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/**
* @file lllegacyatmospherics.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_LLLEGACYATMOSPHERICS_H
#define LL_LLLEGACYATMOSPHERICS_H
#include "stdtypes.h"
#include "v3color.h"
#include "v4coloru.h"
#include "llviewertexture.h"
#include "llviewerobject.h"
#include "llframetimer.h"
#include "v3colorutil.h"
#include "llsettingssky.h"
//////////////////////////////////
//
// Lots of constants
//
// Will clean these up at some point...
//
const F32 HORIZON_DIST = 1024.0f;
const F32 ATM_EXP_FALLOFF = 0.000126f;
const F32 ATM_SEA_LEVEL_NDENS = 2.55e25f;
const F32 ATM_HEIGHT = 100000.f;
// 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;
class LLFace;
class LLHaze;
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;
}
/* Proportion of light that is scattered into 'path' from 'in' over distance dt. */
/* assumes that vectors 'path' and 'in' are normalized. Scattering coef / 2pi */
LL_FORCE_INLINE LLColor3 calcAirSca(const F32 h)
{
return calcFalloff(h) * sAirScaSeaLevel;
}
LL_FORCE_INLINE void calcAirSca(const F32 h, LLColor3 &result)
{
result = sAirScaSeaLevel;
result *= calcFalloff(h);
}
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;
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;
class AtmosphericsVars
{
public:
AtmosphericsVars()
: hazeColor(0,0,0)
, hazeColorBelowCloud(0,0,0)
, cloudColorSun(0,0,0)
, cloudColorAmbient(0,0,0)
, cloudDensity(0.0f)
, blue_density()
, blue_horizon()
, haze_density(0.0f)
, haze_horizon(0.0f)
, density_multiplier(0.0f)
, max_y(0.0f)
, sun_norm(0.0f, 1.0f, 0.0f, 1.0f)
, sunlight()
, ambient()
, glow()
, cloud_shadow(1.0f)
, dome_radius(1.0f)
, dome_offset(1.0f)
, light_atten()
, light_transmittance()
{
horizontalProjection[0] = LLVector2(0,0);
horizontalProjection[1] = LLVector2(0,0);
}
LLColor3 hazeColor;
LLColor3 hazeColorBelowCloud;
LLColor3 cloudColorSun;
LLColor3 cloudColorAmbient;
F32 cloudDensity;
LLVector2 horizontalProjection[2];
LLColor3 blue_density;
LLColor3 blue_horizon;
F32 haze_density;
F32 haze_horizon;
F32 density_multiplier;
F32 distance_multiplier;
F32 max_y;
LLVector4 sun_norm;
LLColor3 sunlight;
LLColor3 ambient;
LLColor3 glow;
F32 cloud_shadow;
F32 dome_radius;
F32 dome_offset;
LLColor3 light_atten;
LLColor3 light_transmittance;
};
class LLAtmospherics
{
public:
LLAtmospherics();
~LLAtmospherics();
void init();
void updateFog(const F32 distance, const LLVector3& tosun);
const LLHaze& getHaze() const { return mHaze; }
LLHaze& getHaze() { return mHaze; }
F32 getHazeConcentration() const { return mHazeConcentration; }
void setHaze(const LLHaze& h) { mHaze = h; }
void setFogRatio(const F32 fog_ratio) { mFogRatio = fog_ratio; }
F32 getFogRatio() const { return mFogRatio; }
LLColor4 getFogColor() const { return mFogColor; }
LLColor4 getGLFogColor() const { return mGLFogCol; }
void setCloudDensity(F32 cloud_density) { mCloudDensity = cloud_density; }
void setWind ( const LLVector3& wind ) { mWind = wind.length(); }
LLColor4 calcSkyColorInDir(AtmosphericsVars& vars, const LLVector3& dir, bool isShiny = false);
protected:
void calcSkyColorWLVert(LLVector3 & Pn, AtmosphericsVars& vars);
LLColor3 calcSkyColorWLFrag(LLVector3 & Pn, AtmosphericsVars& vars);
LLColor3 getHazeColor(LLSettingsSky::ptr_t psky, AtmosphericsVars& vars, F32 costheta, F32 cloud_shadow);
LLHaze mHaze;
F32 mHazeConcentration;
F32 mCloudDensity;
F32 mWind;
BOOL mInitialized;
LLVector3 mLastLightingDirection;
LLColor3 mLastTotalAmbient;
F32 mAmbientScale;
LLColor3 mNightColorShift;
F32 mInterpVal;
LLColor4 mFogColor;
LLColor4 mGLFogCol;
F32 mFogRatio;
F32 mWorldScale;
LLFrameTimer mUpdateTimer;
};
#endif
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