556 lines
15 KiB
C++
556 lines
15 KiB
C++
/**
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* @file llwlparammanager.cpp
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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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#include "llviewerprecompiledheaders.h"
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#include "llwlparammanager.h"
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#include "pipeline.h"
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#include "llsky.h"
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#include "lldiriterator.h"
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#include "llsliderctrl.h"
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#include "llspinctrl.h"
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#include "llcheckboxctrl.h"
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#include "lluictrlfactory.h"
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#include "llviewercamera.h"
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#include "llcombobox.h"
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#include "lllineeditor.h"
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#include "llsdserialize.h"
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#include "v4math.h"
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#include "llviewerdisplay.h"
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#include "llviewercontrol.h"
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#include "llviewerwindow.h"
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#include "lldrawpoolwater.h"
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#include "llagent.h"
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#include "llviewerregion.h"
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#include "llwlparamset.h"
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#include "llpostprocess.h"
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#include "llfloaterwindlight.h"
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#include "llfloaterdaycycle.h"
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#include "llfloaterenvsettings.h"
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#include "llviewershadermgr.h"
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#include "llglslshader.h"
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#include "curl/curl.h"
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LLWLParamManager::LLWLParamManager() :
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//set the defaults for the controls
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// index is from sWLUniforms in pipeline.cpp line 979
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/// Sun Delta Terrain tweak variables.
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mSunDeltaYaw(180.0f),
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mSceneLightStrength(2.0f),
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mWLGamma(1.0f, "gamma"),
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mBlueHorizon(0.25f, 0.25f, 1.0f, 1.0f, "blue_horizon", "WLBlueHorizon"),
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mHazeDensity(1.0f, 1.0f, 1.0f, 0.5f, "haze_density"),
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mBlueDensity(0.25f, 0.25f, 0.25f, 1.0f, "blue_density", "WLBlueDensity"),
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mDensityMult(1.0f, "density_multiplier", 1000),
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mHazeHorizon(1.0f, 1.0f, 1.0f, 0.5f, "haze_horizon"),
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mMaxAlt(4000.0f, "max_y"),
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// Lighting
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mLightnorm(0.f, 0.707f, -0.707f, 1.f, "lightnorm"),
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mSunlight(0.5f, 0.5f, 0.5f, 1.0f, "sunlight_color", "WLSunlight"),
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mAmbient(0.5f, 0.75f, 1.0f, 1.19f, "ambient", "WLAmbient"),
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mGlow(18.0f, 0.0f, -0.01f, 1.0f, "glow"),
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// Clouds
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mCloudColor(0.5f, 0.5f, 0.5f, 1.0f, "cloud_color", "WLCloudColor"),
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mCloudMain(0.5f, 0.5f, 0.125f, 1.0f, "cloud_pos_density1"),
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mCloudCoverage(0.0f, "cloud_shadow"),
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mCloudDetail(0.0f, 0.0f, 0.0f, 1.0f, "cloud_pos_density2"),
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mDistanceMult(1.0f, "distance_multiplier"),
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mCloudScale(0.42f, "cloud_scale"),
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// sky dome
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mDomeOffset(0.96f),
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mDomeRadius(15000.f)
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{
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}
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LLWLParamManager::~LLWLParamManager()
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{
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}
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void LLWLParamManager::loadPresets(const std::string& file_name)
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{
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std::string path_name(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/skies", ""));
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LL_INFOS2("AppInit", "Shaders") << "Loading Default WindLight settings from " << path_name << LL_ENDL;
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bool found = true;
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LLDirIterator app_settings_iter(path_name, "*.xml");
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while(found)
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{
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std::string name;
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found = app_settings_iter.next(name);
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if(found)
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{
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name=name.erase(name.length()-4);
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// bugfix for SL-46920: preventing filenames that break stuff.
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char * curl_str = curl_unescape(name.c_str(), name.size());
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std::string unescaped_name(curl_str);
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curl_free(curl_str);
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curl_str = NULL;
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LL_DEBUGS2("AppInit", "Shaders") << "name: " << name << LL_ENDL;
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loadPreset(unescaped_name,FALSE);
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}
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}
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// And repeat for user presets, note the user presets will modify any system presets already loaded
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std::string path_name2(gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", ""));
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LL_INFOS2("AppInit", "Shaders") << "Loading User WindLight settings from " << path_name2 << LL_ENDL;
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found = true;
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LLDirIterator user_settings_iter(path_name2, "*.xml");
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while(found)
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{
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std::string name;
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found = user_settings_iter.next(name);
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if(found)
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{
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name=name.erase(name.length()-4);
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// bugfix for SL-46920: preventing filenames that break stuff.
