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+/**
+ * @file llvowlsky.cpp
+ * @brief LLVOWLSky class implementation
+ *
+ * $LicenseInfo:firstyear=2007&license=viewergpl$
+ *
+ * Copyright (c) 2007-2007, 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://secondlife.com/developers/opensource/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://secondlife.com/developers/opensource/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.
+ * $/LicenseInfo$
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include "pipeline.h"
+
+#include "llvowlsky.h"
+#include "llsky.h"
+#include "lldrawpoolwlsky.h"
+#include "llface.h"
+#include "llwlparammanager.h"
+#include "llviewercontrol.h"
+
+#define DOME_SLICES 1
+const F32 LLVOWLSky::DISTANCE_TO_STARS = (HORIZON_DIST - 10.f)*0.25f;
+
+const U32 LLVOWLSky::MIN_SKY_DETAIL = 3;
+const U32 LLVOWLSky::MAX_SKY_DETAIL = 180;
+
+inline U32 LLVOWLSky::getNumStacks(void)
+{
+ return gSavedSettings.getU32("WLSkyDetail");
+}
+
+inline U32 LLVOWLSky::getNumSlices(void)
+{
+ return 2 * gSavedSettings.getU32("WLSkyDetail");
+}
+
+inline U32 LLVOWLSky::getFanNumVerts(void)
+{
+ return getNumSlices() + 1;
+}
+
+inline U32 LLVOWLSky::getFanNumIndices(void)
+{
+ return getNumSlices() * 3;
+}
+
+inline U32 LLVOWLSky::getStripsNumVerts(void)
+{
+ return (getNumStacks() - 1) * getNumSlices();
+}
+
+inline U32 LLVOWLSky::getStripsNumIndices(void)
+{
+ return 2 * ((getNumStacks() - 2) * (getNumSlices() + 1)) + 1 ;
+}
+
+inline U32 LLVOWLSky::getStarsNumVerts(void)
+{
+ return 1000;
+}
+
+inline U32 LLVOWLSky::getStarsNumIndices(void)
+{
+ return 1000;
+}
+
+LLVOWLSky::LLVOWLSky(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
+ : LLStaticViewerObject(id, pcode, regionp)
+{
+ initStars();
+}
+
+void LLVOWLSky::initSunDirection(LLVector3 const & sun_direction,
+ LLVector3 const & sun_angular_velocity)
+{
+}
+
+BOOL LLVOWLSky::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
+{
+ return TRUE;
+}
+
+BOOL LLVOWLSky::isActive(void) const
+{
+ return FALSE;
+}
+
+LLDrawable * LLVOWLSky::createDrawable(LLPipeline * pipeline)
+{
+ pipeline->allocDrawable(this);
+
+ //LLDrawPoolWLSky *poolp = static_cast<LLDrawPoolWLSky *>(
+ gPipeline.getPool(LLDrawPool::POOL_WL_SKY);
+
+ mDrawable->setRenderType(LLPipeline::RENDER_TYPE_WL_SKY);
+
+ return mDrawable;
+}
+
+inline F32 LLVOWLSky::calcPhi(U32 i)
+{
+ // i should range from [0..SKY_STACKS] so t will range from [0.f .. 1.f]
+ F32 t = float(i) / float(getNumStacks());
+
+ // ^4 the parameter of the tesselation to bias things toward 0 (the dome's apex)
+ t = t*t*t*t;
+
