/** * @file llvosky.h * @brief LLVOSky class header file * * Copyright (c) 2001-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLVOSKY_H #define LL_LLVOSKY_H #include "stdtypes.h" #include "v3color.h" #include "v4coloru.h" #include "llviewerimage.h" #include "llviewerobject.h" #include "llframetimer.h" ////////////////////////////////// // // Lots of constants // // Will clean these up at some point... // const F32 HORIZON_DIST = 1024.0f; const F32 HEAVENLY_BODY_DIST = HORIZON_DIST - 10.f; const F32 HEAVENLY_BODY_FACTOR = 0.1f; const F32 HEAVENLY_BODY_SCALE = HEAVENLY_BODY_DIST * HEAVENLY_BODY_FACTOR; const F32 EARTH_RADIUS = 6.4e6f; // exact radius = 6.37 x 10^6 m const F32 ATM_EXP_FALLOFF = 0.000126f; const F32 ATM_SEA_LEVEL_NDENS = 2.55e25f; // Somewhat arbitrary: const F32 ATM_HEIGHT = 100000.f; const F32 FIRST_STEP = 5000.f; const F32 INV_FIRST_STEP = 1.f/FIRST_STEP; const S32 NO_STEPS = 15; const F32 INV_NO_STEPS = 1.f/NO_STEPS; // 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; LL_FORCE_INLINE LLColor3 color_div(const LLColor3 &col1, const LLColor3 &col2) { return LLColor3( col1.mV[0] / col2.mV[0], col1.mV[1] / col2.mV[1], col1.mV[2] / col2.mV[2] ); } LLColor3 color_norm(const LLColor3 &col); LLVector3 move_vec (const LLVector3& v, F32 cos_max_angle); BOOL clip_quad_to_horizon(F32& t_left, F32& t_right, LLVector3 v_clipped[4], const LLVector3 v_corner[4], const F32 cos_max_angle); F32 clip_side_to_horizon(const LLVector3& v0, const LLVector3& v1, const F32 cos_max_angle); inline F32 color_intens ( const LLColor3 &col ) { return col.mV[0] + col.mV[1] + col.mV[2]; } inline F32 color_max(const LLColor3 &col) { return llmax(col.mV[0], col.mV[1], col.mV[2]); } inline F32 color_max(const LLColor4 &col) { return llmax(col.mV[0], col.mV[1], col.mV[2]); } inline F32 color_min(const LLColor3 &col) { return llmin(col.mV[0], col.mV[1], col.mV[2]); } inline LLColor3 color_norm_abs(const LLColor3 &col) { const F32 m = color_max(col); if (m > 1e-6) { return 1.f/m * col; } else return col; } class LLFace; class LLHaze; class LLSkyTex { friend class LLVOSky; private: static S32 sResolution; static S32 sComponents; LLPointer mImageGL[2]; LLPointer mImageRaw[2]; LLColor3 *mSkyData; LLVector3 *mSkyDirs; // Cache of sky direction vectors static S32 sCurrent; static F32 sInterpVal; public: static F32 getInterpVal() { return sInterpVal; } static void setInterpVal(const F32 v) { sInterpVal = v; } static BOOL doInterpolate() { return sInterpVal > 0.001f; } void bindTexture(BOOL curr = TRUE); protected: LLSkyTex(); void init(); void cleanupGL(); void restoreGL(); ~LLSkyTex(); static S32 getResolution() { return sResolution; } static S32 getCurrent() { return sCurrent; } static S32 stepCurrent() { return (sCurrent = ++sCurrent % 2); } static S32 getNext() { return ((sCurrent+1) % 2); } static S32 getWhich(const BOOL curr) { return curr ? sCurrent : getNext(); } void initEmpty(const S32 tex); void create(F32 brightness_scale, const LLColor3& multiscatt); void setDir(const LLVector3 &dir, const S32 i, const S32 j) { S32 offset = i * sResolution + j; mSkyDirs[offset] = dir; } const LLVector3 &getDir(const S32 i, const S32 j) const { S32 offset = i * sResolution + j; return mSkyDirs[offset]; } void setPixel(const LLColor3 &col, const S32 i, const S32 j) { S32 offset = i * sResolution + j; mSkyData[offset] = col; } void setPixel(const LLColor4U &col, const S32 i, const S32 j) { S32 offset = (i * sResolution + j) * sComponents; U32* pix = (U32*) &(mImageRaw[sCurrent]->getData()[offset]); *pix = col.mAll; } LLColor4U getPixel(const