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path: root/indra/llinventory/llsettingssky.cpp
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/**
* @file llsettingssky.cpp
* @author optional
* @brief A base class for asset based settings groups.
*
* $LicenseInfo:2011&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2017, 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
* $/LicenseInfo$
*/

#include "llsettingssky.h"
#include "indra_constants.h"
#include <algorithm>
#include "lltrace.h"
#include "llfasttimer.h"
#include "v3colorutil.h"

//=========================================================================
namespace
{
    const LLVector3 DUE_EAST(0.0f, 0.0f, 1.0);
    const LLVector3 VECT_ZENITH(0.f, 1.f, 0.f);
    const LLVector3 VECT_NORTHSOUTH(1.f, 0.f, 0.f);

    LLTrace::BlockTimerStatHandle FTM_BLEND_SKYVALUES("Blending Sky Environment");
    LLTrace::BlockTimerStatHandle FTM_UPDATE_SKYVALUES("Update Sky Environment");

    LLQuaternion body_position_from_angles(F32 azimuth, F32 altitude);
    void angles_from_rotation(LLQuaternion quat, F32 &azimuth, F32 &altitude);
}

const F32 LLSettingsSky::DOME_OFFSET(0.96f);
const F32 LLSettingsSky::DOME_RADIUS(15000.f);

const F32 LLSettingsSky::NIGHTTIME_ELEVATION(-8.0f); // degrees
const F32 LLSettingsSky::NIGHTTIME_ELEVATION_COS((F32)sin(NIGHTTIME_ELEVATION*DEG_TO_RAD));

//=========================================================================
const std::string LLSettingsSky::SETTING_AMBIENT("ambient");
const std::string LLSettingsSky::SETTING_BLUE_DENSITY("blue_density");
const std::string LLSettingsSky::SETTING_BLUE_HORIZON("blue_horizon");
const std::string LLSettingsSky::SETTING_DENSITY_MULTIPLIER("density_multiplier");
const std::string LLSettingsSky::SETTING_DISTANCE_MULTIPLIER("distance_multiplier");
const std::string LLSettingsSky::SETTING_HAZE_DENSITY("haze_density");
const std::string LLSettingsSky::SETTING_HAZE_HORIZON("haze_horizon");

const std::string LLSettingsSky::SETTING_BLOOM_TEXTUREID("bloom_id");
const std::string LLSettingsSky::SETTING_CLOUD_COLOR("cloud_color");
const std::string LLSettingsSky::SETTING_CLOUD_POS_DENSITY1("cloud_pos_density1");
const std::string LLSettingsSky::SETTING_CLOUD_POS_DENSITY2("cloud_pos_density2");
const std::string LLSettingsSky::SETTING_CLOUD_SCALE("cloud_scale");
const std::string LLSettingsSky::SETTING_CLOUD_SCROLL_RATE("cloud_scroll_rate");
const std::string LLSettingsSky::SETTING_CLOUD_SHADOW("cloud_shadow");
const std::string LLSettingsSky::SETTING_CLOUD_TEXTUREID("cloud_id");

const std::string LLSettingsSky::SETTING_DOME_OFFSET("dome_offset");
const std::string LLSettingsSky::SETTING_DOME_RADIUS("dome_radius");
const std::string LLSettingsSky::SETTING_GAMMA("gamma");
const std::string LLSettingsSky::SETTING_GLOW("glow");

const std::string LLSettingsSky::SETTING_LIGHT_NORMAL("lightnorm");
const std::string LLSettingsSky::SETTING_MAX_Y("max_y");
const std::string LLSettingsSky::SETTING_MOON_ROTATION("moon_rotation");
const std::string LLSettingsSky::SETTING_MOON_TEXTUREID("moon_id");
const std::string LLSettingsSky::SETTING_STAR_BRIGHTNESS("star_brightness");
const std::string LLSettingsSky::SETTING_SUNLIGHT_COLOR("sunlight_color");
const std::string LLSettingsSky::SETTING_SUN_ROTATION("sun_rotation");
const std::string LLSettingsSky::SETTING_SUN_TEXTUREID("sun_id");

const std::string LLSettingsSky::SETTING_LEGACY_EAST_ANGLE("east_angle");
const std::string LLSettingsSky::SETTING_LEGACY_ENABLE_CLOUD_SCROLL("enable_cloud_scroll");
const std::string LLSettingsSky::SETTING_LEGACY_SUN_ANGLE("sun_angle");

