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authorAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:43:28 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2024-04-29 07:56:09 +0300
commit1b68f71348ecf3983b76b40d7940da8377f049b7 (patch)
tree2974eddaef130a067c26033d60a59fc790365b3d /indra/newview/llsprite.cpp
parentaf4ea94efc1999f3b19fd8d643d0331f0b77e265 (diff)
#824 Process source files in bulk: replace tabs with spaces, convert CRLF to LF, and trim trailing whitespaces as needed
Diffstat (limited to 'indra/newview/llsprite.cpp')
-rw-r--r--indra/newview/llsprite.cpp400
1 files changed, 200 insertions, 200 deletions
diff --git a/indra/newview/llsprite.cpp b/indra/newview/llsprite.cpp
index af0b5a40b4..60cc406742 100644
--- a/indra/newview/llsprite.cpp
+++ b/indra/newview/llsprite.cpp
@@ -1,34 +1,34 @@
-/**
+/**
* @file llsprite.cpp
* @brief LLSprite class implementation
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* 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
* $/LicenseInfo$
*/
/* -*- 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?
+ * 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"
@@ -55,17 +55,17 @@ LLVector3 LLSprite::sNormal(0.0f,0.0f,0.0f);
// A simple initialization
LLSprite::LLSprite(const LLUUID &image_uuid) :
- mImageID(image_uuid),
- mImagep(NULL),
- mPitch(0.f),
- mYaw(0.f),
- mPosition(0.0f, 0.0f, 0.0f),
- mFollow(TRUE),
- mUseCameraUp(TRUE),
- mColor(0.5f, 0.5f, 0.5f, 1.0f),
- mTexMode(GL_REPLACE)
+ mImageID(image_uuid),
+ mImagep(NULL),
+ mPitch(0.f),
+ mYaw(0.f),
+ mPosition(0.0f, 0.0f, 0.0f),
+ mFollow(TRUE),
+ mUseCameraUp(TRUE),
+ mColor(0.5f, 0.5f, 0.5f, 1.0f),
+ mTexMode(GL_REPLACE)
{
- setSize(1.0f, 1.0f);
+ setSize(1.0f, 1.0f);
}
//////////////////////////////////////////////////////////////////////
@@ -75,220 +75,220 @@ LLSprite::~LLSprite()
void LLSprite::updateFace(LLFace &face)
{
- LLViewerCamera &camera = *LLViewerCamera::getInstance();
-
- // First, figure out how many vertices/indices we need.
- U32 num_vertices, num_indices;
-
- // Get the total number of vertices and indices
- if (mFollow)
- {
- num_vertices = 4;
- num_indices = 6;
- }
- else
- {
- num_vertices = 4;
- num_indices = 12;
- }
-
- face.setSize(num_vertices, num_indices);
-
- 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.normalize();
- mScaledRight.normalize();
- 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.normalize();
-
- 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);
-
- LLStrider<LLVector3> verticesp;
- LLStrider<LLVector3> normalsp;
- LLStrider<LLVector2> tex_coordsp;
- LLStrider<U16> indicesp;
- U16 index_offset;
-
- // Setup face
- if (!face.getVertexBuffer())
- {
- LLVertexBuffer* buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX |
- LLVertexBuffer::MAP_TEXCOORD0 );
- buff->allocateBuffer(4, 12);
- face.setGeomIndex(0);
- face.setIndicesIndex(0);
- face.setVertexBuffer(buff);
- }
-
- index_offset = face.getGeometry(verticesp,normalsp,tex_coordsp, indicesp);
-
- *tex_coordsp = LLVector2(0.f, 0.f);
- *verticesp = mC;
- tex_coordsp++;
- verticesp++;
-
- *tex_coordsp = LLVector2(0.f, 1.f);
- *verticesp = mB;
- tex_coordsp++;
- verticesp++;
-
- *tex_coordsp = LLVector2(1.f, 1.f);
- *verticesp = mA;
- tex_coordsp++;
- verticesp++;
-
- *tex_coordsp = LLVector2(1.f, 0.0f);
- *verticesp = mD;
- tex_coordsp++;
- verticesp++;
-
- // 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.getVertexBuffer()->unmapBuffer();
- face.mCenterAgent = mPosition;
+ LLViewerCamera &camera = *LLViewerCamera::getInstance();
+
+ // First, figure out how many vertices/indices we need.
