llvosky.cpp
上传用户:king477883
上传日期:2021-03-01
资源大小:9553k
文件大小:59k
- /**
- * @file llvosky.cpp
- * @brief LLVOSky class implementation
- *
- * $LicenseInfo:firstyear=2001&license=viewergpl$
- *
- * Copyright (c) 2001-2010, Linden Research, Inc.
- *
- * Second Life Viewer Source Code
- * The source code in this file ("Source Code") is provided by Linden Lab
- * to you under the terms of the GNU General Public License, version 2.0
- * ("GPL"), unless you have obtained a separate licensing agreement
- * ("Other License"), formally executed by you and Linden Lab. Terms of
- * the GPL can be found in doc/GPL-license.txt in this distribution, or
- * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
- *
- * There are special exceptions to the terms and conditions of the GPL as
- * it is applied to this Source Code. View the full text of the exception
- * in the file doc/FLOSS-exception.txt in this software distribution, or
- * online at
- * http://secondlifegrid.net/programs/open_source/licensing/flossexception
- *
- * By copying, modifying or distributing this software, you acknowledge
- * that you have read and understood your obligations described above,
- * and agree to abide by those obligations.
- *
- * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
- * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
- * COMPLETENESS OR PERFORMANCE.
- * $/LicenseInfo$
- */
- #include "llviewerprecompiledheaders.h"
- #include "llvosky.h"
- #include "imageids.h"
- #include "llfeaturemanager.h"
- #include "llviewercontrol.h"
- #include "llframetimer.h"
- #include "timing.h"
- #include "llagent.h"
- #include "lldrawable.h"
- #include "llface.h"
- #include "llcubemap.h"
- #include "lldrawpoolsky.h"
- #include "lldrawpoolwater.h"
- #include "llglheaders.h"
- #include "llsky.h"
- #include "llviewercamera.h"
- #include "llviewertexturelist.h"
- #include "llviewerobjectlist.h"
- #include "llviewerregion.h"
- #include "llworld.h"
- #include "pipeline.h"
- #include "lldrawpoolwlsky.h"
- #include "llwlparammanager.h"
- #include "llwaterparammanager.h"
- #undef min
- #undef max
- static const S32 NUM_TILES_X = 8;
- static const S32 NUM_TILES_Y = 4;
- static const S32 NUM_TILES = NUM_TILES_X * NUM_TILES_Y;
- // Heavenly body constants
- static const F32 SUN_DISK_RADIUS = 0.5f;
- static const F32 MOON_DISK_RADIUS = SUN_DISK_RADIUS * 0.9f;
- static const F32 SUN_INTENSITY = 1e5;
- static const F32 SUN_DISK_INTENSITY = 24.f;
- // Texture coordinates:
- static const LLVector2 TEX00 = LLVector2(0.f, 0.f);
- static const LLVector2 TEX01 = LLVector2(0.f, 1.f);
- static const LLVector2 TEX10 = LLVector2(1.f, 0.f);
- static const LLVector2 TEX11 = LLVector2(1.f, 1.f);
- // Exported globals
- LLUUID gSunTextureID = IMG_SUN;
- LLUUID gMoonTextureID = IMG_MOON;
- //static
- LLColor3 LLHaze::sAirScaSeaLevel;
- class LLFastLn
- {
- public:
- LLFastLn()
- {
- mTable[0] = 0;
- for( S32 i = 1; i < 257; i++ )
- {
- mTable[i] = log((F32)i);
- }
- }
- F32 ln( F32 x )
- {
- const F32 OO_255 = 0.003921568627450980392156862745098f;
- const F32 LN_255 = 5.5412635451584261462455391880218f;
- if( x < OO_255 )
- {
- return log(x);
- }
- else
- if( x < 1 )
- {
- x *= 255.f;
- S32 index = llfloor(x);
- F32 t = x - index;
- F32 low = mTable[index];
- F32 high = mTable[index + 1];
- return low + t * (high - low) - LN_255;
- }
- else
- if( x <= 255 )
- {
- S32 index = llfloor(x);
- F32 t = x - index;
- F32 low = mTable[index];
- F32 high = mTable[index + 1];
- return low + t * (high - low);
- }
- else
- {
- return log( x );
- }
- }
- F32 pow( F32 x, F32 y )
- {
- return (F32)LL_FAST_EXP(y * ln(x));
- }
- private:
- F32 mTable[257]; // index 0 is unused
- };
- static LLFastLn gFastLn;
- // Functions used a lot.
- inline F32 LLHaze::calcPhase(const F32 cos_theta) const
- {
- const F32 g2 = mG * mG;
- const F32 den = 1 + g2 - 2 * mG * cos_theta;
- return (1 - g2) * gFastLn.pow(den, -1.5);
- }
- inline void color_pow(LLColor3 &col, const F32 e)
- {
- col.mV[0] = gFastLn.pow(col.mV[0], e);
- col.mV[1] = gFastLn.pow(col.mV[1], e);
- col.mV[2] = gFastLn.pow(col.mV[2], e);
- }
- inline LLColor3 color_norm(const LLColor3 &col)
- {
- const F32 m = color_max(col);
- if (m > 1.f)
- {
- return 1.f/m * col;
- }
- else return col;
- }
- inline void color_gamma_correct(LLColor3 &col)
- {
- const F32 gamma_inv = 1.f/1.2f;
- if (col.mV[0] != 0.f)
- {
- col.mV[0] = gFastLn.pow(col.mV[0], gamma_inv);
- }
- if (col.mV[1] != 0.f)
- {
- col.mV[1] = gFastLn.pow(col.mV[1], gamma_inv);
- }
- if (col.mV[2] != 0.f)
- {
- col.mV[2] = gFastLn.pow(col.mV[2], gamma_inv);
- }
- }
- /***************************************
- SkyTex
- ***************************************/
- S32 LLSkyTex::sComponents = 4;
- S32 LLSkyTex::sResolution = 64;
- F32 LLSkyTex::sInterpVal = 0.f;
- S32 LLSkyTex::sCurrent = 0;
- LLSkyTex::LLSkyTex() :
- mSkyData(NULL),
- mSkyDirs(NULL)
- {
- }
- void LLSkyTex::init()
- {
- mSkyData = new LLColor4[sResolution * sResolution];
- mSkyDirs = new LLVector3[sResolution * sResolution];
- for (S32 i = 0; i < 2; ++i)
- {
- mTexture[i] = LLViewerTextureManager::getLocalTexture(FALSE);
- mTexture[i]->setAddressMode(LLTexUnit::TAM_CLAMP);
- mImageRaw[i] = new LLImageRaw(sResolution, sResolution, sComponents);
-
- initEmpty(i);
- }
- }
- void LLSkyTex::cleanupGL()
- {
- mTexture[0] = NULL;
- mTexture[1] = NULL;
- }
- void LLSkyTex::restoreGL()
- {
- for (S32 i = 0; i < 2; i++)
- {
- mTexture[i] = LLViewerTextureManager::getLocalTexture(FALSE);
- mTexture[i]->setAddressMode(LLTexUnit::TAM_CLAMP);
- }
- }
- LLSkyTex::~LLSkyTex()
- {
- delete[] mSkyData;
- mSkyData = NULL;
- delete[] mSkyDirs;
- mSkyDirs = NULL;
- }
- void LLSkyTex::initEmpty(const S32 tex)
- {
- U8* data = mImageRaw[tex]->getData();
- for (S32 i = 0; i < sResolution; ++i)
- {
- for (S32 j = 0; j < sResolution; ++j)
- {
- const S32 basic_offset = (i * sResolution + j);
- S32 offset = basic_offset * sComponents;
- data[offset] = 0;
- data[offset+1] = 0;
- data[offset+2] = 0;
- data[offset+3] = 255;
- mSkyData[basic_offset].setToBlack();
- }
- }
- createGLImage(tex);
- }
- void LLSkyTex::create(const F32 brightness)
- {
- /// Brightness ignored for now.
