Files
SingularityViewer/indra/newview/llsky.cpp
Shyotl 1b039a1be6 Deferred has sky and water textures now. Underwater is still borked.
Deferred fastalpha behaves a bit better.
Pulled over patch for https://jira.secondlife.com/browse/STORM-336 and https://jira.secondlife.com/browse/STORM-1011 from linden repo
Sky rendered using new LL method. Assuming this fixes issues on AMD cards(works on cat 11.2)
Added a few things missed related to spatial-parition updating.
Added 'SkipReflectOcclusionUpdates' setting that prevents occlusion updates for reflection pass. Less taxing on CPU.
2011-03-10 23:06:46 -06:00

489 lines
9.5 KiB
C++

/**
* @file llsky.cpp
* @brief IndraWorld sky class
*
* $LicenseInfo:firstyear=2000&license=viewergpl$
*
* Copyright (c) 2000-2009, 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.
* $/LicenseInfo$
*/
// Ideas:
// -haze should be controlled by global query from sims
// -need secondary optical effects on sun (flare)
// -stars should be brought down from sims
// -star intensity should be driven by global ambient level from sims,
// so that eclipses, etc can be easily done.
//
#include "llviewerprecompiledheaders.h"
#include "llsky.h"
// linden library includes
#include "llerror.h"
#include "llmath.h"
#include "math.h"
#include "v4color.h"
#include "llviewerobjectlist.h"
#include "llviewerobject.h"
#include "llviewercamera.h"
#include "pipeline.h"
#include "llagent.h"
#include "lldrawpool.h"
#include "llvosky.h"
#include "llcubemap.h"
#include "llviewercontrol.h"
#include "llvowlsky.h"
F32 azimuth_from_vector(const LLVector3 &v);
F32 elevation_from_vector(const LLVector3 &v);
LLSky gSky;
// ---------------- LLSky ----------------
const F32 LLSky::NIGHTTIME_ELEVATION = -8.0f; // degrees
const F32 LLSky::NIGHTTIME_ELEVATION_COS = (F32)sin(NIGHTTIME_ELEVATION*DEG_TO_RAD);
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
LLSky::LLSky()
{
// Set initial clear color to black
// Set fog color
mFogColor.mV[VRED] = mFogColor.mV[VGREEN] = mFogColor.mV[VBLUE] = 0.5f;
mFogColor.mV[VALPHA] = 0.0f;
mLightingGeneration = 0;
mUpdatedThisFrame = TRUE;
mOverrideSimSunPosition = FALSE;
mSunPhase = 0.f;
}
LLSky::~LLSky()
{
}
void LLSky::cleanup()
{
mVOSkyp = NULL;
mVOWLSkyp = NULL;
mVOGroundp = NULL;
}
void LLSky::destroyGL()
{
if (!mVOSkyp.isNull() && mVOSkyp->getCubeMap())
{
mVOSkyp->cleanupGL();
}
if (mVOWLSkyp.notNull())
{
mVOWLSkyp->cleanupGL();
}
}
void LLSky::restoreGL()
{
if (mVOSkyp)
{
mVOSkyp->restoreGL();
}
if (mVOWLSkyp)
{
mVOWLSkyp->restoreGL();
}
}
void LLSky::resetVertexBuffers()
{
if (gSky.mVOSkyp.notNull())
{
gPipeline.resetVertexBuffers(gSky.mVOSkyp->mDrawable);
gPipeline.resetVertexBuffers(gSky.mVOGroundp->mDrawable);
gPipeline.markRebuild(gSky.mVOSkyp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
gPipeline.markRebuild(gSky.mVOGroundp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
}
if (gSky.mVOWLSkyp.notNull())
{
gSky.mVOWLSkyp->resetVertexBuffers();
gPipeline.resetVertexBuffers(gSky.mVOWLSkyp->mDrawable);
gPipeline.markRebuild(gSky.mVOWLSkyp->mDrawable, LLDrawable::REBUILD_ALL, TRUE);
}
}
void LLSky::setOverrideSun(BOOL override)
