Deferred fastalpha behaves a bit better. Pulled over patch for https://jira.secondlife.com/browse/STORM-336 and https://jira.secondlife.com/browse/STORM-1011 from linden repo Sky rendered using new LL method. Assuming this fixes issues on AMD cards(works on cat 11.2) Added a few things missed related to spatial-parition updating. Added 'SkipReflectOcclusionUpdates' setting that prevents occlusion updates for reflection pass. Less taxing on CPU.
125 lines
3.3 KiB
C++
125 lines
3.3 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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* $LicenseInfo:firstyear=2001&license=viewergpl$
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*
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* Copyright (c) 2001-2009, Linden Research, Inc.
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*
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* Second Life Viewer Source Code
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* The source code in this file ("Source Code") is provided by Linden Lab
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* to you under the terms of the GNU General Public License, version 2.0
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* ("GPL"), unless you have obtained a separate licensing agreement
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* ("Other License"), formally executed by you and Linden Lab. Terms of
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* the GPL can be found in doc/GPL-license.txt in this distribution, or
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* online at http://secondlifegrid.net/programs/open_source/licensing/gplv2
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*
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* There are special exceptions to the terms and conditions of the GPL as
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* it is applied to this Source Code. View the full text of the exception
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* in the file doc/FLOSS-exception.txt in this software distribution, or
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* online at
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* http://secondlifegrid.net/programs/open_source/licensing/flossexception
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*
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* By copying, modifying or distributing this software, you acknowledge
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* that you have read and understood your obligations described above,
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* and agree to abide by those obligations.
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*
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* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
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* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
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* COMPLETENESS OR PERFORMANCE.
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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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