- U8* data = mImageRaw[sCurrent]->getData();
- for (S32 i = 0; i < sResolution; ++i)
- {
- for (S32 j = 0; j < sResolution; ++j)
- {
- const S32 basic_offset = (i * sResolution + j);
- S32 offset = basic_offset * sComponents;
- U32* pix = (U32*)(data + offset);
- LLColor4U temp = LLColor4U(mSkyData[basic_offset]);
- *pix = temp.mAll;
- }
- }
- createGLImage(sCurrent);
- }
- void LLSkyTex::createGLImage(S32 which)
- {
- mTexture[which]->createGLTexture(0, mImageRaw[which], 0, TRUE, LLViewerTexture::LOCAL);
- mTexture[which]->setAddressMode(LLTexUnit::TAM_CLAMP);
- }
- void LLSkyTex::bindTexture(BOOL curr)
- {
- gGL.getTexUnit(0)->bind(mTexture[getWhich(curr)]);
- }
- /***************************************
- Sky
- ***************************************/
- F32 LLHeavenBody::sInterpVal = 0;
- S32 LLVOSky::sResolution = LLSkyTex::getResolution();
- S32 LLVOSky::sTileResX = sResolution/NUM_TILES_X;
- S32 LLVOSky::sTileResY = sResolution/NUM_TILES_Y;
- LLVOSky::LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
- : LLStaticViewerObject(id, pcode, regionp, TRUE),
- mSun(SUN_DISK_RADIUS), mMoon(MOON_DISK_RADIUS),
- mBrightnessScale(1.f),
- mBrightnessScaleNew(0.f),
- mBrightnessScaleGuess(1.f),
- mWeatherChange(FALSE),
- mCloudDensity(0.2f),
- mWind(0.f),
- mForceUpdate(FALSE),
- mWorldScale(1.f),
- mBumpSunDir(0.f, 0.f, 1.f)
- {
- bool error = false;
-
- /// WL PARAMS
- dome_radius = 1.f;
- dome_offset_ratio = 0.f;
- sunlight_color = LLColor3();
- ambient = LLColor3();
- gamma = 1.f;
- lightnorm = LLVector4();
- blue_density = LLColor3();
- blue_horizon = LLColor3();
- haze_density = 0.f;
- haze_horizon = LLColor3();
- density_multiplier = 0.f;
- max_y = 0.f;
- glow = LLColor3();
- cloud_shadow = 0.f;
- cloud_color = LLColor3();
- cloud_scale = 0.f;
- cloud_pos_density1 = LLColor3();
- cloud_pos_density2 = LLColor3();
- mInitialized = FALSE;
- mbCanSelect = FALSE;
- mUpdateTimer.reset();
- for (S32 i = 0; i < 6; i++)
- {
- mSkyTex[i].init();
- mShinyTex[i].init();
- }
- for (S32 i=0; i<FACE_COUNT; i++)
- {
- mFace[i] = NULL;
- }
-
- mCameraPosAgent = gAgent.getCameraPositionAgent();
- mAtmHeight = ATM_HEIGHT;
- mEarthCenter = LLVector3(mCameraPosAgent.mV[0], mCameraPosAgent.mV[1], -EARTH_RADIUS);
- mSunDefaultPosition = LLVector3(LLWLParamManager::instance()->mCurParams.getVector("lightnorm", error));
- if (gSavedSettings.getBOOL("SkyOverrideSimSunPosition"))
- {
- initSunDirection(mSunDefaultPosition, LLVector3(0, 0, 0));
- }
- mAmbientScale = gSavedSettings.getF32("SkyAmbientScale");
- mNightColorShift = gSavedSettings.getColor3("SkyNightColorShift");
- mFogColor.mV[VRED] = mFogColor.mV[VGREEN] = mFogColor.mV[VBLUE] = 0.5f;
- mFogColor.mV[VALPHA] = 0.0f;
- mFogRatio = 1.2f;
- mSun.setIntensity(SUN_INTENSITY);
- mMoon.setIntensity(0.1f * SUN_INTENSITY);
- mSunTexturep = LLViewerTextureManager::getFetchedTexture(gSunTextureID, TRUE, LLViewerTexture::BOOST_UI);
- mSunTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
- mMoonTexturep = LLViewerTextureManager::getFetchedTexture(gMoonTextureID, TRUE, LLViewerTexture::BOOST_UI);
- mMoonTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
- mBloomTexturep = LLViewerTextureManager::getFetchedTexture(IMG_BLOOM1);
- mBloomTexturep->setNoDelete() ;
- mBloomTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
- mHeavenlyBodyUpdated = FALSE ;
- mDrawRefl = 0;
- mHazeConcentration = 0.f;
- mInterpVal = 0.f;
- }
- LLVOSky::~LLVOSky()
- {
- // Don't delete images - it'll get deleted by gTextureList on shutdown
- // This needs to be done for each texture
- mCubeMap = NULL;
- }
- void LLVOSky::initClass()
- {
- LLHaze::initClass();
- }
- void LLVOSky::init()
- {
- const F32 haze_int = color_intens(mHaze.calcSigSca(0));
- mHazeConcentration = haze_int /
- (color_intens(LLHaze::calcAirSca(0)) + haze_int);
- calcAtmospherics();
- // Initialize the cached normalized direction vectors
- for (S32 side = 0; side < 6; ++side)
- {
- for (S32 tile = 0; tile < NUM_TILES; ++tile)
- {
- initSkyTextureDirs(side, tile);
- createSkyTexture(side, tile);
- }
- }
- for (S32 i = 0; i < 6; ++i)
- {
- mSkyTex[i].create(1.0f);
- mShinyTex[i].create(1.0f);
- }
- initCubeMap();
- mInitialized = true;
- mHeavenlyBodyUpdated = FALSE ;
- }
- void LLVOSky::initCubeMap()
- {
- std::vector<LLPointer<LLImageRaw> > images;
- for (S32 side = 0; side < 6; side++)
- {
- images.push_back(mShinyTex[side].getImageRaw());
- }
- if (mCubeMap)
- {
- mCubeMap->init(images);
- }
- else if (gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap && LLCubeMap::sUseCubeMaps)
- {
- mCubeMap = new LLCubeMap();
- mCubeMap->init(images);
- }
- gGL.getTexUnit(0)->disable();
- }
- void LLVOSky::cleanupGL()
- {
- S32 i;
- for (i = 0; i < 6; i++)
- {
- mSkyTex[i].cleanupGL();
- }
- if (getCubeMap())
- {
- getCubeMap()->destroyGL();
- }
- }
- void LLVOSky::restoreGL()
- {
- S32 i;
- for (i = 0; i < 6; i++)
- {
- mSkyTex[i].restoreGL();
- }
- mSunTexturep = LLViewerTextureManager::getFetchedTexture(gSunTextureID, TRUE, LLViewerTexture::BOOST_UI);
- mSunTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
- mMoonTexturep = LLViewerTextureManager::getFetchedTexture(gMoonTextureID, TRUE, LLViewerTexture::BOOST_UI);
- mMoonTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
- mBloomTexturep = LLViewerTextureManager::getFetchedTexture(IMG_BLOOM1);
- mBloomTexturep->setNoDelete() ;
- mBloomTexturep->setAddressMode(LLTexUnit::TAM_CLAMP);
- calcAtmospherics();
- if (gSavedSettings.getBOOL("RenderWater") && gGLManager.mHasCubeMap
- && LLCubeMap::sUseCubeMaps)
- {
- LLCubeMap* cube_map = getCubeMap();
- std::vector<LLPointer<LLImageRaw> > images;
- for (S32 side = 0; side < 6; side++)
- {
- images.push_back(mShinyTex[side].getImageRaw());
- }
- if(cube_map)
- {
- cube_map->init(images);
- mForceUpdate = TRUE;
- }
- }
- if (mDrawable)
- {
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
- }
- }
- void LLVOSky::initSkyTextureDirs(const S32 side, const S32 tile)
- {
- S32 tile_x = tile % NUM_TILES_X;
- S32 tile_y = tile / NUM_TILES_X;
- S32 tile_x_pos = tile_x * sTileResX;
- S32 tile_y_pos = tile_y * sTileResY;
- F32 coeff[3] = {0, 0, 0};
- const S32 curr_coef = side >> 1; // 0/1 = Z axis, 2/3 = Y, 4/5 = X
- const S32 side_dir = (((side & 1) << 1) - 1); // even = -1, odd = 1
- const S32 x_coef = (curr_coef + 1) % 3;
- const S32 y_coef = (x_coef + 1) % 3;
- coeff[curr_coef] = (F32)side_dir;
- F32 inv_res = 1.f/sResolution;
- S32 x, y;
- for (y = tile_y_pos; y < (tile_y_pos + sTileResY); ++y)
- {
- for (x = tile_x_pos; x < (tile_x_pos + sTileResX); ++x)
- {
- coeff[x_coef] = F32((x<<1) + 1) * inv_res - 1.f;
- coeff[y_coef] = F32((y<<1) + 1) * inv_res - 1.f;
- LLVector3 dir(coeff[0], coeff[1], coeff[2]);
- dir.normalize();
