summaryrefslogtreecommitdiff
path: root/indra/newview/llvosky.h
blob: 466cdfdcd01ed3f396048043404e9d4361554db9 (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
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
/** 
 * @file llvosky.h
 * @brief LLVOSky class header file
 *
 * $LicenseInfo:firstyear=2001&license=viewergpl$
 * 
 * Copyright (c) 2001-2009, Linden Research, Inc.
 * 
 * Second Life Viewer Source Code
 * The source code in this file ("Source Code") is provided by Linden Lab
 * to you under the terms of the GNU General Public License, version 2.0
 * ("GPL"), unless you have obtained a separate licensing agreement
 * ("Other License"), formally executed by you and Linden Lab.  Terms of
 * the GPL can be found in doc/GPL-license.txt in this distribution, or
 * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
 * 
 * There are special exceptions to the terms and conditions of the GPL as
 * it is applied to this Source Code. View the full text of the exception
 * in the file doc/FLOSS-exception.txt in this software distribution, or
 * online at
 * http://secondlifegrid.net/programs/open_source/licensing/flossexception
 * 
 * By copying, modifying or distributing this software, you acknowledge
 * that you have read and understood your obligations described above,
 * and agree to abide by those obligations.
 * 
 * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
 * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
 * COMPLETENESS OR PERFORMANCE.
 * $/LicenseInfo$
 */

#ifndef LL_LLVOSKY_H
#define LL_LLVOSKY_H

#include "stdtypes.h"
#include "v3color.h"
#include "v4coloru.h"
#include "llviewertexture.h"
#include "llviewerobject.h"
#include "llframetimer.h"


//////////////////////////////////
//
// Lots of constants
//
// Will clean these up at some point...
//

const F32 HORIZON_DIST			= 1024.0f;
const F32 SKY_BOX_MULT			= 16.0f;
const F32 HEAVENLY_BODY_DIST		= HORIZON_DIST - 10.f;
const F32 HEAVENLY_BODY_FACTOR	= 0.1f;
const F32 HEAVENLY_BODY_SCALE	= HEAVENLY_BODY_DIST * HEAVENLY_BODY_FACTOR;
const F32 EARTH_RADIUS			= 6.4e6f;       // exact radius = 6.37 x 10^6 m
const F32 ATM_EXP_FALLOFF		= 0.000126f;
const F32 ATM_SEA_LEVEL_NDENS	= 2.55e25f;
// Somewhat arbitrary:
const F32 ATM_HEIGHT			= 100000.f;

const F32 FIRST_STEP = 5000.f;
const F32 INV_FIRST_STEP = 1.f/FIRST_STEP;
const S32 NO_STEPS = 15;
const F32 INV_NO_STEPS = 1.f/NO_STEPS;


// 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;

// HACK: Allow server to change sun and moon IDs.
// I can't figure out how to pass the appropriate
// information into the LLVOSky constructor.  JC
extern LLUUID gSunTextureID;
extern LLUUID gMoonTextureID;


LL_FORCE_INLINE LLColor3 color_div(const LLColor3 &col1, const LLColor3 &col2)
{
	return LLColor3( 
		col1.mV[0] / col2.mV[0],
		col1.mV[1] / col2.mV[1],
		col1.mV[2] / col2.mV[2] );
}

LLColor3 color_norm(const LLColor3 &col);
BOOL clip_quad_to_horizon(F32& t_left, F32& t_right, LLVector3 v_clipped[4],
						  const LLVector3 v_corner[4], const F32 cos_max_angle);
F32 clip_side_to_horizon(const LLVector3& v0, const LLVector3& v1, const F32 cos_max_angle);

inline F32 color_intens ( const LLColor3 &col )
{
	return col.mV[0] + col.mV[1] + col.mV[2];
}

inline F32 color_max(const LLColor3 &col)
{
	return llmax(col.mV[0], col.mV[1], col.mV[2]);
}

inline F32 color_max(const LLColor4 &col)
{
	return llmax(col.mV[0], col.mV[1], col.mV[2]);
}


inline F32 color_min(const LLColor3 &col)
{
	return llmin(col.mV[0], col.mV[1], col.mV[2]);
}

class LLFace;
class LLHaze;


class LLSkyTex
{
	friend class LLVOSky;
private:
	static S32		sResolution;
	static S32		sComponents;
	LLPointer<LLViewerTexture> mTexture[2];
	LLPointer<LLImageRaw> mImageRaw[2];
	LLColor4		*mSkyData;
	LLVector3		*mSkyDirs;			// Cache of sky direction vectors
	static S32		sCurrent;
	static F32		sInterpVal;

public:
	static F32 getInterpVal()					{ return sInterpVal; }
	static void setInterpVal(const F32 v)		{ sInterpVal = v; }
	static BOOL doInterpolate()					{ return sInterpVal > 0.001f; }

	void bindTexture(BOOL curr = TRUE);
	
protected:
	LLSkyTex();
	void init();
	void cleanupGL();
	void restoreGL();