// these are new settings for the advanced atmospherics model
const std::string LLSettingsSky::SETTING_PLANET_RADIUS("planet_radius");
const std::string LLSettingsSky::SETTING_SKY_BOTTOM_RADIUS("sky_bottom_radius");
const std::string LLSettingsSky::SETTING_SKY_TOP_RADIUS("sky_top_radius");
const std::string LLSettingsSky::SETTING_SUN_ARC_RADIANS("sun_arc_radians");

const std::string LLSettingsSky::SETTING_RAYLEIGH_CONFIG("rayleigh_config");
const std::string LLSettingsSky::SETTING_MIE_CONFIG("mie_config");
const std::string LLSettingsSky::SETTING_MIE_ANISOTROPY_FACTOR("anisotropy");
const std::string LLSettingsSky::SETTING_ABSORPTION_CONFIG("absorption_config");

const std::string LLSettingsSky::KEY_DENSITY_PROFILE("density");
const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH("width");
const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM("exp_term");
const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR("exp_scale");
const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM("linear_term");
const std::string LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM("constant_term");

namespace
{

LLSettingsSky::validation_list_t rayleighValidationList()
{
    static LLSettingsBase::validation_list_t rayleighValidation;
    if (rayleighValidation.empty())
    {
        rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH,      true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(32768.0f)))));

        rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM,   true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(2.0f)))));
        
        rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(-1.0f)(1.0f)))));

        rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(2.0f)))));

        rayleighValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));
    }
    return rayleighValidation;
}

LLSettingsSky::validation_list_t absorptionValidationList()
{
    static LLSettingsBase::validation_list_t absorptionValidation;
    if (absorptionValidation.empty())
    {
        absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH,      true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(32768.0f)))));

        absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM,   true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(2.0f)))));
        
        absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(-1.0f)(1.0f)))));

        absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(2.0f)))));

        absorptionValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));
    }
    return absorptionValidation;
}

LLSettingsSky::validation_list_t mieValidationList()
{
    static LLSettingsBase::validation_list_t mieValidation;
    if (mieValidation.empty())
    {
        mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_WIDTH,      true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(32768.0f)))));

        mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_TERM,   true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(2.0f)))));
        
        mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(-1.0f)(1.0f)))));

        mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_LINEAR_TERM, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(2.0f)))));

        mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_DENSITY_PROFILE_CONSTANT_TERM, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));

        mieValidation.push_back(LLSettingsBase::Validator(LLSettingsSky::SETTING_MIE_ANISOTROPY_FACTOR, true,  LLSD::TypeReal,  
            boost::bind(&LLSettingsBase::Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));
    }
    return mieValidation;
}

bool validateRayleighLayers(LLSD &value)
{
    LLSettingsSky::validation_list_t rayleighValidations = rayleighValidationList();
    if (value.isArray())
    {
        bool allGood = true;
        for (LLSD::array_iterator itf = value.beginArray(); itf != value.endArray(); ++itf)
        {
            LLSD& layerConfig = (*itf);
            if (layerConfig.type() == LLSD::Type::TypeMap)
            {
                if (!validateRayleighLayers(layerConfig))
                {
                    allGood = false;
                }
            }
            else if (layerConfig.type() == LLSD::Type::TypeArray)
            {
                return validateRayleighLayers(layerConfig);
            }
            else
            {
                return LLSettingsBase::settingValidation(value, rayleighValidations);
            }
        }
        return allGood;
    }    
    llassert(value.type() == LLSD::Type::TypeMap);
    LLSD result = LLSettingsBase::settingValidation(value, rayleighValidations);
    if (result["errors"].size() > 0)
    {
        LL_WARNS("SETTINGS") << "Rayleigh Config Validation errors: " << result["errors"] << LL_ENDL;
        return false;
    }
    if (result["warnings"].size() > 0)
    {
        LL_WARNS("SETTINGS") << "Rayleigh Config Validation warnings: " << result["errors"] << LL_ENDL;
        return false;
    }
    return true;
}

bool validateAbsorptionLayers(LLSD &value)
{
    LLSettingsBase::validation_list_t absorptionValidations = absorptionValidationList();
    if (value.isArray())
    {
        bool allGood = true;   
        for (LLSD::array_iterator itf = value.beginArray(); itf != value.endArray(); ++itf)
        {
            LLSD& layerConfig = (*itf);
            if (layerConfig.type() == LLSD::Type::TypeMap)
            {
                if (!validateAbsorptionLayers(layerConfig))
                {
                    allGood = false;
                }
            }
            else if (layerConfig.type() == LLSD::Type::TypeArray)
            {
                return validateAbsorptionLayers(layerConfig);
            }
            else
            {
                return LLSettingsBase::settingValidation(value, absorptionValidations);
            }
        }
        return allGood;
    }
    llassert(value.type() == LLSD::Type::TypeMap);
    LLSD result = LLSettingsBase::settingValidation(value, absorptionValidations);
    if (result["errors"].size() > 0)
    {
        LL_WARNS("SETTINGS") << "Absorption Config Validation errors: " << result["errors"] << LL_ENDL;
        return false;
    }
    if (result["warnings"].size() > 0)
    {
        LL_WARNS("SETTINGS") << "Absorption Config Validation warnings: " << result["errors"] << LL_ENDL;
        return false;
    }
    return true;
}