+ // invert and square the parameter of the tesselation to bias things toward 1 (the horizon)
+ t = 1.f - t;
+ t = t*t;
+ t = 1.f - t;
+
+ return (F_PI / 8.f) * t;
+}
+
+#if !DOME_SLICES
+static const F32 Q = (1.f + sqrtf(5.f))/2.f; //golden ratio
+
+//icosahedron verts (based on asset b0c7b76e-28c6-1f87-a1de-752d5e3cd264, contact Runitai Linden for a copy)
+static const LLVector3 icosahedron_vert[] =
+{
+ LLVector3(0,1.f,Q),
+ LLVector3(0,-1.f,Q),
+ LLVector3(0,-1.f,-Q),
+ LLVector3(0,1.f,-Q),
+
+ LLVector3(Q,0,1.f),
+ LLVector3(-Q,0,1.f),
+ LLVector3(-Q,0,-1.f),
+ LLVector3(Q,0,-1.f),
+
+ LLVector3(1,-Q,0.f),
+ LLVector3(-1,-Q,0.f),
+ LLVector3(-1,Q,0.f),
+ LLVector3(1,Q,0.f),
+};
+
+//indices
+static const U32 icosahedron_ind[] =
+{
+ 5,0,1,
+ 10,0,5,
+ 5,1,9,
+ 10,5,6,
+ 6,5,9,
+ 11,0,10,
+ 3,11,10,
+ 3,10,6,
+ 3,6,2,
+ 7,3,2,
+ 8,7,2,
+ 4,7,8,
+ 1,4,8,
+ 9,8,2,
+ 9,2,6,
+ 11,3,7,
+ 4,0,11,
+ 4,11,7,
+ 1,0,4,
+ 1,8,9,
+};
+
+
+//split every triangle in LLVertexBuffer into even fourths (assumes index triangle lists)
+void subdivide(LLVertexBuffer& in, LLVertexBuffer* ret)
+{
+ S32 tri_in = in.getNumIndices()/3;
+
+ ret->allocateBuffer(tri_in*4*3, tri_in*4*3, TRUE);
+
+ LLStrider<LLVector3> vin, vout;
+ LLStrider<U16> indin, indout;
+
+ ret->getVertexStrider(vout);
+ in.getVertexStrider(vin);
+
+ ret->getIndexStrider(indout);
+ in.getIndexStrider(indin);
+
+
+ for (S32 i = 0; i < tri_in; i++)
+ {
+ LLVector3 v0 = vin[*indin++];
+ LLVector3 v1 = vin[*indin++];
+ LLVector3 v2 = vin[*indin++];
+
+ LLVector3 v3 = (v0 + v1) * 0.5f;
+ LLVector3 v4 = (v1 + v2) * 0.5f;
+ LLVector3 v5 = (v2 + v0) * 0.5f;
+
+ *vout++ = v0;
+ *vout++ = v3;
+ *vout++ = v5;
+
+ *vout++ = v3;
+ *vout++ = v4;
+ *vout++ = v5;
+
+ *vout++ = v3;
+ *vout++ = v1;
+ *vout++ = v4;
+
+ *vout++ = v5;
+ *vout++ = v4;
+ *vout++ = v2;
+ }
+
+ for (S32 i = 0; i < ret->getNumIndices(); i++)
+ {
+ *indout++ = i;
+ }
+
+}
+
+void chop(LLVertexBuffer& in, LLVertexBuffer* out)
+{
+ //chop off all triangles below horizon
+ F32 d = LLWLParamManager::sParamMgr->getDomeOffset() * LLWLParamManager::sParamMgr->getDomeRadius();
+
+ std::vector<LLVector3> vert;
+
+ LLStrider<LLVector3> vin;
+ LLStrider<U16> index;
+
+ in.getVertexStrider(vin);
+ in.getIndexStrider(index);
+
+ U32 tri_count = in.getNumIndices()/3;
+ for (U32 i = 0; i < tri_count; i++)
+ {
+ LLVector3 &v1 = vin[index[i*3+0]];
+ LLVector3 &v2 = vin[index[i*3+1]];
+ LLVector3 &v3 = vin[index[i*3+2]];
+
+ if (v1.mV[1] > d ||
+ v2.mV[1] > d ||
+ v3.mV[1] > d)
+ {
+ v1.mV[1] = llmax(v1.mV[1], d);
+ v2.mV[1] = llmax(v1.mV[1], d);
+ v3.mV[1] = llmax(v1.mV[1], d);
+
+ vert.push_back(v1);
+ vert.push_back(v2);
