372 lines
11 KiB
C++
372 lines
11 KiB
C++
/**
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* @file llwlparammanager.h
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* @brief Implementation for the LLWLParamManager class.
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*
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* $LicenseInfo:firstyear=2007&license=viewergpl$
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*
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* Copyright (c) 2007-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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* $/LicenseInfo$
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*/
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#ifndef LL_WLPARAMMANAGER_H
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#define LL_WLPARAMMANAGER_H
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#include <list>
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#include <map>
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#include "llenvmanager.h"
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#include "llwlparamset.h"
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#include "llwlanimator.h"
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#include "llwldaycycle.h"
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#include "llviewercamera.h"
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#include "lltrans.h"
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#include "llassettype.h" // Ugh.
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class LLVFS;
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class LLGLSLShader;
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class LLWLAnimator;
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//class LLWLPresetsObserver
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//{
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//public:
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// virtual ~LLWLPresetsObserver() { };
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// virtual void changed() = 0;
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//};
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// color control
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struct WLColorControl {
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F32 r, g, b, i; /// the values
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std::string mName; /// name to use to dereference params
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std::string mSliderName; /// name of the slider in menu
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bool hasSliderName; /// only set slider name for true color types
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bool isSunOrAmbientColor; /// flag for if it's the sun or ambient color controller
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bool isBlueHorizonOrDensity; /// flag for if it's the Blue Horizon or Density color controller
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inline WLColorControl(F32 red, F32 green, F32 blue, F32 intensity,
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const std::string& n, const std::string& sliderName = LLStringUtil::null)
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: r(red), g(green), b(blue), i(intensity), mName(n), mSliderName(sliderName)
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{
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// if there's a slider name, say we have one
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hasSliderName = false;
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if (mSliderName != "") {
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hasSliderName = true;
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}
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// if it's the sun controller
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isSunOrAmbientColor = false;
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if (mSliderName == "WLSunlight" || mSliderName == "WLAmbient") {
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isSunOrAmbientColor = true;
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}
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isBlueHorizonOrDensity = false;
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if (mSliderName == "WLBlueHorizon" || mSliderName == "WLBlueDensity") {
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isBlueHorizonOrDensity = true;
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}
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}
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inline WLColorControl & operator = (LLVector4 const & val) {
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r = val.mV[0];
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g = val.mV[1];
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b = val.mV[2];
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i = val.mV[3];
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return *this;
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}
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inline operator LLVector4 (void) const {
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return LLVector4(r, g, b, i);
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}
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inline operator LLVector3 (void) const {
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return LLVector3(r, g, b);
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}
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inline void update(LLWLParamSet & params) const {
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params.set(mName, r, g, b, i);
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}
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};
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// float slider control
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struct WLFloatControl {
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F32 x;
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std::string mName;
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F32 mult;
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inline WLFloatControl(F32 val, const std::string& n, F32 m=1.0f)
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: x(val), mName(n), mult(m)
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{
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}
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inline WLFloatControl & operator = (F32 val) {
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x = val;
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return *this;
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}
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inline operator F32 (void) const {
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return x;
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}
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inline void update(LLWLParamSet & params) const {
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params.set(mName, x);
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}
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};
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/// WindLight parameter manager class - what controls all the wind light shaders
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class LLWLParamManager : public LLSingleton<LLWLParamManager>
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{
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LOG_CLASS(LLWLParamManager);
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public:
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typedef std::list<std::string> preset_name_list_t;
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typedef std::list<LLWLParamKey> preset_key_list_t;
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typedef boost::signals2::signal<void()> preset_list_signal_t;
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void updateShaderLinks();
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/// load an individual preset into the sky from an LLSD stream
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/// Returns whether the stream was actually reasonable XML to load from.
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bool loadPresetXML(const LLWLParamKey& key, std::istream& preset_stream);
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/// Load an individual preset from a notecard.
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void loadPresetNotecard(const std::string& name, const LLUUID& asset_id, const LLUUID& inv_id);
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/// save the parameter presets to file
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void savePreset(const LLWLParamKey key);
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/// save the parameter presets to file
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bool savePresetToNotecard(const std::string & name);
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/// Set shader uniforms dirty, so they'll update automatically.
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void propagateParameters(void);
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/// Update shader uniforms that have changed.