- mSkyTex[side].setDir(dir, x, y);
- mShinyTex[side].setDir(dir, x, y);
- }
- }
- }
- void LLVOSky::createSkyTexture(const S32 side, const S32 tile)
- {
- S32 tile_x = tile % NUM_TILES_X;
- S32 tile_y = tile / NUM_TILES_X;
- S32 tile_x_pos = tile_x * sTileResX;
- S32 tile_y_pos = tile_y * sTileResY;
- S32 x, y;
- for (y = tile_y_pos; y < (tile_y_pos + sTileResY); ++y)
- {
- for (x = tile_x_pos; x < (tile_x_pos + sTileResX); ++x)
- {
- mSkyTex[side].setPixel(calcSkyColorInDir(mSkyTex[side].getDir(x, y)), x, y);
- mShinyTex[side].setPixel(calcSkyColorInDir(mSkyTex[side].getDir(x, y), true), x, y);
- }
- }
- }
- static inline LLColor3 componentDiv(LLColor3 const &left, LLColor3 const & right)
- {
- return LLColor3(left.mV[0]/right.mV[0],
- left.mV[1]/right.mV[1],
- left.mV[2]/right.mV[2]);
- }
- static inline LLColor3 componentMult(LLColor3 const &left, LLColor3 const & right)
- {
- return LLColor3(left.mV[0]*right.mV[0],
- left.mV[1]*right.mV[1],
- left.mV[2]*right.mV[2]);
- }
- static inline LLColor3 componentExp(LLColor3 const &v)
- {
- return LLColor3(exp(v.mV[0]),
- exp(v.mV[1]),
- exp(v.mV[2]));
- }
- static inline LLColor3 componentPow(LLColor3 const &v, F32 exponent)
- {
- return LLColor3(pow(v.mV[0], exponent),
- pow(v.mV[1], exponent),
- pow(v.mV[2], exponent));
- }
- static inline LLColor3 componentSaturate(LLColor3 const &v)
- {
- return LLColor3(std::max(std::min(v.mV[0], 1.f), 0.f),
- std::max(std::min(v.mV[1], 1.f), 0.f),
- std::max(std::min(v.mV[2], 1.f), 0.f));
- }
- static inline LLColor3 componentSqrt(LLColor3 const &v)
- {
- return LLColor3(sqrt(v.mV[0]),
- sqrt(v.mV[1]),
- sqrt(v.mV[2]));
- }
- static inline void componentMultBy(LLColor3 & left, LLColor3 const & right)
- {
- left.mV[0] *= right.mV[0];
- left.mV[1] *= right.mV[1];
- left.mV[2] *= right.mV[2];
- }
- static inline LLColor3 colorMix(LLColor3 const & left, LLColor3 const & right, F32 amount)
- {
- return (left + ((right - left) * amount));
- }
- static inline F32 texture2D(LLPointer<LLImageRaw> const & tex, LLVector2 const & uv)
- {
- U16 w = tex->getWidth();
- U16 h = tex->getHeight();
- U16 r = U16(uv[0] * w) % w;
- U16 c = U16(uv[1] * h) % h;
- U8 const * imageBuffer = tex->getData();
- U8 sample = imageBuffer[r * w + c];
- return sample / 255.f;
- }
- static inline LLColor3 smear(F32 val)
- {
- return LLColor3(val, val, val);
- }
- void LLVOSky::initAtmospherics(void)
- {
- bool error;
-
- // uniform parameters for convenience
- dome_radius = LLWLParamManager::instance()->getDomeRadius();
- dome_offset_ratio = LLWLParamManager::instance()->getDomeOffset();
- sunlight_color = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("sunlight_color", error));
- ambient = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("ambient", error));
- //lightnorm = LLWLParamManager::instance()->mCurParams.getVector("lightnorm", error);
- gamma = LLWLParamManager::instance()->mCurParams.getVector("gamma", error)[0];
- blue_density = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("blue_density", error));
- blue_horizon = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("blue_horizon", error));
- haze_density = LLWLParamManager::instance()->mCurParams.getVector("haze_density", error)[0];
- haze_horizon = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("haze_horizon", error));
- density_multiplier = LLWLParamManager::instance()->mCurParams.getVector("density_multiplier", error)[0];
- max_y = LLWLParamManager::instance()->mCurParams.getVector("max_y", error)[0];
- glow = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("glow", error));
- cloud_shadow = LLWLParamManager::instance()->mCurParams.getVector("cloud_shadow", error)[0];
- cloud_color = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("cloud_color", error));
- cloud_scale = LLWLParamManager::instance()->mCurParams.getVector("cloud_scale", error)[0];
- cloud_pos_density1 = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("cloud_pos_density1", error));
- cloud_pos_density2 = LLColor3(LLWLParamManager::instance()->mCurParams.getVector("cloud_pos_density2", error));
- // light norm is different. We need the sun's direction, not the light direction
- // which could be from the moon. And we need to clamp it
- // just like for the gpu
- LLVector3 sunDir = gSky.getSunDirection();
- // CFR_TO_OGL
- lightnorm = LLVector4(sunDir.mV[1], sunDir.mV[2], sunDir.mV[0], 0);
- unclamped_lightnorm = lightnorm;
- if(lightnorm.mV[1] < -0.1f)
- {
- lightnorm.mV[1] = -0.1f;
- }
-
- }
- LLColor4 LLVOSky::calcSkyColorInDir(const LLVector3 &dir, bool isShiny)
- {
- F32 saturation = 0.3f;
- if (dir.mV[VZ] < -0.02f)
- {
- LLColor4 col = LLColor4(llmax(mFogColor[0],0.2f), llmax(mFogColor[1],0.2f), llmax(mFogColor[2],0.22f),0.f);
- if (isShiny)
- {
- LLColor3 desat_fog = LLColor3(mFogColor);
- F32 brightness = desat_fog.brightness();
- // So that shiny somewhat shows up at night.
- if (brightness < 0.15f)
- {
- brightness = 0.15f;
- desat_fog = smear(0.15f);
- }
- LLColor3 greyscale = smear(brightness);
- desat_fog = desat_fog * saturation + greyscale * (1.0f - saturation);
- if (!gPipeline.canUseWindLightShaders())
- {
- col = LLColor4(desat_fog, 0.f);
- }
- else
- {
- col = LLColor4(desat_fog * 0.5f, 0.f);
- }
- }
- float x = 1.0f-fabsf(-0.1f-dir.mV[VZ]);
- x *= x;
- col.mV[0] *= x*x;
- col.mV[1] *= powf(x, 2.5f);
- col.mV[2] *= x*x*x;
- return col;
- }
- // undo OGL_TO_CFR_ROTATION and negate vertical direction.
- LLVector3 Pn = LLVector3(-dir[1] , -dir[2], -dir[0]);
- LLColor3 vary_HazeColor(0,0,0);
- LLColor3 vary_CloudColorSun(0,0,0);
- LLColor3 vary_CloudColorAmbient(0,0,0);
- F32 vary_CloudDensity(0);
- LLVector2 vary_HorizontalProjection[2];
- vary_HorizontalProjection[0] = LLVector2(0,0);
- vary_HorizontalProjection[1] = LLVector2(0,0);
- calcSkyColorWLVert(Pn, vary_HazeColor, vary_CloudColorSun, vary_CloudColorAmbient,
- vary_CloudDensity, vary_HorizontalProjection);
-
- LLColor3 sky_color = calcSkyColorWLFrag(Pn, vary_HazeColor, vary_CloudColorSun, vary_CloudColorAmbient,
- vary_CloudDensity, vary_HorizontalProjection);
- if (isShiny)
- {
- F32 brightness = sky_color.brightness();
- LLColor3 greyscale = smear(brightness);
- sky_color = sky_color * saturation + greyscale * (1.0f - saturation);
- sky_color *= (0.5f + 0.5f * brightness);
- }
- return LLColor4(sky_color, 0.0f);
- }
- // turn on floating point precision
- // in vs2003 for this function. Otherwise
- // sky is aliased looking 7:10 - 8:50
- #if LL_MSVC && __MSVC_VER__ < 8
- #pragma optimize("p", on)
- #endif
- void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun,
- LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
- LLVector2 vary_HorizontalProjection[2])
- {
- // project the direction ray onto the sky dome.