S32 i, const S32 j) { LLColor4U col; S32 offset = (i * sResolution + j) * sComponents; U32* pix = (U32*) &(mImageRaw[sCurrent]->getData()[offset]); col.mAll = *pix; return col; } LLImageRaw* getImageRaw(BOOL curr=TRUE) { return mImageRaw[getWhich(curr)]; } void createGLImage(BOOL curr=TRUE); }; class LLHeavenBody { protected: LLVector3 mDirectionCached; // hack for events that shouldn't happen every frame LLColor3 mColor; LLColor3 mColorCached; F32 mIntensity; LLVector3 mDirection; // direction of the local heavenly body LLVector3 mAngularVelocity; // velocity of the local heavenly body F32 mDiskRadius; BOOL mDraw; // FALSE - do not draw. F32 mHorizonVisibility; // number [0, 1] due to how horizon F32 mVisibility; // same but due to other objects being in frong. BOOL mVisible; static F32 sInterpVal; LLVector3 mQuadCorner[4]; LLVector3 mU; LLVector3 mV; LLVector3 mO; public: LLHeavenBody(const F32 rad) : mDirectionCached(LLVector3(0,0,0)), mDirection(LLVector3(0,0,0)), mDiskRadius(rad), mDraw(FALSE), mHorizonVisibility(1), mVisibility(1) { mColor.setToBlack(); mColorCached.setToBlack(); } ~LLHeavenBody() {} const LLVector3& getDirection() const { return mDirection; } void setDirection(const LLVector3 &direction) { mDirection = direction; } void setAngularVelocity(const LLVector3 &ang_vel) { mAngularVelocity = ang_vel; } const LLVector3& getAngularVelocity() const { return mAngularVelocity; } const LLVector3& getDirectionCached() const { return mDirectionCached; } void renewDirection() { mDirectionCached = mDirection; } const LLColor3& getColorCached() const { return mColorCached; } void setColorCached(const LLColor3& c) { mColorCached = c; } const LLColor3& getColor() const { return mColor; } void setColor(const LLColor3& c) { mColor = c; } void renewColor() { mColorCached = mColor; } static F32 interpVal() { return sInterpVal; } static void setInterpVal(const F32 v) { sInterpVal = v; } LLColor3 getInterpColor() const { return sInterpVal * mColor + (1 - sInterpVal) * mColorCached; } // LLColor3 getDiffuseColor() const // { // LLColor3 dif = mColorCached; // dif.clamp(); // return 2 * dif; // } // LLColor4 getAmbientColor(const LLColor3& scatt, F32 scale) const // { // const F32 min_val = 0.05f; // LLColor4 col = LLColor4(scale * (0.8f * color_norm_abs(getDiffuseColor()) + 0.2f * scatt)); // //F32 left = max(0, 1 - col.mV[0]); // if (col.mV[0] >= 0.9) // { // col.mV[1] = llmax(col.mV[1], 2.f * min_val); // col.mV[2] = llmax(col.mV[2], min_val); // } // col.setAlpha(1.f); // return col; // } const F32& getHorizonVisibility() const { return mHorizonVisibility; } void setHorizonVisibility(const F32 c = 1) { mHorizonVisibility = c; } const F32& getVisibility() const { return mVisibility; } void setVisibility(const F32 c = 1) { mVisibility = c; } const F32 getHaloBrighness() const { return llmax(0.f, llmin(0.9f, mHorizonVisibility)) * mVisibility; } BOOL isVisible() const { return mVisible; } void setVisible(const BOOL v) { mVisible = v; } const F32& getIntensity() const { return mIntensity; } void setIntensity(const F32 c) { mIntensity = c; } void setDiskRadius(const F32 radius) { mDiskRadius = radius; } F32 getDiskRadius() const { return mDiskRadius; } void setDraw(const BOOL draw) { mDraw = draw; } BOOL getDraw() const { return mDraw; } const LLVector3& corner(const S32 n) const { return mQuadCorner[n]; } LLVector3& corner(const S32 n) { return mQuadCorner[n]; } const LLVector3* corners() const { return mQuadCorner; } const LLVector3& getU() const { return mU; } const LLVector3& getV() const { return mV; } void setU(const