+ vert.push_back(v3);
+ }
+ }
+
+ out->allocateBuffer(vert.size(), vert.size(), TRUE);
+
+ LLStrider<LLVector3> vout;
+ out->getVertexStrider(vout);
+ out->getIndexStrider(index);
+
+ for (U32 i = 0; i < vert.size(); i++)
+ {
+ *vout++ = vert[i];
+ *index++ = i;
+ }
+}
+#endif // !DOME_SLICES
+
+void LLVOWLSky::resetVertexBuffers()
+{
+ mFanVerts = NULL;
+ mStripsVerts.clear();
+ mStarsVerts = NULL;
+
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, TRUE);
+}
+
+void LLVOWLSky::cleanupGL()
+{
+ mFanVerts = NULL;
+ mStripsVerts.clear();
+ mStarsVerts = NULL;
+
+ LLDrawPoolWLSky::cleanupGL();
+}
+
+void LLVOWLSky::restoreGL()
+{
+ LLDrawPoolWLSky::restoreGL();
+ gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_ALL, TRUE);
+}
+
+BOOL LLVOWLSky::updateGeometry(LLDrawable * drawable)
+{
+ LLFastTimer ftm(LLFastTimer::FTM_GEO_SKY);
+ LLStrider<LLVector3> vertices;
+ LLStrider<LLVector2> texCoords;
+ LLStrider<U16> indices;
+
+#if DOME_SLICES
+ {
+ mFanVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
+ mFanVerts->allocateBuffer(getFanNumVerts(), getFanNumIndices(), TRUE);
+
+ BOOL success = mFanVerts->getVertexStrider(vertices)
+ && mFanVerts->getTexCoordStrider(texCoords)
+ && mFanVerts->getIndexStrider(indices);
+
+ if(!success)
+ {
+ llerrs << "Failed updating WindLight sky geometry." << llendl;
+ }
+
+ buildFanBuffer(vertices, texCoords, indices);
+
+ mFanVerts->setBuffer(0);
+ }
+
+ {
+ const U32 max_buffer_bytes = gSavedSettings.getS32("RenderMaxVBOSize")*1024;
+ const U32 data_mask = LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK;
+ const U32 max_verts = max_buffer_bytes / LLVertexBuffer::calcStride(data_mask);
+
+ const U32 total_stacks = getNumStacks();
+
+ const U32 verts_per_stack = getNumSlices();
+
+ // each seg has to have one more row of verts than it has stacks
+ // then round down
+ const U32 stacks_per_seg = (max_verts - verts_per_stack) / verts_per_stack;
+
+ // round up to a whole number of segments
+ const U32 strips_segments = (total_stacks+stacks_per_seg-1) / stacks_per_seg;
+
+ llinfos << "WL Skydome strips in " << strips_segments << " batches." << llendl;
+
+ mStripsVerts.resize(strips_segments, NULL);
+
+ for (U32 i = 0; i < strips_segments ;++i)
+ {
+ LLVertexBuffer * segment = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
+ mStripsVerts[i] = segment;
+
+ U32 num_stacks_this_seg = stacks_per_seg;
+ if ((i == strips_segments - 1) && (total_stacks % stacks_per_seg) != 0)
+ {
+ // for the last buffer only allocate what we'll use
+ num_stacks_this_seg = total_stacks % stacks_per_seg;
+ }
+
+ // figure out what range of the sky we're filling
