/** * @file llvosky.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_LLVOSKY_H #define LL_LLVOSKY_H #include "stdtypes.h" #include "v3color.h" #include "v4coloru.h" #include "llviewertexture.h" #include "llviewerobject.h" #include "llframetimer.h" #include "v3colorutil.h" ////////////////////////////////// // // Lots of constants // // Will clean these up at some point... // const F32 HORIZON_DIST = 1024.0f; const F32 SKY_BOX_MULT = 16.0f; 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; // HACK: Allow server to change sun and moon IDs. // I can't figure out how to pass the appropriate // information into the LLVOSky constructor. JC extern LLUUID gSunTextureID; extern LLUUID gMoonTextureID; 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); 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); class LLFace; class LLHaze; class LLSkyTex { friend class LLVOSky; private: static S32 sResolution; static S32 sComponents; LLPointer mTexture[2]; LLPointer mImageRaw[2]; LLColor4 *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() { sCurrent++; sCurrent &= 1; return sCurrent; } static S32 getNext() { return ((sCurrent+1) & 1); } static S32 getWhich(const BOOL curr) { return curr ? sCurrent : getNext(); } void initEmpty(const S32 tex); void create(F32 brightness); 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 LLColor4 &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.asRGBA(); } LLColor4U getPixel(const S32 i, const S32 j) { LLColor4U col; S32 offset = (i * sResolution + j) * sComponents; U32* pix = (U32*) &(mImageRaw[sCurrent]->getData()[offset]); col.fromRGBA( *pix ); return col; } LLImageRaw* getImageRaw(BOOL curr=TRUE) { return mImageRaw[getWhich(curr)]; } void createGLImage(BOOL curr=TRUE); }; /// TODO Move into the stars draw pool (and rename them appropriately). 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 throng. 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)), mIntensity(0.f), mDiskRadius(rad), mDraw(FALSE), mHorizonVisibility(1.f), mVisibility(1.f), mVisible(FALSE) { 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; } 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; } 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; } 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; } 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; static inline LLColor3 calcAirSca(const F32 h); static inline void calcAirSca(const F32 h, LLColor3 &result); 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; // turn on floating point precision // in vs2003 for this class. Otherwise // black dots go everywhere from 7:10 - 8:50 #if LL_MSVC && __MSVC_VER__ < 8 #pragma optimize("p", on) #endif class LLVOSky : public LLStaticViewerObject { public: /// WL PARAMS F32 dome_radius; F32 dome_offset_ratio; LLColor3 sunlight_color; LLColor3 ambient; F32 gamma; LLVector4 lightnorm; LLVector4 unclamped_lightnorm; LLColor3 blue_density; LLColor3 blue_horizon; F32 haze_density; F32 haze_horizon; F32 density_multiplier; F32 max_y; LLColor3 glow; F32 cloud_shadow; LLColor3 cloud_color; F32 cloud_scale; LLColor3 cloud_pos_density1; LLColor3 cloud_pos_density2; public: void initAtmospherics(void); void calcAtmospherics(void); LLColor3 createDiffuseFromWL(LLColor3 diffuse, LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient); LLColor3 createAmbientFromWL(LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient); void calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun, LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity, LLVector2 vary_HorizontalProjection[2]); LLColor3 calcSkyColorWLFrag(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun, LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity, LLVector2 vary_HorizontalProjection[2]); 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_DUMMY, //for an ATI bug --bao FACE_COUNT }; LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp); // Initialize/delete data that's only inited once per class. void init(); void initCubeMap(); void initEmpty(); void cleanupGL(); void restoreGL(); /*virtual*/ void idleUpdate(LLAgent &agent, const F64 &time); BOOL updateSky(); // Graphical stuff for objects - maybe broken out into render class // later? /*virtual*/ void updateTextures(); /*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); LLColor4 calcSkyColorInDir(const LLVector3& dir, bool isShiny = false); LLColor3 calcRadianceAtPoint(const LLVector3& pos) const { F32 radiance = mBrightnessScaleGuess * mSun.getIntensity(); return LLColor3(radiance, radiance, radiance); } 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; } BOOL isSameFace(S32 idx, const LLFace* face) const { return mFace[idx] == face; } void initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity); void setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity); BOOL updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 side, const BOOL is_sun, LLHeavenBody& hb, const F32 sin_max_angle, const LLVector3 &up, const LLVector3 &right); 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.length(); } 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]; } LLViewerTexture* getSunTex() const { return mSunTexturep; } LLViewerTexture* getMoonTex() const { return mMoonTexturep; } LLViewerTexture* getBloomTex() const { return mBloomTexturep; } void forceSkyUpdate(void) { mForceUpdate = TRUE; } public: LLFace *mFace[FACE_COUNT]; LLVector3 mBumpSunDir; protected: ~LLVOSky(); LLPointer mSunTexturep; LLPointer mMoonTexturep; LLPointer mBloomTexturep; static S32 sResolution; static S32 sTileResX; static S32 sTileResY; LLSkyTex mSkyTex[6]; LLSkyTex mShinyTex[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; 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 mInterpVal; 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; public: //by bao //fake vertex buffer updating //to guarantee at least updating one VBO buffer every frame //to work around the bug caused by ATI card --> DEV-3855 // void createDummyVertexBuffer() ; void updateDummyVertexBuffer() ; BOOL mHeavenlyBodyUpdated ; }; // turn it off #if LL_MSVC && __MSVC_VER__ < 8 #pragma optimize("p", off) #endif // 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) { return calcFalloff(h) * sAirScaSeaLevel; } inline void LLHaze::calcAirSca(const F32 h, LLColor3 &result) { result = sAirScaSeaLevel; result *= calcFalloff(h); } #endif