119 lines
3.0 KiB
C++
119 lines
3.0 KiB
C++
/**
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* @file llsky.h
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* @brief It's, uh, the sky!
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*
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* $LicenseInfo:firstyear=2001&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#ifndef LL_LLSKY_H
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#define LL_LLSKY_H
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#include "llmath.h"
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//#include "vmath.h"
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#include "v3math.h"
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#include "v4math.h"
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#include "v4color.h"
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#include "v4coloru.h"
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#include "llvosky.h"
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#include "llvoground.h"
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class LLViewerCamera;
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class LLVOWLSky;
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class LLVOWLClouds;
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class LLSky
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{
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public:
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LLSky();
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~LLSky();
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void init(const LLVector3 &sun_direction);
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void cleanup();
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void setOverrideSun(BOOL override);
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BOOL getOverrideSun() { return mOverrideSimSunPosition; }
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void setSunDirection(const LLVector3 &sun_direction, const LLVector3 &sun_ang_velocity);
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void setSunTargetDirection(const LLVector3 &sun_direction, const LLVector3 &sun_ang_velocity);
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LLColor4 getFogColor() const;
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void setCloudDensityAtAgent(F32 cloud_density);
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void setWind(const LLVector3& wind);
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void updateFog(const F32 distance);
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void updateCull();
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void updateSky();
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void propagateHeavenlyBodies(F32 dt); // dt = seconds
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S32 mLightingGeneration;
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BOOL mUpdatedThisFrame;
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void setFogRatio(const F32 fog_ratio); // Fog distance as fraction of cull distance.
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F32 getFogRatio() const;
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LLColor4U getFadeColor() const;
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LLVector3 getSunDirection() const;
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LLVector3 getMoonDirection() const;
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LLColor4 getSunDiffuseColor() const;
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LLColor4 getMoonDiffuseColor() const;
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LLColor4 getSunAmbientColor() const;
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LLColor4 getMoonAmbientColor() const;
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LLColor4 getTotalAmbientColor() const;
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BOOL sunUp() const;
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F32 getSunPhase() const;
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void setSunPhase(const F32 phase);
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void destroyGL();
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void restoreGL();
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void resetVertexBuffers();
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public:
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LLPointer<LLVOSky> mVOSkyp; // Pointer to the LLVOSky object (only one, ever!)
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LLPointer<LLVOGround> mVOGroundp;
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LLPointer<LLVOWLSky> mVOWLSkyp;
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LLVector3 mSunTargDir;
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// Legacy stuff
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LLVector3 mSunDefaultPosition;
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static const F32 NIGHTTIME_ELEVATION; // degrees
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static const F32 NIGHTTIME_ELEVATION_COS;
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protected:
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BOOL mOverrideSimSunPosition;
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F32 mSunPhase;
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LLColor4 mFogColor; // Color to use for fog and haze
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LLVector3 mLastSunDirection;
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};
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extern LLSky gSky;
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#endif
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