+ const U32 begin_stack = i * stacks_per_seg;
+ const U32 end_stack = begin_stack + num_stacks_this_seg;
+ llassert(end_stack <= total_stacks);
+
+ const U32 num_verts_this_seg = verts_per_stack * (num_stacks_this_seg+1);
+ llassert(num_verts_this_seg <= max_verts);
+
+ const U32 num_indices_this_seg = 1+num_stacks_this_seg*(2+2*verts_per_stack);
+ llassert(num_indices_this_seg * sizeof(U16) <= max_buffer_bytes);
+
+ segment->allocateBuffer(num_verts_this_seg, num_indices_this_seg, TRUE);
+
+ // lock the buffer
+ BOOL success = segment->getVertexStrider(vertices)
+ && segment->getTexCoordStrider(texCoords)
+ && segment->getIndexStrider(indices);
+
+ if(!success)
+ {
+ llerrs << "Failed updating WindLight sky geometry." << llendl;
+ }
+
+ // fill it
+ buildStripsBuffer(begin_stack, end_stack, vertices, texCoords, indices);
+
+ // and unlock the buffer
+ segment->setBuffer(0);
+ }
+ }
+#else
+ mStripsVerts = new LLVertexBuffer(LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK, GL_STATIC_DRAW_ARB);
+
+ const F32 RADIUS = LLWLParamManager::sParamMgr->getDomeRadius();
+
+ LLPointer<LLVertexBuffer> temp = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, 0);
+ temp->allocateBuffer(12, 60, TRUE);
+
+ BOOL success = temp->getVertexStrider(vertices)
+ && temp->getIndexStrider(indices);
+
+ if (success)
+ {
+ for (U32 i = 0; i < 12; i++)
+ {
+ *vertices++ = icosahedron_vert[i];
+ }
+
+ for (U32 i = 0; i < 60; i++)
+ {
+ *indices++ = icosahedron_ind[i];
+ }
+ }
+
+
+ LLPointer<LLVertexBuffer> temp2;
+
+ for (U32 i = 0; i < 8; i++)
+ {
+ temp2 = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, 0);
+ subdivide(*temp, temp2);
+ temp = temp2;
+ }
+
+ temp->getVertexStrider(vertices);
+ for (S32 i = 0; i < temp->getNumVerts(); i++)
+ {
+ LLVector3 v = vertices[i];
+ v.normVec();
+ vertices[i] = v*RADIUS;
+ }
+
+ temp2 = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX, 0);
+ chop(*temp, temp2);
+
+ mStripsVerts->allocateBuffer(temp2->getNumVerts(), temp2->getNumIndices(), TRUE);
+
+ success = mStripsVerts->getVertexStrider(vertices)
+ && mStripsVerts->getTexCoordStrider(texCoords)
+ && mStripsVerts->getIndexStrider(indices);
+
+ LLStrider<LLVector3> v;
+ temp2->getVertexStrider(v);
+ LLStrider<U16> ind;
+ temp2->getIndexStrider(ind);
+
+ if (success)
+ {
+ for (S32 i = 0; i < temp2->getNumVerts(); ++i)
+ {
+ LLVector3 vert = *v++;
+ vert.normVec();
+ F32 z0 = vert.mV[2];
+ F32 x0 = vert.mV[0];
+
+ vert *= RADIUS;
+
+ *vertices++ = vert;
+ *texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
+ }
+
+ for (S32 i = 0; i < temp2->getNumIndices(); ++i)
+ {
+ *indices++ = *ind++;