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char * curl_str = curl_unescape(name.c_str(), name.size());
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std::string unescaped_name(curl_str);
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curl_free(curl_str);
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curl_str = NULL;
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LL_DEBUGS2("AppInit", "Shaders") << "name: " << name << LL_ENDL;
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loadPreset(unescaped_name,FALSE);
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}
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}
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}
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void LLWLParamManager::savePresets(const std::string & fileName)
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{
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//Nobody currently calls me, but if they did, then its reasonable to write the data out to the user's folder
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//and not over the RO system wide version.
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LLSD paramsData(LLSD::emptyMap());
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std::string pathName(gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight", fileName));
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for(std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.begin();
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mIt != mParamList.end();
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++mIt)
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{
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paramsData[mIt->first] = mIt->second.getAll();
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}
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llofstream presetsXML(pathName);
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LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
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formatter->format(paramsData, presetsXML, LLSDFormatter::OPTIONS_PRETTY);
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presetsXML.close();
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}
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void LLWLParamManager::loadPreset(const std::string & name,bool propagate)
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{
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// bugfix for SL-46920: preventing filenames that break stuff.
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std::string escaped_filename = LLWeb::curlEscape(name);
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escaped_filename += ".xml";
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std::string pathName(gDirUtilp->getExpandedFilename(LL_PATH_APP_SETTINGS, "windlight/skies", escaped_filename));
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llinfos << "Loading WindLight sky setting from " << pathName << llendl;
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llifstream presetsXML;
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presetsXML.open(pathName.c_str());
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// That failed, try loading from the users area instead.
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if(!presetsXML)
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{
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pathName=gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", escaped_filename);
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llinfos << "Loading User WindLight sky setting from " << pathName << llendl;
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presetsXML.open(pathName.c_str());
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}
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if (presetsXML)
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{
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LLSD paramsData(LLSD::emptyMap());
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LLPointer<LLSDParser> parser = new LLSDXMLParser();
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parser->parse(presetsXML, paramsData, LLSDSerialize::SIZE_UNLIMITED);
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std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.find(name);
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if(mIt == mParamList.end())
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{
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addParamSet(name, paramsData);
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}
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else
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{
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setParamSet(name, paramsData);
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}
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presetsXML.close();
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}
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else
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{
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llwarns << "Can't find " << name << llendl;
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return;
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}
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if(propagate)
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{
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getParamSet(name, mCurParams);
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propagateParameters();
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}
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}
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void LLWLParamManager::savePreset(const std::string & name)
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{
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// bugfix for SL-46920: preventing filenames that break stuff.