LLVector3& u) { mU = u; } void setV(const LLVector3& v) { mV = v; } }; 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; } LL_FORCE_INLINE LLColor3 calc_air_sca_sea_level() { const static LLColor3 WAVE_LEN(675, 520, 445); const static LLColor3 refr_ind = refr_ind_calc(WAVE_LEN); const static LLColor3 n21 = refr_ind * refr_ind - LLColor3(1, 1, 1); const static LLColor3 n4 = n21 * n21; const static LLColor3 wl2 = WAVE_LEN * WAVE_LEN * 1e-6f; const static LLColor3 wl4 = wl2 * wl2; const static LLColor3 mult_const = fsigma * 2.0f/ 3.0f * 1e24f * (F_PI * F_PI) * n4; const static F32 dens_div_N = F32( ATM_SEA_LEVEL_NDENS / Ndens2); return dens_div_N * color_div ( mult_const, wl4 ); } const LLColor3 gAirScaSeaLevel = calc_air_sca_sea_level(); const F32 AIR_SCA_INTENS = color_intens(gAirScaSeaLevel); const F32 AIR_SCA_AVG = AIR_SCA_INTENS / 3; class LLHaze { public: LLHaze() : mG(0), mFalloff(1) {mSigSca.setToBlack();} LLHaze(const F32 g, const LLColor3& sca, const F32 fo = 2) : mG(g), mSigSca(0.25f/F_PI * sca), mFalloff(fo), mAbsCoef(0) { mAbsCoef = color_intens(mSigSca) / AIR_SCA_INTENS; } LLHaze(const F32 g, const F32 sca, const F32 fo = 2) : mG(g), mSigSca(0.25f/F_PI * LLColor3(sca, sca, sca)), mFalloff(fo) { mAbsCoef = 0.01f * sca / AIR_SCA_AVG; } static void initClass(); 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) / AIR_SCA_INTENS; } void setSigSca(const F32 s0, const F32 s1, const F32 s2) { mSigSca = AIR_SCA_AVG * 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; static inline LLColor3 calcAirSca(const F32 h); static inline void calcAirSca(const F32 h, LLColor3 &result); static LLColor3 calcAirScaSeaLevel() { return gAirScaSeaLevel; } static const LLColor3 &getAirScaSeaLevel() { return sAirScaSeaLevel; } public: static LLColor3 sAirScaSeaLevel; protected: F32 mG; LLColor3 mSigSca; F32 mFalloff; // 1 - slow, >1 - faster F32 mAbsCoef; }; class LLTranspMap { public: LLTranspMap() : mElevation(0), mMaxAngle(0), mStep(5), mHaze(NULL), mT(NULL) {} ~LLTranspMap() { delete[] mT; mT = NULL; } void init(const F32 elev, const F32 step, const F32 h, const LLHaze* const haze); F32 calcHeight(const LLVector3& pos) const { return pos.magVec() - EARTH_RADIUS ; } BOOL hasHaze() const { return mHaze != NULL; } LLColor3 calcSigExt(const F32 h) const { return LLHaze::calcAirSca(h) + (hasHaze() ? mHaze->calcSigExt(h) : LLColor3(0, 0, 0)); } inline void calcAirTransp(const F32 cos_angle, LLColor3 &result) const; LLColor3 calcAirTranspDir(const F32 elevation, const LLVector3 &dir) const; LLColor3 getHorizonAirTransp () const { return mT[mMapSize-1]; } F32 hitsAtmEdge(const LLVector3& orig, const LLVector3& dir) const; protected: F32 mAtmHeight; F32 mElevation; F32 mMaxAngle; F32 mCosMaxAngle; F32 mStep; F32 mStepInv; S32 mMapSize; const LLHaze *mHaze; LLColor3 *mT; // transparency values in all directions //starting with mAngleBelowHorz at mElevation }; class LLTranspMapSet { protected: F32 *mHeights; LLTranspMap *mTransp; S32 mSize; F32 mMediaHeight; const LLHaze *mHaze; S32 lerp(F32& dt, S32& indx, const F32 h) const; public: LLTranspMapSet() : mHeights(NULL), mTransp(NULL), mHaze(NULL) {} ~LLTranspMapSet(); void init (S32 size, F32 first_step, F32 media_height, const LLHaze* const haze); S32 getSize() const { return mSize; } F32 getMediaHeight() const { return mMediaHeight; } const LLTranspMap& getLastTransp() const { return mTransp[mSize-1]; } F32 getLastHeight() const { return mHeights[mSize-1]; } const LLTranspMap& getMap(const S32 n) const { return mTransp[n]; } F32 getHeight(const S32 n) const { return mHeights[n]; } BOOL