+ }
+ }
+
+ mStripsVerts->setBuffer(0);
+#endif
+
+ updateStarColors();
+ updateStarGeometry(drawable);
+
+ LLPipeline::sCompiles++;
+
+ return TRUE;
+}
+
+void LLVOWLSky::drawStars(void)
+{
+ glEnableClientState(GL_COLOR_ARRAY);
+
+ // render the stars as a sphere centered at viewer camera
+ if (mStarsVerts.notNull())
+ {
+ mStarsVerts->setBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK);
+ U16* indicesp = (U16*) mStarsVerts->getIndicesPointer();
+ glDrawElements(GL_POINTS, getStarsNumIndices(), GL_UNSIGNED_SHORT, indicesp);
+ }
+
+ glDisableClientState(GL_COLOR_ARRAY);
+}
+
+void LLVOWLSky::drawDome(void)
+{
+ if (mStripsVerts.empty())
+ {
+ updateGeometry(mDrawable);
+ }
+
+ LLGLDepthTest gls_depth(GL_TRUE, GL_FALSE);
+
+ const U32 data_mask = LLDrawPoolWLSky::SKY_VERTEX_DATA_MASK;
+
+ glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+
+#if DOME_SLICES
+ //mFanVerts->setBuffer(data_mask);
+ //glDrawRangeElements(
+ // GL_TRIANGLES,
+ // 0, getFanNumVerts()-1, getFanNumIndices(),
+ // GL_UNSIGNED_SHORT,
+ // mFanVerts->getIndicesPointer());
+
+ //gPipeline.addTrianglesDrawn(getFanNumIndices()/3);
+
+ std::vector< LLPointer<LLVertexBuffer> >::const_iterator strips_vbo_iter, end_strips;
+ end_strips = mStripsVerts.end();
+ for(strips_vbo_iter = mStripsVerts.begin(); strips_vbo_iter != end_strips; ++strips_vbo_iter)
+ {
+ LLVertexBuffer * strips_segment = strips_vbo_iter->get();
+
+ strips_segment->setBuffer(data_mask);
+
+ glDrawRangeElements(
+ //GL_TRIANGLES,
+ GL_TRIANGLE_STRIP,
+ 0, strips_segment->getRequestedVerts()-1, strips_segment->getRequestedIndices(),
+ GL_UNSIGNED_SHORT,
+ strips_segment->getIndicesPointer());
+
+ gPipeline.addTrianglesDrawn(strips_segment->getRequestedIndices() - 2);
+ }
+
+#else
+ mStripsVerts->setBuffer(data_mask);
+ glDrawRangeElements(
+ GL_TRIANGLES,
+ 0, mStripsVerts->getNumVerts()-1, mStripsVerts->getNumIndices(),
+ GL_UNSIGNED_SHORT,
+ mStripsVerts->getIndicesPointer());
+#endif
+
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+
+ LLVertexBuffer::unbind();
+}
+
+void LLVOWLSky::initStars()
+{
+ // Initialize star map
+ mStarVertices.resize(getStarsNumVerts());
+ mStarColors.resize(getStarsNumVerts());
+ mStarIntensities.resize(getStarsNumVerts());
+
+ std::vector<LLVector3>::iterator v_p = mStarVertices.begin();
+ std::vector<LLColor4>::iterator v_c = mStarColors.begin();
+ std::vector<F32>::iterator v_i = mStarIntensities.begin();
+
+ U32 i;
+ for (i = 0; i < getStarsNumVerts(); ++i)
+ {
+ v_p->mV[VX] = ll_frand() - 0.5f;
+ v_p->mV[VY] = ll_frand() - 0.5f;
+
+ // we only want stars on the top half of the dome!
