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/**
* @file llsky.h
* @brief It's, uh, the sky!
*
* $LicenseInfo:firstyear=2001&license=viewerlgpl$
* 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_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"
class LLViewerCamera;
class LLVOWLSky;
class LLSky
{
public:
LLSky();
~LLSky();
void init();
void cleanup();
// These directions should be in CFR coord sys (+x at, +z up, +y right)
void setSunAndMoonDirectionsCFR(const LLVector3 &sun_direction, const LLVector3 &moon_direction);
void setSunDirectionCFR(const LLVector3 &sun_direction);
void setMoonDirectionCFR(const LLVector3 &moon_direction);
void setSunTextures(const LLUUID& sun_texture, const LLUUID& sun_texture_next);
void setMoonTextures(const LLUUID& moon_texture, const LLUUID& moon_texture_next);
void setCloudNoiseTextures(const LLUUID& cloud_noise_texture, const LLUUID& cloud_noise_texture_next);
void setBloomTextures(const LLUUID& bloom_texture, const LLUUID& bloom_texture_next);
void setSunScale(F32 sun_scale);
void setMoonScale(F32 moon_scale);
LLColor4 getSkyFogColor() const;
void setCloudDensityAtAgent(F32 cloud_density);
void setWind(const LLVector3& wind);
void updateFog(const F32 distance);
void updateCull();
void updateSky();
S32 mLightingGeneration;
BOOL mUpdatedThisFrame;
void setFogRatio(const F32 fog_ratio); // Fog distance as fraction of cull distance.
F32 getFogRatio() const;
LLColor4U getFadeColor() const;
void destroyGL();
void restoreGL();
void resetVertexBuffers();
void addSunMoonBeacons();
void renderSunMoonBeacons(const LLVector3& pos_agent, const LLVector3& direction, LLColor4 color);
public:
LLPointer<LLVOSky> mVOSkyp; // Pointer to the LLVOSky object (only one, ever!)
LLPointer<LLVOWLSky> mVOWLSkyp;
protected:
LLColor4 mFogColor;
};
extern LLSky gSky;
#endif
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