- F32 phi = acos(Pn[1]);
- F32 sinA = sin(F_PI - phi);
- F32 Plen = dome_radius * sin(F_PI + phi + asin(dome_offset_ratio * sinA)) / sinA;
- Pn *= Plen;
- vary_HorizontalProjection[0] = LLVector2(Pn[0], Pn[2]);
- vary_HorizontalProjection[0] /= - 2.f * Plen;
- // Set altitude
- if (Pn[1] > 0.f)
- {
- Pn *= (max_y / Pn[1]);
- }
- else
- {
- Pn *= (-32000.f / Pn[1]);
- }
- Plen = Pn.length();
- Pn /= Plen;
- // Initialize temp variables
- LLColor3 sunlight = sunlight_color;
- // 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)
- temp2.mV[1] = llmax(F_APPROXIMATELY_ZERO, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );
- temp2.mV[1] = 1.f / temp2.mV[1];
- componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
- // Distance
- temp2.mV[2] = Plen * density_multiplier;
- // Transparency (-> temp1)
- temp1 = componentExp((temp1 * -1.f) * temp2.mV[2]);
- // Compute haze glow
- temp2.mV[0] = Pn * LLVector3(lightnorm);
- temp2.mV[0] = 1.f - temp2.mV[0];
- // temp2.x is 0 at the sun and increases away from sun
- temp2.mV[0] = llmax(temp2.mV[0], .001f);
- // Set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
- temp2.mV[0] *= glow.mV[0];
- // Higher glow.x gives dimmer glow (because next step is 1 / "angle")
- temp2.mV[0] = pow(temp2.mV[0], glow.mV[2]);
- // glow.z should be negative, so we're doing a sort of (1 / "angle") function
- // Add "minimum anti-solar illumination"
- temp2.mV[0] += .25f;
- // Haze color above cloud
- vary_HazeColor = (blue_horizon * blue_weight * (sunlight + ambient)
- + componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + ambient)
- );
- // Increase ambient when there are more clouds
- LLColor3 tmpAmbient = ambient + (LLColor3::white - ambient) * cloud_shadow * 0.5f;
- // Dim sunlight by cloud shadow percentage
- sunlight *= (1.f - cloud_shadow);
- // Haze color below cloud
- LLColor3 additiveColorBelowCloud = (blue_horizon * blue_weight * (sunlight + tmpAmbient)
- + componentMult(haze_horizon.mV[0] * haze_weight, sunlight * temp2.mV[0] + tmpAmbient)
- );
- // Final atmosphere additive
- componentMultBy(vary_HazeColor, LLColor3::white - temp1);
- sunlight = sunlight_color;
- temp2.mV[1] = llmax(0.f, lightnorm[1] * 2.f);
- temp2.mV[1] = 1.f / temp2.mV[1];
- componentMultBy(sunlight, componentExp((light_atten * -1.f) * temp2.mV[1]));
- // Attenuate cloud color by atmosphere
- temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds
- // At horizon, blend high altitude sky color towards the darker color below the clouds
- vary_HazeColor +=
- componentMult(additiveColorBelowCloud - vary_HazeColor, LLColor3::white - componentSqrt(temp1));
-
- if (Pn[1] < 0.f)
- {
- // Eric's original:
- // LLColor3 dark_brown(0.143f, 0.129f, 0.114f);
- LLColor3 dark_brown(0.082f, 0.076f, 0.066f);
- LLColor3 brown(0.430f, 0.386f, 0.322f);
- LLColor3 sky_lighting = sunlight + ambient;
- F32 haze_brightness = vary_HazeColor.brightness();
- if (Pn[1] < -0.05f)
- {
- vary_HazeColor = colorMix(dark_brown, brown, -Pn[1] * 0.9f) * sky_lighting * haze_brightness;
- }
-
- if (Pn[1] > -0.1f)
- {
- vary_HazeColor = colorMix(LLColor3::white * haze_brightness, vary_HazeColor, fabs((Pn[1] + 0.05f) * -20.f));
- }
- }
- }
- #if LL_MSVC && __MSVC_VER__ < 8
- #pragma optimize("p", off)
- #endif
- LLColor3 LLVOSky::calcSkyColorWLFrag(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun,
- LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity,
- LLVector2 vary_HorizontalProjection[2])
- {
- LLColor3 res;
- LLColor3 color0 = vary_HazeColor;
-
- if (!gPipeline.canUseWindLightShaders())
- {
- LLColor3 color1 = color0 * 2.0f;
- color1 = smear(1.f) - componentSaturate(color1);
- componentPow(color1, gamma);
- res = smear(1.f) - color1;
- }
- else
- {
- res = color0;
- }
- # ifndef LL_RELEASE_FOR_DOWNLOAD
- LLColor3 color2 = 2.f * color0;
- LLColor3 color3 = LLColor3(1.f, 1.f, 1.f) - componentSaturate(color2);
- componentPow(color3, gamma);
- color3 = LLColor3(1.f, 1.f, 1.f) - color3;
- static enum {
- OUT_DEFAULT = 0,
- OUT_SKY_BLUE = 1,
- OUT_RED = 2,
- OUT_PN = 3,
- OUT_HAZE = 4,
- } debugOut = OUT_DEFAULT;
- switch(debugOut)
- {
- case OUT_DEFAULT:
- break;
- case OUT_SKY_BLUE:
- res = LLColor3(0.4f, 0.4f, 0.9f);
- break;
- case OUT_RED:
- res = LLColor3(1.f, 0.f, 0.f);
- break;
- case OUT_PN:
- res = LLColor3(Pn[0], Pn[1], Pn[2]);
- break;
- case OUT_HAZE:
- res = vary_HazeColor;
- break;
- }
- # endif // LL_RELEASE_FOR_DOWNLOAD
- return res;
- }
- LLColor3 LLVOSky::createDiffuseFromWL(LLColor3 diffuse, LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient)
- {
- return componentMult(diffuse, sundiffuse) * 4.0f +
- componentMult(ambient, sundiffuse) * 2.0f + sunambient;
- }
- LLColor3 LLVOSky::createAmbientFromWL(LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient)
- {
- return (componentMult(ambient, sundiffuse) + sunambient) * 0.8f;
- }
- void LLVOSky::calcAtmospherics(void)
- {
- initAtmospherics();
- LLColor3 vary_HazeColor;
- LLColor3 vary_SunlightColor;
- LLColor3 vary_AmbientColor;
- {
- // Initialize temp variables
- LLColor3 sunlight = sunlight_color;
- // 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 = unclamped_lightnorm[1];
- if(lighty < LLSky::NIGHTTIME_ELEVATION_COS)
- {
- lighty = -lighty;
- }
- temp2.mV[1] = llmax(0.f, lighty);
- 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.mV[0] * 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);
- }
- mSun.setColor(vary_SunlightColor);
- mMoon.setColor(LLColor3(1.0f, 1.0f, 1.0f));
- mSun.renewDirection();
- mSun.renewColor();
- mMoon.renewDirection();
- mMoon.renewColor();
- float dp = getToSunLast() * LLVector3(0,0,1.f);
- if (dp < 0)
- {
- dp = 0;
- }
- // Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio
- // between sunlight and point lights in windlight to normalize point lights.
- F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f);
- LLWLParamManager::instance()->mSceneLightStrength = 2.0f * (1.0f + sun_dynamic_range * dp);
- mSunDiffuse = vary_SunlightColor;
- mSunAmbient = vary_AmbientColor;
- mMoonDiffuse = vary_SunlightColor;
- mMoonAmbient = vary_AmbientColor;
- mTotalAmbient = vary_AmbientColor;
- mTotalAmbient.setAlpha(1);
-
- mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
- mFadeColor.setAlpha(0);
- }
- BOOL LLVOSky::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
- {
- return TRUE;
- }
- BOOL LLVOSky::updateSky()
- {
- if (mDead || !(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY)))
- {
- return TRUE;
- }
-
- if (mDead)
- {
- // It's dead. Don't update it.
- return TRUE;
- }
- if (gGLManager.mIsDisabled)
- {
- return TRUE;
- }
- static S32 next_frame = 0;
- const S32 total_no_tiles = 6 * NUM_TILES;
- const S32 cycle_frame_no = total_no_tiles + 1;
- if (mUpdateTimer.getElapsedTimeF32() > 0.001f)
- {
- mUpdateTimer.reset();
- const S32 frame = next_frame;
- ++next_frame;
- next_frame = next_frame % cycle_frame_no;
- mInterpVal = (!mInitialized) ? 1 : (F32)next_frame / cycle_frame_no;
- // sInterpVal = (F32)next_frame / cycle_frame_no;
- LLSkyTex::setInterpVal( mInterpVal );
- LLHeavenBody::setInterpVal( mInterpVal );
- calcAtmospherics();
- if (mForceUpdate || total_no_tiles == frame)
- {
- LLSkyTex::stepCurrent();
-
- const static F32 LIGHT_DIRECTION_THRESHOLD = (F32) cos(DEG_TO_RAD * 1.f);
- const static F32 COLOR_CHANGE_THRESHOLD = 0.01f;
- LLVector3 direction = mSun.getDirection();
- direction.normalize();
- const F32 dot_lighting = direction * mLastLightingDirection;
- LLColor3 delta_color;
- delta_color.setVec(mLastTotalAmbient.mV[0] - mTotalAmbient.mV[0],
- mLastTotalAmbient.mV[1] - mTotalAmbient.mV[1],
- mLastTotalAmbient.mV[2] - mTotalAmbient.mV[2]);
- if ( mForceUpdate
- || (((dot_lighting < LIGHT_DIRECTION_THRESHOLD)
- || (delta_color.length() > COLOR_CHANGE_THRESHOLD)
- || !mInitialized)
- && !direction.isExactlyZero()))
- {
- mLastLightingDirection = direction;
- mLastTotalAmbient = mTotalAmbient;
- mInitialized = TRUE;
- if (mCubeMap)
- {
- if (mForceUpdate)
- {
- updateFog(LLViewerCamera::getInstance()->getFar());
- for (int side = 0; side < 6; side++)
- {
- for (int tile = 0; tile < NUM_TILES; tile++)
- {
- createSkyTexture(side, tile);
- }
- }
- calcAtmospherics();
- for (int side = 0; side < 6; side++)
- {
- LLImageRaw* raw1 = mSkyTex[side].getImageRaw(TRUE);
- LLImageRaw* raw2 = mSkyTex[side].getImageRaw(FALSE);
- raw2->copy(raw1);
- mSkyTex[side].createGLImage(mSkyTex[side].getWhich(FALSE));
- raw1 = mShinyTex[side].getImageRaw(TRUE);
- raw2 = mShinyTex[side].getImageRaw(FALSE);
- raw2->copy(raw1);
- mShinyTex[side].createGLImage(mShinyTex[side].getWhich(FALSE));
- }
- next_frame = 0;
- }
- }
- }
- /// *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)->mVertexBuffer.isNull())
- {
- gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
- }
- return TRUE;
- }
- void LLVOSky::updateTextures()
- {
- if (mSunTexturep)
- {
