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|
/**
* @file llvosky.h
* @brief LLVOSky class header file
*
* $LicenseInfo:firstyear=2001&license=viewergpl$
*
* Copyright (c) 2001-2008, 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 "llviewerimage.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 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);
LLVector3 move_vec (const LLVector3& v, F32 cos_max_angle);
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]);
}
inline LLColor3 color_norm_abs(const LLColor3 &col)
{
const F32 m = color_max(col);
if (m > 1e-6)
{
return 1.f/m * col;
}
else return col;
}
class LLFace;
class LLHaze;
class LLSkyTex
{
friend class LLVOSky;
private:
static S32 sResolution;
static S32 sComponents;
LLPointer<LLImageGL> mImageGL[2];
LLPointer<LLImageRaw> mImageRaw[2];
LLColor3 *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_scale, const LLColor3& multiscatt);
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 LLColor3 &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);
};
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 frong.
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)),
mDiskRadius(rad), mDraw(FALSE),
mHorizonVisibility(1), mVisibility(1)
{
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;
}
// LLColor3 getDiffuseColor() const
// {
// LLColor3 dif = mColorCached;
// dif.clamp();
// return 2 * dif;
// }
// LLColor4 getAmbientColor(const LLColor3& scatt, F32 scale) const
// {
// const F32 min_val = 0.05f;
// LLColor4 col = LLColor4(scale * (0.8f * color_norm_abs(getDiffuseColor()) + 0.2f * scatt));
// //F32 left = max(0, 1 - col.mV[0]);
// if (col.mV[0] >= 0.9)
// {
// col.mV[1] = llmax(col.mV[1], 2.f * min_val);
// col.mV[2] = llmax(col.mV[2], min_val);
// }
// col.setAlpha(1.f);
// return col;
// }
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;
class LLHaze
{
public:
LLHaze() : mG(0), mFalloff(1) {mSigSca.setToBlack();}
LLHaze(const F32 g, const LLColor3& sca, const F32 fo = 2) :
mG(g), mSigSca(0.25f/F_PI * sca), mFalloff(fo), mAbsCoef(0)
{
mAbsCoef = color_intens(mSigSca) / AIR_SCA_INTENS;
}
LLHaze(const F32 g, const F32 sca, const F32 fo = 2) : 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 LLTranspMap
{
public:
LLTranspMap() : mElevation(0), mMaxAngle(0), mStep(5), mHaze(NULL), mT(NULL) {}
~LLTranspMap()
{
delete[] mT;
mT = NULL;
}
void init(const F32 elev, const F32 step, const F32 h, const LLHaze* const haze);
F32 calcHeight(const LLVector3& pos) const
{
return pos.magVec() - EARTH_RADIUS ;
}
BOOL hasHaze() const
{
return mHaze != NULL;
}
LLColor3 calcSigExt(const F32 h) const
{
return LLHaze::calcAirSca(h) + (hasHaze() ? mHaze->calcSigExt(h) : LLColor3(0, 0, 0));
}
inline void calcAirTransp(const F32 cos_angle, LLColor3 &result) const;
LLColor3 calcAirTranspDir(const F32 elevation, const LLVector3 &dir) const;
LLColor3 getHorizonAirTransp () const { return mT[mMapSize-1]; }
F32 hitsAtmEdge(const LLVector3& orig, const LLVector3& dir) const;
protected:
F32 mAtmHeight;
F32 mElevation;
F32 mMaxAngle;
F32 mCosMaxAngle;
F32 mStep;
F32 mStepInv;
S32 mMapSize;
const LLHaze *mHaze;
LLColor3 *mT; // transparency values in all directions
//starting with mAngleBelowHorz at mElevation
};
class LLTranspMapSet
{
protected:
F32 *mHeights;
LLTranspMap *mTransp;
S32 mSize;
F32 mMediaHeight;
const LLHaze *mHaze;
S32 lerp(F32& dt, S32& indx, const F32 h) const;
public:
LLTranspMapSet() : mHeights(NULL), mTransp(NULL), mHaze(NULL) {}
~LLTranspMapSet();
void init (S32 size, F32 first_step, F32 media_height, const LLHaze* const haze);
S32 getSize() const { return mSize; }
F32 getMediaHeight() const { return mMediaHeight; }
const LLTranspMap& getLastTransp() const { return mTransp[mSize-1]; }
F32 getLastHeight() const { return mHeights[mSize-1]; }
const LLTranspMap& getMap(const S32 n) const { return mTransp[n]; }
F32 getHeight(const S32 n) const { return mHeights[n]; }
BOOL isReady() const { return mTransp != NULL; }
inline LLColor3 calcTransp(const F32 cos_angle, const F32 h) const;
inline void calcTransp(const F32 cos_angle, const F32 h, LLColor3 &result) 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.