	~LLSkyTex();


	static S32 getResolution()						{ return sResolution; }
	static S32 getCurrent()						{ return sCurrent; }
	static S32 stepCurrent()					{ return (sCurrent = ++sCurrent % 2); }
	static S32 getNext()						{ return ((sCurrent+1) % 2); }
	static S32 getWhich(const BOOL curr)		{ return curr ? sCurrent : getNext(); }

	void initEmpty(const S32 tex);
	
	void create(F32 brightness);

	void setDir(const LLVector3 &dir, const S32 i, const S32 j)
	{
		S32 offset = i * sResolution + j;
		mSkyDirs[offset] = dir;
	}

	const LLVector3 &getDir(const S32 i, const S32 j) const
	{
		S32 offset = i * sResolution + j;
		return mSkyDirs[offset];
	}

	void setPixel(const LLColor4 &col, const S32 i, const S32 j)
	{
		S32 offset = i * sResolution + j;
		mSkyData[offset] = col;
	}

	void setPixel(const LLColor4U &col, const S32 i, const S32 j)
	{
		S32 offset = (i * sResolution + j) * sComponents;
		U32* pix = (U32*) &(mImageRaw[sCurrent]->getData()[offset]);
		*pix = col.mAll;
	}

	LLColor4U getPixel(const S32 i, const S32 j)
	{
		LLColor4U col;
		S32 offset = (i * sResolution + j) * sComponents;
		U32* pix = (U32*) &(mImageRaw[sCurrent]->getData()[offset]);
		col.mAll = *pix;
		return col;
	}

	LLImageRaw* getImageRaw(BOOL curr=TRUE)			{ return mImageRaw[getWhich(curr)]; }
	void createGLImage(BOOL curr=TRUE);
};

/// TODO Move into the stars draw pool (and rename them appropriately).
class LLHeavenBody
{
protected:
	LLVector3		mDirectionCached;		// hack for events that shouldn't happen every frame

	LLColor3		mColor;
	LLColor3		mColorCached;
	F32				mIntensity;
	LLVector3		mDirection;				// direction of the local heavenly body
	LLVector3		mAngularVelocity;		// velocity of the local heavenly body

	F32				mDiskRadius;
	BOOL			mDraw;					// FALSE - do not draw.
	F32				mHorizonVisibility;		// number [0, 1] due to how horizon
	F32				mVisibility;			// same but due to other objects being in throng.
	BOOL			mVisible;
	static F32		sInterpVal;
	LLVector3		mQuadCorner[4];
	LLVector3		mU;
	LLVector3		mV;
	LLVector3		mO;

public:
	LLHeavenBody(const F32 rad) :
		mDirectionCached(LLVector3(0,0,0)),
		mDirection(LLVector3(0,0,0)),
		mIntensity(0.f),
		mDiskRadius(rad), mDraw(FALSE),
		mHorizonVisibility(1.f), mVisibility(1.f),
		mVisible(FALSE)
	{
		mColor.setToBlack();
		mColorCached.setToBlack();
	}
	~LLHeavenBody() {}

	const LLVector3& getDirection()	const				{ return mDirection; }
	void setDirection(const LLVector3 &direction)		{ mDirection = direction; }
	void setAngularVelocity(const LLVector3 &ang_vel)	{ mAngularVelocity = ang_vel; }
	const LLVector3& getAngularVelocity() const			{ return mAngularVelocity; }

	const LLVector3& getDirectionCached() const			{ return mDirectionCached; }
	void renewDirection()								{ mDirectionCached = mDirection; }

	const LLColor3& getColorCached() const				{ return mColorCached; }
	void setColorCached(const LLColor3& c)				{ mColorCached = c; }
	const LLColor3& getColor() const					{ return mColor; }
	void setColor(const LLColor3& c)					{ mColor = c; }

	void renewColor()									{ mColorCached = mColor; }

	static F32 interpVal()								{ return sInterpVal; }
	static void setInterpVal(const F32 v)				{ sInterpVal = v; }

