/** * @file llsky.h * @brief It's, uh, the sky! * * $LicenseInfo:firstyear=2001&license=viewerlgpl$ * 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_LLSKY_H #define LL_LLSKY_H #include "llmath.h" //#include "vmath.h" #include "v3math.h" #include "v4math.h" #include "v4color.h" #include "v4coloru.h" #include "llvosky.h" #include "llvoground.h" class LLViewerCamera; class LLVOWLSky; class LLVOWLClouds; class LLSky { public: LLSky(); ~LLSky(); void init(const LLVector3 &sun_direction); void cleanup(); void setOverrideSun(BOOL override); BOOL getOverrideSun() { return mOverrideSimSunPosition; } void setSunDirection(const LLVector3 &sun_direction, const LLVector3 &sun_ang_velocity); void setSunTargetDirection(const LLVector3 &sun_direction, const LLVector3 &sun_ang_velocity); LLColor4 getFogColor() const; void setCloudDensityAtAgent(F32 cloud_density); void setWind(const LLVector3& wind); void updateFog(const F32 distance); void updateCull(); void updateSky(); void propagateHeavenlyBodies(F32 dt); // dt = seconds S32 mLightingGeneration; BOOL mUpdatedThisFrame; void setFogRatio(const F32 fog_ratio); // Fog distance as fraction of cull distance. F32 getFogRatio() const; LLColor4U getFadeColor() const; LLVector3 getSunDirection() const; LLVector3 getMoonDirection() const; LLColor4 getSunDiffuseColor() const; LLColor4 getMoonDiffuseColor() const; LLColor4 getSunAmbientColor() const; LLColor4 getMoonAmbientColor() const; LLColor4 getTotalAmbientColor() const; BOOL sunUp() const; F32 getSunPhase() const; void setSunPhase(const F32 phase); void destroyGL(); void restoreGL(); void resetVertexBuffers(); public: LLPointer<LLVOSky> mVOSkyp; // Pointer to the LLVOSky object (only one, ever!) LLPointer<LLVOGround> mVOGroundp; LLPointer<LLVOWLSky> mVOWLSkyp; LLVector3 mSunTargDir; // Legacy stuff LLVector3 mSunDefaultPosition; static const F32 NIGHTTIME_ELEVATION; // degrees static const F32 NIGHTTIME_ELEVATION_COS; protected: BOOL mOverrideSimSunPosition; F32 mSunPhase; LLColor4 mFogColor; // Color to use for fog and haze LLVector3 mLastSunDirection; }; extern LLSky gSky; #endif