- mSunTexturep->addTextureStats( (F32)MAX_IMAGE_AREA );
- mMoonTexturep->addTextureStats( (F32)MAX_IMAGE_AREA );
- mBloomTexturep->addTextureStats( (F32)MAX_IMAGE_AREA );
- }
- }
- LLDrawable *LLVOSky::createDrawable(LLPipeline *pipeline)
- {
- pipeline->allocDrawable(this);
- mDrawable->setLit(FALSE);
- LLDrawPoolSky *poolp = (LLDrawPoolSky*) gPipeline.getPool(LLDrawPool::POOL_SKY);
- poolp->setSkyTex(mSkyTex);
- mDrawable->setRenderType(LLPipeline::RENDER_TYPE_SKY);
-
- for (S32 i = 0; i < 6; ++i)
- {
- mFace[FACE_SIDE0 + i] = mDrawable->addFace(poolp, NULL);
- }
- mFace[FACE_SUN] = mDrawable->addFace(poolp, mSunTexturep);
- mFace[FACE_MOON] = mDrawable->addFace(poolp, mMoonTexturep);
- mFace[FACE_BLOOM] = mDrawable->addFace(poolp, mBloomTexturep);
- return mDrawable;
- }
- //by bao
- //fake vertex buffer updating
- //to guarantee at least updating one VBO buffer every frame
- //to walk around the bug caused by ATI card --> DEV-3855
- //
- void LLVOSky::createDummyVertexBuffer()
- {
- if(!mFace[FACE_DUMMY])
- {
- LLDrawPoolSky *poolp = (LLDrawPoolSky*) gPipeline.getPool(LLDrawPool::POOL_SKY);
- mFace[FACE_DUMMY] = mDrawable->addFace(poolp, NULL);
- }
- if(mFace[FACE_DUMMY]->mVertexBuffer.isNull())
- {
- mFace[FACE_DUMMY]->mVertexBuffer = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_DYNAMIC_DRAW_ARB);
- mFace[FACE_DUMMY]->mVertexBuffer->allocateBuffer(1, 1, TRUE);
- }
- }
- static LLFastTimer::DeclareTimer FTM_RENDER_FAKE_VBO_UPDATE("Fake VBO Update");
- void LLVOSky::updateDummyVertexBuffer()
- {
- if(!LLVertexBuffer::sEnableVBOs)
- return ;
- if(mHeavenlyBodyUpdated)
- {
- mHeavenlyBodyUpdated = FALSE ;
- return ;
- }
- LLFastTimer t(FTM_RENDER_FAKE_VBO_UPDATE) ;
- if(!mFace[FACE_DUMMY] || mFace[FACE_DUMMY]->mVertexBuffer.isNull())
- createDummyVertexBuffer() ;
- LLStrider<LLVector3> vertices ;
- mFace[FACE_DUMMY]->mVertexBuffer->getVertexStrider(vertices, 0);
- *vertices = mCameraPosAgent ;
- mFace[FACE_DUMMY]->mVertexBuffer->setBuffer(0) ;
- }
- //----------------------------------
- //end of fake vertex buffer updating
- //----------------------------------
- static LLFastTimer::DeclareTimer FTM_GEO_SKY("Sky Geometry");
- BOOL LLVOSky::updateGeometry(LLDrawable *drawable)
- {
- LLFastTimer ftm(FTM_GEO_SKY);
- if (mFace[FACE_REFLECTION] == NULL)
- {
- LLDrawPoolWater *poolp = (LLDrawPoolWater*) gPipeline.getPool(LLDrawPool::POOL_WATER);
- if (gPipeline.getPool(LLDrawPool::POOL_WATER)->getVertexShaderLevel() != 0)
- {
- mFace[FACE_REFLECTION] = drawable->addFace(poolp, NULL);
- }
- }
- mCameraPosAgent = drawable->getPositionAgent();
- mEarthCenter.mV[0] = mCameraPosAgent.mV[0];
- mEarthCenter.mV[1] = mCameraPosAgent.mV[1];
- LLVector3 v_agent[8];
- for (S32 i = 0; i < 8; ++i)
- {
- F32 x_sgn = (i&1) ? 1.f : -1.f;
- F32 y_sgn = (i&2) ? 1.f : -1.f;
- F32 z_sgn = (i&4) ? 1.f : -1.f;
- v_agent[i] = HORIZON_DIST * SKY_BOX_MULT * LLVector3(x_sgn, y_sgn, z_sgn);
- }
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> texCoordsp;
- LLStrider<U16> indicesp;
- U16 index_offset;
- LLFace *face;
- for (S32 side = 0; side < 6; ++side)
- {
- face = mFace[FACE_SIDE0 + side];
- if (face->mVertexBuffer.isNull())
- {
- face->setSize(4, 6);
- face->setGeomIndex(0);
- face->setIndicesIndex(0);
- face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
- face->mVertexBuffer->allocateBuffer(4, 6, TRUE);
-
- index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
-
- S32 vtx = 0;
- S32 curr_bit = side >> 1; // 0/1 = Z axis, 2/3 = Y, 4/5 = X
- S32 side_dir = side & 1; // even - 0, odd - 1
- S32 i_bit = (curr_bit + 2) % 3;
- S32 j_bit = (i_bit + 2) % 3;
- LLVector3 axis;
- axis.mV[curr_bit] = 1;
- face->mCenterAgent = (F32)((side_dir << 1) - 1) * axis * HORIZON_DIST;
- vtx = side_dir << curr_bit;
- *(verticesp++) = v_agent[vtx];
- *(verticesp++) = v_agent[vtx | 1 << j_bit];
- *(verticesp++) = v_agent[vtx | 1 << i_bit];
- *(verticesp++) = v_agent[vtx | 1 << i_bit | 1 << j_bit];
- *(texCoordsp++) = TEX00;
- *(texCoordsp++) = TEX01;
- *(texCoordsp++) = TEX10;
- *(texCoordsp++) = TEX11;
- // Triangles for each side
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 3;
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 3;
- *indicesp++ = index_offset + 2;
- face->mVertexBuffer->setBuffer(0);
- }
- }
- const LLVector3 &look_at = LLViewerCamera::getInstance()->getAtAxis();
- LLVector3 right = look_at % LLVector3::z_axis;
- LLVector3 up = right % look_at;
- right.normalize();
- up.normalize();
- const static F32 elevation_factor = 0.0f/sResolution;
- const F32 cos_max_angle = cosHorizon(elevation_factor);
- mSun.setDraw(updateHeavenlyBodyGeometry(drawable, FACE_SUN, TRUE, mSun, cos_max_angle, up, right));
- mMoon.setDraw(updateHeavenlyBodyGeometry(drawable, FACE_MOON, FALSE, mMoon, cos_max_angle, up, right));
- const F32 water_height = gAgent.getRegion()->getWaterHeight() + 0.01f;
- // LLWorld::getInstance()->getWaterHeight() + 0.01f;
- const F32 camera_height = mCameraPosAgent.mV[2];
- const F32 height_above_water = camera_height - water_height;
- BOOL sun_flag = FALSE;
- if (mSun.isVisible())
- {
- if (mMoon.isVisible())
- {
- sun_flag = look_at * mSun.getDirection() > 0;
- }
- else
- {
- sun_flag = TRUE;
- }
- }
-
- if (height_above_water > 0)
- {
- BOOL render_ref = gPipeline.getPool(LLDrawPool::POOL_WATER)->getVertexShaderLevel() == 0;
- if (sun_flag)
- {
- setDrawRefl(0);
- if (render_ref)
- {
- updateReflectionGeometry(drawable, height_above_water, mSun);
- }
- }
- else
- {
- setDrawRefl(1);
- if (render_ref)
- {
- updateReflectionGeometry(drawable, height_above_water, mMoon);
- }
- }
- }
- else
- {
- setDrawRefl(-1);
- }
- LLPipeline::sCompiles++;
- return TRUE;
- }
- BOOL LLVOSky::updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 f, const BOOL is_sun,
- LLHeavenBody& hb, const F32 cos_max_angle,
- const LLVector3 &up, const LLVector3 &right)
- {
- mHeavenlyBodyUpdated = TRUE ;
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> texCoordsp;
- LLStrider<U16> indicesp;
- S32 index_offset;
- LLFace *facep;
- LLVector3 to_dir = hb.getDirection();
- if (!is_sun)
- {
- to_dir.mV[2] = llmax(to_dir.mV[2]+0.1f, 0.1f);
- }
- LLVector3 draw_pos = to_dir * HEAVENLY_BODY_DIST;
- LLVector3 hb_right = to_dir % LLVector3::z_axis;
- LLVector3 hb_up = hb_right % to_dir;
- hb_right.normalize();
- hb_up.normalize();
- //const static F32 cos_max_turn = sqrt(3.f) / 2; // 30 degrees
- //const F32 cos_turn_right = 1. / (llmax(cos_max_turn, hb_right * right));
- //const F32 cos_turn_up = 1. / llmax(cos_max_turn, hb_up * up);
- const F32 enlargm_factor = ( 1 - to_dir.mV[2] );
- F32 horiz_enlargement = 1 + enlargm_factor * 0.3f;
- F32 vert_enlargement = 1 + enlargm_factor * 0.2f;
- // Parameters for the water reflection
- hb.setU(HEAVENLY_BODY_FACTOR * horiz_enlargement * hb.getDiskRadius() * hb_right);
- hb.setV(HEAVENLY_BODY_FACTOR * vert_enlargement * hb.getDiskRadius() * hb_up);
- // End of parameters for the water reflection
- const LLVector3 scaled_right = HEAVENLY_BODY_DIST * hb.getU();
- const LLVector3 scaled_up = HEAVENLY_BODY_DIST * hb.getV();
- //const LLVector3 scaled_right = horiz_enlargement * HEAVENLY_BODY_SCALE * hb.getDiskRadius() * hb_right;//right;
- //const LLVector3 scaled_up = vert_enlargement * HEAVENLY_BODY_SCALE * hb.getDiskRadius() * hb_up;//up;
- LLVector3 v_clipped[4];
- hb.corner(0) = draw_pos - scaled_right + scaled_up;
- hb.corner(1) = draw_pos - scaled_right - scaled_up;
- hb.corner(2) = draw_pos + scaled_right + scaled_up;
- hb.corner(3) = draw_pos + scaled_right - scaled_up;
- F32 t_left, t_right;
- if (!clip_quad_to_horizon(t_left, t_right, v_clipped, hb.corners(), cos_max_angle))
- {
- hb.setVisible(FALSE);
- return FALSE;
- }
- hb.setVisible(TRUE);
- facep = mFace[f];
- if (facep->mVertexBuffer.isNull())
- {
- facep->setSize(4, 6);
- facep->mVertexBuffer = new LLVertexBuffer(LLDrawPoolSky::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
- facep->mVertexBuffer->allocateBuffer(facep->getGeomCount(), facep->getIndicesCount(), TRUE);
- facep->setGeomIndex(0);
- facep->setIndicesIndex(0);
- }
- index_offset = facep->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
- if (-1 == index_offset)
- {
- return TRUE;
- }
- for (S32 vtx = 0; vtx < 4; ++vtx)
- {
- hb.corner(vtx) = v_clipped[vtx];
- *(verticesp++) = hb.corner(vtx) + mCameraPosAgent;
- }
- *(texCoordsp++) = TEX01;
- *(texCoordsp++) = TEX00;
- *(texCoordsp++) = TEX11;
- *(texCoordsp++) = TEX10;
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 3;
- facep->mVertexBuffer->setBuffer(0);
- if (is_sun)
- {
- if ((t_left > 0) && (t_right > 0))
- {
- F32 t = (t_left + t_right) * 0.5f;
- mSun.setHorizonVisibility(0.5f * (1 + cos(t * F_PI)));
- }
- else
- {
- mSun.setHorizonVisibility();
- }
- updateSunHaloGeometry(drawable);
- }
- return TRUE;
- }
- // Clips quads with top and bottom sides parallel to horizon.