{
if (!mOverrideSimSunPosition && override)
{
mLastSunDirection = getSunDirection();
}
else if (mOverrideSimSunPosition && !override)
{
setSunDirection(mLastSunDirection, LLVector3::zero);
}
mOverrideSimSunPosition = override;
}
void LLSky::setSunDirection(const LLVector3 &sun_direction, const LLVector3 &sun_ang_velocity)
{
if(mVOSkyp.notNull()) {
mVOSkyp->setSunDirection(sun_direction, sun_ang_velocity);
}
}
void LLSky::setSunTargetDirection(const LLVector3 &sun_direction, const LLVector3 &sun_ang_velocity)
{
mSunTargDir = sun_direction;
}
LLVector3 LLSky::getSunDirection() const
{
if (mVOSkyp)
{
return mVOSkyp->getToSun();
}
else
{
return LLVector3::z_axis;
}
}
LLVector3 LLSky::getMoonDirection() const
{
if (mVOSkyp)
{
return mVOSkyp->getToMoon();
}
else
{
return LLVector3::z_axis;
}
}
LLColor4 LLSky::getSunDiffuseColor() const
{
if (mVOSkyp)
{
return LLColor4(mVOSkyp->getSunDiffuseColor());
}
else
{
return LLColor4(1.f, 1.f, 1.f, 1.f);
}
}
LLColor4 LLSky::getSunAmbientColor() const
{
if (mVOSkyp)
{
return LLColor4(mVOSkyp->getSunAmbientColor());
}
else
{
return LLColor4(0.f, 0.f, 0.f, 1.f);
}
}
LLColor4 LLSky::getMoonDiffuseColor() const
{
if (mVOSkyp)
{
return LLColor4(mVOSkyp->getMoonDiffuseColor());
}
else
{
return LLColor4(1.f, 1.f, 1.f, 1.f);
}
}
LLColor4 LLSky::getMoonAmbientColor() const
{
if (mVOSkyp)
{
return LLColor4(mVOSkyp->getMoonAmbientColor());
}
else
{
return LLColor4(0.f, 0.f, 0.f, 0.f);
}
}
LLColor4 LLSky::getTotalAmbientColor() const
{
if (mVOSkyp)
{
return mVOSkyp->getTotalAmbientColor();
}
else
{
return LLColor4(1.f, 1.f, 1.f, 1.f);
}
}
BOOL LLSky::sunUp() const
{
if (mVOSkyp)
{
return mVOSkyp->isSunUp();
}
else
{
return TRUE;
}
}
LLColor4U LLSky::getFadeColor() const
{
if (mVOSkyp)
{
return mVOSkyp->getFadeColor();
}
else
{
return LLColor4(1.f, 1.f, 1.f, 1.f);
}
}
//////////////////////////////////////////////////////////////////////
// Public Methods
//////////////////////////////////////////////////////////////////////
void LLSky::init(const LLVector3 &sun_direction)
{
LLGLState::checkStates();
LLGLState::checkTextureChannels();
mVOWLSkyp = static_cast<LLVOWLSky*>(gObjectList.createObjectViewer(LLViewerObject::LL_VO_WL_SKY, NULL));
mVOWLSkyp->initSunDirection(sun_direction, LLVector3::zero);
gPipeline.createObject(mVOWLSkyp.get());
LLGLState::checkStates();
LLGLState::checkTextureChannels();
mVOSkyp = (LLVOSky *)gObjectList.createObjectViewer(LLViewerObject::LL_VO_SKY, NULL);
LLGLState::checkStates();
LLGLState::checkTextureChannels();
mVOSkyp->initSunDirection(sun_direction, LLVector3());
LLGLState::checkStates();
LLGLState::checkTextureChannels();
gPipeline.createObject((LLViewerObject *)mVOSkyp);
LLGLState::checkStates();
LLGLState::checkTextureChannels();
mVOGroundp = (LLVOGround*)gObjectList.createObjectViewer(LLViewerObject::LL_VO_GROUND, NULL);
LLVOGround *groundp = mVOGroundp;
gPipeline.createObject((LLViewerObject *)groundp);
LLGLState::checkStates();
LLGLState::checkTextureChannels();
gSky.setFogRatio(gSavedSettings.getF32("RenderFogRatio"));
////////////////////////////
//
// Legacy code, ignore
//
//
// Get the parameters.