bool validateMieLayers(LLSD &value)
{
    LLSettingsBase::validation_list_t mieValidations = mieValidationList();
    if (value.isArray())
    {
        bool allGood = true;
        for (LLSD::array_iterator itf = value.beginArray(); itf != value.endArray(); ++itf)
        {
            LLSD& layerConfig = (*itf);
            if (layerConfig.type() == LLSD::Type::TypeMap)
            {
                if (!validateMieLayers(layerConfig))
                {
                    allGood = false;
                }
            }
            else if (layerConfig.type() == LLSD::Type::TypeArray)
            {
                return validateMieLayers(layerConfig);
            }
            else
            {
                return LLSettingsBase::settingValidation(value, mieValidations);
            }
        }
        return allGood;
    }
    LLSD result = LLSettingsBase::settingValidation(value, mieValidations);
    if (result["errors"].size() > 0)
    {
        LL_WARNS("SETTINGS") << "Mie Config Validation errors: " << result["errors"] << LL_ENDL;
        return false;
    }
    if (result["warnings"].size() > 0)
    {
        LL_WARNS("SETTINGS") << "Mie Config Validation warnings: " << result["errors"] << LL_ENDL;
        return false;
    }
    return true;
}

}

//=========================================================================
LLSettingsSky::LLSettingsSky(const LLSD &data) :
    LLSettingsBase(data)
{
}

LLSettingsSky::LLSettingsSky():
    LLSettingsBase()
{
}

void LLSettingsSky::blend(const LLSettingsBase::ptr_t &end, F64 blendf) 
{
    LLSettingsSky::ptr_t other = std::static_pointer_cast<LLSettingsSky>(end);
    LLSD blenddata = interpolateSDMap(mSettings, other->mSettings, blendf);

    replaceSettings(blenddata);
}


void LLSettingsSky::setMoonRotation(F32 azimuth, F32 altitude)
{
    setValue(SETTING_MOON_ROTATION, ::body_position_from_angles(azimuth, altitude));
}

LLSettingsSky::azimalt_t LLSettingsSky::getMoonRotationAzAl() const
{
    azimalt_t res;
    ::angles_from_rotation(getMoonRotation(), res.first, res.second);

    return res;
}

void LLSettingsSky::setSunRotation(F32 azimuth, F32 altitude)
{
    setValue(SETTING_SUN_ROTATION, ::body_position_from_angles(azimuth, altitude));
}

LLSettingsSky::azimalt_t LLSettingsSky::getSunRotationAzAl() const
{
    azimalt_t res;
    ::angles_from_rotation(getSunRotation(), res.first, res.second);

    return res;
}

LLSettingsSky::stringset_t LLSettingsSky::getSlerpKeys() const 
{ 
    static stringset_t slepSet;

    if (slepSet.empty())
    {
        slepSet.insert(SETTING_SUN_ROTATION);
        slepSet.insert(SETTING_MOON_ROTATION);
    }

    return slepSet;
}



LLSettingsSky::validation_list_t LLSettingsSky::getValidationList() const
{
    return LLSettingsSky::validationList();
}

LLSettingsSky::validation_list_t LLSettingsSky::validationList()
{
    static validation_list_t validation;

    if (validation.empty())
    {   // Note the use of LLSD(LLSDArray()()()...) This is due to an issue with the 
        // copy constructor for LLSDArray.  Directly binding the LLSDArray as 
        // a parameter without first wrapping it in a pure LLSD object will result 
        // in deeply nested arrays like this [[[[[[[[[[v1,v2,v3]]]]]]]]]]
        validation.push_back(Validator(SETTING_BLUE_DENSITY,        false,  LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
                LLSD(LLSDArray(2.0f)(2.0f)(2.0f)("*")))));
        validation.push_back(Validator(SETTING_BLUE_HORIZON,        false,  LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
                LLSD(LLSDArray(2.0f)(2.0f)(2.0f)("*")))));
        validation.push_back(Validator(SETTING_HAZE_DENSITY,        false,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(4.0f)))));
        validation.push_back(Validator(SETTING_HAZE_HORIZON,        false,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));
        validation.push_back(Validator(SETTING_AMBIENT, false, LLSD::TypeArray,
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
                LLSD(LLSDArray(3.0f)(3.0f)(3.0f)("*")))));
        validation.push_back(Validator(SETTING_DENSITY_MULTIPLIER,  false,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(0.0009f)))));
        validation.push_back(Validator(SETTING_DISTANCE_MULTIPLIER, false,  LLSD::TypeReal,  

