From 929abcd296199ab4ed7a0b08166e284502f7b8df Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 10 Jun 2022 16:36:38 -0500 Subject: SL-17523 Add reflection probe ambiance to windlight settings and integrate with UI and ReflectionMapManager --- indra/newview/llsettingsvo.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 14a9f4aa30..ed823fbba4 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -758,6 +758,7 @@ LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const param_map[SETTING_SKY_DROPLET_RADIUS] = DefaultParam(LLShaderMgr::DROPLET_RADIUS, sky_defaults[SETTING_SKY_DROPLET_RADIUS]); param_map[SETTING_SKY_ICE_LEVEL] = DefaultParam(LLShaderMgr::ICE_LEVEL, sky_defaults[SETTING_SKY_ICE_LEVEL]); + param_map[SETTING_REFLECTION_PROBE_AMBIANCE] = DefaultParam(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, sky_defaults[SETTING_REFLECTION_PROBE_AMBIANCE]); // AdvancedAtmospherics TODO // Provide mappings for new shader params here } -- cgit v1.2.3 From 6afd635da4b49a81223b51f0b3ecf174416e697e Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Thu, 15 Sep 2022 23:12:06 +0300 Subject: SL-18125 Material asset creation pulls wrong set of permissions --- indra/newview/llsettingsvo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index a1c703b02f..634fc39460 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -123,7 +123,7 @@ void LLSettingsVOBase::createNewInventoryItem(LLSettingsType::type_e stype, cons void LLSettingsVOBase::createInventoryItem(const LLSettingsBase::ptr_t &settings, const LLUUID &parent_id, std::string settings_name, inventory_result_fn callback) { - U32 nextOwnerPerm = LLPermissions::DEFAULT.getMaskNextOwner(); + U32 nextOwnerPerm = LLFloaterPerms::getNextOwnerPerms("Settings"); createInventoryItem(settings, nextOwnerPerm, parent_id, settings_name, callback); } -- cgit v1.2.3 From e5d463ca200bdfa93b8c65e588d490c2f23e3918 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 22 Sep 2022 17:27:18 -0500 Subject: SL-17705 Backwards compatibility pass. Support OpenGL pre-4.0 by disabling reflection probes and anti-aliasing. Get render parity with current release viewer when reflection probes are disabled. --- indra/newview/llsettingsvo.cpp | 3 +++ 1 file changed, 3 insertions(+) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 634fc39460..93e0f33177 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -708,6 +708,9 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength); LLColor4 ambient(getTotalAmbient()); + + gPipeline.adjustAmbient(this, ambient); + shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV)); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); -- cgit v1.2.3 From 725d042640f5b0474b58e6a1af0a4063c7e5cfc2 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 26 Sep 2022 17:17:34 -0500 Subject: SL-18190 WIP - Windlight to linear space proof of concept, better parity between release viewer and materials viewer when reflections disabled. Avoid run-away probe ambiance. --- indra/newview/llsettingsvo.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 93e0f33177..293c9d7721 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -709,9 +709,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor4 ambient(getTotalAmbient()); - gPipeline.adjustAmbient(this, ambient); - shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV)); + shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getReflectionProbeAmbiance()); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor()); -- cgit v1.2.3 From aaf7b17db047f0cb2630b479d5468062e6ca815e Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 27 Sep 2022 23:32:02 -0500 Subject: SL-18190 WIP -- Take 2 on linear space windlight (more methodical approach -- make desired interface but brute force color conversions). Placeholder PBR water and move to deprecate forward rendering shaders. --- indra/newview/llsettingsvo.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 293c9d7721..fd1e69b9d3 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -710,6 +710,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor4 ambient(getTotalAmbient()); shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV)); + shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3(linearColor3(LLColor3(ambient.mV)).mV)); shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getReflectionProbeAmbiance()); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); -- cgit v1.2.3 From 2e499bcc40871b6a68700203cc83fe7d81c79c24 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 28 Sep 2022 19:14:00 -0500 Subject: SL-18190 Prune srgb_to_linear from atmosphericsFuncs.glsl --- indra/newview/llsettingsvo.cpp | 4 ++++ 1 file changed, 4 insertions(+) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index fd1e69b9d3..a5a8ec4a93 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -723,6 +723,10 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::GAMMA, g); shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, display_gamma); + + shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon())); + shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity())); + shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); } LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const -- cgit v1.2.3 From 411aa9f727efba971c8577cef4d6a31f096a6fea Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 29 Sep 2022 00:19:52 -0500 Subject: SL-18190 Fix for haze color being completely wrong (now it's just half wrong). --- indra/newview/llsettingsvo.