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/**
 * @file llvosky.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_LLVOSKY_H
#define LL_LLVOSKY_H

#include "stdtypes.h"
#include "v3color.h"
#include "v4coloru.h"
#include "llquaternion.h"
#include "llviewertexture.h"
#include "llviewerobject.h"
#include "llframetimer.h"
#include "v3colorutil.h"
#include "llsettingssky.h"
#include "lllegacyatmospherics.h"

const F32 SKY_BOX_MULT          = 16.0f;
const F32 HEAVENLY_BODY_DIST    = HORIZON_DIST - 20.f;
const F32 HEAVENLY_BODY_FACTOR  = 0.1f;
const F32 HEAVENLY_BODY_SCALE   = HEAVENLY_BODY_DIST * HEAVENLY_BODY_FACTOR;

const F32 SKYTEX_COMPONENTS = 4;
const F32 SKYTEX_RESOLUTION = 64;

class LLFace;
class LLHaze;

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

public:
    void bindTexture(bool curr = true);

protected:
    LLSkyTex();
    void init(bool isShiny);
    void cleanupGL();
    void restoreGL();

    ~LLSkyTex();


    static S32 getResolution();
    static S32 getCurrent();
    static S32 stepCurrent();
    static S32 getNext();
    static S32 getWhich(const bool curr);

    void initEmpty(const S32 tex);

    void create();

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

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

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

    void setPixel(const LLColor4U &col, const S32 i, const S32 j)
    {
        LLImageDataSharedLock lock(mImageRaw[sCurrent]);
        S32 offset = (S32)((i * SKYTEX_RESOLUTION + j) * SKYTEX_COMPONENTS);
        U32* pix = (U32*) &(mImageRaw[sCurrent]->getData()[offset]);
        *pix = col.asRGBA();
    }

    LLColor4U getPixel(const S32 i, const S32 j)
    {
        LLColor4U col;
        LLImageDataSharedLock lock(mImageRaw[sCurrent]);
        S32 offset = (S32)((i * SKYTEX_RESOLUTION + j) * SKYTEX_COMPONENTS);
        U32* pix = (U32*) &(mImageRaw[sCurrent]->getData()[offset]);
        col.fromRGBA( *pix );
        return col;
    }

    LLImageRaw* getImageRaw(bool curr=true);
    void createGLImage(S32 which);

    bool mIsShiny;
};

/// 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
    LLQuaternion    mRotation;
    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       mO;

public:
    LLHeavenBody(const F32 rad);
    ~LLHeavenBody() {}

    const LLQuaternion& getRotation() const;
    void                setRotation(const LLQuaternion& rot);

    const LLVector3& getDirection() const;
    void setDirection(const LLVector3 &direction);
    void setAngularVelocity(const LLVector3 &ang_vel);
    const LLVector3& getAngularVelocity() const;

    const LLVector3& getDirectionCached() const;
    void renewDirection();

    const LLColor3& getColorCached() const;
    void setColorCached(const LLColor3& c);
    const LLColor3& getColor() const;
    void setColor(const LLColor3& c);

    void renewColor();

    static F32 interpVal();
    static void setInterpVal(const F32 v);

    LLColor3 getInterpColor() const;

    const F32& getVisibility() const;
    void setVisibility(const F32 c = 1);

    bool isVisible() const;
    void setVisible(const bool v);

    const F32& getIntensity() const;
    void setIntensity(const F32 c);

    void setDiskRadius(const F32 radius);
    F32 getDiskRadius() const;

    void setDraw(const bool draw);
    bool getDraw() const;

    const LLVector3& corner(const S32 n) const;
    LLVector3& corner(const S32 n);
    const LLVector3* corners() const;
};

class LLCubeMap;

class LLVOSky : public LLStaticViewerObject
{
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_COUNT
    };

    LLVOSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp);

    // Initialize/delete data that's only inited once per class.
    void init();
    void initCubeMap();

    void cleanupGL();
    void restoreGL();

    void calc();
    void cacheEnvironment(LLSettingsSky::ptr_t psky, AtmosphericsVars& atmosphericsVars);

    /*virtual*/ void idleUpdate(LLAgent &agent, const F64 &time);
    bool updateSky();

