/** * @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" class LLViewerCamera; class LLVOWLSky; class LLSky { public: LLSky(); ~LLSky(); void init(); void cleanup(); // These directions should be in CFR coord sys (+x at, +z up, +y right) void setSunAndMoonDirectionsCFR(const LLVector3 &sun_direction, const LLVector3 &moon_direction); void setSunDirectionCFR(const LLVector3 &sun_direction); void setMoonDirectionCFR(const LLVector3 &moon_direction); void setSunTextures(const LLUUID& sun_texture, const LLUUID& sun_texture_next); void setMoonTextures(const LLUUID& moon_texture, const LLUUID& moon_texture_next); void setCloudNoiseTextures(const LLUUID& cloud_noise_texture, const LLUUID& cloud_noise_texture_next); void setBloomTextures(const LLUUID& bloom_texture, const LLUUID& bloom_texture_next); void setSunScale(F32 sun_scale); void setMoonScale(F32 moon_scale); LLColor4 getSkyFogColor() const; void setCloudDensityAtAgent(F32 cloud_density); void setWind(const LLVector3& wind); void updateFog(const F32 distance); void updateCull(); void updateSky(); S32 mLightingGeneration; bool mUpdatedThisFrame; void setFogRatio(const F32 fog_ratio); // Fog distance as fraction of cull distance. F32 getFogRatio() const; LLColor4U getFadeColor() const; void destroyGL(); void restoreGL(); void resetVertexBuffers(); void addSunMoonBeacons(); void renderSunMoonBeacons(const LLVector3& pos_agent, const LLVector3& direction, LLColor4 color); public: LLPointer<LLVOSky> mVOSkyp; // Pointer to the LLVOSky object (only one, ever!) LLPointer<LLVOWLSky> mVOWLSkyp; protected: LLColor4 mFogColor; }; extern LLSky gSky; #endif