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index a5a8ec4a93..6cd4c973d9 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -710,7 +710,9 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor4 ambient(getTotalAmbient()); shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV)); - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3(linearColor3(LLColor3(ambient.mV)).mV)); + shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor()/3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor())); + shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor())); shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getReflectionProbeAmbiance()); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); @@ -724,8 +726,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::GAMMA, g); shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, display_gamma); - shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon())); - shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity())); + shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon()/2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY + shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity()/2.f)); shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); } -- cgit v1.2.3 From 07bca31e06e4219401f82ae04539418c65e22ea8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 10 Oct 2022 18:53:43 -0500 Subject: SL-18190 Fix alpha not playing nice with water surface by split LLDrawPoolAlpha into two passes, one above water, one below water, and clip against water plane. Currently brute forces two complete alpha passes, still need to cull against water plane and add support for fullbright shaders. --- indra/newview/llsettingsvo.cpp | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 6cd4c973d9..fdd988ddc0 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -949,6 +949,8 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) LLVector4 waterPlane(enorm.v[0], enorm.v[1], enorm.v[2], -ep.dot(enorm)); + LLDrawPoolAlpha::sWaterPlane = waterPlane; + shader->uniform4fv(LLShaderMgr::WATER_WATERPLANE, waterPlane.mV); LLVector4 light_direction = env.getClampedLightNorm(); -- cgit v1.2.3 From b6e576c7c2a1cb395092cc66b1836157872b131f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 11 Oct 2022 20:20:39 -0500 Subject: SL-18190 Cleanup -- convert some vec4's to vec3's (as they really are), remove some unused glsl files. --- indra/newview/llsettingsvo.cpp | 26 +++++++++++++------------- 1 file changed, 13 insertions(+), 13 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index fdd988ddc0..3c43a7e625 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -667,17 +667,17 @@ void LLSettingsVOSky::updateSettings() void LLSettingsVOSky::applySpecial(void *ptarget, bool force) { LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; - LLVector4 light_direction = LLEnvironment::instance().getClampedLightNorm(); + LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV); LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT]; { - shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, light_direction); + shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, LLViewerCamera::getInstance()->getOrigin()); } shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_SKY]; { - shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, light_direction); + shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); @@ -690,26 +690,26 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) // * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl cloud_scroll[0] = -cloud_scroll[0]; vect_c_p_d1 += cloud_scroll; - shader->uniform4fv(LLShaderMgr::CLOUD_POS_DENSITY1, vect_c_p_d1); + shader->uniform3fv(LLShaderMgr::CLOUD_POS_DENSITY1, LLVector3(vect_c_p_d1.mV)); LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - LLVector4 sunDiffuse = LLVector4(psky->getSunlightColor().mV); - LLVector4 moonDiffuse = LLVector4(psky->getMoonlightColor().mV); + // TODO -- make these getters return vec3s + LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV); + LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV); - shader->uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse); - shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse); + shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse); + shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse); - LLVector4 cloud_color(LLVector3(psky->getCloudColor().mV), 1.0); - shader->uniform4fv(LLShaderMgr::CLOUD_COLOR, cloud_color); + shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV)); } shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_ANY]; shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength); - LLColor4 ambient(getTotalAmbient()); + LLColor3 ambient(getTotalAmbient()); - shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV)); + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor()/3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor())); shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor())); @@ -972,7 +972,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); // update to normal lightnorm, water shader itself will use rotated lightnorm as necessary - shader->uniform4fv(LLShaderMgr::LIGHTNORM, light_direction.mV); + shader->uniform3fv(LLShaderMgr::LIGHTNORM, light_direction.mV); } } -- cgit v1.2.3 From 42ec639c860e172803753b9cb41ae9483305f2f8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 12 Oct 2022 14:46:51 -0500 Subject: SL-18190 Remove water reflection detail combo box and reimplement "Transparent Water" checkbox. --- indra/newview/llsettingsvo.