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+/**
+ * @file lllegacyatmospherics.h
+ * @brief LLVOSky class header file
+ *
+ * $LicenseInfo:firstyear=2001&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2010, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#ifndef LL_LLLEGACYATMOSPHERICS_H
+#define LL_LLLEGACYATMOSPHERICS_H
+
+#include "stdtypes.h"
+#include "v3color.h"
+#include "v4coloru.h"
+#include "llviewertexture.h"
+#include "llviewerobject.h"
+#include "llframetimer.h"
+#include "v3colorutil.h"
+#include "llsettingssky.h"
+
+//////////////////////////////////
+//
+// Lots of constants
+//
+// Will clean these up at some point...
+//
+
+const F32 HORIZON_DIST = 1024.0f;
+const F32 EARTH_RADIUS = 6.4e6f; // exact radius = 6.37 x 10^6 m
+const F32 ATM_EXP_FALLOFF = 0.000126f;
+const F32 ATM_SEA_LEVEL_NDENS = 2.55e25f;
+const F32 ATM_HEIGHT = 100000.f;
+
+// constants used in calculation of scattering coeff of clear air
+const F32 sigma = 0.035f;
+const F32 fsigma = (6.f + 3.f * sigma) / (6.f-7.f*sigma);
+const F64 Ndens = 2.55e25;
+const F64 Ndens2 = Ndens*Ndens;
+
+class LLFace;
+class LLHaze;
+
+LL_FORCE_INLINE LLColor3 refr_ind_calc(const LLColor3 &wave_length)
+{
+ LLColor3 refr_ind;
+ for (S32 i = 0; i < 3; ++i)
+ {
+ const F32 wl2 = wave_length.mV[i] * wave_length.mV[i] * 1e-6f;
+ refr_ind.mV[i] = 6.43e3f + ( 2.95e6f / ( 146.0f - 1.f/wl2 ) ) + ( 2.55e4f / ( 41.0f - 1.f/wl2 ) );
+ refr_ind.mV[i] *= 1.0e-8f;
+ refr_ind.mV[i] += 1.f;
+ }
+ return refr_ind;
+}
+
+
+class LLHaze
+{
+public:
+ LLHaze() : mG(0), mFalloff(1), mAbsCoef(0.f) {mSigSca.setToBlack();}
+ LLHaze(const F32 g, const LLColor3& sca, const F32 fo = 2.f) :
+ mG(g), mSigSca(0.25f/F_PI * sca), mFalloff(fo), mAbsCoef(0.f)
+ {
+ mAbsCoef = color_intens(mSigSca) / sAirScaIntense;
+ }
+
+ LLHaze(const F32 g, const F32 sca, const F32 fo = 2.f) : mG(g),
+ mSigSca(0.25f/F_PI * LLColor3(sca, sca, sca)), mFalloff(fo)
+ {
+ mAbsCoef = 0.01f * sca / sAirScaAvg;
+ }
+
+/* Proportion of light that is scattered into 'path' from 'in' over distance dt. */
+/* assumes that vectors 'path' and 'in' are normalized. Scattering coef / 2pi */
+
+ LL_FORCE_INLINE LLColor3 calcAirSca(const F32 h)
+ {
+ return calcFalloff(h) * sAirScaSeaLevel;
+ }
+
+ LL_FORCE_INLINE void calcAirSca(const F32 h, LLColor3 &result)
+ {
+ result = sAirScaSeaLevel;
+ result *= calcFalloff(h);
+ }
+
+ F32 getG() const { return mG; }
+
+ void setG(const F32 g)
+ {
+ mG = g;
+ }
+
+ const LLColor3& getSigSca() const // sea level
+ {
+ return mSigSca;
+ }
+
+ void setSigSca(const LLColor3& s)
+ {
+ mSigSca = s;
+ mAbsCoef = 0.01f * color_intens(mSigSca) / sAirScaIntense;
+ }
+
+ void setSigSca(const F32 s0, const F32 s1, const F32 s2)
+ {
+ mSigSca = sAirScaAvg * LLColor3 (s0, s1, s2);
+ mAbsCoef = 0.01f * (s0 + s1 + s2) / 3;
+ }
+
