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authorJames Cook <james@lindenlab.com>2007-01-02 08:33:20 +0000
committerJames Cook <james@lindenlab.com>2007-01-02 08:33:20 +0000
commit420b91db29485df39fd6e724e782c449158811cb (patch)
treeb471a94563af914d3ed3edd3e856d21cb1b69945 /indra/newview/llsprite.cpp
Print done when done.
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diff --git a/indra/newview/llsprite.cpp b/indra/newview/llsprite.cpp
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+/**
+ * @file llsprite.cpp
+ * @brief LLSprite class implementation
+ *
+ * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc.
+ * $License$
+ */
+
+/* -*- c++ -*-
+ * Notes:
+ * PR - Should add a creator that can take a pointer rather than handle for streaming
+ * object textures.
+ * PR - Need to add support for lit/non-lit conditions, set normals?
+ */
+
+#include "llviewerprecompiledheaders.h"
+
+#include <llglheaders.h>
+
+#include "llsprite.h"
+
+#include "math.h"
+
+#include "lldrawable.h"
+#include "llface.h"
+#include "llviewercamera.h"
+#include "llviewerimagelist.h"
+#include "viewer.h"
+
+LLVector3 LLSprite::sCameraUp(0.0f,0.0f,1.0f);
+LLVector3 LLSprite::sCameraRight(1.0f,0.0f,0.0f);
+LLVector3 LLSprite::sCameraPosition(0.f, 0.f, 0.f);
+LLVector3 LLSprite::sNormal(0.0f,0.0f,0.0f);
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+// A simple initialization
+LLSprite::LLSprite(const LLUUID &image_uuid)
+{
+ mImageID = image_uuid;
+ mImagep = NULL;
+
+ setSize(1.0f, 1.0f);
+ setPosition(LLVector3(0.0f, 0.0f, 0.0f));
+ mTexMode = GL_REPLACE;
+ mColor.setVec(0.5f, 0.5f, 0.5f, 1.0f);
+ mFollow = TRUE;
+ mUseCameraUp = TRUE;
+}
+
+LLSprite::LLSprite(const LLUUID &image_uuid, const F32 width, const F32 height, const BOOL b_usemipmap)
+{
+ mImageID = image_uuid;
+ mImagep = NULL;
+
+ setSize(width,height);
+ setPosition(LLVector3(0.0f, 0.0f, 0.0f));
+ mTexMode = GL_REPLACE;
+ mColor.setVec(0.5f, 0.5f, 0.5f, 1.0f);
+ mFollow = TRUE;
+ mUseCameraUp = TRUE;
+}
+
+//////////////////////////////////////////////////////////////////////
+LLSprite::~LLSprite()
+{
+}
+
+void LLSprite::updateFace(LLFace &face)
+{
+ LLViewerCamera &camera = *gCamera;
+
+ // First, figure out how many vertices/indices we need.
+ U32 num_vertices, num_indices;
+ U32 vertex_count = 0;
+
+
+ LLStrider<LLVector3> verticesp;
+ LLStrider<LLVector3> normalsp;
+ LLStrider<LLVector2> tex_coordsp;
+ U32 *indicesp;
+ S32 index_offset;
+
+ // Get the total number of vertices and indices
+ if (mFollow)
+ {
+ num_vertices = 4;
+ num_indices = 6;
+ }
+ else
+ {
+ num_vertices = 4;
+ num_indices = 12;
+ }
+
+ // Setup face
+ face.setPrimType(LLTriangles);
+ face.setSize(num_vertices, num_indices);
+ index_offset = face.getGeometry(verticesp,normalsp,tex_coordsp, indicesp);
+ if (-1 == index_offset)
+ {
+ return;
+ }
+
+ if (mFollow)
+ {
+ sCameraUp = camera.getUpAxis();
+ sCameraRight = -camera.getLeftAxis();
+ sCameraPosition = camera.getOrigin();
+ sNormal = -camera.getAtAxis();
+ if (mUseCameraUp)
+ {
+ // these need to live here because the height/width may change between render calls
+ mScaledUp = sCameraUp;
+ mScaledRight = sCameraRight;
+
+ mScaledUp *= mHeightDiv2;
+ mScaledRight *= mWidthDiv2;
+
+ mA = mPosition + mScaledRight + mScaledUp;
+ mB = mPosition - mScaledRight + mScaledUp;
+ mC = mPosition - mScaledRight - mScaledUp;
+ mD = mPosition + mScaledRight - mScaledUp;
+ }
+ else
+ {
+ // The up vector is perpendicular to the camera vector...