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std::string escaped_filename = LLWeb::curlEscape(name);
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escaped_filename += ".xml";
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// make an empty llsd
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LLSD paramsData(LLSD::emptyMap());
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std::string pathName(gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", escaped_filename));
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// fill it with LLSD windlight params
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paramsData = mParamList[name].getAll();
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// write to file
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llofstream presetsXML(pathName);
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LLPointer<LLSDFormatter> formatter = new LLSDXMLFormatter();
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formatter->format(paramsData, presetsXML, LLSDFormatter::OPTIONS_PRETTY);
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presetsXML.close();
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propagateParameters();
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}
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void LLWLParamManager::updateShaderUniforms(LLGLSLShader * shader)
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{
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if (gPipeline.canUseWindLightShaders())
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{
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mCurParams.update(shader);
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}
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if (shader->mShaderGroup == LLGLSLShader::SG_DEFAULT)
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{
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shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mRotatedLightDir.mV);
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shader->uniform3fv("camPosLocal", 1, LLViewerCamera::getInstance()->getOrigin().mV);
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}
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else if (shader->mShaderGroup == LLGLSLShader::SG_SKY)
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{
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shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, mClampedLightDir.mV);
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}
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shader->uniform1f("scene_light_strength", mSceneLightStrength);
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}
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static LLFastTimer::DeclareTimer FTM_UPDATE_WLPARAM("Update Windlight Params");
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void LLWLParamManager::updateShaderLinks()
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{
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mShaderList.clear();
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LLViewerShaderMgr::shader_iter shaders_iter, end_shaders;
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end_shaders = LLViewerShaderMgr::instance()->endShaders();
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for(shaders_iter = LLViewerShaderMgr::instance()->beginShaders(); shaders_iter != end_shaders; ++shaders_iter)
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{
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if (shaders_iter->mProgramObject != 0
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&& (gPipeline.canUseWindLightShaders() || shaders_iter->mShaderGroup == LLGLSLShader::SG_WATER))
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{
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if( glGetUniformLocationARB(shaders_iter->mProgramObject,"lightnorm")>=0 ||
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glGetUniformLocationARB(shaders_iter->mProgramObject,"camPosLocal")>=0 ||
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glGetUniformLocationARB(shaders_iter->mProgramObject,"scene_light_strength")>=0 ||
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glGetUniformLocationARB(shaders_iter->mProgramObject,"cloud_pos_density1")>=0)
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mShaderList.push_back(&(*shaders_iter));
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}
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}
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}
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void LLWLParamManager::propagateParameters(void)
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{
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LLFastTimer ftm(FTM_UPDATE_WLPARAM);
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LLVector4 sunDir;
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LLVector4 moonDir;
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// set the sun direction from SunAngle and EastAngle
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F32 sinTheta = sin(mCurParams.getEastAngle());
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F32 cosTheta = cos(mCurParams.getEastAngle());
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F32 sinPhi = sin(mCurParams.getSunAngle());
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F32 cosPhi = cos(mCurParams.getSunAngle());
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sunDir.mV[0] = -sinTheta * cosPhi;
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sunDir.mV[1] = sinPhi;
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sunDir.mV[2] = cosTheta * cosPhi;
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sunDir.mV[3] = 0;
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moonDir = -sunDir;
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// is the normal from the sun or the moon
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if(sunDir.mV[1] >= 0)
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{
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mLightDir = sunDir;
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}
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else if(sunDir.mV[1] < 0 && sunDir.mV[1] > LLSky::NIGHTTIME_ELEVATION_COS)
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{
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// clamp v1 to 0 so sun never points up and causes weirdness on some machines
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LLVector3 vec(sunDir.mV[0], sunDir.mV[1], sunDir.mV[2]);
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vec.mV[1] = 0;
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vec.normVec();
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mLightDir = LLVector4(vec, 0.f);
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}
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else
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{
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mLightDir = moonDir;
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}
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// calculate the clamp lightnorm for sky (to prevent ugly banding in sky
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// when haze goes below the horizon
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mClampedLightDir = sunDir;
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if (mClampedLightDir.mV[1] < -0.1f)
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{
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mClampedLightDir.mV[1] = -0.1f;
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}
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mCurParams.set("lightnorm", mLightDir);
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// bind the variables for all shaders only if we're using WindLight
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std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
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for(; shaders_iter != mShaderList.end(); ++shaders_iter)
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{
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(*shaders_iter)->mUniformsDirty = TRUE;
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}
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// get the cfr version of the sun's direction
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LLVector3 cfrSunDir(sunDir.mV[2], sunDir.mV[0], sunDir.mV[1]);
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// set direction and don't allow overriding
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gSky.setSunDirection(cfrSunDir, LLVector3(0,0,0));
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gSky.setOverrideSun(TRUE);
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}
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void LLWLParamManager::update(LLViewerCamera * cam)
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{
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LLFastTimer ftm(FTM_UPDATE_WLPARAM);
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// update clouds, sun, and general
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mCurParams.updateCloudScrolling();
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// update only if running
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if(mAnimator.mIsRunning)
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{
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mAnimator.update(mCurParams);
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}
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// update the shaders and the menu
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propagateParameters();
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// sync menus if they exist
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if(LLFloaterWindLight::isOpen())
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{
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LLFloaterWindLight::instance()->syncMenu();
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}
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if(LLFloaterDayCycle::isOpen())
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{
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LLFloaterDayCycle::instance()->syncMenu();
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}
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if(LLFloaterEnvSettings::isOpen())
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{
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LLFloaterEnvSettings::instance()->syncMenu();
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}
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F32 camYaw = cam->getYaw();
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stop_glerror();
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// *TODO: potential optimization - this block may only need to be
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// executed some of the time. For example for water shaders only.