	LLColor3 getInterpColor() const
	{
		return sInterpVal * mColor + (1 - sInterpVal) * mColorCached;
	}

	const F32& getHorizonVisibility() const				{ return mHorizonVisibility; }
	void setHorizonVisibility(const F32 c = 1)			{ mHorizonVisibility = c; }
	const F32& getVisibility() const					{ return mVisibility; }
	void setVisibility(const F32 c = 1)					{ mVisibility = c; }
	F32 getHaloBrighness() const
	{
		return llmax(0.f, llmin(0.9f, mHorizonVisibility)) * mVisibility;
	}
	BOOL isVisible() const								{ return mVisible; }
	void setVisible(const BOOL v)						{ mVisible = v; }

	const F32& getIntensity() const						{ return mIntensity; }
	void setIntensity(const F32 c)						{ mIntensity = c; }

	void setDiskRadius(const F32 radius)				{ mDiskRadius = radius; }
	F32	getDiskRadius()	const							{ return mDiskRadius; }

	void setDraw(const BOOL draw)						{ mDraw = draw; }
	BOOL getDraw() const								{ return mDraw; }

	const LLVector3& corner(const S32 n) const			{ return mQuadCorner[n]; }
	LLVector3& corner(const S32 n)						{ return mQuadCorner[n]; }
	const LLVector3* corners() const					{ return mQuadCorner; }

	const LLVector3& getU() const						{ return mU; }
	const LLVector3& getV() const						{ return mV; }
	void setU(const LLVector3& u)						{ mU = u; }
	void setV(const LLVector3& v)						{ mV = v; }
};


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;
}


LL_FORCE_INLINE LLColor3 calc_air_sca_sea_level()
{
	const static LLColor3 WAVE_LEN(675, 520, 445);
	const static LLColor3 refr_ind = refr_ind_calc(WAVE_LEN);
	const static LLColor3 n21 = refr_ind * refr_ind - LLColor3(1, 1, 1);
	const static LLColor3 n4 = n21 * n21;
	const static LLColor3 wl2 = WAVE_LEN * WAVE_LEN * 1e-6f;
	const static LLColor3 wl4 = wl2 * wl2;
	const static LLColor3 mult_const = fsigma * 2.0f/ 3.0f * 1e24f * (F_PI * F_PI) * n4;
	const static F32 dens_div_N = F32( ATM_SEA_LEVEL_NDENS / Ndens2);
	return dens_div_N * color_div ( mult_const, wl4 );
}

const LLColor3 gAirScaSeaLevel = calc_air_sca_sea_level();
const F32 AIR_SCA_INTENS = color_intens(gAirScaSeaLevel);	
const F32 AIR_SCA_AVG = AIR_SCA_INTENS / 3.f;

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) / AIR_SCA_INTENS;
	}

	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 / AIR_SCA_AVG;
	}

	static void initClass();


	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) / AIR_SCA_INTENS;
	}

	void setSigSca(const F32 s0, const F32 s1, const F32 s2)
	{
		mSigSca = AIR_SCA_AVG * 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;

	static inline LLColor3 calcAirSca(const F32 h);
	static inline void calcAirSca(const F32 h, LLColor3 &result);
	static LLColor3 calcAirScaSeaLevel()			{ return gAirScaSeaLevel; }
	static const LLColor3 &getAirScaSeaLevel()		{ return sAirScaSeaLevel; }
public:
	static LLColor3 sAirScaSeaLevel;

protected:
	F32			mG;
	LLColor3	mSigSca;
	F32			mFalloff;	// 1 - slow, >1 - faster
	F32			mAbsCoef;
};


class LLCubeMap;

// turn on floating point precision
// in vs2003 for this class.  Otherwise
// black dots go everywhere from 7:10 - 8:50
#if LL_MSVC && __MSVC_VER__ < 8
#pragma optimize("p", on)		
#endif


class LLVOSky : public LLStaticViewerObject
{
public:
	/// WL PARAMS
	F32 dome_radius;
	F32 dome_offset_ratio;
	LLColor3 sunlight_color;
	LLColor3 ambient;
	F32 gamma;
	LLVector4 lightnorm;
	LLVector4 unclamped_lightnorm;
	LLColor3 blue_density;
	LLColor3 blue_horizon;
	F32 haze_density;
	LLColor3 haze_horizon;
	F32 density_multiplier;
	F32 max_y;
	LLColor3 glow;
	F32 cloud_shadow;
	LLColor3 cloud_color;
	F32 cloud_scale;
	LLColor3 cloud_pos_density1;
	LLColor3 cloud_pos_density2;
	
public:
	void initAtmospherics(void);
	void calcAtmospherics(void);
	LLColor3 createDiffuseFromWL(LLColor3 diffuse, LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient);
	LLColor3 createAmbientFromWL(LLColor3 ambient, LLColor3 sundiffuse, LLColor3 sunambient);

	void calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLColor3 & vary_CloudColorSun, 
							LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity, 
							LLVector2 vary_HorizontalProjection[2]);

