summaryrefslogtreecommitdiff
path: root/indra/newview/llsky.h
blob: 2413615085b3aef7b8b11c3a9b8a23250b7b36e1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
/** 
 * @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