/** * @file llcloud.h * @brief Description of viewer LLCloudLayer class * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLCLOUD_H #define LL_LLCLOUD_H // Some ideas on how clouds should work // // Each region has a cloud layer // Each cloud layer has pre-allocated space for N clouds // The LLSky class knows the max number of clouds to render M. // All clouds use the same texture, but the tex-coords can take on 8 configurations // (four rotations, front and back) // // The sky's part // -------------- // The sky knows that A clouds have been assigned to regions and there are B left over. // Divide B by number of active regions to get C. // Ask each region to add C more clouds and return total number D. // Add up all the D's to get a new A. // // The cloud layer's part // ---------------------- // The cloud layer is a grid of possibility. Each grid's value represents the probablility // (0.0 to 1.0) that a cloud placement query will succeed. // // The sky asks the region to add C more clouds. // The cloud layer tries a total of E times to place clouds and returns total cloud count. // // Clouds move according to local wind velocity. // If a cloud moves out of region then it's location is sent to neighbor region // or it is allowed to drift and decay. // // The clouds in non-visible regions do not propagate every frame. // Each frame one non-visible region is allowed to propagate it's clouds // (might have to check to see if incoming cloud was already visible or not). // // #include "llmath.h" //#include "vmath.h" #include "v3math.h" #include "v3dmath.h" #include "v4math.h" #include "v4color.h" #include "llmemory.h" #include "lldarray.h" #include "llframetimer.h" const U32 CLOUD_GRIDS_PER_EDGE = 16; const F32 CLOUD_PUFF_WIDTH = 64.f; const F32 CLOUD_PUFF_HEIGHT = 48.f; class LLWind; class LLVOClouds; class LLViewerRegion; class LLCloudLayer; class LLBitPack; class LLGroupHeader; const S32 CLOUD_GROUPS_PER_EDGE = 4; class LLCloudPuff { public: LLCloudPuff(); const LLVector3d &getPositionGlobal() const { return mPositionGlobal; } friend class LLCloudGroup; void updatePuffs(const F32 dt); void updatePuffOwnership(); F32 getAlpha() const { return mAlpha; } U32 getLifeState() const { return mLifeState; } void setLifeState(const U32 state) { mLifeState = state; } BOOL isDead() const { return mAlpha <= 0.f; } static S32 sPuffCount; protected: F32 mAlpha; F32 mRate; LLVector3d mPositionGlobal; BOOL mLifeState; }; class LLCloudGroup { public: LLCloudGroup(); void cleanup(); void setCloudLayerp(LLCloudLayer *clp) { mCloudLayerp = clp; } void setCenterRegion(const LLVector3 ¢er); void updatePuffs(const F32 dt); void updatePuffOwnership(); void updatePuffCount(); BOOL inGroup(const LLCloudPuff &puff) const; F32 getDensity() const { return mDensity; } S32 getNumPuffs() const { return (S32) mCloudPuffs.size(); } const LLCloudPuff &getPuff(const S32 i) { return mCloudPuffs[i]; } protected: LLCloudLayer *mCloudLayerp; LLVector3 mCenterRegion; F32 mDensity; S32 mTargetPuffCount; std::vector mCloudPuffs; LLPointer mVOCloudsp; }; class LLCloudLayer { public: LLCloudLayer(); ~LLCloudLayer(); void create(LLViewerRegion *regionp); void destroy(); void reset(); // Clears all active cloud puffs void updatePuffs(const F32 dt); void updatePuffOwnership(); void updatePuffCount(); LLCloudGroup *findCloudGroup(const LLCloudPuff &puff); void setRegion(LLViewerRegion *regionp); LLViewerRegion* getRegion() const { return mRegionp; } void setWindPointer(LLWind *windp); void setOriginGlobal(const LLVector3d &origin_global) { mOriginGlobal = origin_global; } void setWidth(F32 width); void setBrightness(F32 brightness); void setSunColor(const LLColor4 &color); F32 getDensityRegion(const LLVector3 &pos_region); // "position" is in local coordinates void renderDensityField(); void decompress(LLBitPack &bitpack, LLGroupHeader *group_header); LLCloudLayer* getNeighbor(const S32 n) const { return mNeighbors[n]; } void connectNeighbor(LLCloudLayer *cloudp, U32 direction); void disconnectNeighbor(U32 direction); void disconnectAllNeighbors(); public: LLVector3d mOriginGlobal; F32 mMetersPerEdge; F32 mMetersPerGrid; F32 mMaxAlpha; // The max cloud puff _render_ alpha protected: LLCloudLayer *mNeighbors[4]; LLWind *mWindp; LLViewerRegion *mRegionp; F32 *mDensityp; // the probability density grid LLCloudGroup mCloudGroups[CLOUD_GROUPS_PER_EDGE][CLOUD_GROUPS_PER_EDGE]; }; #endif