	LLColor3 calcSkyColorWLFrag(LLVector3 & Pn, LLColor3 & vary_HazeColor,	LLColor3 & vary_CloudColorSun, 
							LLColor3 & vary_CloudColorAmbient, F32 & vary_CloudDensity, 
							LLVector2 vary_HorizontalProjection[2]);

public:
	enum
	{
		FACE_SIDE0,
		FACE_SIDE1,
		FACE_SIDE2,
		FACE_SIDE3,
		FACE_SIDE4,
		FACE_SIDE5,
		FACE_SUN, // was 6
		FACE_MOON, // was 7
		FACE_BLOOM, // was 8
		FACE_REFLECTION, // was 10
		FACE_DUMMY, //for an ATI bug --bao
		FACE_COUNT
	};
	
	LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);

	// Initialize/delete data that's only inited once per class.
	static void initClass();
	void init();
	void initCubeMap();
	void initEmpty();
	
	void cleanupGL();
	void restoreGL();

	/*virtual*/ BOOL idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time);
	BOOL updateSky();
	
	// Graphical stuff for objects - maybe broken out into render class
	// later?
	/*virtual*/ void updateTextures(LLAgent &agent);
	/*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
	/*virtual*/ BOOL		updateGeometry(LLDrawable *drawable);

	void initSkyTextureDirs(const S32 side, const S32 tile);
	void createSkyTexture(const S32 side, const S32 tile);

	LLColor4 calcSkyColorInDir(const LLVector3& dir, bool isShiny = false);
	
	LLColor3 calcRadianceAtPoint(const LLVector3& pos) const
	{
		F32 radiance = mBrightnessScaleGuess * mSun.getIntensity();
		return LLColor3(radiance, radiance, radiance);
	}

	const LLHeavenBody& getSun() const						{ return mSun; }
	const LLHeavenBody& getMoon() const						{ return mMoon; }

	const LLVector3& getToSunLast() const					{ return mSun.getDirectionCached(); }
	const LLVector3& getToSun() const						{ return mSun.getDirection(); }
	const LLVector3& getToMoon() const						{ return mMoon.getDirection(); }
	const LLVector3& getToMoonLast() const					{ return mMoon.getDirectionCached(); }
	BOOL isSunUp() const									{ return mSun.getDirectionCached().mV[2] > -0.05f; }
	void calculateColors();

	LLColor3 getSunDiffuseColor() const						{ return mSunDiffuse; }
	LLColor3 getMoonDiffuseColor() const					{ return mMoonDiffuse; }
	LLColor4 getSunAmbientColor() const						{ return mSunAmbient; }
	LLColor4 getMoonAmbientColor() const					{ return mMoonAmbient; }
	const LLColor4& getTotalAmbientColor() const			{ return mTotalAmbient; }
	LLColor4 getFogColor() const							{ return mFogColor; }
	LLColor4 getGLFogColor() const							{ return mGLFogCol; }
	
	BOOL isSameFace(S32 idx, const LLFace* face) const { return mFace[idx] == face; }

	void initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity);

	void setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity);

	BOOL updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 side, const BOOL is_sun,
									LLHeavenBody& hb, const F32 sin_max_angle,
									const LLVector3 &up, const LLVector3 &right);

	F32 cosHorizon(const F32 delta = 0) const
	{
		const F32 sin_angle = EARTH_RADIUS/(EARTH_RADIUS + mCameraPosAgent.mV[2]);
		return delta - (F32)sqrt(1.f - sin_angle * sin_angle);
	}

	void updateSunHaloGeometry(LLDrawable *drawable);
	void updateReflectionGeometry(LLDrawable *drawable, F32 H, const LLHeavenBody& HB);

	
	const LLHaze& getHaze() const						{ return mHaze; }
	LLHaze&	getHaze()									{ return mHaze; }
	F32 getHazeConcentration() const					{ return mHazeConcentration; }
	void setHaze(const LLHaze& h)						{ mHaze = h; }
	F32 getWorldScale() const							{ return mWorldScale; }
	void setWorldScale(const F32 s)						{ mWorldScale = s; }
	void updateFog(const F32 distance);
	void setFogRatio(const F32 fog_ratio)				{ mFogRatio = fog_ratio; }
	LLColor4U getFadeColor() const						{ return mFadeColor; }
	F32 getFogRatio() const								{ return mFogRatio; }
	void setCloudDensity(F32 cloud_density)				{ mCloudDensity = cloud_density; }
	void setWind ( const LLVector3& wind )				{ mWind = wind.length(); }

	const LLVector3 &getCameraPosAgent() const			{ return mCameraPosAgent; }
	LLVector3 getEarthCenter() const					{ return mEarthCenter; }