static void initClass();
void init();
void initCubeMap();
void initEmpty();
BOOL isReady() const { return mTransp.isReady(); }
const LLTranspMapSet& getTransp() const { return mTransp; }
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);
void updateBrightestDir();
void calcBrightnessScaleAndColors();
LLColor3 calcSkyColorInDir(const LLVector3& dir);
void calcSkyColorInDir(LLColor3& res, LLColor3& transp,
const LLVector3& dir) const;
LLColor4 calcInScatter(LLColor4& transp, const LLVector3 &point, F32 exag) const;
void calcInScatter( LLColor3& res, LLColor3& transp,
const LLVector3& P, F32 exag) const;
// Not currently used.
//LLColor3 calcGroundFog(LLColor3& transp, const LLVector3 &view_dir, F32 obj_dist) const;
//void calcGroundFog(LLColor3& res, LLColor3& transp, const LLVector3 view_dir, F32 dist) const;
LLColor3 calcRadianceAtPoint(const LLVector3& pos) const
{
const F32 cos_angle = calcUpVec(pos) * getToSunLast();
LLColor3 tr;
mTransp.calcTransp(cos_angle, calcHeight(pos), tr);
return mBrightnessScaleGuess * mSun.getIntensity() * tr;
}
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; }
LLVector3 calcUpVec(const LLVector3 &pos) const
{
LLVector3 v = pos - mEarthCenter;
v.normVec();
return v;
}
F32 calcHeight(const LLVector3& pos) const
{
return dist_vec(pos, mEarthCenter) - EARTH_RADIUS;
}
// Phase function for atmospheric scattering.
// co = cos ( theta )
F32 calcAirPhaseFunc(const F32 co) const
{
return (0.75f * (1.f + co*co));
}
BOOL isSameFace(S32 idx, const LLFace* face) const { return mFace[idx] == face; }
void initSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity)
{
LLVector3 sun_direction = (sun_dir.magVec() == 0) ? LLVector3::x_axis : sun_dir;
sun_direction.normVec();
mSun.setDirection(sun_direction);
mSun.renewDirection();
mSun.setAngularVelocity(sun_ang_velocity);
mMoon.setDirection(-mSun.getDirection());
mMoon.renewDirection();
mLastLightingDirection = mSun.getDirection();
if ( !isReady() )
{
init();
LLSkyTex::stepCurrent();
}
}
void setSunDirection(const LLVector3 &sun_dir, const LLVector3 &sun_ang_velocity);
void updateHaze();
BOOL updateHeavenlyBodyGeometry(LLDrawable *drawable, const S32 side, const BOOL is_sun,
LLHeavenBody& hb, const F32 sin_max_angle,
const LLVector3 &up, const LLVector3 &right);
LLVector3 toHorizon(const LLVector3& dir, F32 delta = 0) const
{
return move_vec(dir, cosHorizon(delta));
}
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.magVec(); }
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]; }
F32 calcHitsEarth(const LLVector3& orig, const LLVector3& dir) const;
F32 calcHitsAtmEdge(const LLVector3& orig, const LLVector3& dir) const;
LLViewerImage* getSunTex() const { return mSunTexturep; }
LLViewerImage* getMoonTex() const { return mMoonTexturep; }
LLViewerImage* getBloomTex() const { return mBloomTexturep; }
void generateScatterMap();
LLImageGL* getScatterMap() { return mScatterMap; }
public:
static F32 sNighttimeBrightness; // [0,2] default = 1.0
LLFace *mFace[FACE_COUNT];
protected:
~LLVOSky();
LLPointer<LLViewerImage> mSunTexturep;
LLPointer<LLViewerImage> mMoonTexturep;
LLPointer<LLViewerImage> mBloomTexturep;
static S32 sResolution;
static S32 sTileResX;
static S32 sTileResY;
LLSkyTex mSkyTex[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;
LLTranspMapSet mTransp;
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;
LLPointer<LLImageGL> mScatterMap;
LLPointer<LLImageRaw> mScatterMapRaw;
};
// 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);
}
// Given cos of the angle between direction of interest and zenith,
// compute transparency by interpolation of known values.