+
+ v_p->mV[VZ] = ll_frand()/2.f;
+
+ v_p->normVec();
+ *v_p *= DISTANCE_TO_STARS;
+ *v_i = llmin((F32)pow(ll_frand(),2.f) + 0.1f, 1.f);
+ v_c->mV[VRED] = 0.75f + ll_frand() * 0.25f ;
+ v_c->mV[VGREEN] = 1.f ;
+ v_c->mV[VBLUE] = 0.75f + ll_frand() * 0.25f ;
+ v_c->mV[VALPHA] = 1.f;
+ v_c->clamp();
+ v_p++;
+ v_c++;
+ v_i++;
+ }
+}
+
+void LLVOWLSky::buildFanBuffer(LLStrider<LLVector3> & vertices,
+ LLStrider<LLVector2> & texCoords,
+ LLStrider<U16> & indices)
+{
+ const F32 RADIUS = LLWLParamManager::instance()->getDomeRadius();
+
+ U32 i, num_slices;
+ F32 phi0, theta, x0, y0, z0;
+
+ // paranoia checking for SL-55986/SL-55833
+ U32 count_verts = 0;
+ U32 count_indices = 0;
+
+ // apex
+ *vertices++ = LLVector3(0.f, RADIUS, 0.f);
+ *texCoords++ = LLVector2(0.5f, 0.5f);
+ ++count_verts;
+
+ num_slices = getNumSlices();
+
+ // and fan in a circle around the apex
+ phi0 = calcPhi(1);
+ for(i = 0; i < num_slices; ++i) {
+ theta = 2.f * F_PI * float(i) / float(num_slices);
+
+ // standard transformation from spherical to
+ // rectangular coordinates
+ x0 = sin(phi0) * cos(theta);
+ y0 = cos(phi0);
+ z0 = sin(phi0) * sin(theta);
+
+ *vertices++ = LLVector3(x0 * RADIUS, y0 * RADIUS, z0 * RADIUS);
+ // generate planar uv coordinates
+ // note: x and z are transposed in order for things to animate
+ // correctly in the global coordinate system where +x is east and
+ // +y is north
+ *texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
+ ++count_verts;
+
+ if (i > 0)
+ {
+ *indices++ = 0;
+ *indices++ = i;
+ *indices++ = i+1;
+ count_indices += 3;
+ }
+ }
+
+ // the last vertex of the last triangle should wrap around to
+ // the beginning
+ *indices++ = 0;
+ *indices++ = num_slices;
+ *indices++ = 1;
+ count_indices += 3;
+
+ // paranoia checking for SL-55986/SL-55833
+ llassert(getFanNumVerts() == count_verts);
+ llassert(getFanNumIndices() == count_indices);
+}
+
+void LLVOWLSky::buildStripsBuffer(U32 begin_stack, U32 end_stack,
+ LLStrider<LLVector3> & vertices,
+ LLStrider<LLVector2> & texCoords,
+ LLStrider<U16> & indices)
+{
+ const F32 RADIUS = LLWLParamManager::instance()->getDomeRadius();
+
+ U32 i, j, num_slices, num_stacks;
+ F32 phi0, theta, x0, y0, z0;
+
+ // paranoia checking for SL-55986/SL-55833
+ U32 count_verts = 0;
+ U32 count_indices = 0;
+
+ num_slices = getNumSlices();
+ num_stacks = getNumStacks();
+
+ llassert(end_stack <= num_stacks);
+
+ // stacks are iterated one-indexed since phi(0) was handled by the fan above
+ for(i = begin_stack + 1; i <= end_stack+1; ++i)
+ {
+ phi0 = calcPhi(i);
+
+ for(j = 0; j < num_slices; ++j)
+ {
+ theta = F_TWO_PI * (float(j) / float(num_slices));
+
+ // standard transformation from spherical to
+ // rectangular coordinates
+ x0 = sin(phi0) * cos(theta);
+ y0 = cos(phi0);
+ z0 = sin(phi0) * sin(theta);
+
+ if (i == num_stacks-2)
+ {
+ *vertices++ = LLVector3(x0*RADIUS, y0*RADIUS-1024.f*2.f, z0*RADIUS);
+ }
+ else if (i == num_stacks-1)
+ {
+ *vertices++ = LLVector3(0, y0*RADIUS-1024.f*2.f, 0);
+ }
+ else
+ {
+ *vertices++ = LLVector3(x0 * RADIUS, y0 * RADIUS, z0 * RADIUS);
+ }
+ ++count_verts;
+
+ // generate planar uv coordinates
+ // note: x and z are transposed in order for things to animate
+ // correctly in the global coordinate system where +x is east and
+ // +y is north
+ *texCoords++ = LLVector2((-z0 + 1.f) / 2.f, (-x0 + 1.f) / 2.f);
+ }
+ }
+
+ //build triangle strip...