- BOOL clip_quad_to_horizon(F32& t_left, F32& t_right, LLVector3 v_clipped[4],
- const LLVector3 v_corner[4], const F32 cos_max_angle)
- {
- t_left = clip_side_to_horizon(v_corner[1], v_corner[0], cos_max_angle);
- t_right = clip_side_to_horizon(v_corner[3], v_corner[2], cos_max_angle);
- if ((t_left >= 1) || (t_right >= 1))
- {
- return FALSE;
- }
- //const BOOL left_clip = (t_left > 0);
- //const BOOL right_clip = (t_right > 0);
- //if (!left_clip && !right_clip)
- {
- for (S32 vtx = 0; vtx < 4; ++vtx)
- {
- v_clipped[vtx] = v_corner[vtx];
- }
- }
- /* else
- {
- v_clipped[0] = v_corner[0];
- v_clipped[1] = left_clip ? ((1 - t_left) * v_corner[1] + t_left * v_corner[0])
- : v_corner[1];
- v_clipped[2] = v_corner[2];
- v_clipped[3] = right_clip ? ((1 - t_right) * v_corner[3] + t_right * v_corner[2])
- : v_corner[3];
- }*/
- return TRUE;
- }
- F32 clip_side_to_horizon(const LLVector3& V0, const LLVector3& V1, const F32 cos_max_angle)
- {
- const LLVector3 V = V1 - V0;
- const F32 k2 = 1.f/(cos_max_angle * cos_max_angle) - 1;
- const F32 A = V.mV[0] * V.mV[0] + V.mV[1] * V.mV[1] - k2 * V.mV[2] * V.mV[2];
- const F32 B = V0.mV[0] * V.mV[0] + V0.mV[1] * V.mV[1] - k2 * V0.mV[2] * V.mV[2];
- const F32 C = V0.mV[0] * V0.mV[0] + V0.mV[1] * V0.mV[1] - k2 * V0.mV[2] * V0.mV[2];
- if (fabs(A) < 1e-7)
- {
- return -0.1f; // v0 is cone origin and v1 is on the surface of the cone.
- }
- const F32 det = sqrt(B*B - A*C);
- const F32 t1 = (-B - det) / A;
- const F32 t2 = (-B + det) / A;
- const F32 z1 = V0.mV[2] + t1 * V.mV[2];
- const F32 z2 = V0.mV[2] + t2 * V.mV[2];
- if (z1 * cos_max_angle < 0)
- {
- return t2;
- }
- else if (z2 * cos_max_angle < 0)
- {
- return t1;
- }
- else if ((t1 < 0) || (t1 > 1))
- {
- return t2;
- }
- else
- {
- return t1;
- }
- }
- void LLVOSky::updateSunHaloGeometry(LLDrawable *drawable )
- {
- #if 0
- const LLVector3* v_corner = mSun.corners();
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> texCoordsp;
- LLStrider<U16> indicesp;
- S32 index_offset;
- LLFace *face;
- const LLVector3 right = 2 * (v_corner[2] - v_corner[0]);
- LLVector3 up = 2 * (v_corner[2] - v_corner[3]);
- up.normalize();
- F32 size = right.length();
- up = size * up;
- const LLVector3 draw_pos = 0.25 * (v_corner[0] + v_corner[1] + v_corner[2] + v_corner[3]);
-
- LLVector3 v_glow_corner[4];
- v_glow_corner[0] = draw_pos - right + up;
- v_glow_corner[1] = draw_pos - right - up;
- v_glow_corner[2] = draw_pos + right + up;
- v_glow_corner[3] = draw_pos + right - up;
- face = mFace[FACE_BLOOM];
- if (face->mVertexBuffer.isNull())
- {
- face->setSize(4, 6);
- face->setGeomIndex(0);
- face->setIndicesIndex(0);
- face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
- face->mVertexBuffer->allocateBuffer(4, 6, TRUE);
- }
- index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
- if (-1 == index_offset)
- {
- return;
- }
- for (S32 vtx = 0; vtx < 4; ++vtx)
- {
- *(verticesp++) = v_glow_corner[vtx] + mCameraPosAgent;
- }
- *(texCoordsp++) = TEX01;
- *(texCoordsp++) = TEX00;
- *(texCoordsp++) = TEX11;
- *(texCoordsp++) = TEX10;
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 3;
- #endif
- }
- F32 dtReflection(const LLVector3& p, F32 cos_dir_from_top, F32 sin_dir_from_top, F32 diff_angl_dir)
- {
- LLVector3 P = p;
- P.normalize();
- const F32 cos_dir_angle = -P.mV[VZ];
- const F32 sin_dir_angle = sqrt(1 - cos_dir_angle * cos_dir_angle);
- F32 cos_diff_angles = cos_dir_angle * cos_dir_from_top
- + sin_dir_angle * sin_dir_from_top;
- F32 diff_angles;
- if (cos_diff_angles > (1 - 1e-7))
- diff_angles = 0;
- else
- diff_angles = acos(cos_diff_angles);
- const F32 rel_diff_angles = diff_angles / diff_angl_dir;
- const F32 dt = 1 - rel_diff_angles;
- return (dt < 0) ? 0 : dt;
- }
- F32 dtClip(const LLVector3& v0, const LLVector3& v1, F32 far_clip2)
- {
- F32 dt_clip;
- const LLVector3 otrezok = v1 - v0;
- const F32 A = otrezok.lengthSquared();
- const F32 B = v0 * otrezok;
- const F32 C = v0.lengthSquared() - far_clip2;
- const F32 det = sqrt(B*B - A*C);
- dt_clip = (-B - det) / A;
- if ((dt_clip < 0) || (dt_clip > 1))
- dt_clip = (-B + det) / A;
- return dt_clip;
- }
- void LLVOSky::updateReflectionGeometry(LLDrawable *drawable, F32 H,
- const LLHeavenBody& HB)
- {
- const LLVector3 &look_at = LLViewerCamera::getInstance()->getAtAxis();
- // const F32 water_height = gAgent.getRegion()->getWaterHeight() + 0.001f;
- // LLWorld::getInstance()->getWaterHeight() + 0.001f;
- LLVector3 to_dir = HB.getDirection();
- LLVector3 hb_pos = to_dir * (HORIZON_DIST - 10);
- LLVector3 to_dir_proj = to_dir;
- to_dir_proj.mV[VZ] = 0;
- to_dir_proj.normalize();
- LLVector3 Right = to_dir % LLVector3::z_axis;
- LLVector3 Up = Right % to_dir;
- Right.normalize();
- Up.normalize();
- // finding angle between look direction and sprite.
