/** * @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 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; class AtmosphericsVars { public: AtmosphericsVars() : hazeColor(0,0,0) , hazeColorBelowCloud(0,0,0) , cloudColorSun(0,0,0) , cloudColorAmbient(0,0,0) , cloudDensity(0.0f) , blue_density() , blue_horizon() , haze_density(0.0f) , haze_horizon(0.0f) , density_multiplier(0.0f) , max_y(0.0f) , sun_norm(0.0f, 1.0f, 0.0f, 1.0f) , sunlight() , ambient() , glow() , cloud_shadow(1.0f) , dome_radius(1.0f) , dome_offset(1.0f) , light_atten() , light_transmittance() { horizontalProjection[0] = LLVector2(0,0); horizontalProjection[1] = LLVector2(0,0); } LLColor3 hazeColor; LLColor3 hazeColorBelowCloud; LLColor3 cloudColorSun; LLColor3 cloudColorAmbient; F32 cloudDensity; LLVector2 horizontalProjection[2]; LLColor3 blue_density; LLColor3 blue_horizon; F32 haze_density; F32 haze_horizon; F32 density_multiplier; F32 distance_multiplier; F32 max_y; LLVector4 sun_norm; LLColor3 sunlight; LLColor3 ambient; LLColor3 glow; F32 cloud_shadow; F32 dome_radius; F32 dome_offset; LLColor3 light_atten; LLColor3 light_transmittance; }; class LLAtmospherics { public: LLAtmospherics(); ~LLAtmospherics(); void init(); void updateFog(const F32 distance, const 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(AtmosphericsVars& vars, const LLVector3& dir, bool isShiny = false); protected: void calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars); LLColor3 calcSkyColorWLFrag(LLVector3 & Pn, AtmosphericsVars& vars); LLColor3 getHazeColor(LLSettingsSky::ptr_t psky, AtmosphericsVars& vars, F32 costheta, F32 cloud_shadow); 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