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{
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F32 camYawDelta = mSunDeltaYaw * DEG_TO_RAD;
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LLVector3 lightNorm3(mLightDir);
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lightNorm3 *= LLQuaternion(-(camYaw + camYawDelta), LLVector3(0.f, 1.f, 0.f));
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mRotatedLightDir = LLVector4(lightNorm3, 0.f);
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std::vector<LLGLSLShader*>::iterator shaders_iter=mShaderList.begin();
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for(; shaders_iter != mShaderList.end(); ++shaders_iter)
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{
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(*shaders_iter)->mUniformsDirty = TRUE;
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}
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}
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}
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void LLWLParamManager::resetAnimator(F32 curTime, bool run)
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{
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mAnimator.setTrack(mDay.mTimeMap, mDay.mDayRate,
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curTime, run);
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return;
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}
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bool LLWLParamManager::addParamSet(const std::string& name, LLWLParamSet& param)
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{
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// add a new one if not one there already
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std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.find(name);
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if(mIt == mParamList.end())
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{
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mParamList[name] = param;
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return true;
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}
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return false;
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}
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BOOL LLWLParamManager::addParamSet(const std::string& name, LLSD const & param)
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{
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// add a new one if not one there already
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std::map<std::string, LLWLParamSet>::const_iterator finder = mParamList.find(name);
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if(finder == mParamList.end())
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{
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mParamList[name].setAll(param);
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return TRUE;
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}
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else
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{
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return FALSE;
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}
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}
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bool LLWLParamManager::getParamSet(const std::string& name, LLWLParamSet& param)
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{
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// find it and set it
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std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.find(name);
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if(mIt != mParamList.end())
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{
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param = mParamList[name];
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param.mName = name;
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return true;
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}
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return false;
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}
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bool LLWLParamManager::setParamSet(const std::string& name, LLWLParamSet& param)
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{
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mParamList[name] = param;
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return true;
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}
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bool LLWLParamManager::setParamSet(const std::string& name, const LLSD & param)
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{
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// quick, non robust (we won't be working with files, but assets) check
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if(!param.isMap())
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{
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return false;
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}
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mParamList[name].setAll(param);
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return true;
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}
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bool LLWLParamManager::removeParamSet(const std::string& name, bool delete_from_disk)
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{
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// remove from param list
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std::map<std::string, LLWLParamSet>::iterator mIt = mParamList.find(name);
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if(mIt != mParamList.end())
|
|
{
|
|
mParamList.erase(mIt);
|
|
}
|
|
|
|
F32 key;
|
|
|
|
// remove all references
|
|
bool stat = true;
|
|
do
|
|
{
|
|
// get it
|
|
stat = mDay.getKey(name, key);
|
|
if(stat == false)
|
|
{
|
|
break;
|
|
}
|
|
|
|
// and remove
|
|
stat = mDay.removeKey(key);
|
|
|
|
} while(stat == true);
|
|
|
|
if(delete_from_disk)
|
|
{
|
|
std::string path_name(gDirUtilp->getExpandedFilename( LL_PATH_USER_SETTINGS , "windlight/skies", ""));
|
|
|
|
// use full curl escaped name
|
|
std::string escaped_name = LLWeb::curlEscape(name);
|
|
|
|
gDirUtilp->deleteFilesInDir(path_name, escaped_name + ".xml");
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
// virtual static
|
|
void LLWLParamManager::initSingleton()
|
|
{
|
|
|
|
loadPresets(LLStringUtil::null);
|
|
|
|
// load the day
|
|
mDay.loadDayCycle(gSavedSettings.getString("AscentActiveDayCycle"));
|
|
|
|
// *HACK - sets cloud scrolling to what we want... fix this better in the future
|
|
getParamSet("Default", mCurParams);
|
|
|
|
// set it to noon
|
|
resetAnimator(0.5, true);
|
|
|
|
// but use linden time sets it to what the estate is
|
|
mAnimator.mUseLindenTime = true;
|
|
|
|
}
|