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/**
* @file llsky.h
* @brief It's, uh, the sky!
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#ifndef LL_LLSKY_H
#define LL_LLSKY_H
#include "llmath.h"
//#include "vmath.h"
#include "v3math.h"
#include "v4math.h"
#include "v4color.h"
#include "v4coloru.h"
#include "llvosky.h"
#include "llvostars.h"
#include "llvoground.h"
const F32 NIGHTTIME_ELEVATION = -8.0f; // degrees
const F32 NIGHTTIME_ELEVATION_COS = (F32)sin(NIGHTTIME_ELEVATION*DEG_TO_RAD);
class LLViewerCamera;
class LLSky
{
public:
LLSky();
~LLSky();
void init(const LLVector3 &sun_direction);
void free();
void cleanup();
void setOverrideSun(BOOL override);
BOOL getOverrideSun() { return mOverrideSimSunPosition; }
void setSunDirection(const LLVector3 &sun_direction, const LLVector3 &sun_ang_velocity);
void setSunTargetDirection(const LLVector3 &sun_direction, const LLVector3 &sun_ang_velocity);
LLColor4 getFogColor() const;
void setCloudDensityAtAgent(F32 cloud_density);
void setWind(const LLVector3& wind);
void updateFog(const F32 distance);
void updateCull();
void updateSky();
void propagateHeavenlyBodies(F32 dt); // dt = seconds
S32 mLightingGeneration;
BOOL mUpdatedThisFrame;
void setFogRatio(const F32 fog_ratio); // Fog distance as fraction of cull distance.
F32 getFogRatio() const;
LLColor4U getFadeColor() const;
LLVector3 getSunDirection() const;
LLVector3 getMoonDirection() const;
LLColor4 getSunDiffuseColor() const;
LLColor4 getMoonDiffuseColor() const;
LLColor4 getTotalAmbientColor() const;
BOOL sunUp() const;
LLColor4 calcInScatter(LLColor4& transp, const LLVector3 &point, F32 exag) const;
F32 getSunPhase() const;
void setSunPhase(const F32 phase);
void destroyGL();
void restoreGL();
public:
LLPointer<LLVOSky> mVOSkyp; // Pointer to the LLVOSky object (only one, ever!)
LLPointer<LLVOStars> mVOStarsp; // Pointer to the LLVOStars object (only one, ever!)
LLPointer<LLVOGround> mVOGroundp;
LLVector3 mSunTargDir;
// Legacy stuff
LLVector3 mSunDefaultPosition;
protected:
BOOL mOverrideSimSunPosition;
F32 mSunPhase;
LLColor4 mFogColor; // Color to use for fog and haze
F32 mHaze; // a multiplier to scale the lighting
F32 mDomeRadius; // sky dome size
LLVector3 mLastSunDirection;
};
extern LLSky gSky;
#endif
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