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 3c43a7e625..ddd9c56841 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -965,9 +965,11 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) F32 waterFogDensity = env.getCurrentWater()->getModifiedWaterFogDensity(underwater); shader->uniform1f(LLShaderMgr::WATER_FOGDENSITY, waterFogDensity); - LLColor4 fog_color(env.getCurrentWater()->getWaterFogColor(), 0.0f); + LLColor4 fog_color(env.getCurrentWater()->getWaterFogColor()); shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, fog_color.mV); + shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR_LINEAR, linearColor3(fog_color.mV).mV); + F32 blend_factor = env.getCurrentWater()->getBlendFactor(); shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); -- cgit v1.2.3 From 598c953d540090caa8a9a12581a4ab8ae52615dd Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 12 Oct 2022 18:49:18 -0500 Subject: SL-18190 Fix for assert on 360 snapshot and ? fix for mac build ? --- indra/newview/llsettingsvo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index ddd9c56841..f9b7c749b3 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -968,7 +968,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) LLColor4 fog_color(env.getCurrentWater()->getWaterFogColor()); shader->uniform4fv(LLShaderMgr::WATER_FOGCOLOR, fog_color.mV); - shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR_LINEAR, linearColor3(fog_color.mV).mV); + shader->uniform3fv(LLShaderMgr::WATER_FOGCOLOR_LINEAR, linearColor3(fog_color).mV); F32 blend_factor = env.getCurrentWater()->getBlendFactor(); shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); -- cgit v1.2.3 From c69c8aa347363bc51ed256523bc368d4584dbfd1 Mon Sep 17 00:00:00 2001 From: akleshchev <117672381+akleshchev@users.noreply.github.com> Date: Wed, 7 Dec 2022 02:16:12 +0200 Subject: SL-18777 PBR upload was stuck waiting for texture Handle obscure upload failure case - floater was waiting for a texture upload indefinetely. Unblock floater if upload fails. --- indra/newview/llsettingsvo.cpp | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index f9b7c749b3..59cfb4f0c4 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -234,9 +234,11 @@ void LLSettingsVOBase::updateInventoryItem(const LLSettingsBase::ptr_t &settings LLSDSerialize::serialize(settingdata, buffer, LLSDSerialize::LLSD_NOTATION); LLResourceUploadInfo::ptr_t uploadInfo = std::make_shared(inv_item_id, LLAssetType::AT_SETTINGS, buffer.str(), - [settings, callback](LLUUID itemId, LLUUID newAssetId, LLUUID newItemId, LLSD response) { + [settings, callback](LLUUID itemId, LLUUID newAssetId, LLUUID newItemId, LLSD response) + { LLSettingsVOBase::onAgentAssetUploadComplete(itemId, newAssetId, newItemId, response, settings, callback); - }); + }, + nullptr); LLViewerAssetUpload::EnqueueInventoryUpload(agent_url, uploadInfo); } @@ -265,9 +267,11 @@ void LLSettingsVOBase::updateInventoryItem(const LLSettingsBase::ptr_t &settings LLSDSerialize::serialize(settingdata, buffer, LLSDSerialize::LLSD_NOTATION); LLResourceUploadInfo::ptr_t uploadInfo = std::make_shared(object_id, inv_item_id, LLAssetType::AT_SETTINGS, buffer.str(), - [settings, callback](LLUUID itemId, LLUUID taskId, LLUUID newAssetId, LLSD response) { - LLSettingsVOBase::onTaskAssetUploadComplete(itemId, taskId, newAssetId, response, settings, callback); - }); + [settings, callback](LLUUID itemId, LLUUID taskId, LLUUID newAssetId, LLSD response) + { + LLSettingsVOBase::onTaskAssetUploadComplete(itemId, taskId, newAssetId, response, settings, callback); + }, + nullptr); LLViewerAssetUpload::EnqueueInventoryUpload(agent_url, uploadInfo); } -- cgit v1.2.3 From d0af1ca7cb2174c479139692ed764ccaca92a8d5 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Fri, 16 Dec 2022 13:35:16 -0600 Subject: SL-18780 Feedback cloud coverage into reflection probe ambiance to recover legacy behavior of cloud coverage brightening ambient lighting without destroying the ability to have good probe driven ambiance. --- indra/newview/llsettingsvo.