Files
SingularityViewer/indra/newview/llvosky.h
Shyotl e756140e1d Innitial commit of experimental v2 texture system port work. Compiles and runs on windows, at least. Fixing bugs as they come.
Need to test:
localassetbrowser
preview related floaters
hgfloatertexteditor
maps
media textures! Currently very hacky
web browser
alpha masks on avatars
bumpmaps
Are all sky components appearing?
LLViewerDynamicTexture (texture baking, browser, animated textures, anim previews, etc)
Snapshot related features
Customize avatar
vfs floater
UI textures in general
Texture priority issues
2011-03-31 03:22:01 -05:00

654 lines
19 KiB
C++

/**
* @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() { 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.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;
}
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) / sAirScaIntense;
}
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 / sAirScaAvg;
}
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) / sAirScaIntense;
}
void setSigSca(const F32 s0, const F32 s1, const F32 s2)
{
mSigSca = sAirScaAvg * 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);
private:
static LLColor3 const sAirScaSeaLevel;
static F32 const sAirScaIntense;
static F32 const sAirScaAvg;
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.
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();
/*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 mInterpVal;
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)
{
return calcFalloff(h) * sAirScaSeaLevel;
}
inline void LLHaze::calcAirSca(const F32 h, LLColor3 &result)
{
result = sAirScaSeaLevel;
result *= calcFalloff(h);
}
#endif