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void updateShaderUniforms(LLGLSLShader * shader);
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/// setup the animator to run
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void resetAnimator(F32 curTime, bool run);
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/// update information camera dependent parameters
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void update(LLViewerCamera * cam);
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/// apply specified day cycle, setting time to noon by default
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bool applyDayCycleParams(const LLSD& params, LLEnvKey::EScope scope, F32 time = 0.5);
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/// apply specified fixed sky params
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bool applySkyParams(const LLSD& params, bool interpolate = false);
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// get where the light is pointing
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inline LLVector4 getLightDir(void) const;
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// get where the light is pointing
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inline LLVector4 getClampedLightDir(void) const;
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// get where the light is pointing
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inline LLVector4 getRotatedLightDir(void) const;
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/// get the dome's offset
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inline F32 getDomeOffset(void) const;
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/// get the radius of the dome
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inline F32 getDomeRadius(void) const;
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/// add a param set (preset) to the list
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bool addParamSet(const LLWLParamKey& key, LLWLParamSet& param);
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/// add a param set (preset) to the list
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BOOL addParamSet(const LLWLParamKey& key, LLSD const & param);
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/// get a param set (preset) from the list
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bool getParamSet(const LLWLParamKey& key, LLWLParamSet& param);
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/// check whether the preset is in the list
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bool hasParamSet(const LLWLParamKey& key);
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/// set the param in the list with a new param
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bool setParamSet(const std::string& name, LLWLParamSet& param);
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bool setParamSet(const LLWLParamKey& key, LLWLParamSet& param);
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/// set the param in the list with a new param
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bool setParamSet(const std::string& name, LLSD const & param);
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bool setParamSet(const LLWLParamKey& key, LLSD const & param);
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/// gets rid of a parameter and any references to it
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/// returns true if successful
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bool removeParamSet(const std::string& name, bool delete_from_disk);
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/// ignores "delete_from_disk" if the scope is not local
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bool removeParamSet(const LLWLParamKey& key, bool delete_from_disk);
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/// clear parameter mapping of a given scope
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void clearParamSetsOfScope(LLEnvKey::EScope scope);
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/// @return true if the preset comes out of the box
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bool isSystemPreset(const std::string& preset_name) const;
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/// @return user and system preset names as a single list
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void getPresetNames(preset_name_list_t& region, preset_name_list_t& user, preset_name_list_t& sys) const;
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// [RLVa:KB] - Checked: 2011-09-04 (RLVa-1.4.1a) | Added: RLVa-1.4.1a
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const std::string& findPreset(const std::string& strPresetName, LLEnvKey::EScope eScope);
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// [/RLVa:KB]
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/// @return user preset names
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void getUserPresetNames(preset_name_list_t& user) const;
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/// @return all local (user + sys) preset names
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void getLocalPresetNames(preset_name_list_t& local) const;
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/// @return keys of all known presets
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void getPresetKeys(preset_key_list_t& keys) const;
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/// Emitted when a preset gets added or deleted.
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boost::signals2::connection setPresetListChangeCallback(const preset_list_signal_t::slot_type& cb);
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/// add all skies in LLSD using the given scope
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void addAllSkies(LLEnvKey::EScope scope, const LLSD& preset_map);
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/// refresh region-scope presets
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void refreshRegionPresets();
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// returns all skies referenced by the current day cycle (in mDay), with their final names
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// side effect: applies changes to all internal structures! (trashes all unreferenced skies in scope, keys in day cycle rescoped to scope, etc.)
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std::map<LLWLParamKey, LLWLParamSet> finalizeFromDayCycle(LLWLParamKey::EScope scope);
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// returns all skies in map (intended to be called with output from a finalize)
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static LLSD createSkyMap(std::map<LLWLParamKey, LLWLParamSet> map);
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/// @return all named windlight presets.
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const std::map<LLWLParamKey, LLWLParamSet>& getPresets() const { return mParamList; }
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/// Perform global initialization for this class.
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static void initClass(void);
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// Cleanup of global data that's only inited once per class.
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static void cleanupClass();
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// helper variables
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LLWLAnimator mAnimator;
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/// actual direction of the sun
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LLVector4 mLightDir;
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/// light norm adjusted so haze works correctly
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LLVector4 mRotatedLightDir;
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/// clamped light norm for shaders that
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/// are adversely affected when the sun goes below the
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/// horizon
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LLVector4 mClampedLightDir;
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// list of params and how they're cycled for days
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LLWLDayCycle mDay;
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LLWLParamSet mCurParams;
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/// Sun Delta Terrain tweak variables.
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F32 mSunDeltaYaw;
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WLFloatControl mWLGamma;
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F32 mSceneLightStrength;
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/// Atmospherics
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WLColorControl mBlueHorizon;
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WLFloatControl mHazeDensity;
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WLColorControl mBlueDensity;
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WLFloatControl mDensityMult;
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WLFloatControl mHazeHorizon;
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WLFloatControl mMaxAlt;
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/// Lighting
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WLColorControl mLightnorm;
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WLColorControl mSunlight;
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WLColorControl mAmbient;
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WLColorControl mGlow;
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/// Clouds
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WLColorControl mCloudColor;
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WLColorControl mCloudMain;
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WLFloatControl mCloudCoverage;
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WLColorControl mCloudDetail;
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WLFloatControl mDistanceMult;
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WLFloatControl mCloudScale;
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/// sky dome
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F32 mDomeOffset;
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F32 mDomeRadius;
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private:
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friend class LLWLAnimator;
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std::vector<LLGLSLShader *> mShaderList;
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static void loadWindlightNotecard(LLVFS *vfs, const LLUUID& asset_id, LLAssetType::EType asset_type, void *user_data, S32 status, LLExtStat ext_status);
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void loadAllPresets();
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void loadPresetsFromDir(const std::string& dir);
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bool loadPreset(const std::string& path);
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static std::string getSysDir();
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static std::string getUserDir();
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friend class LLSingleton<LLWLParamManager>;
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/*virtual*/ void initSingleton();
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LLWLParamManager();
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~LLWLParamManager();
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// list of all the parameters, listed by name
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std::map<LLWLParamKey, LLWLParamSet> mParamList;
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preset_list_signal_t mPresetListChangeSignal;
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};
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inline F32 LLWLParamManager::getDomeOffset(void) const
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{
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return mDomeOffset;
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}
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inline F32 LLWLParamManager::getDomeRadius(void) const
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{
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return mDomeRadius;
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}
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inline LLVector4 LLWLParamManager::getLightDir(void) const
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{
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return mLightDir;
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}
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inline LLVector4 LLWLParamManager::getClampedLightDir(void) const
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{
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return mClampedLightDir;
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}
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inline LLVector4 LLWLParamManager::getRotatedLightDir(void) const
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{
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return mRotatedLightDir;
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}
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#endif
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