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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 "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 - 10.f;
const F32 HEAVENLY_BODY_FACTOR = 0.1f;
const F32 HEAVENLY_BODY_SCALE = HEAVENLY_BODY_DIST * HEAVENLY_BODY_FACTOR;
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() { sCurrent++; sCurrent &= 1; return sCurrent; }
static S32 getNext() { return ((sCurrent+1) & 1); }
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.asRGBA();
}
LLColor4U getPixel(const S32 i, const S32 j)
{
LLColor4U col;
S32 offset = (i * sResolution + j) * sComponents;
U32* pix = (U32*) &(mImageRaw[sCurrent]->getData()[offset]);
col.fromRGBA( *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 mO;
public:
LLHeavenBody(const F32 rad);
~LLHeavenBody() {}
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 initEmpty();
void cleanupGL();
void restoreGL();
/*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, 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(); }
LLColor4U getFadeColor() const;
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; }
LLViewerTexture* getCloudNoiseTex() const { return mCloudNoiseTexturep[0]; }
LLViewerTexture* getSunTexNext() const { return mSunTexturep[1]; }
LLViewerTexture* getMoonTexNext() const { return mMoonTexturep[1]; }
LLViewerTexture* getBloomTexNext() const { return mBloomTexturep; }
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 forceSkyUpdate(void) { mForceUpdate = TRUE; }
public:
LLFace *mFace[FACE_COUNT];
LLVector3 mBumpSunDir;
protected:
~LLVOSky();
void updateDirections(void);
void initSkyTextureDirs(const S32 side, const S32 tile);
void createSkyTexture(const S32 side, const S32 tile);
LLPointer<LLViewerFetchedTexture> mSunTexturep[2];
LLPointer<LLViewerFetchedTexture> mMoonTexturep[2];
LLPointer<LLViewerFetchedTexture> mCloudNoiseTexturep[2];
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;
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 mInterpVal;
F32 mWorldScale;
LLPointer<LLCubeMap> mCubeMap; // Cube map for the environment
S32 mDrawRefl;
LLFrameTimer mUpdateTimer;
bool mHeavenlyBodyUpdated ;
LLAtmospherics m_legacyAtmospherics;
};
#endif
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