- LLVector3 look_at_right = look_at % LLVector3::z_axis;
- look_at_right.normalize();
- const static F32 cos_horizon_angle = cosHorizon(0.0f/sResolution);
- //const static F32 horizon_angle = acos(cos_horizon_angle);
- const F32 enlargm_factor = ( 1 - to_dir.mV[2] );
- F32 horiz_enlargement = 1 + enlargm_factor * 0.3f;
- F32 vert_enlargement = 1 + enlargm_factor * 0.2f;
- F32 vert_size = vert_enlargement * HEAVENLY_BODY_SCALE * HB.getDiskRadius();
- Right *= /*cos_lookAt_toDir */ horiz_enlargement * HEAVENLY_BODY_SCALE * HB.getDiskRadius();
- Up *= vert_size;
- LLVector3 v_corner[2];
- LLVector3 stretch_corner[2];
- LLVector3 top_hb = v_corner[0] = stretch_corner[0] = hb_pos - Right + Up;
- v_corner[1] = stretch_corner[1] = hb_pos - Right - Up;
- F32 dt_hor, dt;
- dt_hor = clip_side_to_horizon(v_corner[1], v_corner[0], cos_horizon_angle);
- LLVector2 TEX0t = TEX00;
- LLVector2 TEX1t = TEX10;
- LLVector3 lower_corner = v_corner[1];
- if ((dt_hor > 0) && (dt_hor < 1))
- {
- TEX0t = LLVector2(0, dt_hor);
- TEX1t = LLVector2(1, dt_hor);
- lower_corner = (1 - dt_hor) * v_corner[1] + dt_hor * v_corner[0];
- }
- else
- dt_hor = llmax(0.0f, llmin(1.0f, dt_hor));
- top_hb.normalize();
- const F32 cos_angle_of_view = fabs(top_hb.mV[VZ]);
- const F32 extension = llmin (5.0f, 1.0f / cos_angle_of_view);
- const S32 cols = 1;
- const S32 raws = lltrunc(16 * extension);
- S32 quads = cols * raws;
- stretch_corner[0] = lower_corner + extension * (stretch_corner[0] - lower_corner);
- stretch_corner[1] = lower_corner + extension * (stretch_corner[1] - lower_corner);
- dt = dt_hor;
- F32 cos_dir_from_top[2];
- LLVector3 dir = stretch_corner[0];
- dir.normalize();
- cos_dir_from_top[0] = dir.mV[VZ];
- dir = stretch_corner[1];
- dir.normalize();
- cos_dir_from_top[1] = dir.mV[VZ];
- const F32 sin_dir_from_top = sqrt(1 - cos_dir_from_top[0] * cos_dir_from_top[0]);
- const F32 sin_dir_from_top2 = sqrt(1 - cos_dir_from_top[1] * cos_dir_from_top[1]);
- const F32 cos_diff_dir = cos_dir_from_top[0] * cos_dir_from_top[1]
- + sin_dir_from_top * sin_dir_from_top2;
- const F32 diff_angl_dir = acos(cos_diff_dir);
- v_corner[0] = stretch_corner[0];
- v_corner[1] = lower_corner;
- LLVector2 TEX0tt = TEX01;
- LLVector2 TEX1tt = TEX11;
- LLVector3 v_refl_corner[4];
- LLVector3 v_sprite_corner[4];
- S32 vtx;
- for (vtx = 0; vtx < 2; ++vtx)
- {
- LLVector3 light_proj = v_corner[vtx];
- light_proj.normalize();
- const F32 z = light_proj.mV[VZ];
- const F32 sin_angle = sqrt(1 - z * z);
- light_proj *= 1.f / sin_angle;
- light_proj.mV[VZ] = 0;
- const F32 to_refl_point = H * sin_angle / fabs(z);
- v_refl_corner[vtx] = to_refl_point * light_proj;
- }
- for (vtx = 2; vtx < 4; ++vtx)
- {
- const LLVector3 to_dir_vec = (to_dir_proj * v_refl_corner[vtx-2]) * to_dir_proj;
- v_refl_corner[vtx] = v_refl_corner[vtx-2] + 2 * (to_dir_vec - v_refl_corner[vtx-2]);
- }
- for (vtx = 0; vtx < 4; ++vtx)
- v_refl_corner[vtx].mV[VZ] -= H;
- S32 side = 0;
- LLVector3 refl_corn_norm[2];
- refl_corn_norm[0] = v_refl_corner[1];
- refl_corn_norm[0].normalize();
- refl_corn_norm[1] = v_refl_corner[3];
- refl_corn_norm[1].normalize();
- F32 cos_refl_look_at[2];
- cos_refl_look_at[0] = refl_corn_norm[0] * look_at;
- cos_refl_look_at[1] = refl_corn_norm[1] * look_at;
- if (cos_refl_look_at[1] > cos_refl_look_at[0])
- {
- side = 2;
- }
- //const F32 far_clip = (LLViewerCamera::getInstance()->getFar() - 0.01) / far_clip_factor;
- const F32 far_clip = 512;
- const F32 far_clip2 = far_clip*far_clip;
- F32 dt_clip;
- F32 vtx_near2, vtx_far2;
- if ((vtx_far2 = v_refl_corner[side].lengthSquared()) > far_clip2)
- {
- // whole thing is sprite: reflection is beyond far clip plane.
- dt_clip = 1.1f;
- quads = 1;
- }
- else if ((vtx_near2 = v_refl_corner[side+1].lengthSquared()) > far_clip2)
- {
- // part is reflection, the rest is sprite.
- dt_clip = dtClip(v_refl_corner[side + 1], v_refl_corner[side], far_clip2);
- const LLVector3 P = (1 - dt_clip) * v_refl_corner[side + 1] + dt_clip * v_refl_corner[side];
- F32 dt_tex = dtReflection(P, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir);
- dt = dt_tex;
- TEX0tt = LLVector2(0, dt);
- TEX1tt = LLVector2(1, dt);
- quads++;
- }
- else
- {
- // whole thing is correct reflection.
- dt_clip = -0.1f;
- }
- LLFace *face = mFace[FACE_REFLECTION];
- if (face->mVertexBuffer.isNull() || quads*4 != face->getGeomCount())
- {
- face->setSize(quads * 4, quads * 6);
- face->mVertexBuffer = new LLVertexBuffer(LLDrawPoolWater::VERTEX_DATA_MASK, GL_STREAM_DRAW_ARB);
- face->mVertexBuffer->allocateBuffer(face->getGeomCount(), face->getIndicesCount(), TRUE);
- face->setIndicesIndex(0);
- face->setGeomIndex(0);
- }
-
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> texCoordsp;
- LLStrider<U16> indicesp;
- S32 index_offset;
-
- index_offset = face->getGeometry(verticesp,normalsp,texCoordsp, indicesp);
- if (-1 == index_offset)
- {
- return;
- }
- LLColor3 hb_col3 = HB.getInterpColor();
- hb_col3.clamp();
- const LLColor4 hb_col = LLColor4(hb_col3);
- const F32 min_attenuation = 0.4f;
- const F32 max_attenuation = 0.7f;
- const F32 attenuation = min_attenuation
- + cos_angle_of_view * (max_attenuation - min_attenuation);
- LLColor4 hb_refl_col = (1-attenuation) * hb_col + attenuation * mFogColor;
- face->setFaceColor(hb_refl_col);
-
- LLVector3 v_far[2];
- v_far[0] = v_refl_corner[1];
- v_far[1] = v_refl_corner[3];
- if(dt_clip > 0)
- {
- if (dt_clip >= 1)
- {
- for (S32 vtx = 0; vtx < 4; ++vtx)
- {
- F32 ratio = far_clip / v_refl_corner[vtx].length();
- *(verticesp++) = v_refl_corner[vtx] = ratio * v_refl_corner[vtx] + mCameraPosAgent;
- }
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
- face->mCenterAgent = draw_pos;
- }
- else
- {
- F32 ratio = far_clip / v_refl_corner[1].length();
- v_sprite_corner[1] = v_refl_corner[1] * ratio;
- ratio = far_clip / v_refl_corner[3].length();
- v_sprite_corner[3] = v_refl_corner[3] * ratio;
- v_refl_corner[1] = (1 - dt_clip) * v_refl_corner[1] + dt_clip * v_refl_corner[0];
- v_refl_corner[3] = (1 - dt_clip) * v_refl_corner[3] + dt_clip * v_refl_corner[2];
- v_sprite_corner[0] = v_refl_corner[1];
- v_sprite_corner[2] = v_refl_corner[3];
- for (S32 vtx = 0; vtx < 4; ++vtx)
- {
- *(verticesp++) = v_sprite_corner[vtx] + mCameraPosAgent;
- }
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_sprite_corner[1] + v_refl_corner[2] + v_sprite_corner[3]);
- face->mCenterAgent = draw_pos;
- }
- *(texCoordsp++) = TEX0tt;
- *(texCoordsp++) = TEX0t;
- *(texCoordsp++) = TEX1tt;
- *(texCoordsp++) = TEX1t;
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 3;
- index_offset += 4;
- }
- if (dt_clip < 1)
- {
- if (dt_clip <= 0)
- {
- const LLVector3 draw_pos = 0.25 *
- (v_refl_corner[0] + v_refl_corner[1] + v_refl_corner[2] + v_refl_corner[3]);
- face->mCenterAgent = draw_pos;
- }
- const F32 raws_inv = 1.f/raws;
- const F32 cols_inv = 1.f/cols;
- LLVector3 left = v_refl_corner[0] - v_refl_corner[1];
- LLVector3 right = v_refl_corner[2] - v_refl_corner[3];
- left *= raws_inv;
- right *= raws_inv;
- F32 dt_raw = dt;
- for (S32 raw = 0; raw < raws; ++raw)
- {
- F32 dt_v0 = raw * raws_inv;
- F32 dt_v1 = (raw + 1) * raws_inv;
- const LLVector3 BL = v_refl_corner[1] + (F32)raw * left;
- const LLVector3 BR = v_refl_corner[3] + (F32)raw * right;
- const LLVector3 EL = BL + left;
