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/**
* @file llvotextbubble.cpp
* @brief Viewer-object text bubble.
*
* Copyright (c) 2001-$CurrentYear$, Linden Research, Inc.
* $License$
*/
#include "llviewerprecompiledheaders.h"
#include "llvotextbubble.h"
#include "imageids.h"
#include "llviewercontrol.h"
#include "llprimitive.h"
#include "llsphere.h"
#include "llagent.h"
#include "llbox.h"
#include "lldrawable.h"
#include "llface.h"
#include "llviewerimagelist.h"
#include "llvolume.h"
#include "pipeline.h"
LLVOTextBubble::LLVOTextBubble(const LLUUID &id, const LLPCode pcode, LLViewerRegion *regionp)
: LLViewerObject(id, pcode, regionp)
{
setScale(LLVector3(1.5f, 1.5f, 0.25f));
mbCanSelect = FALSE;
mLOD = MIN_LOD;
mVolumeChanged = TRUE;
setVelocity(LLVector3(0.f, 0.f, 0.75f));
LLVolumeParams volume_params;
volume_params.setType(LL_PCODE_PROFILE_CIRCLE, LL_PCODE_PATH_LINE);
volume_params.setBeginAndEndS(0.f, 1.f);
volume_params.setBeginAndEndT(0.f, 1.f);
volume_params.setRatio(0.25f, 0.25f);
volume_params.setShear(0.f, 0.f);
setVolume(volume_params);
mColor = LLColor4(1.0f, 0.0f, 0.0f, 1.f);
S32 i;
for (i = 0; i < getNumTEs(); i++)
{
setTEColor(i, mColor);
setTETexture(i, LLUUID(IMG_DEFAULT));
}
}
LLVOTextBubble::~LLVOTextBubble()
{
}
BOOL LLVOTextBubble::isActive() const
{
return TRUE;
}
BOOL LLVOTextBubble::idleUpdate(LLAgent &agent, LLWorld &world, const F64 &time)
{
F32 dt = mUpdateTimer.getElapsedTimeF32();
// Die after a few seconds.
if (dt > 1.5f)
{
return FALSE;
}
LLViewerObject::idleUpdate(agent, world, time);
setScale(0.5f * (1.f+dt) * LLVector3(1.5f, 1.5f, 0.5f));
F32 alpha = 0.35f*dt;
LLColor4 color = mColor;
color.mV[VALPHA] -= alpha;
if (color.mV[VALPHA] <= 0.05f)
{
return FALSE;
}
S32 i;
for (i = 0; i < getNumTEs(); i++)
{
setTEColor(i, color);
}
return TRUE;
}
void LLVOTextBubble::updateTextures(LLAgent &agent)
{
// Update the image levels of all textures...
// First we do some quick checks.
U32 i;
// This doesn't take into account whether the object is in front
// or behind...
LLVector3 position_local = getPositionAgent() - agent.getCameraPositionAgent();
F32 dot_product = position_local * agent.getFrameAgent().getAtAxis();
F32 cos_angle = dot_product / position_local.magVec();
if (cos_angle > 1.f)
{
cos_angle = 1.f;
}
for (i = 0; i < getNumTEs(); i++)
{
const LLTextureEntry *te = getTE(i);
F32 texel_area_ratio = fabs(te->mScaleS * te->mScaleT);
LLViewerImage *imagep = getTEImage(i);
if (imagep)
{
imagep->addTextureStats(mPixelArea, texel_area_ratio, cos_angle);
}
}
}
LLDrawable *LLVOTextBubble::createDrawable(LLPipeline *pipeline)
{
pipeline->allocDrawable(this);
mDrawable->setLit(FALSE);
mDrawable->setRenderType(LLPipeline::RENDER_TYPE_VOLUME);
LLDrawPool *poolp;
for (U32 i = 0; i < getNumTEs(); i++)
{
LLViewerImage *imagep;
const LLTextureEntry *texture_entry = getTE(i);
imagep = gImageList.getImage(texture_entry->getID());
poolp = gPipeline.getPool(LLDrawPool::POOL_ALPHA);
mDrawable->addFace(poolp, imagep);
}
return mDrawable;
}
BOOL LLVOTextBubble::setVolume(const LLVolumeParams &volume_params)
{
if (LLPrimitive::setVolume(volume_params, mLOD))
{
if (mDrawable)
{
gPipeline.markRebuild(mDrawable, LLDrawable::REBUILD_VOLUME, TRUE);
mVolumeChanged = TRUE;
}
return TRUE;
}
return FALSE;
}
BOOL LLVOTextBubble::updateLOD()
{
return FALSE;
}
BOOL LLVOTextBubble::updateGeometry(LLDrawable *drawable)
{
if (!(gPipeline.hasRenderType(LLPipeline::RENDER_TYPE_VOLUME)))
return TRUE;
if (mVolumeChanged)
{
LLVolumeParams volume_params = getVolume()->getParams();
setVolume(volume_params);
LLPipeline::sCompiles++;
drawable->setNumFaces(getVolume()->getNumFaces(), drawable->getFace(0)->getPool(), getTEImage(0));
}
LLMatrix4 identity4;
LLMatrix3 identity3;
for (S32 i = 0; i < drawable->getNumFaces(); i++)
{
LLFace *face = drawable->getFace(i);
if (i == 0)
{
face->setSize(0);
continue;
}
if (i == 2)
{
face->setSize(0);
continue;
}
// Need to figure out how to readd logic to determine face dirty vs. entire object dirty.
face->setTEOffset(i);
face->clearState(LLFace::GLOBAL);
face->genVolumeTriangles(*getVolume(), i, identity4, identity3);
}
mVolumeChanged = FALSE;
return TRUE;
}
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