+ U32 num_vertices, num_indices;
+
+ // Get the total number of vertices and indices
+ if (mFollow)
+ {
+ num_vertices = 4;
+ num_indices = 6;
+ }
+ else
+ {
+ num_vertices = 4;
+ num_indices = 12;
+ }
+
+ face.setSize(num_vertices, num_indices);
+
+ 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.normalize();
+ mScaledRight.normalize();
+ 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.normalize();
+
+ 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);
+
+ LLStrider<LLVector3> verticesp;
+ LLStrider<LLVector3> normalsp;
+ LLStrider<LLVector2> tex_coordsp;
+ LLStrider<U16> indicesp;
+ U16 index_offset;
+
+ // Setup face
+ if (!face.getVertexBuffer())
+ {
+ LLVertexBuffer* buff = new LLVertexBuffer(LLVertexBuffer::MAP_VERTEX |
+ LLVertexBuffer::MAP_TEXCOORD0 );
+ buff->allocateBuffer(4, 12);
+ face.setGeomIndex(0);
+ face.setIndicesIndex(0);
+ face.setVertexBuffer(buff);
+ }
+
+ index_offset = face.getGeometry(verticesp,normalsp,tex_coordsp, indicesp);
+
+ *tex_coordsp = LLVector2(0.f, 0.f);
+ *verticesp = mC;
+ tex_coordsp++;
+ verticesp++;
+
+ *tex_coordsp = LLVector2(0.f, 1.f);
+ *verticesp = mB;
+ tex_coordsp++;
+ verticesp++;
+
+ *tex_coordsp = LLVector2(1.f, 1.f);
+ *verticesp = mA;
+ tex_coordsp++;
+ verticesp++;
+
+ *tex_coordsp = LLVector2(1.f, 0.0f);
+ *verticesp = mD;
+ tex_coordsp++;
+ verticesp++;
+
+ // 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.getVertexBuffer()->unmapBuffer();
+ face.mCenterAgent = mPosition;
}
-void LLSprite::setPosition(const LLVector3 &position)
+void LLSprite::setPosition(const LLVector3 &position)
{
- mPosition = position;
+ mPosition = position;
}
-void LLSprite::setPitch(const F32 pitch)
+void LLSprite::setPitch(const F32 pitch)
{
- mPitch = pitch;
+ mPitch = pitch;
}
-void LLSprite::setSize(const F32 width, const F32 height)
+void LLSprite::setSize(const F32 width, const F32 height)
{
- mWidth = width;
- mHeight = height;
- mWidthDiv2 = width/2.0f;
- mHeightDiv2 = height/2.0f;
+ mWidth = width;
+ mHeight = height;
+ mWidthDiv2 = width/2.0f;
+ mHeightDiv2 = height/2.0f;
}
-void LLSprite::setYaw(F32 yaw)
+void LLSprite::setYaw(F32 yaw)
{
- mYaw = yaw;
+ mYaw = yaw;
}
void LLSprite::setFollow(const BOOL follow)
{
- mFollow = follow;
+ mFollow = follow;
}
void LLSprite::setUseCameraUp(const BOOL use_up)
{
- mUseCameraUp = use_up;
+ mUseCameraUp = use_up;
}
-void LLSprite::setTexMode(const LLGLenum mode)
+void LLSprite::setTexMode(const LLGLenum mode)
{
- mTexMode = mode;
+ mTexMode = mode;
}
void LLSprite::setColor(const LLColor4 &color)
{
- mColor = color;
+ mColor = color;
}
void LLSprite::setColor(const F32 r, const F32 g, const F32 b, const F32 a)
{
- mColor.setVec(r, g, b, a);
+ mColor.setVec(r, g, b, a);
}