isReady() const { return mTransp != NULL; } inline LLColor3 calcTransp(const F32 cos_angle, const F32 h) const; inline void calcTransp(const F32 cos_angle, const F32 h, LLColor3 &result) const; }; class LLCubeMap; class LLVOSky : public LLStaticViewerObject { public: enum { FACE_SIDE0, FACE_SIDE1, FACE_SIDE2, FACE_SIDE3, FACE_SIDE4, FACE_SIDE5, FACE_SUN, // was 6 FACE_MOON, // was 7 FACE_BLOOM, // was 8 FACE_REFLECTION, // was 10 FACE_COUNT }; LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp); // Initialize/delete data that's only inited once per class. static void initClass(); void init(); void initCubeMap(); void initEmpty(); BOOL isReady() const { return mTransp.isReady(); } const LLTranspMapSet& getTransp() const { return mTransp; } void cleanupGL(); void restoreGL(); /*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time); BOOL updateSky(); // Graphical stuff for objects - maybe broken out into render class // later? /*virtual*/ void updateTextures(LLAgent &agent); /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline); /*virtual*/ BOOL updateGeometry(LLDrawable *drawable); void initSkyTextureDirs(const S32 side, const S32 tile); void createSkyTexture(const S32 side, const S32 tile); void updateBrightestDir(); void calcBrightnessScaleAndColors(); LLColor3 calcSkyColorInDir(const LLVector3& dir); void calcSkyColorInDir(LLColor3& res, LLColor3& transp, const LLVector3& dir) const; LLColor4 calcInScatter(LLColor4& transp, const LLVector3 &point, F32 exag) const; void calcInScatter( LLColor3& res, LLColor3& transp, const LLVector3& P, F32 exag) const; // Not currently used. //LLColor3 calcGroundFog(LLColor3& transp, const LLVector3 &view_dir, F32 obj_dist) const; //void calcGroundFog(LLColor3& res, LLColor3& transp, const LLVector3 view_dir, F32 dist) const; LLColor3 calcRadianceAtPoint(const LLVector3& pos) const { const F32 cos_angle = calcUpVec(pos) * getToSunLast(); LLColor3 tr; mTransp.calcTransp(cos_angle, calcHeight(pos), tr); return mBrightnessScaleGuess * mSun.getIntensity() * tr; } const LLHeavenBody& getSun() const { return mSun; } const LLHeavenBody& getMoon() const { return mMoon; } const LLVector3& getToSunLast() const { return mSun.getDirectionCached(); } const LLVector3& getToSun() const { return mSun.getDirection(); } const LLVector3& getToMoon() const { return mMoon.getDirection(); } const LLVector3& getToMoonLast() const { return mMoon.getDirectionCached(); } BOOL isSunUp() const { return mSun.getDirectionCached().mV[2] > -0.05f; } void calculateColors(); LLColor3 getSunDiffuseColor() const { return mSunDiffuse; } LLColor3 getMoonDiffuseColor() const { return mMoonDiffuse; } LLColor4 getSunAmbientColor() const { return mSunAmbient; } LLColor4 getMoonAmbientColor() const { return mMoonAmbient; } const LLColor4& getTotalAmbientColor() const { return mTotalAmbient; } LLColor4 getFogColor() const { return mFogColor; } LLColor4 getGLFogColor() const { return mGLFogCol; } LLVector3 calcUpVec(const LLVector3 &pos) const { LLVector3 v = pos - mEarthCenter; v.normVec(); return v; } F32 calcHeight(const LLVector3& pos) const { return dist_vec(pos, mEarthCenter) - EARTH_RADIUS; } // Phase function for atmospheric scattering. // co = cos ( theta ) F32 calcAirPhaseFunc(const F32 co) const { return (0.75f * (1.f + co*co)); } BOOL isSameFace(S32 idx, const LLFace* face) const { return mFace[idx] == face; } void initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity) { LLVector3 sun_direction = (sun_dir.magVec() == 0) ? LLVector3::x_axis : sun_dir; sun_direction.normVec(); mSun.setDirection(sun_direction); mSun.renewDirection(); mSun.setAngularVelocity(sun_ang_velocity); mMoon.setDirection(-mSun.getDirection()); mMoon.renewDirection(); mLastLightingDirection = mSun.getDirection(); if ( !isReady() ) { init(); LLSkyTex::stepCurrent(); } } void setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity); void updateHaze(); BOOL updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 side, const BOOL is_sun, LLHeavenBody& hb, const F32 sin_max_angle, const LLVector3 &up, const LLVector3 &right); LLVector3 toHorizon(const LLVector3& dir, F32 delta = 0) const { return move_vec(dir, cosHorizon(delta)); } F32 cosHorizon(const F32 delta = 0) const { const F32 sin_angle = EARTH_RADIUS/(EARTH_RADIUS + mCameraPosAgent.mV[2]); return delta - (F32)sqrt(1.f - sin_angle * sin_angle); } void updateSunHaloGeometry(LLDrawable *drawable); void updateReflectionGeometry(LLDrawable *drawable, F32 H, const LLHeavenBody& HB); const LLHaze& getHaze() const { return mHaze; } LLHaze& getHaze() { return mHaze; } F32 getHazeConcentration() const { return mHazeConcentration; } void setHaze(const LLHaze& h) { mHaze = h; } F32 getWorldScale() const { return mWorldScale; } void setWorldScale(const F32 s) { mWorldScale = s; } void updateFog(const F32 distance); void setFogRatio(const F32 fog_ratio) { mFogRatio = fog_ratio; } LLColor4U getFadeColor() const { return mFadeColor; } F32 getFogRatio() const { return mFogRatio; } void setCloudDensity(F32 cloud_density) { mCloudDensity = cloud_density; } void setWind ( const LLVector3& wind ) { mWind = wind.magVec(); } const LLVector3 &getCameraPosAgent() const { return mCameraPosAgent; } LLVector3 getEarthCenter() const { return mEarthCenter; } LLCubeMap *getCubeMap() const { return mCubeMap; } S32 getDrawRefl() const { return mDrawRefl; } void setDrawRefl(const S32 r) { mDrawRefl = r; } BOOL isReflFace(const LLFace* face) const { return face == mFace[FACE_REFLECTION]; } LLFace* getReflFace() const { return mFace[FACE_REFLECTION]; } F32 calcHitsEarth(const LLVector3& orig, const LLVector3& dir) const; F32 calcHitsAtmEdge(const LLVector3& orig, const LLVector3& dir) const; LLViewerImage* getSunTex() const { return mSunTexturep; } LLViewerImage* getMoonTex() const { return mMoonTexturep; } LLViewerImage* getBloomTex() const { return mBloomTexturep; } void generateScatterMap(); LLImageGL* getScatterMap() { return mScatterMap; } public: static F32 sNighttimeBrightness; // [0,2] default = 1.0 LLFace *mFace[FACE_COUNT]; protected: ~LLVOSky(); LLPointer mSunTexturep; LLPointer mMoonTexturep; LLPointer mBloomTexturep; static S32 sResolution; static S32 sTileResX; static S32 sTileResY; LLSkyTex mSkyTex[6]; LLHeavenBody mSun; LLHeavenBody mMoon; LLVector3 mSunDefaultPosition; LLVector3 mSunAngVel; F32 mAtmHeight; LLVector3 mEarthCenter; LLVector3 mCameraPosAgent; F32 mBrightnessScale; LLColor3 mBrightestPoint; F32 mBrightnessScaleNew; LLColor3 mBrightestPointNew; F32 mBrightnessScaleGuess; LLColor3 mBrightestPointGuess; LLTranspMapSet mTransp; LLHaze mHaze; F32 mHazeConcentration; BOOL mWeatherChange; F32 mCloudDensity; F32 mWind; BOOL mInitialized; BOOL mForceUpdate; //flag to force instantaneous update of cubemap LLVector3 mLastLightingDirection; LLColor3 mLastTotalAmbient; F32 mAmbientScale; LLColor3 mNightColorShift; F32 sInterpVal; LLColor4 mFogColor; LLColor4 mGLFogCol; F32 mFogRatio; F32 mWorldScale; LLColor4 mSunAmbient; LLColor4 mMoonAmbient; LLColor4 mTotalAmbient; LLColor3 mSunDiffuse; LLColor3 mMoonDiffuse; LLColor4U mFadeColor; // Color to fade in from LLPointer mCubeMap; // Cube map for