	LLCubeMap *getCubeMap() const						{ return mCubeMap; }
	S32 getDrawRefl() const								{ return mDrawRefl; }
	void setDrawRefl(const S32 r)						{ mDrawRefl = r; }
	BOOL isReflFace(const LLFace* face) const			{ return face == mFace[FACE_REFLECTION]; }
	LLFace* getReflFace() const							{ return mFace[FACE_REFLECTION]; }

	LLViewerTexture*	getSunTex() const					{ return mSunTexturep; }
	LLViewerTexture*	getMoonTex() const					{ return mMoonTexturep; }
	LLViewerTexture*	getBloomTex() const					{ return mBloomTexturep; }
	void forceSkyUpdate(void)							{ mForceUpdate = TRUE; }

public:
	LLFace	*mFace[FACE_COUNT];
	LLVector3	mBumpSunDir;

protected:
	~LLVOSky();

	LLPointer<LLViewerFetchedTexture> mSunTexturep;
	LLPointer<LLViewerFetchedTexture> mMoonTexturep;
	LLPointer<LLViewerFetchedTexture> mBloomTexturep;

	static S32			sResolution;
	static S32			sTileResX;
	static S32			sTileResY;
	LLSkyTex			mSkyTex[6];
	LLSkyTex			mShinyTex[6];
	LLHeavenBody		mSun;
	LLHeavenBody		mMoon;
	LLVector3			mSunDefaultPosition;
	LLVector3			mSunAngVel;
	F32					mAtmHeight;
	LLVector3			mEarthCenter;
	LLVector3			mCameraPosAgent;
	F32					mBrightnessScale;
	LLColor3			mBrightestPoint;
	F32					mBrightnessScaleNew;
	LLColor3			mBrightestPointNew;
	F32					mBrightnessScaleGuess;
	LLColor3			mBrightestPointGuess;
	LLHaze				mHaze;
	F32					mHazeConcentration;
	BOOL				mWeatherChange;
	F32					mCloudDensity;
	F32					mWind;
	
	BOOL				mInitialized;
	BOOL				mForceUpdate;				//flag to force instantaneous update of cubemap
	LLVector3			mLastLightingDirection;
	LLColor3			mLastTotalAmbient;
	F32					mAmbientScale;
	LLColor3			mNightColorShift;
	F32					sInterpVal;

	LLColor4			mFogColor;
	LLColor4			mGLFogCol;
	
	F32					mFogRatio;
	F32					mWorldScale;

	LLColor4			mSunAmbient;
	LLColor4			mMoonAmbient;
	LLColor4			mTotalAmbient;
	LLColor3			mSunDiffuse;
	LLColor3			mMoonDiffuse;
	LLColor4U			mFadeColor;					// Color to fade in from	

	LLPointer<LLCubeMap>	mCubeMap;					// Cube map for the environment
	S32					mDrawRefl;

	LLFrameTimer		mUpdateTimer;

public:
	//by bao
	//fake vertex buffer updating
	//to guaranttee at least updating one VBO buffer every frame
	//to walk around the bug caused by ATI card --> DEV-3855
	//
	void createDummyVertexBuffer() ;
	void updateDummyVertexBuffer() ;

	BOOL mHeavenlyBodyUpdated ;
};

// turn it off
#if LL_MSVC && __MSVC_VER__ < 8
#pragma optimize("p", off)		
#endif

// Utility functions
F32 azimuth(const LLVector3 &v);
F32 color_norm_pow(LLColor3& col, F32 e, BOOL postmultiply = FALSE);


/* Proportion of light that is scattered into 'path' from 'in' over distance dt. */
/* assumes that vectors 'path' and 'in' are normalized. Scattering coef / 2pi */

inline LLColor3 LLHaze::calcAirSca(const F32 h)
{
	static const LLColor3 air_sca_sea_level = calcAirScaSeaLevel();
	return calcFalloff(h) * air_sca_sea_level;
}

inline void LLHaze::calcAirSca(const F32 h, LLColor3 &result)
{
	static const LLColor3 air_sca_sea_level = calcAirScaSeaLevel();
	result = air_sca_sea_level;
	result *= calcFalloff(h);
}


#endif