- const LLVector3 ER = BR + right;
- dt_v0 = dt_raw;
- dt_raw = dt_v1 = dtReflection(EL, cos_dir_from_top[0], sin_dir_from_top, diff_angl_dir);
- for (S32 col = 0; col < cols; ++col)
- {
- F32 dt_h0 = col * cols_inv;
- *(verticesp++) = (1 - dt_h0) * EL + dt_h0 * ER + mCameraPosAgent;
- *(verticesp++) = (1 - dt_h0) * BL + dt_h0 * BR + mCameraPosAgent;
- F32 dt_h1 = (col + 1) * cols_inv;
- *(verticesp++) = (1 - dt_h1) * EL + dt_h1 * ER + mCameraPosAgent;
- *(verticesp++) = (1 - dt_h1) * BL + dt_h1 * BR + mCameraPosAgent;
- *(texCoordsp++) = LLVector2(dt_h0, dt_v1);
- *(texCoordsp++) = LLVector2(dt_h0, dt_v0);
- *(texCoordsp++) = LLVector2(dt_h1, dt_v1);
- *(texCoordsp++) = LLVector2(dt_h1, dt_v0);
- *indicesp++ = index_offset + 0;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 1;
- *indicesp++ = index_offset + 2;
- *indicesp++ = index_offset + 3;
- index_offset += 4;
- }
- }
- }
- face->mVertexBuffer->setBuffer(0);
- }
- void LLVOSky::updateFog(const F32 distance)
- {
- if (!gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOG))
- {
- glFogf(GL_FOG_DENSITY, 0);
- glFogfv(GL_FOG_COLOR, (F32 *) &LLColor4::white.mV);
- glFogf(GL_FOG_END, 1000000.f);
- return;
- }
- const BOOL hide_clip_plane = TRUE;
- LLColor4 target_fog(0.f, 0.2f, 0.5f, 0.f);
- const F32 water_height = gAgent.getRegion() ? gAgent.getRegion()->getWaterHeight() : 0.f;
- // LLWorld::getInstance()->getWaterHeight();
- F32 camera_height = gAgent.getCameraPositionAgent().mV[2];
- F32 near_clip_height = LLViewerCamera::getInstance()->getAtAxis().mV[VZ] * LLViewerCamera::getInstance()->getNear();
- camera_height += near_clip_height;
- F32 fog_distance = 0.f;
- LLColor3 res_color[3];
- LLColor3 sky_fog_color = LLColor3::white;
- LLColor3 render_fog_color = LLColor3::white;
- LLVector3 tosun = getToSunLast();
- const F32 tosun_z = tosun.mV[VZ];
- tosun.mV[VZ] = 0.f;
- tosun.normalize();
- LLVector3 perp_tosun;
- perp_tosun.mV[VX] = -tosun.mV[VY];
- perp_tosun.mV[VY] = tosun.mV[VX];
- LLVector3 tosun_45 = tosun + perp_tosun;
- tosun_45.normalize();
- F32 delta = 0.06f;
- tosun.mV[VZ] = delta;
- perp_tosun.mV[VZ] = delta;
- tosun_45.mV[VZ] = delta;
- tosun.normalize();
- perp_tosun.normalize();
- tosun_45.normalize();
- // Sky colors, just slightly above the horizon in the direction of the sun, perpendicular to the sun, and at a 45 degree angle to the sun.
- initAtmospherics();
- res_color[0] = calcSkyColorInDir(tosun);
- res_color[1] = calcSkyColorInDir(perp_tosun);
- res_color[2] = calcSkyColorInDir(tosun_45);
- sky_fog_color = color_norm(res_color[0] + res_color[1] + res_color[2]);
- F32 full_off = -0.25f;
- F32 full_on = 0.00f;
- F32 on = (tosun_z - full_off) / (full_on - full_off);
- on = llclamp(on, 0.01f, 1.f);
- sky_fog_color *= 0.5f * on;
- // We need to clamp these to non-zero, in order for the gamma correction to work. 0^y = ???
- S32 i;
- for (i = 0; i < 3; i++)
- {
- sky_fog_color.mV[i] = llmax(0.0001f, sky_fog_color.mV[i]);
- }
- color_gamma_correct(sky_fog_color);
- render_fog_color = sky_fog_color;
- F32 fog_density = 0.f;
- fog_distance = mFogRatio * distance;
-
- if (camera_height > water_height)
- {
- LLColor4 fog(render_fog_color);
- glFogfv(GL_FOG_COLOR, fog.mV);
- mGLFogCol = fog;
- if (hide_clip_plane)
- {
- // For now, set the density to extend to the cull distance.
- const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f)))
- fog_density = f_log/fog_distance;
- glFogi(GL_FOG_MODE, GL_EXP2);
- }
- else
- {
- const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f))
- fog_density = (f_log)/fog_distance;
- glFogi(GL_FOG_MODE, GL_EXP);
- }
- }
- else
- {
- F32 depth = water_height - camera_height;
-
- // get the water param manager variables
- float water_fog_density = LLWaterParamManager::instance()->getFogDensity();
- LLColor4 water_fog_color = LLDrawPoolWater::sWaterFogColor.mV;
-
- // adjust the color based on depth. We're doing linear approximations
- float depth_scale = gSavedSettings.getF32("WaterGLFogDepthScale");
- float depth_modifier = 1.0f - llmin(llmax(depth / depth_scale, 0.01f),
- gSavedSettings.getF32("WaterGLFogDepthFloor"));
- LLColor4 fogCol = water_fog_color * depth_modifier;
- fogCol.setAlpha(1);
- // set the gl fog color
- glFogfv(GL_FOG_COLOR, (F32 *) &fogCol.mV);
- mGLFogCol = fogCol;
- // set the density based on what the shaders use
- fog_density = water_fog_density * gSavedSettings.getF32("WaterGLFogDensityScale");
- glFogi(GL_FOG_MODE, GL_EXP2);
- }
- mFogColor = sky_fog_color;
- mFogColor.setAlpha(1);
- LLGLSFog gls_fog;
- glFogf(GL_FOG_END, fog_distance*2.2f);
- glFogf(GL_FOG_DENSITY, fog_density);
- glHint(GL_FOG_HINT, GL_NICEST);
- stop_glerror();
- }
- // static
- void LLHaze::initClass()
- {
- sAirScaSeaLevel = LLHaze::calcAirScaSeaLevel();
- }
- // Functions used a lot.
- F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply)
- {
- F32 mv = color_max(col);
- if (0 == mv)
- {
- return 0;
- }
- col *= 1.f / mv;
- color_pow(col, e);
- if (postmultiply)
- {
- col *= mv;
- }
- return mv;
- }
- // Returns angle (RADIANs) between the horizontal projection of "v" and the x_axis.
- // Range of output is 0.0f to 2pi //359.99999...f
- // Returns 0.0f when "v" = +/- z_axis.
- F32 azimuth(const LLVector3 &v)
- {
- F32 azimuth = 0.0f;
- if (v.mV[VX] == 0.0f)
- {
- if (v.mV[VY] > 0.0f)
- {
- azimuth = F_PI * 0.5f;
- }
- else if (v.mV[VY] < 0.0f)
- {
- azimuth = F_PI * 1.5f;// 270.f;
- }
- }
- else
- {
- azimuth = (F32) atan(v.mV[VY] / v.mV[VX]);
- if (v.mV[VX] < 0.0f)
- {
- azimuth += F_PI;
- }
- else if (v.mV[VY] < 0.0f)
- {
- azimuth += F_PI * 2;
- }
- }
- return azimuth;
- }
- void LLVOSky::initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity)
- {
- LLVector3 sun_direction = (sun_dir.length() == 0) ? LLVector3::x_axis : sun_dir;
- sun_direction.normalize();
- mSun.setDirection(sun_direction);
- mSun.renewDirection();
- mSun.setAngularVelocity(sun_ang_velocity);
- mMoon.setDirection(-mSun.getDirection());
- mMoon.renewDirection();
- mLastLightingDirection = mSun.getDirection();
- calcAtmospherics();
- if ( !mInitialized )
- {
- init();
- LLSkyTex::stepCurrent();
- }
- }
- void LLVOSky::setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity)
- {
- LLVector3 sun_direction = (sun_dir.length() == 0) ? LLVector3::x_axis : sun_dir;
- sun_direction.normalize();
- // Push the sun "South" as it approaches directly overhead so that we can always see bump mapping
- // on the upward facing faces of cubes.
- LLVector3 newDir = sun_direction;
- // Same as dot product with the up direction + clamp.
- F32 sunDot = llmax(0.f, newDir.mV[2]);
- sunDot *= sunDot;
- // Create normalized vector that has the sunDir pushed south about an hour and change.
- LLVector3 adjustedDir = (newDir + LLVector3(0.f, -0.70711f, 0.70711f)) * 0.5f;
- // Blend between normal sun dir and adjusted sun dir based on how close we are
- // to having the sun overhead.
- mBumpSunDir = adjustedDir * sunDot + newDir * (1.0f - sunDot);
- mBumpSunDir.normalize();
- F32 dp = mLastLightingDirection * sun_direction;
- mSun.setDirection(sun_direction);
- mSun.setAngularVelocity(sun_ang_velocity);
- mMoon.setDirection(-sun_direction);
- calcAtmospherics();
- if (dp < 0.995f) { //the sun jumped a great deal, update immediately
- mForceUpdate = TRUE;
- }
- }