+ LLVector3 camera_vec = mPosition - sCameraPosition;
+ mScaledRight = camera_vec % LLVector3(0.f, 0.f, 1.f);
+ mScaledUp = -(camera_vec % mScaledRight);
+ mScaledUp.normVec();
+ mScaledRight.normVec();
+ mScaledUp *= mHeightDiv2;
+ mScaledRight *= mWidthDiv2;
+
+ mA = mPosition + mScaledRight + mScaledUp;
+ mB = mPosition - mScaledRight + mScaledUp;
+ mC = mPosition - mScaledRight - mScaledUp;
+ mD = mPosition + mScaledRight - mScaledUp;
+ }
+ }
+ else
+ {
+ // this is equivalent to how it was done before. . .
+ // we need to establish a way to
+ // identify the orientation of a particular sprite rather than
+ // just banging it in on the x,z plane if it's not following the camera.
+
+ LLVector3 x_axis;
+ LLVector3 y_axis;
+
+ F32 dot = sNormal * LLVector3(0.f, 1.f, 0.f);
+ if (dot == 1.f || dot == -1.f)
+ {
+ x_axis.setVec(1.f, 0.f, 0.f);
+ y_axis.setVec(0.f, 1.f, 0.f);
+ }
+ else
+ {
+ x_axis = sNormal % LLVector3(0.f, -1.f, 0.f);
+ x_axis.normVec();
+
+ y_axis = sNormal % x_axis;
+ }
+
+ LLQuaternion yaw_rot(mYaw, sNormal);
+
+ // rotate axes by specified yaw
+ x_axis = x_axis * yaw_rot;
+ y_axis = y_axis * yaw_rot;
+
+ // rescale axes by width and height of sprite
+ x_axis = x_axis * mWidthDiv2;
+ y_axis = y_axis * mHeightDiv2;
+
+ mA = -x_axis + y_axis;
+ mB = x_axis + y_axis;
+ mC = x_axis - y_axis;
+ mD = -x_axis - y_axis;
+
+ mA += mPosition;
+ mB += mPosition;
+ mC += mPosition;
+ mD += mPosition;
+ }
+
+ face.setFaceColor(mColor);
+
+ *tex_coordsp = LLVector2(0.f, 0.f);
+ *verticesp = mC;
+ tex_coordsp++;
+ verticesp++;
+ vertex_count++;
+
+ *tex_coordsp = LLVector2(0.f, 1.f);
+ *verticesp = mB;
+ tex_coordsp++;
+ verticesp++;
+ vertex_count++;
+
+ *tex_coordsp = LLVector2(1.f, 1.f);
+ *verticesp = mA;
+ tex_coordsp++;
+ verticesp++;
+ vertex_count++;
+
+ *tex_coordsp = LLVector2(1.f, 0.0f);
+ *verticesp = mD;
+ tex_coordsp++;
+ verticesp++;
+ vertex_count++;
+
+ // Generate indices, since they're easy.
+ // Just a series of quads.
+ *indicesp++ = index_offset;
+ *indicesp++ = 2 + index_offset;
+ *indicesp++ = 1 + index_offset;
+
+ *indicesp++ = index_offset;
+ *indicesp++ = 3 + index_offset;
+ *indicesp++ = 2 + index_offset;
+
+ if (!mFollow)
+ {
+ *indicesp++ = 0 + index_offset;
+ *indicesp++ = 1 + index_offset;
+ *indicesp++ = 2 + index_offset;
+ *indicesp++ = 0 + index_offset;
+ *indicesp++ = 2 + index_offset;
+ *indicesp++ = 3 + index_offset;
+ }
+
+ face.mCenterAgent = mPosition;
+}
+
+void LLSprite::setPosition(const LLVector3 &position)
+{
+ mPosition = position;
+}
+
+
+void LLSprite::setPitch(const F32 pitch)
+{
+ mPitch = pitch;
+}
+
+
+void LLSprite::setSize(const F32 width, const F32 height)
+{
+ mWidth = width;
+ mHeight = height;
+ mWidthDiv2 = width/2.0f;
+ mHeightDiv2 = height/2.0f;
+}
+
+void LLSprite::setYaw(F32 yaw)
+{
+ mYaw = yaw;
+}
+
+void LLSprite::setFollow(const BOOL follow)
+{
+ mFollow = follow;
+}
+
+void LLSprite::setUseCameraUp(const BOOL use_up)
+{
+ mUseCameraUp = use_up;
+}
+
+void LLSprite::setTexMode(const LLGLenum mode)
+{
+ mTexMode = mode;
+}
+
+void LLSprite::setColor(const LLColor4 &color)
+{
+ mColor = color;
+}
+
+void LLSprite::setColor(const F32 r, const F32 g, const F32 b, const F32 a)
+{
+ mColor.setVec(r, g, b, a);
+}
+
+
+
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+
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+