mSunDefaultPosition = gSavedSettings.getVector3("SkySunDefaultPosition");
LLGLState::checkStates();
LLGLState::checkTextureChannels();
if (gSavedSettings.getBOOL("SkyOverrideSimSunPosition") || mOverrideSimSunPosition)
{
setSunDirection(mSunDefaultPosition, LLVector3(0.f, 0.f, 0.f));
}
else
{
setSunDirection(sun_direction, LLVector3(0.f, 0.f, 0.f));
}
LLGLState::checkStates();
LLGLState::checkTextureChannels();
mUpdatedThisFrame = TRUE;
}
void LLSky::setCloudDensityAtAgent(F32 cloud_density)
{
if (mVOSkyp)
{
mVOSkyp->setCloudDensity(cloud_density);
}
}
void LLSky::setWind(const LLVector3& average_wind)
{
if (mVOSkyp)
{
mVOSkyp->setWind(average_wind);
}
}
void LLSky::propagateHeavenlyBodies(F32 dt)
{
if (!mOverrideSimSunPosition)
{
LLVector3 curr_dir = getSunDirection();
LLVector3 diff = mSunTargDir - curr_dir;
const F32 dist = diff.normVec();
if (dist > 0)
{
const F32 step = llmin (dist, 0.00005f);
//const F32 step = min (dist, 0.0001);
diff *= step;
curr_dir += diff;
curr_dir.normVec();
if (mVOSkyp)
{
mVOSkyp->setSunDirection(curr_dir, LLVector3());
}
}
}
}
F32 LLSky::getSunPhase() const
{
return mSunPhase;
}
void LLSky::setSunPhase(const F32 phase)
{
mSunPhase = phase;
}
//////////////////////////////////////////////////////////////////////
// Private Methods
//////////////////////////////////////////////////////////////////////
LLColor4 LLSky::getFogColor() const
{
if (mVOSkyp)
{
return mVOSkyp->getFogColor();
}
return LLColor4(1.f, 1.f, 1.f, 1.f);
}
void LLSky::updateFog(const F32 distance)
{
if (mVOSkyp)
{
mVOSkyp->updateFog(distance);
}
}
void LLSky::updateCull()
{
// *TODO: do culling for wl sky properly -Brad
}
void LLSky::updateSky()
{
if (!gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_SKY))
{
return;
}
if (mVOSkyp)
{
mVOSkyp->updateSky();
}
}
void LLSky::setFogRatio(const F32 fog_ratio)
{
if (mVOSkyp)
{
mVOSkyp->setFogRatio(fog_ratio);
}
}
F32 LLSky::getFogRatio() const
{
if (mVOSkyp)
{
return mVOSkyp->getFogRatio();
}
else
{
return 0.f;
}
}
// Returns angle (DEGREES) between the horizontal plane and "v",
// where the angle is negative when v.mV[VZ] < 0.0f
F32 elevation_from_vector(const LLVector3 &v)
{
F32 elevation = 0.0f;
F32 xy_component = (F32) sqrt(v.mV[VX] * v.mV[VX] + v.mV[VY] * v.mV[VY]);
if (xy_component != 0.0f)
{
elevation = RAD_TO_DEG * (F32) atan(v.mV[VZ]/xy_component);
}
else
{
if (v.mV[VZ] > 0.f)
{
elevation = 90.f;
}
else
{
elevation = -90.f;
}
}
return elevation;
}