            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(100.0f)))));
        validation.push_back(Validator(SETTING_BLOOM_TEXTUREID,     true,  LLSD::TypeUUID));
        validation.push_back(Validator(SETTING_CLOUD_COLOR,         true,  LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
                LLSD(LLSDArray(1.0f)(1.0f)(1.0f)("*")))));
        validation.push_back(Validator(SETTING_CLOUD_POS_DENSITY1,  true,  LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
                LLSD(LLSDArray(1.68841f)(1.0f)(1.0f)("*")))));
        validation.push_back(Validator(SETTING_CLOUD_POS_DENSITY2,  true,  LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
                LLSD(LLSDArray(1.68841f)(1.0f)(1.0f)("*")))));
        validation.push_back(Validator(SETTING_CLOUD_SCALE,         true,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.001f)(0.999f)))));
        validation.push_back(Validator(SETTING_CLOUD_SCROLL_RATE,   true,  LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.0f)(0.0f)),
                LLSD(LLSDArray(20.0f)(20.0f)))));
        validation.push_back(Validator(SETTING_CLOUD_SHADOW,        true,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));
        validation.push_back(Validator(SETTING_CLOUD_TEXTUREID,     false, LLSD::TypeUUID));

        validation.push_back(Validator(SETTING_DOME_OFFSET,         false, LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(1.0f)))));
        validation.push_back(Validator(SETTING_DOME_RADIUS,         false, LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(1000.0f)(2000.0f)))));
        validation.push_back(Validator(SETTING_GAMMA,               true,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(10.0f)))));
        validation.push_back(Validator(SETTING_GLOW,                true,  LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.2f)("*")(-2.5f)("*")),
                LLSD(LLSDArray(20.0f)("*")(0.0f)("*")))));
        
        validation.push_back(Validator(SETTING_LIGHT_NORMAL,        false, LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorNormalized, _1, 3)));
        validation.push_back(Validator(SETTING_MAX_Y,               true,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(4000.0f)))));
        validation.push_back(Validator(SETTING_MOON_ROTATION,       true,  LLSD::TypeArray, &Validator::verifyQuaternionNormal));
        validation.push_back(Validator(SETTING_MOON_TEXTUREID,      false, LLSD::TypeUUID));
        validation.push_back(Validator(SETTING_STAR_BRIGHTNESS,     true,  LLSD::TypeReal, 
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(2.0f)))));
        validation.push_back(Validator(SETTING_SUNLIGHT_COLOR,      true,  LLSD::TypeArray, 
            boost::bind(&Validator::verifyVectorMinMax, _1,
                LLSD(LLSDArray(0.0f)(0.0f)(0.0f)("*")),
                LLSD(LLSDArray(3.0f)(3.0f)(3.0f)("*")))));
        validation.push_back(Validator(SETTING_SUN_ROTATION,        true,  LLSD::TypeArray, &Validator::verifyQuaternionNormal));
        validation.push_back(Validator(SETTING_SUN_TEXTUREID,      false, LLSD::TypeUUID));

        validation.push_back(Validator(SETTING_PLANET_RADIUS,       true,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(1000.0f)(32768.0f)))));

        validation.push_back(Validator(SETTING_SKY_BOTTOM_RADIUS,   true,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(1000.0f)(32768.0f)))));

        validation.push_back(Validator(SETTING_SKY_TOP_RADIUS,       true,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(1000.0f)(32768.0f)))));

        validation.push_back(Validator(SETTING_SUN_ARC_RADIANS,      true,  LLSD::TypeReal,  
            boost::bind(&Validator::verifyFloatRange, _1, LLSD(LLSDArray(0.0f)(0.1f)))));

        validation.push_back(Validator(SETTING_RAYLEIGH_CONFIG, true, LLSD::TypeArray, &validateRayleighLayers));
        validation.push_back(Validator(SETTING_ABSORPTION_CONFIG, true, LLSD::TypeArray, &validateAbsorptionLayers));
        validation.push_back(Validator(SETTING_MIE_CONFIG, true, LLSD::TypeArray, &validateMieLayers));
    }
    return validation;
}

LLSD LLSettingsSky::rayleighConfigDefault()
{
    LLSD dflt_rayleigh;
    dflt_rayleigh[SETTING_DENSITY_PROFILE_WIDTH]            = 0.0f; // 0 -> the entire atmosphere
    dflt_rayleigh[SETTING_DENSITY_PROFILE_EXP_TERM]         = 1.0f;
    dflt_rayleigh[SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR] = -1.0f / 8000.0f;
    dflt_rayleigh[SETTING_DENSITY_PROFILE_LINEAR_TERM]      = 0.0f;
    dflt_rayleigh[SETTING_DENSITY_PROFILE_CONSTANT_TERM]    = 0.0f;
    return dflt_rayleigh;
}

