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/**
* @file llenvmanager.h
* @brief Declaration of classes managing WindLight and water settings.
*
* $LicenseInfo:firstyear=2009&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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_ENVIRONMENT_H
#define LL_ENVIRONMENT_H
#include "llmemory.h"
#include "llsd.h"
#include "llsettingssky.h"
#include "llsettingswater.h"
class LLViewerCamera;
class LLGLSLShader;
//-------------------------------------------------------------------------
//-------------------------------------------------------------------------
class LLEnvironment : public LLSingleton<LLEnvironment>
{
LLSINGLETON(LLEnvironment);
LOG_CLASS(LLEnvironment);
public:
class UserPrefs
{
friend class LLEnvironment;
public:
UserPrefs();
bool getUseRegionSettings() const { return mUseRegionSettings; }
bool getUseDayCycle() const { return mUseDayCycle; }
bool getUseFixedSky() const { return !getUseDayCycle(); }
std::string getWaterPresetName() const { return mWaterPresetName; }
std::string getSkyPresetName() const { return mSkyPresetName; }
std::string getDayCycleName() const { return mDayCycleName; }
void setUseRegionSettings(bool val);
void setUseWaterPreset(const std::string& name);
void setUseSkyPreset(const std::string& name);
void setUseDayCycle(const std::string& name);
private:
void load();
void store();
bool mUseRegionSettings;
bool mUseDayCycle;
bool mPersistEnvironment;
std::string mWaterPresetName;
std::string mSkyPresetName;
std::string mDayCycleName;
};
virtual ~LLEnvironment();
void loadPreferences();
const UserPrefs & getPreferences() const { return mUserPrefs; }
LLSettingsSky::ptr_t getCurrentSky() const { return mCurrentSky; }
LLSettingsWater::ptr_t getCurrentWater() const { return mCurrentWater; }
void update(const LLViewerCamera * cam);
void updateGLVariablesForSettings(LLGLSLShader *shader, const LLSettingsBase::ptr_t &psetting);
void updateShaderUniforms(LLGLSLShader *shader);
void addSky(const LLSettingsSky::ptr_t &sky);
void selectSky(const std::string &name);
void addWater(const LLSettingsWater::ptr_t &sky);
void selectWater(const std::string &name);
inline LLVector2 getCloudScrollDelta() const { return mCloudScrollDelta; }
F32 getCamHeight() const;
F32 getWaterHeight() const;
bool getIsDayTime() const; // "Day Time" is defined as the sun above the horizon.
bool getIsNightTime() const { return !getIsDayTime(); } // "Not Day Time"
inline F32 getSceneLightStrength() const { return mSceneLightStrength; }
inline void setSceneLightStrength(F32 light_strength) { mSceneLightStrength = light_strength; }
inline LLVector4 getLightDirection() const { return LLVector4(mCurrentSky->getLightDirection(), 0.0f); }
inline LLVector4 getClampedLightDirection() const { return LLVector4(mCurrentSky->getClampedLightDirection(), 0.0f); }
inline LLVector4 getRotatedLight() const { return mRotatedLight; }
private:
static const F32 SUN_DELTA_YAW;
static const F32 NIGHTTIME_ELEVATION_COS;
typedef std::map<std::string, LLSettingsBase::ptr_t> NamedSettingMap_t;
typedef std::map<LLUUID, LLSettingsBase::ptr_t> AssetSettingMap_t;
LLVector2 mCloudScrollDelta; // cumulative cloud delta
LLSettingsSky::ptr_t mCurrentSky;
LLSettingsWater::ptr_t mCurrentWater;
NamedSettingMap_t mSkysByName;
AssetSettingMap_t mSkysById;
NamedSettingMap_t mWaterByName;
AssetSettingMap_t mWaterById;
F32 mSceneLightStrength;
LLVector4 mRotatedLight;
UserPrefs mUserPrefs;
//void addSky(const LLUUID &id, const LLSettingsSky::ptr_t &sky);
void removeSky(const std::string &name);
//void removeSky(const LLUUID &id);
void clearAllSkys();
//void addWater(const LLUUID &id, const LLSettingsSky::ptr_t &sky);
void removeWater(const std::string &name);
//void removeWater(const LLUUID &id);
void clearAllWater();
void updateCloudScroll();
};
#endif // LL_ENVIRONMENT_H
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