</string>
<string>b0f7b131d0a7d8d6a6404f27f2697872</string>
<key>url</key>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16996/112886/libatmosphere-1.0.0.100-windows-514680.tar.bz2</string>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/21517/158147/libatmosphere-1.0.0.100-windows-517661.tar.bz2</string>
</map>
<key>name</key>
<string>windows</string>
@ -100,9 +100,9 @@
<key>archive</key>
<map>
<key>hash</key>
<string>03789c65de3d569a980d52a6c64b39cf</string>
<string>a50d05abaca0ae167640171ab814a3db</string>
<key>url</key>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/16997/112892/libatmosphere-1.0.0.100-windows64-514680.tar.bz2</string>
<string>http://automated-builds-secondlife-com.s3.amazonaws.com/ct2/21516/158140/libatmosphere-1.0.0.100-windows64-517661.tar.bz2</string>
</map>
<key>name</key>
<string>windows64</string>

View File

@ -132,6 +132,46 @@ AtmosphericModelSettings::AtmosphericModelSettings(
{
}
bool AtmosphericModelSettings::operator==(const AtmosphericModelSettings& rhs) const
{
if (m_skyBottomRadius != rhs.m_skyBottomRadius)
{
return false;
}
if (m_skyTopRadius != rhs.m_skyTopRadius)
{
return false;
}
if (m_sunArcRadians != rhs.m_sunArcRadians)
{
return false;
}
if (m_mieAnisotropy != rhs.m_mieAnisotropy)
{
return false;
}
if (m_rayleighProfile != rhs.m_rayleighProfile)
{
return false;
}
if (m_mieProfile != rhs.m_mieProfile)
{
return false;
}
if (m_absorptionProfile != rhs.m_absorptionProfile)
{
return false;
}
return true;
}
void LLAtmosphere::initClass()
{
if (!gAtmosphere)
@ -192,9 +232,10 @@ LLAtmosphere::~LLAtmosphere()
bool LLAtmosphere::configureAtmosphericModel(AtmosphericModelSettings& settings)
{
// Advanced Atmospherics TODO
// Make this store a hash of the precomputed data
// and avoid redundant calcs for identical settings
if ((m_model != nullptr) && (settings == m_settings))
{
return true;
}
if (m_model)
{

View File

@ -52,6 +52,8 @@ public:
F32 sunArcRadians,
F32 mieAniso);
bool operator==(const AtmosphericModelSettings& rhs) const;
F32 m_skyBottomRadius;
F32 m_skyTopRadius;
DensityProfile m_rayleighProfile;
@ -107,6 +109,8 @@ protected:
std::vector<double> m_mie_extinction;
std::vector<double> m_absorption_extinction;
std::vector<double> m_ground_albedo;
AtmosphericModelSettings m_settings;
};
extern LLAtmosphere* gAtmosphere;

View File

@ -60,17 +60,17 @@ void main()
vec3 radiance_sun = GetSkyLuminance(camPos, view_direction, 0.0f, sun_direction, transmittance);
vec3 radiance2_sun = GetSunAndSkyIlluminance(camPos, view_direction, sun_direction, sky_illum);
radiance *= transmittance;
radiance_sun *= transmittance;
vec3 solar_luminance = transmittance * GetSolarLuminance();
// If the view ray intersects the Sun, add the Sun radiance.
if (dot(view_direction, sun_direction) >= sun_size)
{
radiance = radiance + solar_luminance;
radiance_sun = radiance_sun + solar_luminance;
}
vec3 color = radiance;
vec3 color = radiance_sun;
color = vec3(1.0) - exp(-color * 0.0001);
@ -79,7 +79,7 @@ void main()
frag_color.rgb = color;
//frag_color.rgb = vec3(dot(view_direction, sun_direction) > 0.95f ? 1.0 : 0.0, 0,0);
frag_color.rgb = normalize(view_pos);
//frag_color.rgb = normalize(view_pos);
frag_color.a = 1.0;
}