+ *indices++ = 0 ;
+ count_indices++ ;
+ S32 k = 0 ;
+ for(i = 1; i <= end_stack - begin_stack; ++i)
+ {
+ *indices++ = i * num_slices + k ;
+ count_indices++ ;
+
+ k = (k+1) % num_slices ;
+ for(j = 0; j < num_slices ; ++j)
+ {
+ *indices++ = (i-1) * num_slices + k ;
+ *indices++ = i * num_slices + k ;
+
+ count_indices += 2 ;
+
+ k = (k+1) % num_slices ;
+ }
+
+ if((--k) < 0)
+ {
+ k = num_slices - 1 ;
+ }
+
+ *indices++ = i * num_slices + k ;
+ count_indices++ ;
+ }
+}
+
+void LLVOWLSky::updateStarColors()
+{
+ std::vector<LLColor4>::iterator v_c = mStarColors.begin();
+ std::vector<F32>::iterator v_i = mStarIntensities.begin();
+ std::vector<LLVector3>::iterator v_p = mStarVertices.begin();
+
+ const F32 var = 0.15f;
+ const F32 min = 0.5f; //0.75f;
+ const F32 sunclose_max = 0.6f;
+ const F32 sunclose_range = 1 - sunclose_max;
+
+ //F32 below_horizon = - llmin(0.0f, gSky.mVOSkyp->getToSunLast().mV[2]);
+ //F32 brightness_factor = llmin(1.0f, below_horizon * 20);
+
+ static S32 swap = 0;
+ swap++;
+
+ if ((swap % 2) == 1)
+ {
+ F32 intensity; // max intensity of each star
+ U32 x;
+ for (x = 0; x < getStarsNumVerts(); ++x)
+ {
+ F32 sundir_factor = 1;
+ LLVector3 tostar = *v_p;
+ tostar.normVec();
+ const F32 how_close_to_sun = tostar * gSky.mVOSkyp->getToSunLast();
+ if (how_close_to_sun > sunclose_max)
+ {
+ sundir_factor = (1 - how_close_to_sun) / sunclose_range;
+ }
+ intensity = *(v_i);
+ F32 alpha = v_c->mV[VALPHA] + (ll_frand() - 0.5f) * var * intensity;
+ if (alpha < min * intensity)
+ {
+ alpha = min * intensity;
+ }
+ if (alpha > intensity)
+ {
+ alpha = intensity;
+ }
+ //alpha *= brightness_factor * sundir_factor;
+
+ alpha = llclamp(alpha, 0.f, 1.f);
+ v_c->mV[VALPHA] = alpha;
+ v_c++;
+ v_i++;
+ v_p++;
+ }
+ }
+}
+
+BOOL LLVOWLSky::updateStarGeometry(LLDrawable *drawable)
+{
+ LLStrider<LLVector3> verticesp;
+ LLStrider<LLColor4U> colorsp;
+ LLStrider<U16> indicesp;
+
+ if (mStarsVerts.isNull())
+ {
+ mStarsVerts = new LLVertexBuffer(LLDrawPoolWLSky::STAR_VERTEX_DATA_MASK, GL_DYNAMIC_DRAW);
+ mStarsVerts->allocateBuffer(getStarsNumVerts(), getStarsNumIndices(), TRUE);
+ }
+
+ BOOL success = mStarsVerts->getVertexStrider(verticesp)
+ && mStarsVerts->getIndexStrider(indicesp)
+ && mStarsVerts->getColorStrider(colorsp);
+
+ if(!success)
+ {
+ llerrs << "Failed updating star geometry." << llendl;
+ }
+
+ // *TODO: fix LLStrider with a real prefix increment operator so it can be
+ // used as a model of OutputIterator. -Brad
+ // std::copy(mStarVertices.begin(), mStarVertices.end(), verticesp);
+ for (U32 vtx = 0; vtx < getStarsNumVerts(); ++vtx)
+ {
+ *(verticesp++) = mStarVertices[vtx];
+ *(colorsp++) = LLColor4U(mStarColors[vtx]);
+ *(indicesp++) = vtx;
+ }
+
+ mStarsVerts->setBuffer(0);
+ return TRUE;
+}