diff options
Diffstat (limited to 'indra/newview/llsprite.cpp')
-rw-r--r-- | indra/newview/llsprite.cpp | 400 |
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); } |