LLSD LLSettingsSky::absorptionConfigDefault()
{
// absorption (ozone) has two linear ramping zones
    LLSD dflt_absorption_layer_a;
    dflt_absorption_layer_a[SETTING_DENSITY_PROFILE_WIDTH]            = 25000.0f; // 0 -> the entire atmosphere
    dflt_absorption_layer_a[SETTING_DENSITY_PROFILE_EXP_TERM]         = 0.0f;
    dflt_absorption_layer_a[SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR] = 0.0f;
    dflt_absorption_layer_a[SETTING_DENSITY_PROFILE_LINEAR_TERM]      = -1.0f / 25000.0f;
    dflt_absorption_layer_a[SETTING_DENSITY_PROFILE_CONSTANT_TERM]    = -2.0f / 3.0f;

    LLSD dflt_absorption_layer_b;
    dflt_absorption_layer_b[SETTING_DENSITY_PROFILE_WIDTH]            = 0.0f; // 0 -> remainder of the atmosphere
    dflt_absorption_layer_b[SETTING_DENSITY_PROFILE_EXP_TERM]         = 0.0f;
    dflt_absorption_layer_b[SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR] = 0.0f;
    dflt_absorption_layer_b[SETTING_DENSITY_PROFILE_LINEAR_TERM]      = -1.0f / 15000.0f;
    dflt_absorption_layer_b[SETTING_DENSITY_PROFILE_CONSTANT_TERM]    = 8.0f  / 3.0f;

    LLSD dflt_absorption;
    dflt_absorption.append(dflt_absorption_layer_a);
    dflt_absorption.append(dflt_absorption_layer_b);
    return dflt_absorption;
}

LLSD LLSettingsSky::mieConfigDefault()
{
    LLSD dflt_mie;
    dflt_mie[SETTING_DENSITY_PROFILE_WIDTH]            = 0.0f; // 0 -> the entire atmosphere
    dflt_mie[SETTING_DENSITY_PROFILE_EXP_TERM]         = 1.0f;
    dflt_mie[SETTING_DENSITY_PROFILE_EXP_SCALE_FACTOR] = -1.0f / 1200.0f;
    dflt_mie[SETTING_DENSITY_PROFILE_LINEAR_TERM]      = 0.0f;
    dflt_mie[SETTING_DENSITY_PROFILE_CONSTANT_TERM]    = 0.0f;
    dflt_mie[SETTING_MIE_ANISOTROPY_FACTOR]            = 0.9f;
    return dflt_mie;
}

LLSD LLSettingsSky::defaults()
{
    LLSD dfltsetting;
    LLQuaternion sunquat;
    sunquat.setEulerAngles(1.39626, 0.0, 0.0); // 80deg Azumith/0deg East
    LLQuaternion moonquat = ~sunquat;

    // Magic constants copied form dfltsetting.xml 
    dfltsetting[SETTING_CLOUD_COLOR]        = LLColor4(0.4099, 0.4099, 0.4099, 0.0).getValue();
    dfltsetting[SETTING_CLOUD_POS_DENSITY1] = LLColor4(1.0000, 0.5260, 1.0000, 0.0).getValue();
    dfltsetting[SETTING_CLOUD_POS_DENSITY2] = LLColor4(1.0000, 0.5260, 1.0000, 0.0).getValue();
    dfltsetting[SETTING_CLOUD_SCALE]        = LLSD::Real(0.4199);
    dfltsetting[SETTING_CLOUD_SCROLL_RATE]  = LLSDArray(10.1999)(10.0109);
    dfltsetting[SETTING_CLOUD_SHADOW]       = LLSD::Real(0.2699);
    
    dfltsetting[SETTING_DOME_OFFSET]        = LLSD::Real(0.96f);
    dfltsetting[SETTING_DOME_RADIUS]        = LLSD::Real(15000.f);
    dfltsetting[SETTING_GAMMA]              = LLSD::Real(1.0);
    dfltsetting[SETTING_GLOW]               = LLColor4(5.000, 0.0010, -0.4799, 1.0).getValue();
    
    dfltsetting[SETTING_LIGHT_NORMAL]       = LLVector3(0.0000, 0.9126, -0.4086).getValue();
    dfltsetting[SETTING_MAX_Y]              = LLSD::Real(1605);
    dfltsetting[SETTING_MOON_ROTATION]      = moonquat.getValue();
    dfltsetting[SETTING_STAR_BRIGHTNESS]    = LLSD::Real(0.0000);
    dfltsetting[SETTING_SUNLIGHT_COLOR]     = LLColor4(0.7342, 0.7815, 0.8999, 0.0).getValue();
    dfltsetting[SETTING_SUN_ROTATION]       = sunquat.getValue();

    dfltsetting[SETTING_BLOOM_TEXTUREID]    = IMG_BLOOM1;
    dfltsetting[SETTING_CLOUD_TEXTUREID]    = LLUUID::null;
    dfltsetting[SETTING_MOON_TEXTUREID]     = IMG_MOON; // gMoonTextureID;   // These two are returned by the login... wow!
    dfltsetting[SETTING_SUN_TEXTUREID]      = IMG_SUN;  // gSunTextureID;

    dfltsetting[SETTING_TYPE] = "sky";

