/** * @file llsky.h * @brief It's, uh, the sky! * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #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 "llvostars.h" #include "llvoground.h" const F32 NIGHTTIME_ELEVATION = -8.0f; // degrees const F32 NIGHTTIME_ELEVATION_COS = (F32)sin(NIGHTTIME_ELEVATION*DEG_TO_RAD); class LLViewerCamera; class LLSky { public: LLSky(); ~LLSky(); void init(const LLVector3 &sun_direction); void free(); 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 getTotalAmbientColor() const; BOOL sunUp() const; LLColor4 calcInScatter(LLColor4& transp, const LLVector3 &point, F32 exag) const; F32 getSunPhase() const; void setSunPhase(const F32 phase); void destroyGL(); void restoreGL(); public: LLPointer mVOSkyp; // Pointer to the LLVOSky object (only one, ever!) LLPointer mVOStarsp; // Pointer to the LLVOStars object (only one, ever!) LLPointer mVOGroundp; LLVector3 mSunTargDir; // Legacy stuff LLVector3 mSunDefaultPosition; protected: BOOL mOverrideSimSunPosition; F32 mSunPhase; LLColor4 mFogColor; // Color to use for fog and haze F32 mHaze; // a multiplier to scale the lighting F32 mDomeRadius; // sky dome size LLVector3 mLastSunDirection; }; extern LLSky gSky; #endif