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 59cfb4f0c4..870ac6bd5a 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -717,7 +717,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor()/3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor())); shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor())); - shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getReflectionProbeAmbiance()); + + shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance()); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor()); -- cgit v1.2.3 From 10b8dcc497599042655dcc4037c9ae98d494bd6f Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Mon, 30 Jan 2023 18:56:19 -0600 Subject: SL-19015 Bump probe resolution back to 256 by default (drop to 128 if vram < 2GB), remove irradiance map feedback loop (one bounce, but but more stable and allows for much brighter first bounce), make sky contribution to irradiance not tint the world blue. Make irradiance that appears in radiance maps match world irradiance. --- indra/newview/llsettingsvo.cpp | 31 +++++++++++++++++++++++++------ 1 file changed, 25 insertions(+), 6 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 870ac6bd5a..a49bd11ffd 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -68,6 +68,8 @@ #undef VERIFY_LEGACY_CONVERSION +extern BOOL gCubeSnapshot; + //========================================================================= namespace { @@ -714,7 +716,26 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor3 ambient(getTotalAmbient()); shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor()/3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + + if (gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass()) + { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) + shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); + + auto max_vec = [](LLVector3 col) + { + col.mV[0] = col.mV[1] = col.mV[2] = llmax(llmax(col.mV[0], col.mV[1]), col.mV[2]); + return col; + }; + shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, max_vec(linearColor3v(getBlueHorizon() / 2.f))); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY + shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, max_vec(linearColor3v(getBlueDensity() / 2.f))); + } + else + { + shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY + shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity() / 2.f)); + } + shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor())); shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor())); @@ -724,16 +745,14 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor()); shader->uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, getDensityMultiplier()); shader->uniform1f(LLShaderMgr::DISTANCE_MULTIPLIER, getDistanceMultiplier()); - + + shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); + F32 g = getGamma(); F32 display_gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); shader->uniform1f(LLShaderMgr::GAMMA, g); shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, display_gamma); - - shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon()/2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY - shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity()/2.f)); - shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); } LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const -- cgit v1.2.3 From c9d56e212aa0117661f9c76545ca84b39412bae7 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 31 Jan 2023 15:01:05 -0600 Subject: SL-19015 Balance sun/sky ambiance with punctual light ambiance. Prevent irradiance maps from being brighter than the environment. --- indra/newview/llsettingsvo.cpp | 64 +++++++++++++++++++----------------------- 1 file changed, 29 insertions(+), 35 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index a49bd11ffd..fd27c83270 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -675,6 +675,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV); + bool radiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass(); + LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT]; { shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); @@ -682,34 +684,33 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) } shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_SKY]; - { - shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); - // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") - LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); - LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() ); + shader->uniform3fv(LLViewerShaderMgr::LIGHTNORM, light_direction); - // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll - // Keep in Sync! - // * indra\newview\llsettingsvo.cpp - // * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl - // * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl - cloud_scroll[0] = -cloud_scroll[0]; - vect_c_p_d1 += cloud_scroll; - shader->uniform3fv(LLShaderMgr::CLOUD_POS_DENSITY1, LLVector3(vect_c_p_d1.mV)); + // Legacy? SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate") + LLVector4 vect_c_p_d1(mSettings[SETTING_CLOUD_POS_DENSITY1]); + LLVector4 cloud_scroll( LLEnvironment::instance().getCloudScrollDelta() ); - LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); + // SL-13084 EEP added support for custom cloud textures -- flip them horizontally to match the preview of Clouds > Cloud Scroll + // Keep in Sync! + // * indra\newview\llsettingsvo.cpp + // * indra\newview\app_settings\shaders\class2\windlight\cloudsV.glsl + // * indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl + cloud_scroll[0] = -cloud_scroll[0]; + vect_c_p_d1 += cloud_scroll; + shader->uniform3fv(LLShaderMgr::CLOUD_POS_DENSITY1, LLVector3(vect_c_p_d1.mV)); - // TODO -- make these getters return vec3s - LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV); - LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV); + LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky(); - shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse); - shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse); + // TODO -- make these getters return vec3s + LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV); + LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV); + + shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse); + shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse); + + shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV)); - shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV)); - } - shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_ANY]; shader->uniform1f(LLShaderMgr::SCENE_LIGHT_STRENGTH, mSceneLightStrength); @@ -717,27 +718,20 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); - if (gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass()) + if (radiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); - - auto max_vec = [](LLVector3 col) - { - col.mV[0] = col.mV[1] = col.mV[2] = llmax(llmax(col.mV[0], col.mV[1]), col.mV[2]); - return col; - }; - shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, max_vec(linearColor3v(getBlueHorizon() / 2.f))); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY - shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, max_vec(linearColor3v(getBlueDensity() / 2.f))); } else { shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT - shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY - shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity() / 2.f)); } - shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor())); - shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor())); + shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY + shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity() / 2.f)); + + shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(sunDiffuse)); + shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(moonDiffuse)); shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance()); -- cgit v1.2.3 From b52699091da791a1349daf66d405f27ca2568ea9 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 7 Feb 2023 11:40:56 -0600 Subject: SL-19147 Water quality pass. Remove gl_FragDepth writes from sky rendering (optimization). Incidental decruft. --- indra/newview/llsettingsvo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index fd27c83270..c3aaac3ede 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -949,7 +949,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) //transform water plane to eye space glh::vec3f norm(0.f, 0.f, 1.f); - glh::vec3f p(0.f, 0.f, water_height + 0.1f); + glh::vec3f p(0.f, 0.f, water_height); F32 modelView[16]; for (U32 i = 0; i < 16; i++) -- cgit v1.2.3 From 055883beb5709dfb4814c8c5e90ea326abc07724 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 7 Feb 2023 12:59:38 -0600 Subject: SL-18780 Turn down contribution of cloud shadow to reflection probe ambiance and make the value a debug setting. --- indra/newview/llsettingsvo.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index c3aaac3ede..1752b2494f 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -733,7 +733,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(sunDiffuse)); shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(moonDiffuse)); - shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance()); + static LLCachedControl cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); + shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance(cloud_shadow_scale)); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor()); -- cgit v1.2.3 From bc7856098f70371dd392c74689df267cce819aa7 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Thu, 2 Mar 2023 16:36:03 -0600 Subject: SL-19281 Unify handling of haze and gamma between fullbright and not and move haze back to sRGB color space to stay consistent with sky colors. Also fix broken "roughness" stuck at 0.2. --- indra/newview/llsettingsvo.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 1752b2494f..ac5bde7b9b 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -716,15 +716,15 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor3 ambient(getTotalAmbient()); - shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); - if (radiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV); } else { shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); } shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY -- cgit v1.2.3 From 29b3727b8cc833c664a79a242c9043e6070041e8 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 7 Mar 2023 14:06:01 -0600 Subject: SL-19355 Irradiance rebalance. --- indra/newview/llsettingsvo.