    // defaults are for earth...
    dfltsetting[SETTING_PLANET_RADIUS]      = 6360.0f;
    dfltsetting[SETTING_SKY_BOTTOM_RADIUS]  = 6360.0f;
    dfltsetting[SETTING_SKY_TOP_RADIUS]     = 6420.0f;
    dfltsetting[SETTING_SUN_ARC_RADIANS]    = 0.00935f / 2.0f;

    // These are technically capable of handling multiple layers of density config
    // and so are expected to be an array, but we make an array of size 1 w/ each default density config
    dfltsetting[SETTING_RAYLEIGH_CONFIG].append(rayleighConfigDefault());
    dfltsetting[SETTING_MIE_CONFIG].append(mieConfigDefault());
    dfltsetting[SETTING_ABSORPTION_CONFIG].append(absorptionConfigDefault());

    return dfltsetting;
}

LLSD LLSettingsSky::translateLegacySettings(LLSD legacy)
{
    LLSD newsettings(defaults());

// AdvancedAtmospherics TODO
// These need to be translated into density profile info in the new settings format...
// LEGACY_ATMOSPHERICS
    if (legacy.has(SETTING_AMBIENT))
    {
        newsettings[SETTING_AMBIENT] = LLColor3(legacy[SETTING_AMBIENT]).getValue();
    }
    if (legacy.has(SETTING_BLUE_DENSITY))
    {
        newsettings[SETTING_BLUE_DENSITY] = LLColor3(legacy[SETTING_BLUE_DENSITY]).getValue();
    }
    if (legacy.has(SETTING_BLUE_HORIZON))
    {
        newsettings[SETTING_BLUE_HORIZON] = LLColor3(legacy[SETTING_BLUE_HORIZON]).getValue();
    }
    if (legacy.has(SETTING_DENSITY_MULTIPLIER))
    {
        newsettings[SETTING_DENSITY_MULTIPLIER] = LLSD::Real(legacy[SETTING_DENSITY_MULTIPLIER][0].asReal());
    }
    if (legacy.has(SETTING_DISTANCE_MULTIPLIER))
    {
        newsettings[SETTING_DISTANCE_MULTIPLIER] = LLSD::Real(legacy[SETTING_DISTANCE_MULTIPLIER][0].asReal());
    }
    if (legacy.has(SETTING_HAZE_DENSITY))
    {
        newsettings[SETTING_HAZE_DENSITY] = LLSD::Real(legacy[SETTING_HAZE_DENSITY][0].asReal());
    }
    if (legacy.has(SETTING_HAZE_HORIZON))
    {
        newsettings[SETTING_HAZE_HORIZON] = LLSD::Real(legacy[SETTING_HAZE_HORIZON][0].asReal());
    }

    if (legacy.has(SETTING_CLOUD_COLOR))
    {
        newsettings[SETTING_CLOUD_COLOR] = LLColor3(legacy[SETTING_CLOUD_COLOR]).getValue();
    }
    if (legacy.has(SETTING_CLOUD_POS_DENSITY1))
    {
        newsettings[SETTING_CLOUD_POS_DENSITY1] = LLColor3(legacy[SETTING_CLOUD_POS_DENSITY1]).getValue();
    }
    if (legacy.has(SETTING_CLOUD_POS_DENSITY2))
    {
        newsettings[SETTING_CLOUD_POS_DENSITY2] = LLColor3(legacy[SETTING_CLOUD_POS_DENSITY2]).getValue();
    }
    if (legacy.has(SETTING_CLOUD_SCALE))
    {
        newsettings[SETTING_CLOUD_SCALE] = LLSD::Real(legacy[SETTING_CLOUD_SCALE][0].asReal());
    }
    if (legacy.has(SETTING_CLOUD_SCROLL_RATE))
    {
        LLVector2 cloud_scroll(legacy[SETTING_CLOUD_SCROLL_RATE]);

        if (legacy.has(SETTING_LEGACY_ENABLE_CLOUD_SCROLL))
        {
            LLSD enabled = legacy[SETTING_LEGACY_ENABLE_CLOUD_SCROLL];
            if (!enabled[0].asBoolean())
                cloud_scroll.mV[0] = 0.0f;
            if (!enabled[1].asBoolean())
                cloud_scroll.mV[1] = 0.0f;
        }

        newsettings[SETTING_CLOUD_SCROLL_RATE] = cloud_scroll.getValue();
    }
    if (legacy.has(SETTING_CLOUD_SHADOW))
    {
        newsettings[SETTING_CLOUD_SHADOW] = LLSD::Real(legacy[SETTING_CLOUD_SHADOW][0].asReal());
    }
    

