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SingularityViewer/indra/newview/llvosky.h
2018-08-07 01:09:53 -05:00

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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"
//////////////////////////////////
//
// Lots of constants
//
// Will clean these up at some point...
//
constexpr F32 HORIZON_DIST = 1024.0f;
constexpr F32 SKY_BOX_MULT = 16.0f;
constexpr F32 HEAVENLY_BODY_DIST = HORIZON_DIST - 10.f;
constexpr F32 HEAVENLY_BODY_FACTOR = 0.1f;
constexpr F32 HEAVENLY_BODY_SCALE = HEAVENLY_BODY_DIST * HEAVENLY_BODY_FACTOR;
constexpr F32 EARTH_RADIUS = 6.4e6f; // exact radius = 6.37 x 10^6 m
constexpr F32 ATM_EXP_FALLOFF = 0.000126f;
constexpr F32 ATM_SEA_LEVEL_NDENS = 2.55e25f;
// Somewhat arbitrary:
constexpr F32 ATM_HEIGHT = 100000.f;
constexpr F32 FIRST_STEP = 5000.f;
constexpr F32 INV_FIRST_STEP = 1.f/FIRST_STEP;
constexpr S32 NO_STEPS = 15;
constexpr F32 INV_NO_STEPS = 1.f/NO_STEPS;
// constants used in calculation of scattering coeff of clear air
constexpr F32 sigma = 0.035f;
constexpr F32 fsigma = (6.f + 3.f * sigma) / (6.f-7.f*sigma);
constexpr F64 Ndens = 2.55e25;
constexpr 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];
// Singu Note: Store as unsigned to avoid casting.
LLColor4U *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;
F32 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*/ void 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 guarantee at least updating one VBO buffer every frame
//to work 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