the environment S32 mDrawRefl; LLFrameTimer mUpdateTimer; LLPointer mScatterMap; LLPointer mScatterMapRaw; }; // Utility functions F32 azimuth(const LLVector3 &v); F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply = FALSE); /* Proportion of light that is scattered into 'path' from 'in' over distance dt. */ /* assumes that vectors 'path' and 'in' are normalized. Scattering coef / 2pi */ inline LLColor3 LLHaze::calcAirSca(const F32 h) { static const LLColor3 air_sca_sea_level = calcAirScaSeaLevel(); return calcFalloff(h) * air_sca_sea_level; } inline void LLHaze::calcAirSca(const F32 h, LLColor3 &result) { static const LLColor3 air_sca_sea_level = calcAirScaSeaLevel(); result = air_sca_sea_level; result *= calcFalloff(h); } // Given cos of the angle between direction of interest and zenith, // compute transparency by interpolation of known values. inline void LLTranspMap::calcAirTransp(const F32 cos_angle, LLColor3 &result) const { if (cos_angle > 1.f) { result = mT[0]; return; } if (cos_angle < mCosMaxAngle - 0.1f) { result.setVec(0.f, 0.f, 0.f); return; } if (cos_angle < mCosMaxAngle) { result = mT[mMapSize-1]; return; } const F32 relative = (1 - cos_angle)*mStepInv; const S32 index = llfloor(relative); const F32 dt = relative - index; if (index >= (mMapSize-1)) { result = mT[0]; return; } // result = mT[index]; // LLColor3 res2(mT[index+1]); // result *= 1 - dt; // res2 *= dt; // result += res2; const LLColor3& color1 = mT[index]; const LLColor3& color2 = mT[index + 1]; const F32 x1 = color1.mV[VX]; const F32 x2 = color2.mV[VX]; result.mV[VX] = x1 - dt * (x1 - x2); const F32 y1 = color1.mV[VY]; const F32 y2 = color2.mV[VY]; result.mV[VY] = y1 - dt * (y1 - y2); const F32 z1 = color1.mV[VZ]; const F32 z2 = color2.mV[VZ]; result.mV[VZ] = z1 - dt * (z1 - z2); } // Returns the translucency of the atmosphere along the ray in the sky. // dir is assumed to be normalized inline void LLTranspMapSet::calcTransp(const F32 cos_angle, const F32 h, LLColor3 &result) const { S32 indx = 0; F32 dt = 0.f; const S32 status = lerp(dt, indx, h); if (status < 0) { mTransp[0].calcAirTransp(cos_angle, result); return; } if (status > 0) { mTransp[NO_STEPS].calcAirTransp(cos_angle, result); return; } mTransp[indx].calcAirTransp(cos_angle, result); result *= 1 - dt; LLColor3 transp_above; mTransp[indx + 1].calcAirTransp(cos_angle, transp_above); transp_above *= dt; result += transp_above; } inline LLColor3 LLTranspMapSet::calcTransp(const F32 cos_angle, const F32 h) const { LLColor3 result; S32 indx = 0; F32 dt = 0; const S32 status = lerp(dt, indx, h); if (status < 0) { mTransp[0].calcAirTransp(cos_angle, result); return result; } if (status > 0) { mTransp[NO_STEPS].calcAirTransp(cos_angle, result); return result; } mTransp[indx].calcAirTransp(cos_angle, result); result *= 1 - dt; LLColor3 transp_above; mTransp[indx + 1].calcAirTransp(cos_angle, transp_above); transp_above *= dt; result += transp_above; return result; } // Returns -1 if height < 0; +1 if height > max height; 0 if within range inline S32 LLTranspMapSet::lerp(F32& dt, S32& indx, const F32 h) const { static S32 last_indx = 0; if (h < 0) { return -1; } if (h > getLastHeight()) { return 1; } if (h < mHeights[last_indx]) { indx = last_indx-1; while (mHeights[indx] > h) { indx--; } last_indx = indx; } else if (h > mHeights[last_indx+1]) { indx = last_indx+1; while (mHeights[indx+1] < h) { indx++; } last_indx = indx; } else { indx = last_indx; } const F32 h_below = mHeights[indx]; const F32 h_above = mHeights[indx+1]; dt = (h - h_below) / (h_above - h_below); return 0; } #endif