    if (legacy.has(SETTING_GAMMA))
    {
        newsettings[SETTING_GAMMA] = legacy[SETTING_GAMMA][0].asReal();
    }
    if (legacy.has(SETTING_GLOW))
    {
        newsettings[SETTING_GLOW] = LLColor3(legacy[SETTING_GLOW]).getValue();
    }
    
    if (legacy.has(SETTING_LIGHT_NORMAL))
    {
        newsettings[SETTING_LIGHT_NORMAL] = LLVector3(legacy[SETTING_LIGHT_NORMAL]).getValue();
    }
    if (legacy.has(SETTING_MAX_Y))
    {
        newsettings[SETTING_MAX_Y] = LLSD::Real(legacy[SETTING_MAX_Y][0].asReal());
    }
    if (legacy.has(SETTING_STAR_BRIGHTNESS))
    {
        newsettings[SETTING_STAR_BRIGHTNESS] = LLSD::Real(legacy[SETTING_STAR_BRIGHTNESS].asReal());
    }
    if (legacy.has(SETTING_SUNLIGHT_COLOR))
    {
        newsettings[SETTING_SUNLIGHT_COLOR] = LLColor4(legacy[SETTING_SUNLIGHT_COLOR]).getValue();
    }

    if (legacy.has(SETTING_PLANET_RADIUS))
    {
        newsettings[SETTING_PLANET_RADIUS] = LLSD::Real(legacy[SETTING_PLANET_RADIUS].asReal());
    }

    if (legacy.has(SETTING_SKY_BOTTOM_RADIUS))
    {
        newsettings[SETTING_SKY_BOTTOM_RADIUS] = LLSD::Real(legacy[SETTING_SKY_BOTTOM_RADIUS].asReal());
    }

    if (legacy.has(SETTING_SKY_TOP_RADIUS))
    {
        newsettings[SETTING_SKY_TOP_RADIUS] = LLSD::Real(legacy[SETTING_SKY_TOP_RADIUS].asReal());
    }

    if (legacy.has(SETTING_SUN_ARC_RADIANS))
    {
        newsettings[SETTING_SUN_ARC_RADIANS] = LLSD::Real(legacy[SETTING_SUN_ARC_RADIANS].asReal());
    }

    if (legacy.has(SETTING_LEGACY_EAST_ANGLE) && legacy.has(SETTING_LEGACY_SUN_ANGLE))
    {   // convert the east and sun angles into a quaternion.
        F32 azimuth = legacy[SETTING_LEGACY_EAST_ANGLE].asReal();
        F32 altitude = legacy[SETTING_LEGACY_SUN_ANGLE].asReal();

        LLQuaternion sunquat = ::body_position_from_angles(azimuth, altitude);
        LLQuaternion moonquat = ::body_position_from_angles(azimuth + F_PI, -altitude);

        F32 az(0), al(0);
        ::angles_from_rotation(sunquat, az, al);

        newsettings[SETTING_SUN_ROTATION] = sunquat.getValue();
        newsettings[SETTING_MOON_ROTATION] = moonquat.getValue();
    }

    return newsettings;
}

void LLSettingsSky::updateSettings()
{
    LL_RECORD_BLOCK_TIME(FTM_UPDATE_SKYVALUES);
    //LL_INFOS("WINDLIGHT", "SKY", "EEP") << "WL Parameters are dirty.  Reticulating Splines..." << LL_ENDL;

    // base class clears dirty flag so as to not trigger recursive update
    LLSettingsBase::updateSettings();

    calculateHeavnlyBodyPositions();
    calculateLightSettings();
}

void LLSettingsSky::calculateHeavnlyBodyPositions()
{
    mSunDirection = DUE_EAST * getSunRotation();
    mSunDirection.normalize();
    mMoonDirection = DUE_EAST * getMoonRotation();
    mMoonDirection.normalize();

    // is the normal from the sun or the moon
    if (mSunDirection.mV[1] >= 0.0)
    {
        mLightDirection = mSunDirection;
    }
    else if (mSunDirection.mV[1] < 0.0 && mSunDirection.mV[1] > NIGHTTIME_ELEVATION_COS)
    {
        // clamp v1 to 0 so sun never points up and causes weirdness on some machines
        LLVector3 vec(mSunDirection);
        vec.mV[1] = 0.0;
        vec.normalize();
        mLightDirection = vec;
    }
    else
    {
        mLightDirection = mMoonDirection;
    }

    // calculate the clamp lightnorm for sky (to prevent ugly banding in sky
    // when haze goes below the horizon
    mClampedLightDirection = mLightDirection;

    if (mClampedLightDirection.mV[1] < -0.1f)
    {
        mClampedLightDirection.mV[1] = -0.1f;
        mClampedLightDirection.normalize();
    }
}

// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
LLColor3 LLSettingsSky::getLightAttenuation(F32 distance) const
{
    LLColor3    blue_density = getBlueDensity();
    F32         haze_density = getHazeDensity();
    F32         density_multiplier = getDensityMultiplier();        
    LLColor3    density = (blue_density * 1.0 + smear(haze_density * 0.25f));
    LLColor3    light_atten = density * density_multiplier * distance;
    return light_atten;
}

LLColor3 LLSettingsSky::getLightTransmittance() const
{
    LLColor3    blue_density = getBlueDensity();
    F32         haze_density = getHazeDensity();
    F32         density_multiplier = getDensityMultiplier();
    LLColor3 temp1 = blue_density + smear(haze_density);
    // Transparency (-> temp1)
    temp1 = componentExp((temp1 * -1.f) * density_multiplier);
    return temp1;
}

LLColor3 LLSettingsSky::gammaCorrect(const LLColor3& in) const
{
    F32 gamma = getGamma();
    LLColor3 v(in);
    v.clamp();
    v= smear(1.0f) - v;
    v = componentPow(v, gamma);
    v = smear(1.0f) - v;
    return v;
}

void LLSettingsSky::calculateLightSettings()
{
// LEGACY_ATMOSPHERICS
        // Initialize temp variables
        LLColor3    sunlight = getSunlightColor();
        LLColor3    ambient = getAmbientColor();
        F32         cloud_shadow = getCloudShadow();
        LLVector3   lightnorm = getLightDirection();

        // Sunlight attenuation effect (hue and brightness) due to atmosphere
        // this is used later for sunlight modulation at various altitudes
    F32      max_y = getMaxY();
    LLColor3 light_atten = getLightAttenuation(max_y);
    LLColor3 light_transmittance = getLightTransmittance();
        
        // Compute sunlight from P & lightnorm (for long rays like sky)
        /// USE only lightnorm.
        // temp2[1] = llmax(0.f, llmax(0.f, Pn[1]) * 1.0f + lightnorm[1] );

        // and vary_sunlight will work properly with moon light
        F32 lighty = lightnorm[1];
        if (lighty < NIGHTTIME_ELEVATION_COS)
        {
            lighty = -lighty;
        }

    lighty = llmax(0.f, lighty);
    if(lighty > 0.f)
        {
        lighty = 1.f / lighty;
        }
    componentMultBy(sunlight, componentExp((light_atten * -1.f) * lighty));

        //increase ambient when there are more clouds
        LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5f;

        //brightness of surface both sunlight and ambient
    mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));       
    mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5);

    mMoonDiffuse  = gammaCorrect(componentMult(LLColor3::white, light_transmittance));
    mMoonAmbient  = gammaCorrect(componentMult(LLColor3::white, light_transmittance) * 0.5f);
    mTotalAmbient = mSunAmbient;

    mFadeColor = mTotalAmbient + (mSunDiffuse + mMoonDiffuse) * 0.5f;
    mFadeColor.setAlpha(0);
}

//=========================================================================
namespace
{
    LLQuaternion body_position_from_angles(F32 azimuth, F32 altitude)
    {
        // Azimuth is traditionally calculated from North, we are going from East.
        LLQuaternion rot_azi;
        LLQuaternion rot_alt;

        rot_azi.setAngleAxis(azimuth, VECT_ZENITH);
        rot_alt.setAngleAxis(-altitude, VECT_NORTHSOUTH);

        LLQuaternion body_quat = rot_alt * rot_azi;
        body_quat.normalize();

        //LLVector3 sun_vector = (DUE_EAST * body_quat);
        //_WARNS("RIDER") << "Azimuth=" << azimuth << " Altitude=" << altitude << " Body Vector=" << sun_vector.getValue() << LL_ENDL;
        return body_quat;
    }

    void angles_from_rotation(LLQuaternion quat, F32 &azimuth, F32 &altitude)
    {
        LLVector3 body_vector = (DUE_EAST * quat);

        LLVector3 body_az(body_vector[0], 0.f, body_vector[2]);
        LLVector3 body_al(0.f, body_vector[1], body_vector[2]);
        
        if (fabs(body_az.normalize()) > 0.001)
        {
            azimuth = angle_between(DUE_EAST, body_az);
            if (body_az[1] < 0.0f)
                azimuth = F_TWO_PI - azimuth;
        }
        else
            azimuth = 0.0f;

        if (fabs(body_al.normalize()) > 0.001)
        {
            altitude = angle_between(DUE_EAST, body_al);
            if (body_al[2] < 0.0f)
            {
                altitude = F_TWO_PI - altitude;
            }
        }
        else
            altitude = 0.0f;
    }
}