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index ac5bde7b9b..a609c98d61 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -675,7 +675,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV); - bool radiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass(); + bool irradiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass(); LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT]; { @@ -716,7 +716,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor3 ambient(getTotalAmbient()); - if (radiance_pass) + if (irradiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV); -- cgit v1.2.3 From d6b99cff8ab7550b5e0316c831087050f19c91c6 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 12 Apr 2023 14:51:56 -0500 Subject: SL-19390 Make "Cloud Coverage" feedback into ambient when probe ambiance is zero and feedback into probe ambiance when probe ambiance is not zero. --- indra/newview/llsettingsvo.cpp | 16 ++++++++++++++-- 1 file changed, 14 insertions(+), 2 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index a609c98d61..f2f269fa63 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -723,8 +723,20 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) } else { - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT - shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); + if (psky->getReflectionProbeAmbiance() == 0.f) + { + LLVector3 ambcol(ambient.mV); + F32 cloud_shadow = psky->getCloudShadow(); + LLVector3 tmpAmbient = ambcol + ((LLVector3::all_one - ambcol) * cloud_shadow * 0.5f); + + shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(tmpAmbient)); + shader->uniform3fv(LLShaderMgr::AMBIENT, tmpAmbient.mV); + } + else + { + shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); + } } shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY -- cgit v1.2.3 From 78bb75989e36b9598852e7dcce05dce37ab0ebe1 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Fri, 21 Apr 2023 17:19:39 -0500 Subject: DRTVWR-559 Nudge legacy sky ambient to be more like release. Incidental decruft --- indra/newview/llsettingsvo.cpp | 14 ++++++++++---- 1 file changed, 10 insertions(+), 4 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index f2f269fa63..1427dbefa1 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -716,6 +716,16 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor3 ambient(getTotalAmbient()); + F32 g = getGamma(); + if (ambient != LLColor3::black && getReflectionProbeAmbiance() == 0.f) + { //desaturate ambient for legacy compatibility + F32 h, s, l; + ambient.calcHSL(&h, &s, &l); + s *= 0.5f; + l *= 1.f / (g + llmax(g-1.f, 0.f)); + ambient.setHSL(h, s, l); + } + if (irradiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); @@ -755,11 +765,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); - F32 g = getGamma(); - F32 display_gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma"); - shader->uniform1f(LLShaderMgr::GAMMA, g); - shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, display_gamma); } LLSettingsSky::parammapping_t LLSettingsVOSky::getParameterMap() const -- cgit v1.2.3 From 13b746401e0447226dc16bbefdcfb82d25ec8e63 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Tue, 23 May 2023 08:30:53 -0500 Subject: SL-19760 Remove hacky HSL bump for ambient sky color (broken on edge cases, not helpful). --- indra/newview/llsettingsvo.cpp | 8 -------- 1 file changed, 8 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index a7a5a9223c..de11f580a8 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -717,14 +717,6 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor3 ambient(getTotalAmbient()); F32 g = getGamma(); - if (ambient != LLColor3::black && getReflectionProbeAmbiance() == 0.f) - { //desaturate ambient for legacy compatibility - F32 h, s, l; - ambient.calcHSL(&h, &s, &l); - s *= 0.5f; - l *= 1.f / (g + llmax(g-1.f, 0.f)); - ambient.setHSL(h, s, l); - } if (irradiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) -- cgit v1.2.3 From 50ec54831de88926ca13c9a72d89006ceda6c355 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 1 Jun 2023 19:49:23 -0500 Subject: DRTVWR-559 Revert skies to be very close to release and disable tone mapping when probe ambiance is zero. Hack for desaturating legacy materials has been removed for performance and quality reasons. Adds a new setting for auto adjusting legacy skies. This is the PBR "opt out" button. If disabled, legacy skies will disable tonemapping, automatic probe ambiance, and HDR/exposure. If enabled, legacy skies will behave as if probe ambiance and HDR scale are 1.0, and ambient will be cut in half. HDR scale will act as a sky brightener, but will automatically adjust dynamic exposure so the sky will be properly exposed. If you want relatively even exposure all the time, set HDR Scale to 1.0. If you want a high range of exposures between indoor/dark areas and outdoor/bright areas, increase HDR Scale. Also tuned up SSAO (thanks Rye!). Reviewed with Brad. --- indra/newview/llsettingsvo.cpp | 35 ++++++++++++++++------------------- 1 file changed, 16 insertions(+), 19 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index de11f580a8..6321dbc085 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -718,45 +718,42 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) F32 g = getGamma(); + static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + + static LLCachedControl cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); + F32 probe_ambiance = getTotalReflectionProbeAmbiance(cloud_shadow_scale); + if (irradiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV); } else { - if (psky->getReflectionProbeAmbiance() == 0.f) + if (psky->getReflectionProbeAmbiance() != 0.f) { - LLVector3 ambcol(ambient.mV); - F32 cloud_shadow = psky->getCloudShadow(); - LLVector3 tmpAmbient = ambcol + ((LLVector3::all_one - ambcol) * cloud_shadow * 0.5f); - - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(tmpAmbient)); - shader->uniform3fv(LLShaderMgr::AMBIENT, tmpAmbient.mV); + shader->uniform3fv(LLShaderMgr::AMBIENT, getAmbientColor().mV); + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, sqrtf(g)*2.0); // use a modifier here so 1.0 maps to the "most desirable" default and the maximum value doesn't go off the rails + } + else if (psky->canAutoAdjust() && should_auto_adjust) + { // auto-adjust legacy sky to take advantage of probe ambiance + shader->uniform3fv(LLShaderMgr::AMBIENT, (ambient * 0.5f).mV); + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 2.f); + probe_ambiance = 1.f; } else { - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 1.f); shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); } } - shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY - shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity() / 2.f)); - - shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(sunDiffuse)); - shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(moonDiffuse)); - - static LLCachedControl cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); - shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance(cloud_shadow_scale)); + shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, probe_ambiance); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor()); shader->uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, getDensityMultiplier()); shader->uniform1f(LLShaderMgr::DISTANCE_MULTIPLIER, getDistanceMultiplier()); - shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); - shader->uniform1f(LLShaderMgr::GAMMA, g); } -- cgit v1.2.3 From c96a00f12f868b9260f517a6a8552bce0b564099 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Mon, 12 Jun 2023 10:08:27 -0500 Subject: SL-19856 Adjust water fog density range. Incidental decruft. --- indra/newview/llsettingsvo.cpp | 7 ------- 1 file changed, 7 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 6321dbc085..258cc1c7b2 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -1023,13 +1023,6 @@ LLSettingsWater::parammapping_t LLSettingsVOWater::getParameterMap() const { static parammapping_t param_map; - if (param_map.empty()) - { - //LLSD water_defaults = LLSettingsWater::defaults(); - //param_map[SETTING_FOG_COLOR] = DefaultParam(LLShaderMgr::WATER_FOGCOLOR, water_defaults[SETTING_FOG_COLOR]); - // let this get set by LLSettingsVOWater::applySpecial so that it can properly reflect the underwater modifier - //param_map[SETTING_FOG_DENSITY] = DefaultParam(LLShaderMgr::WATER_FOGDENSITY, water_defaults[SETTING_FOG_DENSITY]); - } return param_map; } -- cgit v1.2.3 From 85967398ff8591170d89374652a6998ff6cd3d69 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 21 Jun 2023 20:50:50 -0500 Subject: SL-19792 Fix for visible gaps in water between region water and void water. --- indra/newview/llsettingsvo.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 258cc1c7b2..264359a3a9 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -719,6 +719,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) F32 g = getGamma(); static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); + static LLCachedControl auto_adjust_ambient_scale(gSavedSettings, "RenderSkyAutoAdjustAmbientScale", 0.75f); + static LLCachedControl auto_adjust_hdr_scale(gSavedSettings, "RenderSkyAutoAdjustHDRScale", 2.f); static LLCachedControl cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); F32 probe_ambiance = getTotalReflectionProbeAmbiance(cloud_shadow_scale); @@ -736,9 +738,9 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) } else if (psky->canAutoAdjust() && should_auto_adjust) { // auto-adjust legacy sky to take advantage of probe ambiance - shader->uniform3fv(LLShaderMgr::AMBIENT, (ambient * 0.5f).mV); - shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, 2.f); - probe_ambiance = 1.f; + shader->uniform3fv(LLShaderMgr::AMBIENT, (ambient * auto_adjust_ambient_scale).mV); + shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, auto_adjust_hdr_scale); + probe_ambiance = 1.f; // NOTE -- must match LLSettingsSky::getReflectionProbeAmbiance value for "auto_adjust" true } else { -- cgit v1.2.3 From 894c9e0417e7b29aaf31c673ca040dff93eb36ef Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Tue, 22 Aug 2023 13:17:58 -0500 Subject: SL-19842 WIP -- Move sky auto adjustment magic numbers to debug settings. --- indra/newview/llsettingsvo.cpp | 22 ++++++++++++++++++++-- 1 file changed, 20 insertions(+), 2 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 264359a3a9..9ccac82e63 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -721,6 +721,15 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) static LLCachedControl should_auto_adjust(gSavedSettings, "RenderSkyAutoAdjustLegacy", true); static