inline void LLTranspMap::calcAirTransp(const F32 cos_angle, LLColor3 &result) const
{
if (cos_angle > 1.f)
{
result = mT[0];
return;
}
if (cos_angle < mCosMaxAngle - 0.1f)
{
result.setVec(0.f, 0.f, 0.f);
return;
}
if (cos_angle < mCosMaxAngle)
{
result = mT[mMapSize-1];
return;
}
const F32 relative = (1 - cos_angle)*mStepInv;
const S32 index = llfloor(relative);
const F32 dt = relative - index;
if (index >= (mMapSize-1))
{
result = mT[0];
return;
}
// result = mT[index];
// LLColor3 res2(mT[index+1]);
// result *= 1 - dt;
// res2 *= dt;
// result += res2;
const LLColor3& color1 = mT[index];
const LLColor3& color2 = mT[index + 1];
const F32 x1 = color1.mV[VX];
const F32 x2 = color2.mV[VX];
result.mV[VX] = x1 - dt * (x1 - x2);
const F32 y1 = color1.mV[VY];
const F32 y2 = color2.mV[VY];
result.mV[VY] = y1 - dt * (y1 - y2);
const F32 z1 = color1.mV[VZ];
const F32 z2 = color2.mV[VZ];
result.mV[VZ] = z1 - dt * (z1 - z2);
}
// Returns the translucency of the atmosphere along the ray in the sky.
// dir is assumed to be normalized
inline void LLTranspMapSet::calcTransp(const F32 cos_angle, const F32 h, LLColor3 &result) const
{
S32 indx = 0;
F32 dt = 0.f;
const S32 status = lerp(dt, indx, h);
if (status < 0)
{
mTransp[0].calcAirTransp(cos_angle, result);
return;
}
if (status > 0)
{
mTransp[NO_STEPS].calcAirTransp(cos_angle, result);
return;
}
mTransp[indx].calcAirTransp(cos_angle, result);
result *= 1 - dt;
LLColor3 transp_above;
mTransp[indx + 1].calcAirTransp(cos_angle, transp_above);
transp_above *= dt;
result += transp_above;
}
inline LLColor3 LLTranspMapSet::calcTransp(const F32 cos_angle, const F32 h) const
{
LLColor3 result;
S32 indx = 0;
F32 dt = 0;
const S32 status = lerp(dt, indx, h);
if (status < 0)
{
mTransp[0].calcAirTransp(cos_angle, result);
return result;
}
if (status > 0)
{
mTransp[NO_STEPS].calcAirTransp(cos_angle, result);
return result;
}
mTransp[indx].calcAirTransp(cos_angle, result);
result *= 1 - dt;
LLColor3 transp_above;
mTransp[indx + 1].calcAirTransp(cos_angle, transp_above);
transp_above *= dt;
result += transp_above;
return result;
}
// Returns -1 if height < 0; +1 if height > max height; 0 if within range
inline S32 LLTranspMapSet::lerp(F32& dt, S32& indx, const F32 h) const
{
static S32 last_indx = 0;
if (h < 0)
{
return -1;
}
if (h > getLastHeight())
{
return 1;
}
if (h < mHeights[last_indx])
{
indx = last_indx-1;
while (mHeights[indx] > h)
{
indx--;
}
last_indx = indx;
}
else if (h > mHeights[last_indx+1])
{
indx = last_indx+1;
while (mHeights[indx+1] < h)
{
indx++;
}
last_indx = indx;
}
else
{
indx = last_indx;
}
const F32 h_below = mHeights[indx];
const F32 h_above = mHeights[indx+1];
dt = (h - h_below) / (h_above - h_below);
return 0;
}
#endif
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