    // Graphical stuff for objects - maybe broken out into render class
    // later?
    /*virtual*/ void updateTextures();
    /*virtual*/ LLDrawable* createDrawable(LLPipeline *pipeline);
    /*virtual*/ bool        updateGeometry(LLDrawable *drawable);

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

    bool isSameFace(S32 idx, const LLFace* face) const { return mFace[idx] == face; }

    // directions provided should already be in CFR coord sys (+x at, +z up, +y right)
    void setSunAndMoonDirectionsCFR(const LLVector3 &sun_dir, const LLVector3 &moon_dir);
    void setSunDirectionCFR(const LLVector3 &sun_direction);
    void setMoonDirectionCFR(const LLVector3 &moon_direction);

    bool updateHeavenlyBodyGeometry(LLDrawable *drawable, F32 scale, const S32 side, LLHeavenBody& hb, const LLVector3 &up, const LLVector3 &right);
    void updateReflectionGeometry(LLDrawable *drawable, F32 H, const LLHeavenBody& HB);

    F32 getWorldScale() const                           { return mWorldScale; }
    void setWorldScale(const F32 s)                     { mWorldScale = s; }
    void updateFog(const F32 distance);

    void setFogRatio(const F32 fog_ratio)               { m_legacyAtmospherics.setFogRatio(fog_ratio); }
    F32  getFogRatio() const                            { return m_legacyAtmospherics.getFogRatio(); }

    LLColor4 getSkyFogColor() const                        { return m_legacyAtmospherics.getFogColor(); }
    LLColor4 getGLFogColor() const                      { return m_legacyAtmospherics.getGLFogColor(); }

    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[0]; }
    LLViewerTexture*    getMoonTex() const              { return mMoonTexturep[0]; }
    LLViewerTexture*    getBloomTex() const             { return mBloomTexturep[0]; }
    LLViewerTexture*    getCloudNoiseTex() const        { return mCloudNoiseTexturep[0]; }

    LLViewerTexture*    getRainbowTex() const           { return mRainbowMap; }
    LLViewerTexture*    getHaloTex() const          { return mHaloMap;  }

    LLViewerTexture*    getSunTexNext() const           { return mSunTexturep[1]; }
    LLViewerTexture*    getMoonTexNext() const          { return mMoonTexturep[1]; }
    LLViewerTexture*    getBloomTexNext() const         { return mBloomTexturep[1]; }
    LLViewerTexture*    getCloudNoiseTexNext() const    { return mCloudNoiseTexturep[1]; }

    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 sun_scale);

    void forceSkyUpdate(void);

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

    F32 getInterpVal() const { return mInterpVal; }

protected:
    ~LLVOSky();

    void updateDirections(LLSettingsSky::ptr_t psky);

    void initSkyTextureDirs(const S32 side, const S32 tile);
    void createSkyTexture(const LLSettingsSky::ptr_t &psky, AtmosphericsVars& vars, const S32 side, const S32 tile);

    LLPointer<LLViewerFetchedTexture> mSunTexturep[2];
    LLPointer<LLViewerFetchedTexture> mMoonTexturep[2];
    LLPointer<LLViewerFetchedTexture> mCloudNoiseTexturep[2];
    LLPointer<LLViewerFetchedTexture> mBloomTexturep[2];
    LLPointer<LLViewerFetchedTexture> mRainbowMap;
    LLPointer<LLViewerFetchedTexture> mHaloMap;

    F32 mSunScale  = 1.0f;
    F32 mMoonScale = 1.0f;

    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;
    bool                mWeatherChange;
    F32                 mCloudDensity;
    F32                 mWind;

    bool                mInitialized;
    bool                mForceUpdate;
    bool                mNeedUpdate;                // flag to force update of cubemap
    S32                 mCubeMapUpdateStage;        // state of cubemap uodate: -1 idle; 0-5 per-face updates; 6 finalizing

    F32                 mAmbientScale;
    LLColor3            mNightColorShift;
    F32                 mInterpVal;
    F32                 mWorldScale;

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

    LLFrameTimer        mUpdateTimer;
    LLTimer             mForceUpdateThrottle;
    bool                mHeavenlyBodyUpdated ;

    AtmosphericsVars    m_atmosphericsVars;
    AtmosphericsVars    m_lastAtmosphericsVars;
    LLAtmospherics      m_legacyAtmospherics;
};

#endif