+ F32 getFalloff() const
+ {
+ return mFalloff;
+ }
+
+ void setFalloff(const F32 fo)
+ {
+ mFalloff = fo;
+ }
+
+ F32 getAbsCoef() const
+ {
+ return mAbsCoef;
+ }
+
+ inline static F32 calcFalloff(const F32 h)
+ {
+ return (h <= 0) ? 1.0f : (F32)LL_FAST_EXP(-ATM_EXP_FALLOFF * h);
+ }
+
+ inline LLColor3 calcSigSca(const F32 h) const
+ {
+ return calcFalloff(h * mFalloff) * mSigSca;
+ }
+
+ inline void calcSigSca(const F32 h, LLColor3 &result) const
+ {
+ result = mSigSca;
+ result *= calcFalloff(h * mFalloff);
+ }
+
+ LLColor3 calcSigExt(const F32 h) const
+ {
+ return calcFalloff(h * mFalloff) * (1 + mAbsCoef) * mSigSca;
+ }
+
+ F32 calcPhase(const F32 cos_theta) const;
+
+private:
+ static LLColor3 const sAirScaSeaLevel;
+ static F32 const sAirScaIntense;
+ static F32 const sAirScaAvg;
+
+protected:
+ F32 mG;
+ LLColor3 mSigSca;
+ F32 mFalloff; // 1 - slow, >1 - faster
+ F32 mAbsCoef;
+};
+
+
+class LLCubeMap;
+
+// turn on floating point precision
+// in vs2003 for this class. Otherwise
+// black dots go everywhere from 7:10 - 8:50
+#if LL_MSVC && __MSVC_VER__ < 8
+#pragma optimize("p", on)
+#endif
+
+class AtmosphericsVars
+{
+public:
+ AtmosphericsVars()
+ : hazeColor(0,0,0)
+ , cloudColorSun(0,0,0)
+ , cloudColorAmbient(0,0,0)
+ , cloudDensity(0.0f)
+ {
+ horizontalProjection[0] = LLVector2(0,0);
+ horizontalProjection[1] = LLVector2(0,0);
+ }
+
+ LLColor3 hazeColor;
+ LLColor3 cloudColorSun;
+ LLColor3 cloudColorAmbient;
+ F32 cloudDensity;
+ LLVector2 horizontalProjection[2];
+};
+
+class LLAtmospherics
+{
+public:
+ LLAtmospherics();
+ ~LLAtmospherics();
+
+ void init();
+ void calc();
+ void updateFog(const F32 distance, LLVector3& tosun);
+
+ const LLHaze& getHaze() const { return mHaze; }
+ LLHaze& getHaze() { return mHaze; }
+ F32 getHazeConcentration() const { return mHazeConcentration; }
+ void setHaze(const LLHaze& h) { mHaze = h; }
+ void setFogRatio(const F32 fog_ratio) { mFogRatio = fog_ratio; }
+
+ F32 getFogRatio() const { return mFogRatio; }
+ LLColor4 getFogColor() const { return mFogColor; }
+ LLColor4 getGLFogColor() const { return mGLFogCol; }
+
+ void setCloudDensity(F32 cloud_density) { mCloudDensity = cloud_density; }
+ void setWind ( const LLVector3& wind ) { mWind = wind.length(); }
+
+ LLColor4 calcSkyColorInDir(const LLVector3& dir, bool isShiny = false);
+
+protected:
+
+ void calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars);
+ LLColor3 calcSkyColorWLFrag(LLVector3 & Pn, AtmosphericsVars& vars);
+
+ LLHaze mHaze;
+ F32 mHazeConcentration;
+ F32 mCloudDensity;
+ F32 mWind;
+ BOOL mInitialized;
+ LLVector3 mLastLightingDirection;
+ LLColor3 mLastTotalAmbient;
+ F32 mAmbientScale;
+ LLColor3 mNightColorShift;
+ F32 mInterpVal;
+ LLColor4 mFogColor;
+ LLColor4 mGLFogCol;
+ F32 mFogRatio;
+ F32 mWorldScale;
+ LLFrameTimer mUpdateTimer;
+};
+
+#endif