LLCachedControl auto_adjust_ambient_scale(gSavedSettings, "RenderSkyAutoAdjustAmbientScale", 0.75f); static LLCachedControl auto_adjust_hdr_scale(gSavedSettings, "RenderSkyAutoAdjustHDRScale", 2.f); + static LLCachedControl auto_adjust_blue_horizon_scale(gSavedSettings, "RenderSkyAutoAdjustBlueHorizonScale", 1.f); + static LLCachedControl auto_adjust_blue_density_scale(gSavedSettings, "RenderSkyAutoAdjustBlueDensityScale", 1.f); + static LLCachedControl auto_adjust_sun_color_scale(gSavedSettings, "RenderSkyAutoAdjustSunColorScale", 1.f); + static LLCachedControl auto_adjust_probe_ambiance(gSavedSettings, "RenderSkyAutoAdjustProbeAmbiance", 1.f); + static LLCachedControl sunlight_scale(gSavedSettings, "RenderSkySunlightScale", 1.5f); + static LLCachedControl ambient_scale(gSavedSettings, "RenderSkyAmbientScale", 1.5f); + + shader->uniform1f(LLShaderMgr::SKY_SUNLIGHT_SCALE, sunlight_scale); + shader->uniform1f(LLShaderMgr::SKY_AMBIENT_SCALE, ambient_scale); static LLCachedControl cloud_shadow_scale(gSavedSettings, "RenderCloudShadowAmbianceFactor", 0.125f); F32 probe_ambiance = getTotalReflectionProbeAmbiance(cloud_shadow_scale); @@ -740,7 +749,16 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) { // auto-adjust legacy sky to take advantage of probe ambiance shader->uniform3fv(LLShaderMgr::AMBIENT, (ambient * auto_adjust_ambient_scale).mV); shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, auto_adjust_hdr_scale); - probe_ambiance = 1.f; // NOTE -- must match LLSettingsSky::getReflectionProbeAmbiance value for "auto_adjust" true + LLColor3 blue_horizon = getBlueHorizon() * auto_adjust_blue_horizon_scale; + LLColor3 blue_density = getBlueDensity() * auto_adjust_blue_density_scale; + LLColor3 sun_diffuse = getSunDiffuse() * auto_adjust_sun_color_scale; + + shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sun_diffuse.mV); + shader->uniform3fv(LLShaderMgr::BLUE_DENSITY, blue_density.mV); + shader->uniform3fv(LLShaderMgr::BLUE_HORIZON, blue_horizon.mV); + + LLSettingsSky::sAutoAdjustProbeAmbiance = auto_adjust_probe_ambiance; + probe_ambiance = auto_adjust_probe_ambiance; // NOTE -- must match LLSettingsSky::getReflectionProbeAmbiance value for "auto_adjust" true } else { @@ -755,7 +773,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor()); shader->uniform1f(LLShaderMgr::DENSITY_MULTIPLIER, getDensityMultiplier()); shader->uniform1f(LLShaderMgr::DISTANCE_MULTIPLIER, getDistanceMultiplier()); - + shader->uniform1f(LLShaderMgr::GAMMA, g); } -- cgit v1.2.3 From 1514ade10dc0f64c476ff405256b86fb6a1d9b57 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Mon, 11 Sep 2023 09:20:00 -0500 Subject: SL-19842 WIP -- Now that probes can override ambient, unroll ambient darkening hacks. --- indra/newview/llsettingsvo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 9ccac82e63..b7c4dbe648 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -742,7 +742,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) { if (psky->getReflectionProbeAmbiance() != 0.f) { - shader->uniform3fv(LLShaderMgr::AMBIENT, getAmbientColor().mV); + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, sqrtf(g)*2.0); // use a modifier here so 1.0 maps to the "most desirable" default and the maximum value doesn't go off the rails } else if (psky->canAutoAdjust() && should_auto_adjust) -- cgit v1.2.3 From bdb53fd56d56c659941e7e63f83cefc366acef6d Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 16 Nov 2023 16:46:12 -0600 Subject: SL-20611 Make haze effect local lights -- move sky and water haze to their own passes and unify sky and water haze in forward rendering shaders. --- indra/newview/llsettingsvo.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 42587658a6..2f65f3dec3 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -983,7 +983,7 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) LLEnvironment& env = LLEnvironment::instance(); - auto group = LLGLSLShader::SG_WATER; + auto group = LLGLSLShader::SG_ANY; LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[group]; { -- cgit v1.2.3 From 68875523e09f9fe06fc4b3cd5225995bb13966c3 Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Thu, 30 Nov 2023 12:01:45 -0600 Subject: SL-20611 Incorporate water haze into new post effect atmospherics goodness --- indra/newview/llsettingsvo.cpp | 10 ++++++++++ 1 file changed, 10 insertions(+) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 2f65f3dec3..7009fb98ab 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -63,6 +63,7 @@ #include #include "llinventoryobserver.h" #include "llinventorydefines.h" +#include "llworld.h" #include "lltrans.h" @@ -989,6 +990,15 @@ void LLSettingsVOWater::applySpecial(void *ptarget, bool force) { F32 water_height = env.getWaterHeight(); + if (LLViewerCamera::instance().cameraUnderWater()) + { // when the camera is under water, use the water height at the camera position + LLViewerRegion* region = LLWorld::instance().getRegionFromPosAgent(LLViewerCamera::instance().getOrigin()); + if (region) + { + water_height = region->getWaterHeight(); + } + } + //transform water plane to eye space glh::vec3f norm(0.f, 0.f, 1.f); glh::vec3f p(0.f, 0.f, water_height); -- cgit v1.2.3